Lord Assassin Morghoul

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Skorne Logo.jpg Lord Assassin Morghoul

Skorne Paingiver Warlock

After long years of loyal but shadowy service to his master, Morghoul has stepped forward as a leader among the Skorne. The betrayal by his lord freed Morghoul's hands, and he has found the opportunity to further his private ambitions by taking the unprecedented step of seizing leadership of the entire paingiver caste in the Army of the Western Reaches.

Basic Info

Morghoul2
Missing Info
Lord Assassin Morghoul.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR 6
MAT 8
RAT N/A
M.A. N/A
DEF 16
ARM 14
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 15
F. Field N/A
WJP {{{wjp}}}
WBP +29
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warlock - All warlocks come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat : Blackout

Enemy models currently in Morghoul2's control range and LOS suffer Blind (refer to his weapons) for one round.

Abilities

Weapons

Mercy
Sword icon.jpg  RNG   POW   P+S 
1 7 13
Fan of Shadows
Sword icon.jpg  RNG   POW   P+S 
0.5 2 8
  • Magical dam symbol.jpg Damage Type: Magical
  • Blind - A model suffering Blind cannot make ranged or magic attacks, suffers -4 MAT and DEF, and cannot run, charge, or make slam or trample power attacks. It must forfeit either its Normal Movement or Combat Action during its next activation. Blind can be shaken.

Spells

COST RNG AOE POW DUR OFF
Flashing Blade

1 SELF - - - No
The spellcaster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.
Flesh Hooks

2 10 - 12 Round Yes
Target model damaged by Flesh Hooks cannot charge or make slam or trample power attacks for one round.
Shadow Play

2 6 - - Upkeep No
Target friendly Faction model gains Incorporeal this turn. During your Control Phase, the affected model gains Incorporeal for one turn.
Mortality

3 10 - - Round Yes
Target model/unit suffers -2 DEF and ARM, loses Tough, and cannot have damage removed from it. Mortality lasts for one round.

Theme Forces

Recent Changes

2021 10 Mega Update

  • Gained Reposition 3


Thoughts on Morghoul2

Morghoul2 in a nutshell

Morghoul2 is the Lord Assassin of the Skorne empire for a reason. He kills any but the most careful enemies - and after the Great Skorne Errata he's finally better at it than he has been at any time since Mk1. Mortality to help take down big targets, shadow play for positioning - and between Mortality and Blind, Morghoul doesn't have to be the finisher.

Feat Thoughts

Blackout on the enemy's army makes the infantry and battle engine useless for a turn and means that everything's going to hit opposing jacks and beasts.

Blackout on the enemy caster and he will be extremely easy to hit, especially by Morghoul.

Spell Thoughts

  • Flesh Hook is a seriously great blast. While the effect isn't as radical as Stranglehold, the higher POW mean it work significantly more reliably into buffed garguantuans
  • Flashing Blade is not an attack per se - you can still cast it if you sacrificed your combat action to get up from Knockdown. It is not as good as his Perfect Balance was in Mk2, but if you do not need your combat action (for a charge, for example), it costs only 1 fury; just as many as to shake off the above mentioned effects. You can also cast it before moving ; you can apparition into your first target, kill it, and charge something else.
  • Don't forget, Apparition works even if you're stationary, or knocked down.
  • Shadowplay has a weird duration; despite being an upkeep, it applies Incorporeal for a turn and if you recast it on someone else, the first person keeps their Incorporeal status.
    So you actually can make up to four targets incorporeal in a single turn : one from upkeep, three from casts.
  • Mortality is an excellent debuff. It used to be almost too dangerous to cast, but over the course of Mk3 Morghoul2 has gained access to the Blind Walker and Immortal Vessel to channel through, and now can Reposition into or behind terrain after casting it directly to keep himself safe.

Drawbacks & Downsides

  • If he fails to assassinate, he gets squashed.
  • Shadow Play only works on your turn, and on a limited number of model. This means that it is purely a piece for positioning your models.
  • Anyone with Eyeless Sight (notably all Legion beasts, Cephalyx beasts, and drudges) is immune to his feat and fan.
  • Archons ignore blind.

Tricks & Tips

  • He gives parry to the Bloodrunners, but doesn't actually have it himself
  • Ornery from a Titan Sentry or Counterblast from a Mammoth allow him to blind an attacker after its first attack.
  • Morghoul is fairly hard to kill, but don't play too far forward. Just remember he can be assassinated.

List Building Advice

Strategy

He's the freakin' Lord Assassin. There are no prizes for guessing what his main strategy is.

By himself, Lord Assassin Morghoul has an assassination threat range of 13", most of that linear and it can be blocked by intervening models. If he gets that assassination off, it is almost invariably in the endgame. However the level of paranoia you should feel when he is on the table is massively greater than that; the Lord Assassin generally doesn't do the assassinating himself because he has much much longer threat ranges than that.

A textbook Lord Assassin Morghoul starts off with him moving 9" (including Apparition); if the enemy are unlucky he'll charge 12". Then he feats. If the enemy caster is within 12" (for a total of 21" or 24") they've just had their DEF flattened. Follow it up with Mortality (boost to hit) and most enemies are ready to be finished off. And if you have a Cyclops Shaman Mortality has the same range as the feat.

So how to finish off the target? Having lost six points of DEF and two of ARM they should be ripe for the picking. You can either do it at range or in melee. In melee, it's normally an Incorporeal Archidon from 11" away (13 if you brought a Titan Gladiator), flying over the enemy and ignoring free strikes or even an incorporeal Animantarax from 13" away. At range, it's a Mammoth from 18" away or a Titan Cannoneer or two from 20" away, supported by a Cyclops Shaman or Cyclops Raider from 20" - and possibly some Venators.

Morghoul works well with most people - his only friendly Faction buff is Shadow Play and that needs to go on a single model (normally himself, a warbeast in his battlegroup, or a beatstick solo). With his three biggest things being the Blind debuff, the Mortality debuff, and his assassination, he works extremely well with minions.

Theme Thoughts

    Masters of War    

    The Exalted    

Lets Morghoul take all of the support pieces he wants while denying the enemy tricks like moving your stuff or collecting corpses. Assassination guns will have to come from the battlegroup, but Immortals are seriously dangerous against a blinded and Mortality'd caster--and they bring their own Incorporeal.

    Winds of Death    

Morghoul and Aptimus Marketh and/or the Immortal Vessel (mentioned above) to hand out Mortality to break armour. It normally brings an Animantarax (sometimes even two) as its finisher; not that much survives an incorporeal animantarax, especially when their DEF has already been dropped. Or just shoot the enemy.

  • Extoller Soulward, mentioned above, can also be in this theme.
  • Siege Animantarax - an incorporeal Siege Animantarax has a scary assassination threat, forcing the enemy to keep troops back to block all potential landing zones or to keep their caster completely out of LoS. And even if it isn't going for the assassination it's pretty good at mugging heavies, especially ones without reach weapons.

    Disciples of Agony    

As a debuff caster Morghoul2 is incredibly minion-friendly. In Disciples of Agony the assassination run is generally finished off by a Primaled Enraged Archidon or an incorporeal primaled and enraged Road Hog, both exploiting Blind to lower the enemy's DEF and then having a 10" charge range to hit extremely hard at MAT 8. He also likes having ambush models due to a low feat range

  • Blind Walker - you're in the only theme without the Immortal Vessel, so you might want a way to channel. Or it might not be worth it.
  • Swamp Horror - an extra 1" threat range for Morghoul is extremely useful (and 1.5" for the Fan of Shadows of course)
  • Paingiver Bloodrunners are already good already good, and he gives them a nice buff in Parry.
  • Paingiver Bloodrunner Master Tormentor combines excellently with Morghoul2; he gives it Parry (which works really well with the Master Tormentor's Sprint to escape when it hasn't killed everyone) and the Master Tormentor is a veteran leader for paingivers including the Lord Assassin, making him better able to land Mortality or even his own assassination runs.
  • Siege Animantarax is as good in DoA as it is in Winds of Death.

Battlegroup

  • Archidon - the improved version of the Archidon makes for a decent assassin-beast if you can deal with any free strikes (which Shadow Play normally can). And Sprint is a great power to give Morghoul, allowing him to charge, feat, apply mortality when needed, and sprint back to safety.
  • Agonizer - Playing for assassination involves sacrificing pieces, and the opponent will have to commit more to accept a sacrifice if the piece you present effectively has +2 Armor. Morghoul also often has to play forward to get a backbreaking feat, and having a +2 Str bubble or spell denial can keep him much safer against whatever can still get to him.
  • Basilisk Krea - Similar to the Agonizer; you don't want your opponent cheating you out of your alpha + control using their guns.
  • Titan Gladiator - If playing an Archidon anyway, it's a consideration.
  • Bronzeback Titan - Manages the fury on your Agonizer at least and is an excellent late game armor cracker. With Mortality it can kill the world. Its animus of Unyielding also makes it very hard to kill and gives it potential as a tip of the spear, while the animus on Morghoul (especially stacked with Agonizer) takes him to a suddenly problematic 16/18 vs Melee, with Steady to boot.
  • Cyclops Shaman - Sometimes the extra 2" of range on Mortality is wonderful. If you don't have the points you can always use the Farrow Bone Grinders but you normally get more with an extra animus and the anti-magic tech.
  • Mammoth - Its gun will murder a Blinded caster and threatens 18"-20" without external buffs. Its a great scenario and attrition anchor as well.

Standard Support

  • Aptimus Marketh - Mortality is one of the best possible spells for Marketh to cast and Shadow Walk is an upkeep. Marketh's a bargain for the Lord Assassin in all the themes.
  • Immortal Vessel - Channeling Mortality at +2 to hit is just good. You can't take it in Disciples of Agony, having to rely on the Blind Walker if you want to channel and the Paingiver Bloodrunner Master Tormentor for the accuracy boost
  • Extoller Soulward lets you Mortality people with Stealth. Including casters. Secondly eyeless sight and His feat are killer as unless you hide behind a forest Morg can see you. In Disciples of Agony a Bog Trog Mist Speaker does the same job.
  • Paingiver Beast Handlers. This is Skorne. These appear in almost all lists.

Starting a 25 point Brawl list

In 2020.09 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Winds of Death

Lord Assassin Morghoul: [+29 WBP]
Venator Dakar: [4 pts]
Venator Reivers (Min unit): [9 pts]
  • Command Attachment: [4 pts]
Venator Flayer Cannon Crew: [Free] {5 pts)

Total RRP: USD $221 (based on PP's online store prices 2021.04)


For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

  • The name Morghoul is speculated to mean "Bird Demon". It could be a combination of the words Morgh, meaning bird or chicken in Iranian, and the Ghoul/ Gallu/ Goule, meaning a mean evil spirit or demon who'd drag unfortunate victims off to the underworld. Whether or not this is how Privateer Press named him, his birdlike aesthetics makes this interpretation very fitting.
  • Released in Hordes: Metamorphosis (2009)

Video Battle Reports

Other Skorne models

Skorne Logo.jpg       Skorne Index       (Edit)
Battlegroup & Similar
Warlocks Hexeris1 - Hexeris2 - Jalaam1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Rasheth1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (Lesser Warlock) - Makeda0 (Lesser Warlock)
Lesser

Agonizer - Aradus Scarab - Reptile Hounds - The Terrorizer

Light Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm
Heavy

Aradus Sentinel - Aradus Soldier - Archidon - Chiron - Bronzeback Titan - Despoiler - Molik Karn - Rhinodon - Tiberion - Titan Cannoneer - Titan Gladiator - Titan Sentry

Gargantuans Desert Hydra - Mammoth
Units, Solos, & Battle Engines
Units

Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - Legends of Halaak - Nihilators - Paingiver Beast Handlers - Paingiver Bloodrunners - Praetorian Ferox - Praetorian Karax - Praetorian Keltarii - Praetorian Swordsmen - Tyrant Commander & Standard Bearer - Venator Catapult Crew - Venator Flayer Cannon Crew - Venator Reivers - Venator Slingers

Solos

Abidan the Keeper - Ancestral Guardian - Aptimus Marketh - Extoller Novitiate - Extoller Soulward - Hakaar the Destroyer - Immortal Vessel - Makeda0 - Mortitheurge Willbreaker - Paingiver Bloodrunner Master Tormentor - Paingiver Task Master - Tyrant Rhadeim - Venator Dakar - Void Spirit - Zaadesh1

Battle Engines Siege Animantarax - Supreme Guardian
Theme Forces
Disciples of Agony - Masters of War - The Exalted - Winds of Death
Minions
Refer to Who Works for Whom and/or Category: Skorne Minion
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification : Blessed and/or Creator's Wrath     (Edit)

  • Blessed ignores spell buffs even if they're not directly on the target. (For example, Haley3's Temporal Distortion spell is cast on Haley and gives a DEF buff to everyone within 5". Blessed ignores it on everyone, not just on Haley.) (Locked thread)
  • You only ignore the DEF/ARM buff if the spell directly adds to the stat (for example Arcane Shield gives +3 ARM).
Whereas a spell which grants an ability, and the ability gives a DEF/ARM buff, would not be ignored by Blessed (for example Cloak of Ash gives a model concealment, and concealment gives +2 DEF).
(Infernal Ruling)
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else]. (For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.)
  • This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).

Rules Clarification : Weapon Master - None yet. (Edit)

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Grievous Wounds      (Edit)

  • GW prevents "repairs" as well as "heals".
  • It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.
  • Does not affect models with the Massive rule.
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Rules Clarification : Blind      (Edit)

  • Blind prevents magic attacks. However spell-casters, spell slaves, etc can still cast non-offensive spells.
  • Blind vs Eyeless Sight (Edit)
    • If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
    • Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.


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Rules Clarification:  : Warlock      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
      There is no particular interaction between the Battle Engine rules and the Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.


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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
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Rules Clarification : Apparition      (Edit)

  • Apparition is an "Other" Control Phase effect, so it happens at Step 7 of the Control Phase.
    • It happens after paying for upkeeps, Power Up, etc
    • If you have another "Other" Control Phase effect, you get to choose the order to resolve them.
  • If a model is B2B with you when you use Apparition then they will be exactly 2" away afterwards. So you'll still be in the melee range of anything with RNG 2 or higher.
  • Unit members must always be placed in formation. Refer to the "Placed" section of the core rulebook.
    • If a trooper can't be placed in formation (because it's more than 2" out of formation to begin with) then it can't be placed at all.
    • The unit commander is always "In Formation" by definition, so can be placed where it likes.
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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.
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Rules Clarification : Steady      (Edit)

  • If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
    In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
  • Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
  • Steady models who make a tough check during an advance can continue advancing. (Locked Thread)
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Rules Clarification : Elite Cadre      (Edit)

  • Elite Cadre bonuses persist even after the model dies.
  • Elite Cadre bonuses can apply to teammates in multiplayer games.
  • It is possible for a model to receive multiple Elite Cadres. All will benefit the model (excluding receiving the same benefit twice). (Infernal Ruling)
  • Elite Cadre applies to both singular and plural. For instance Elite Cadre [Daughters of the Flame] will apply to Thyra even though she is only a Daughter of the Flame. (Infernal Ruling)

Rules Clarification : Parry - None yet. (Edit)


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Rules Clarification : Flashing Blade      (Edit)

  • Flashing Blade is an unlimited spell.
  • Flashing Blade is optional.
  • All attacks generated are basic attacks.
  • Flashing Blade will not hit friendly models.
  • Simultaneous melee attack (Edit)
There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
      Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities:   [Show/Hide]
Targeting/Timing
  • To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • The attacks are effectively multiple separate attacks.
    • If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
  • The attacks are simultaneous.
    • If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
    • You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
Charging
  • If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
  • If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
Triggering other abilities
  • Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
  • Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
  • If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
  • If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)

Rules Clarification : Flesh Hooks - None yet. (Edit)

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Rules Clarification : Shadow Play      (Edit)

  • The wording on "turn" means you'll never have Incorporeal during your opponent's turn, but you have it on your turn as long as you pay the upkeep.
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Rules Clarification:  : Incorporeal      (Edit)
(Click Expand to read)

Damage & Debuffs
  • All spells do magical damage. Refer to the latest errata.
  • If a weapon or spell does multiple types of damage (such as Chain Lightning doing Electricity damage), then you'll still be hurt by the spell. "Incorporeal" is not the same as "has immunity to all damage types". (Infernal Ruling)
  • "Mundane" weapons can still apply debuffs to Incorporeal models, even though they can't damage them. For instance, an Ironclad could hit an Incorporeal model with a Tremor Attack and knock the incorporeal model down; Small-based Incorporeal models can be Consumeed, etc. (Infernal Ruling)

Incorporeal models moving

  • If an incorporeal model declares a charge, then they stay incorporeal until they actually make an attack. So, for example:
    • If they're Countercharged after finishing their own charge movement, they will be Incorporeal while resolving the Countercharge attack.
    • If they fail the charge, they will stay Incorporeal.
  • Entering hazards: "Enters or ends its activation" can only be triggered once each turn.
    • If the Incorporeal model begins its activation outside the hazard, moves into the hazard and loses Incorporeal, it would not take any damage from ending its activation in the hazard.
    • If the Incorporeal model begins its activation inside the hazard, stays inside the hazard, and loses Incorporeal, it would take damage from ending its activation in the hazard.
    • (Infernal Ruling)
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.


Moving through an Incorporeal model

  • A model that is pushed into an Incorporeal model will go all the way through, only if the push is large enough to get all the through. If the push is too short, the moving model will "bounce back" to where they first started overlapping the incorporeal model. (Infernal Ruling)
  • The core rules that allows models to be pushed through the Incorporeal model will override any ability/spell that uses the phrase "is pushed until it contacts a model" (such as Grip, Drag, and Catch). (Infernal Ruling)
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.

Other

  • Incorporeal models can engage enemy models. They can't make free strikes or bodyblock enemies, but they do prevent enemy models making ranged attacks, and everyone gets the 'Target in Melee' bonus.
  • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
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Rules Clarification : Mortality      (Edit)

  • Mortality prevents models removing damage, but it doesn't prevent secondary effects associated with that heal rule (if there are any). For example: