Unlimited Only This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.
Note that the rest of this page is about the model's Mark III rules.
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A master mortitheurge, Hexeris is unrivaled in the manipulations of life and death. He has lost the ability to empathize with the living and now sees them as machines with precisely analyzed thresholds for potential, injury, and pain. Those who speak to him leave feeling tainted, for his eyes pierce through to their immortal essence. Hexeris is skilled in battle and is strong enough to have been a Cataphract if his mind had not destined him for a darker path.
Basic Info
Hexeris1 |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Small |
SPD |
6 |
STR |
8 |
MAT |
7 |
RAT |
N/A |
M.A. |
N/A |
DEF |
15 |
ARM |
16 |
CMD |
8 |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
7 |
THRS |
N/A |
HP |
17 |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
+28 |
IHP |
{{{ihp}}} |
FA |
C |
UNIT SIZE |
N/A |
COST |
N/A |
N/A |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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- 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 : Dark Dominion
- To Hexeris death is just another strategic mechanism, for he can insinuate his will into a body even as its spirit slips away. Invoking the most potent of his powers, he reaches across the battlefield to turn dying enemies into his puppets, their flesh pulled by the strings of his volition.
When a living or undead enemy warrior model is boxed by an attack while in Hexeris' control range, you can take control of it.
- The model becomes an independent model and gains Undead.
- The model can immediately advance up to 3" and can make one basic melee attack, then remove the model from play. The model cannot be targeted by free strikes during this movement.
Dark Dominion lasts for one turn.
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Tip !
See the "Feat Thoughts" section for some unusual rules interactions this causes.
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Abilities
- Great Power - During your Control Phase, this model can upkeep one spell without spending focus or fury.
- Vampiric Reaving - This model can reave fury points from enemy warbeasts destroyed in its control range if it is closer to the warbeast than all other models that could reave its fury.
Weapons
- Gulgata - 2" reach, POW 6, P+S 14 melee weapon
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Damage Type: Magical
- Beat Back - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.
Spells
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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Death March
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3
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6
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-
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-
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Upkeep
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No
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Target friendly Faction unit gains +2 MAT and Vengeance.
- Vengeance - During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.
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Obliteration
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4
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10
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5
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15
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-
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Yes
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This spell has zero special effects.
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Parasite
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3
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8
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-
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-
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Upkeep
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Yes
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Target model/unit suffers -3 ARM and the spellcaster gains +1 ARM.
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Soul Slave
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2
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6
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-
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-
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Upkeep
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No
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Target warbeast in the spellcaster's battlegroup automatically passes threshold checks. The spellcaster can channel spells through that warbeast.
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Sunder Spirit
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2
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10
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-
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12
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(★)
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Yes
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An enemy warbeast damaged by Sunder Spirit loses its animus for one round.
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Theme Forces
Thoughts on Hexeris1
Hexeris1 in a Nutshell
Lord Tyrant Hexeris is a jack of all trades and, consequently, a master of none. He's got a really nasty and fun anti-infantry feat, and a toolbox of spells.
His focus is as a bully, he offers nothing to deliver your force (beyond the movement granted by Vengeance) but he can improve accuracy and damage as well as cast spells from afar.
Spell thoughts
- Death March enables him to deal with high DEF foes and adds mobility.
- Obliteration is good against infantry.
- Parasite is great against heavies, especially when ranged units focus fire on them.
- Soul Slave is unique to Hexeris1, this doesn’t mean it’s good. Always passing threshold checks and casting spells as a channel fits best on something you don’t put in melee, the Krea or an Archidon are great picks.
- Sunder Spirit is a zap to take out solos, incorporeal models, but also who can remove key animis, especially Rush and Lightning Strike.
Feat thoughts
The first thing to note about the feat is that if the model you take over kills another model, you can take over the second model and use it to kill a third, then take over the third one and etc. This means you can generate very long "feat chains" which will decimate enemy infantry swarms.
- Note that, for a single chain, no model in the chain are RFP'd until you get to the end of the chain (the last model in the chain fails to kill something).
This is because, when it comes to the Attack Sequence, it goes
- Box an enemy model (Step 10c)
- Trigger the feat, do the move, and start a new attack.
- Go through Steps 1 to 10c again.
- Only once you fail to box an enemy model do you progress to "after the attack" and RFP all the models in that chain (at Step 12).
- When it comes to AOEs and sprays, each model boxed in the initial AOE/spray can start a chain.
- Choose one model in the AOE/spray, do its entire chain (until a model fails to box an enemy).
- But before you RFP that chain, go back to the initial AOE/spray, pick another model by the AOE/spray, and start a new chain.
- So you don't RFP models from any chain until every chain has been resolved.
The second thing to note about the feat is that when your opponent's model is RFP'd it is still under your control; so it is friendly model to you & an enemy model to your opponent. Therefore your opponent can't trigger any of their abilities that are worded "when a friendly model is destroyed or RFP'd" (such as Swift Vengeance, Hand of Vengeance, Righteous Fury, etc).
Drawbacks & Downsides
- If successful, the feat takes a long time, which can be a problem when on the clock.
- The feat is more or less useless if the enemy units can't reliably kill themselves. So it is best used against squishy models with moderate to low defense (which does include most single wound infantry)
- Tough weakens his feat; knocked down models can't move and attack.
- His feat is weak against constructs and battlegroup focused lists.
- Outside the feat he can feel a little dull to play, essentially being a parasite bot with the occasional offensive spell.
- Soul Slave can only be cast by Hexeris inside activation, this makes his spell threats and angles predictable. Killing his soul slaved beast will also deny him effective arcing for a whole round.
- Obliteration is over priced even with AOE 5 as it very often needs a boost to hit for optimal AOE placement.
Tips & Tricks
- Parasite lets him trade up. Use lightweight heavies like the Rhinodon or Archidon to wreck heavy heavies.
- RFP on the feat can be incredibly powerful against certain armies, such as Cryx and Grymkin.
List Building Advice
Strategy
Hexeris1 gives something to everyone, giving you a lot of options for strategy and list building. In saying that though, he's likely to be focused on armor cracking; because if your opponent drops an infantry swarm into Hexeris he'll just destroy them with his feat.
He's got a decent Fury allocation when backed with the ubiquitous Paingiver Beast Handlers, but wants at least one combat infantry unit for Death March.
Theme Thoughts
Hexeris1, being a jack of all trades, works with most of Skorne's themes although avoids one.
- Winds of Death is the Skorne ranged theme and absolutely loves Parasite and uses his feat to clear infantry. Unfortunately, Death March does little more than turns a unit of Venators into something just about viable - and even more unfortunately in this theme he plays like a cut rate Dominar Rasheth.
- Masters of War gives him shooting infantry in Cataphracts, the ability to ignore tough on his feat turn to start the chains, and a lot of Praetorians really like Death march.
- Disciples of Agony has Nihilators and Paingiver Bloodrunners as excellent Vengeance targets, and minion shooting units. It therefore has most of what Hexeris wants from both the two previous lists.
- The Exalted has its units all already having Vengeance and it doesn't have the shooting to properly exploit Parasite.
Most themes
- Immortal Vessel enables Hexeris to channel without needing to go through his upkeep spelled model.
- Aptimus Marketh has up to three spells to upkeep and can either make him even more fury efficient or zap with the spirit eye.
- Extoller Soulward for when you need guidance to cast spells on stealth models. Or for when you want to blow an aspect off a heavy warbeast with a 3 point model.
- Siege Animantarax is normally great - and can really burn down targets with Parasite and its shooting.
- The Hermit of Henge Hold can provide an extra ARM debuff or Telemetry - both very useful for a spellslinger. Getting him into position is another matter.
Winds of Death
- Venator Slingers become MAT 7 with Vengeance and love burning down Parasited models. An average of 3.5 damage to a Khadoran heavy per shot.
- Venator Reivers - see slingers above, but can hit more stuff.
- Siege Animantarax - again the heavy beatdown. They can hit heavies with that artillery piece on their back, and really appreciate the arm debuff.
Masters of War
- Cataphract Cetrati enjoy the extra speed from Vengeance
- Praetorian Swordsmen can really get up to the enemy with Vengeance - and hit really hard, both working well with Hexeris' feat and doing ridiculous amount of damage between their minifeat and Parasite.
- Praetorian Karax can move decently fast with Vengeance and can charge and do actual damage to enemies thanks to Parasite.
- Praetorian Keltarii move even faster and more obnoxiously with Vengeance.
- Supreme Guardian is just good.
Disciples of Agony
- Nihilators can really benefit from the extra movement and MAT by way of Death March.
- Paingiver Bloodrunners become even tricksier with Vengeance and don't have to worry about tough paralysing models.
- The Blind Walker is a useful channeller if you don't have access to the Immortal Vessel.
- Croak Raiders already start to burn down heavies. Mix boosted damage and parasite and yum
- Farrow Valkyries are good all round.
- Minions heavies add so much flexibility to the battlegroup it's ridiculous.
Battlegroup
- Razor Worm - It's difficult to picture more things you'd want on an arc node/soul slave than Eyeless Sight, Long Leash, a sprint variant, Advance Deployment, and Pathfinder.
- Of course the Archidon might even do a better job with Long Leash, very fast movement, sprint, flight, and significant hitting power.
- Cheap heavies like the Rhinodon and the Archidon can trade up with Parasite.
Other
Trivia
Hexeris1 was one of the first three Skorne Warlocks in Primal Mk1 (2006), alongside Makeda1 and Morghoul1
Video Battle Reports
Other Skorne models
Rules Clarifications
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Rules Clarification : Feat: Dark Dominion
Taking Control of an Enemy Model (Edit) [Show/Hide]
General
- Several abilities start with the sentence "Take control of a model" then a full stop, then a bunch of stuff you can do with that model. You can't uncouple the first sentence from the rest of the "do stuff" sentence(s), in other words if you want to "do stuff" then you have to "Take control". (Infernal Ruling)
- Taking control of a model means it is now friendly to you, and will immediately be engaged by it's erstwhile allies.
- This will limit your ability to make ranged attacks.
- If you get to make an advance with the controlled model, this can allow the original owner to take free strikes against his own model. He doesn't have to take these, of course.
- The controlled model does not have a proper Activation, so stuff like Chain Strike won't apply.
- You can use abilities on the controlled model, as long as they're not restricted to "during its activation" or "during its Combat Action". For example, you can use Mental Force. (Infernal Ruling)
- Buffs and effects:
- The controlled model counts as a "friendly model" and will benefit from any "while within" (aura) buffs that your own models are handing out (such as Mark Target), (assuming the controlled model meets the criteria for the buff).
- If the controlled model has already been hit by a "currently within" (pulse) debuff, then it will keep that debuff while under your control. Even if that pulse only affected enemy models (such as Deneghra1's feat) - temporarily changing who is friendly/enemy doesn't change who was/wasn't affected by the pulse.
- If your opponent is the same faction, then the controlled model will count as a "friendly faction model" and even more buffs are potentially available (such as Veteran Leader).
- Theme abilities:
- If a model gains an ability via a Theme Force rule, and then the opponent takes it over, it keeps the theme ability. (Infernal Ruling)
Movement
- You can advance a model into an area and force them to take damage (like an acid cloud, or a Razor Wall template), but they only take damage once per advance (ref Prime rulebook pg 65). Thus you cannot keep moving them micro-millimetres in and out of said area to inflict infinite damage.
- The model is friendly while under your control, so you can't force free strikes by walking it past your own models. You can, however, walk it past your opponent's models and politely ask if they want to take free strikes against their own model.
Attacks
- Many "Take Control" abilities allow a basic melee attack. Some allow a basic attack. Gunfighters cannot make a ranged attack unless they're allowed the later.
- Point Blank attacks cannot be made with temporarily controlled models, as Point Blank is only allowed 'during activation.'
- With reference to the attack sequence (appendix A) your control of the model doesn't expire until after Step 14. So you can potentially trigger abilities like Snacking (Step 11.4).
- As long as it's not limited to "during combat action" or "during activation".
Destroying the Controlled model If the model is destroyed or RFP'd while under your control (for instance you walked it into a hazard), this has two consequences:
- It is considered to be under your control at the moment it is taken off the table:
- Your opponent can't reave fury off a warbeast destroyed this way, because it is an enemy warbeast when it is taken off the table.
- Your opponent can't trigger stuff that depends on a "Friendly model" being destroyed (such as Righteous Vengeance).
- You can't trigger stuff that depends on an "Enemy model" being destroyed (such as Cull Soul).
- It returns to the original owner once it's off the table:
- Your opponent can use Spirit Bond to get fury from the dead warbeast.
- Your opponent can use Return To Play abilities to get it back on the table (assuming it wasn't RFP'd).
Taking control of an enemy Trooper (member of a unit)
- A trooper you take control of becomes an independent model. Thus:
- It will not benefit from any bonuses that it gets from its comrades (such as Gang, Shield Wall, etc).
- It will not benefit from any bonuses that rely on the trooper being "in formation" (such as Granted and Tactics abilities).
- Spells on a unit are considered to be on the "unit", not on the "models that make up the unit". So a controlled trooper will not benefit from any spells on the unit.
- If you take control of the last survivor of a unit then the "unit" ceases to exist for the duration of the control. This means that any spells on the "unit" will expire. Woo, free dispel! (Infernal Ruling)
Rules Clarification : Undead - None yet. (Edit)
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* 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 : Beat Back (Edit)
- You cannot use Beat Back if you destroy the target; because you can't advance towards a model that is no longer on the table. (Infernal Ruling)
- You can trigger Beat Back even if the model is no longer in your melee range after the attack. For instance, if you used a Pitch to throw it away, you can still Beat it Back. (Locked thread)
- The free advance doesn't depend on the target being pushed, but it is dependent on you trying to push them:
- If you try to push something which Cannot Be Pushed (such as a Colossal), then it won't move and then you can advance directly towards it.
- If you choose not to push your target, then you choose not to trigger Beat Back, so you don't get to advance.
- (mk2 Ruling)
- Beat Back can be used to push larger models.
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Push - General ( Edit) [Show/Hide]
- Pushed models do not change their facing.
- Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
- Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
- You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
- Pushed models suffer the effects of anything they move through (such as acid clouds).
- If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
- However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
- In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
- 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: : Warlock (Edit) (Click Expand to read)
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- 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:
- 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.
- 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)
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Restrictions on "Any Time" abilities ( Edit) [Show/Hide]
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- 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).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- 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.)
- Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- 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.
- 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)
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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 : Vampiric Reaving - None yet. (Edit)
Rules Clarification : Great Power - None yet. (Edit)
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Rules Clarification : Death March (Edit)
- This spell cannot be cast on independent models, only on units.
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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum (Edit)
- Vengeance moves do not have to be towards an enemy model.
- You can choose to not move, but still get the attack. One is not conditional on the other.
- Vengeance is not an activation. It does not prevent the model/unit from activating and acting normally later in the turn.
- Stationary and knocked down models may not perform Vengeance moves nor attacks.
- Units only
- Out of formation models cannot make Vengeance moves nor Vengeance attacks.
- However if the unit commander uses their movement to bring the Grunts back into formation, then they can move and attack.
- When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
- If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
- If you manage to spawn new models during the Maintenance Phase (such as with Reconstruction or Blood-Bound) then those new models can also make Vengeance attacks. (Infernal Ruling)
- Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
- If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
- But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
- Granted [ Vengeance ]
- If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
- It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
- It is not "If you get damaged, you get Vengeance next turn."
- If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
- Triggers
- Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
- If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)
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Rules Clarification : Obliteration (Edit)
- The text description has no in-game effect. It's just for flavour.
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Rules Clarification : Parasite (Edit)
- You lose the +1ARM bonus as soon as the model is destroyed - you can't maintain an upkeep spell on a model that is no longer in play.
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Rules Clarification : Soul Slave (Edit)
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Rules Clarification : Channeler and/or Arc Node (Edit)
General
- It is possible to channel a spell with a range of CTRL. The control range is still measured from the caster though, so channeling it has zero effect ... unless you've got something like Empowered Arc Node or Reaction Drive. Stuff like that can trigger. (Infernal Ruling)
Channeling in melee
- A channeler that is engaged by an enemy model can not channel.
- A channeler that is engaging an enemy model can channel. (For example, the channeler is standing in the enemy's back arc.)
Channeler - LOS
- You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
- If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS (but not to the DEF bonus).
Caster - Attack roll
- You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
- If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the dice roll (but not to the LOS).
Stealth - It affects both LOS and the attack roll
- Since Stealth has both a LOS modifier (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed) things get a little complicated.
- If only the channeler ignores stealth, then all stealth models count as intervening models and block LOS, but the caster will auto-miss models more than 5" from the channeler.
- If only the caster ignores stealth, then only models within 5" of the channeler block LOS, but the caster won't auto-miss no matter what you target.
- If both channeler and caster ignore Stealth, it works as you'd expect.
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Stealth Examples [Show/Hide]
- Caster has Eyeless Sight, channeler does not.
- Stealth model is within 5" of channeler
- LOS - The model counts as an intervening model, as per the normal Stealth rules
- Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
- Stealth model is more than 5" away from channeler
- LOS - The model does not count as an intervening model, as per the normal Stealth rules.
- Attack roll - If you attack it then you don't auto-miss, as the attacking model has Eyeless Sight.
- Stealth model is more than 5" away from channeler, and you want to target a model behind it.
- LOS - The front model doesn't block LOS
- Attack roll - Doesn't auto-miss
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- Caster hasn't got Eyeless Sight, channeler does.
- Stealth model is within 5" of channeler
- LOS - The model counts as an intervening model, as per the normal Stealth rules
- Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
- Stealth model is more than 5" away from channeler
- LOS - The model counts as an intervening model, because the model drawing LOS ignores Stealth.
- Attack roll - If you attack it then you will auto-miss, as the attacker doesn't ignore Stealth.
- Stealth model is more than 5" away from channeler, and you want to target a model behind it.
- LOS - The front model blocks LOS, so you can't target the rear model.
- Attack roll - N/A
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Rules Clarification : Sunder Spirit (Edit)
- Because the warbeast has lost its animus, other models can't cast it either. Neither its controlling warlock, nor models like the Cyclops Shaman.
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