Prime This model is available in one Prime Army, Army of the Western Reaches. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.
Note that the rest of this page is about the model's Mark III rules.
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Zaadesh rose from a wounded soldier who few thought would return to the field of battle to an influential lord tyrant. In battle, Zaadesh empowers his army to strike with brutal precision and to punish those enemies within reach before they get the chance to strike. He takes every opportunity in these endeavors so that he may one day face Archdomina Makeda, remove her from her seat, and finally see his own ends come to fruition.
Basic Info
Zaadesh2 |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Small |
SPD |
6 |
STR |
6 |
MAT |
7 |
RAT |
N/A |
M.A. |
N/A |
DEF |
15 |
ARM |
16 |
CMD |
9 |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
6 |
THRS |
N/A |
HP |
16 |
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 : Scorpion's Sting
While in Zaadesh's control range, friendly Faction models gain +2 STR and MAT and Defensive Strike. Scorpion's Sting lasts for one round.
- Defensive Strike - Once per turn, when an enemy advances into and ends its movement the melee range of a model with Defensive Strike, the model with Defensive Strike can immediately make one basic melee attack against it.
Abilities
- Flank [ Warbeast in this model's battlegroup ] - When this model makes a melee attack against an enemy model in the melee range of a warbeast in this model's battlegroup, this model gains +2 to attack rolls and gains an additional damage die.
- Sacrificial Pawn [ Warbeast in this model's battlegroup ] - When this model is directly hit by an enemy ranged attack, you can have one friendly, non-incorporeal warbeast in this model's battlegroup within 3" of it directly hit instead. That model is automatically hit and suffers all damage and effects. The Sacrificial Pawn special rule can only trigger once per attack roll.
Weapons
Deathsong - 2" reach, POW 6, P+S 12 melee weapon
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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Battle-Charged
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2
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SELF
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Control
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-
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Upkeep
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No
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While in the spellcaster's control range, models in its battlegroup gain Countercharge.
- Countercharge - When an enemy model advances and ends its movement within 6" of a model with Countercharge and in its LOS, the model with Countercharge can immediately charge it. The model with Countercharge can use Countercharge only once per round and not while engaged.
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Burning Ash
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2
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Control
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3
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-
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Round
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No
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Place a 3" AOE cloud anywhere completely within the spellcaster's control range. While in the AOE, living enemy models without Immunity: Fire suffer -2 to their attack rolls. The AOE remains in play for one round.
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Flashing Blade
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1
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SELF
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-
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-
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-
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No
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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.
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Inviolable Resolve
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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 friendly Faction model/unit gains +2 ARM and cannot be moved by a push or a slam. Models are not affected while out of formation.
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Theme Forces
Thoughts on Zaadesh2
Zaadesh2 in a nutshell
Zaadesh is a beatstick warlock with some control elements. Battle charged and Burning Ash are here to complicate the life of your opponent and make you deliver your army, but it's not a full control caster like Haley can be - instead he gets in the way of shooting long enough to deliver his army for a beatdown. In some ways he's considered the "Skorniest" of Skorne warlocks, and is certainly considered one of Skorne's best.
With his feat and Sac-Pawn Zaadesh can survive most assassination attempts. But he is really susceptible to control based opponents that restrict the movements of his mostly melee force.
Maximising his feat and spells
Feat
Zaadesh's feat is excellent with both offensive and defensive components. It both wrecks enemies and kills them coming in. It's at its best when you get the alpha strike and your models have reach attacks to destroy the charges of incoming melee attacks. Having battle-charged and burning ash in play can add to your opponents headaches in their turn when coupled with this feat.
Spells
- Battle-Charged is a spell to be put up on turn 1 and upkept for the entire game. Strong opponents won't give you many counter-charges but they certainly have to work to play around it.
- Burning Ash gives Zaadesh a cloud wall to block charges and firing lanes. He can't produce many but it's enough to provide some cover from melee and shooting alike, and sometimes enough to set up a full alpha strike. Using this in conjunction with other clouds (say from the Swamp Gobber Bellows Crew) lets you control the battlefield and helps you force the enemy to consider taking a counter charge.
- Inviolable Resolve is a simple defensive buff that also prevents models being pushed. Simple and effective. Models with an already high arm are the best targets, Immortals will of course not get much from the secondary effect in theme, but Karax and even Nihilators are also viable.
- Flashing Blade is a useful melee spell, effectively giving a thresher attack. It’s toolbox is deceptively deep as if you survive an assassination you can use flashing blade to kill your target then still move and make initial attacks after.
Drawbacks & Downsides
- Enrage from Paingiver Beast Handlers doesn't work with Defensive Strike or Countercharge, alas.
- He is one of the few warlocks in the game without a zap spell meaning that unless you bring other magical weapons (e.g. via an Extoller Soulward or unit of Immortals) Incorporeal models can be a minor nightmare.
- Most of his kit is based around forcing your opponent to make difficult decisions, but that comes at the cost of quite a static play-style for the person playing him.
Tricks & Tips
- Counter charge channelers, shooters, and spellcasters with sacrificial fodder to prevent them from hitting your precious stuff. Scarabs are ideal for that.
- His clouds are key. Two, next to each other, block line of site for charges very effectively. Deciding which of your opponent's models get to charge and which don't is probably his biggest strength. Don't be fooled into trying to shut down shooting the same way though. The angles won't be in your favor.
- Don't overdo it with clouds. You want to soften the alpha strike of your opponent with them, but trying to deny it completely will usually lead you emptied of fury and vulnerable nonetheless.
- Under Battle-Charged, Zaadesh can counter charge. That's a high-risk, high-reward proposition, that you usually should do if a bunch of beast are also counter-charging.
- Opponents should remember that Zaadesh has a decent range on his melee assassination thanks to counter charge and this can catch people by surprise. (This is mostly used for bullying rather than actual assassinations; smart enemies will keep their caster back so you won't get this assassination - but it's something they have to play round)
- 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 situational, 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.
- Another application of Flashing Blade is to remove nearby models around your charge target (like, a beast for transferring damage). You can make your charge move, cast Flashing Blade to finish off the would-be transfer target, then make your charge attack against your original target (all that demands you not to fail your charge, though). Works especially well, if multiple targets are in flanking distance of your battlegroup members.
- Inviolable Resolve prevents pushes. If you're dealing with an enemy you think is going to try and grab your warlock (e.g. Retribution's Helios) then put it on whichever warbeast you are going to sacrificial pawn on.
List Building Advice
Strategy
Zaadesh is an attrition warlock who normally plays a pretty tight beast-brick both to maximise counter-charge and so he can hide most of his army behind a cloud wall but is just as home with a lot of reach weapons. Inviolable Resolve just means he needs one really tough model/unit (Cetrati, Animantarax, Titan with a shield).
His feat does impressive work. Get close to Zaadesh's lines and they will mangle you.
Theme thoughts
As a warlock with a number of battlegroup abilities Disciples of Agony seems the obvious choice, but it's more complex than that.
Disciples of Agony
Bring a Siege Animantarax for speed and scenario use your warbeast points. And for the feat, of course.
- Siege Animantarax Not so much for counter-charge (it can't), but Zaadesh's feat does terrifying things for the Animantarax - especially with the knockdown defensive strike.
- Nihilators already have a 2" reach and really appreciate his feat. They just melt easily.
- You get minion warbeasts - which have a different set of strengths to Skorne's.
- The Swamp Horror at MAT 8 can eat infantry.
- The Battle Boar offers Primal which can grant a +4 to hit and to damage on feat turn.
The Exalted
This theme has a lot of models with Reach which can make Zaadesh's feat very scary. The second most popular choice with Zaadesh - great theme with a very good warlock and significant synergy.
- The Supreme Guardian, mentioned above, can also be in this theme.
- Immortals - Zaadesh's feat works well with hard hitting models with long weapons.
Masters of War
He can either bunch up with Cataphracts or Ferox behind the cloud wall or run a very aggressive feat. And Inviolable Resolve is great on Cetrati.
- Tiberion - Zaadesh want his warbeast hard hitting, sturdy, and with reach. Critical smite also work well with both counter charge and defensive strike.
- Cataphract Cetrati It's a good target for Inviolable Resolve, who is very hard to remove and hit hard. They also like his feat.
- Praetorian Karax love inviolable resolve for the same reason as cetrati. But as you get more bodies you get more options with Zaadesh’s feat.
Winds of Death
The infantry in this theme doesn’t really fit for Zaadesh, no reach and predominantly ranged.
- The Siege Animantarax and Supreme Guardian, mentioned above, can also be in this theme.
- Venator Slingers - just cheap advance deploying infantry that make things easier to hit. Low cost and setting up battlegroup models to do more is their only real synergy.
Support models & Minions
- Paingiver Beast Handlers beyond the obvious statement that a predominantly beast focused caster enjoys the best beast support in the game. The handlers actually become melee threats on feat turn due to anatomical precision, inflict pain can also be used on feat turn to further blunt a counter attack.
- Swamp Gobber Bellows Crew create clouds. The more clouds you have the more useful extra clouds are. (See also Bog Trog Mist Speaker). The Bellows Crew is frequently Zaadesh's choice for a minion unit in a theme force.
- Orin Midwinter, Rogue Inquisitor to keep Zaadesh safe from magic when you play him forward, bullying the enemy caster. He's not as valuable as he was thanks to the overlap with the Supreme Guardian.
- Extoller Soulward and Bog Trog Mist Speaker provide guidance to cover for his lack of magical weapons.
Battlegroup
With Counter-charge to his battlegroup and Defensive Strike Zaadesh likes a solid battle group (and the inevitable Paingiver Beast Handlers. Counter Charge is, of course, much more useful on warbeasts with a 2" melee reach such as the following:
- Titan Sentry Same thing as Tiberion, but cheaper. You can get both a retaliatory strike *and* a defensive strike or a charge.
- Rhinodon - it's cheap and it's effective. Remember you can crit knockdown on the counter charge. More importantly, remind your opponent that.
- Despoiler - The free upkeep make fury management significantly easier and regulary allow for another cloud. The clouds in turn protect Despoiler. It's also pretty hard hitting and helps everyone counter-charging.
- Aradus Soldier is already resistant to shooting, but with clouds in the way it can benefit his positioning and can protect him even more from shooting. Countercharge gives it both the mobility it lacks and it is something with reach and pull it can really take advantage of. It takes IR pretty well and finally if he can charge for his main attack it's painful.
- Aradus Sentinel - an unusual choice due to pillow-fistedness. But it shoots, it grabs, and it's great to sac pawn to. Zaadesh's feat fixes the pillowfistetness somewhat.
- Cyclops Savage - it's cheap and effective.
- Cyclops Brute and Cyclops Shaman - both also have reach although aren't that great at hitting.
- Scarab Pack - OK, so no reach. Just a counter charge and crit paralysis. Running 1 is a great option as it’s a 3 point sacrificial pawn target that can protect your other lesser warbeasts.
- Basilisk Krea If you're really paranoid about shooting. Also counter-charge helps it get into position to flank with a Basilisk Drake or even Chiron.
There are a handful of beasts he appreciates for their animus.
- Titan Gladiator - just a great beast and everyone loves Rush it’s stock has gone down a bit with the release of the Terrorizer
- Archidon - sprint synergies with Flashing Blade. Charge in, clear some troops, run away.
- Agonizer - if you are going to brick up you want this guy. Or the Basilisk Krea to mess up shooting even further.
- Basilisk Drake just in case he needs Pathfinder. And counter-charge is an excellent way to get a surprise flank from a Krea.
Other
Trivia
- Zaadesh's family supported Makeda's brother, Akkad, before she took command of House Balaash. Now he is secretly supported by a rogue faction of House Balaash to kill Makeda and dissolve the Empire in favour of the old ways. Dominar Rasheth is secretly a benefactor of Zaadesh, but with unknown motives. He is also the same person as the warlock Tyrant Zaadesh
- Released near the start of Mk3 (2016.11)
Video Battle Reports
Other Skorne models
Rules Clarifications
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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: : 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 : Flank (Edit)
- You can gain the Flank bonus vs knocked down/stationary models (refer to the latest Errata).
- Melee range is measured from your front arc so you cannot trigger Flank on models in your back arc.
- The target enemy doesn't need to be in the Flanker's LOS, just their melee range.
- Most of the time if something is in your melee range then it is so close it's in your LOS too, and the difference is meaningless.
- But if you have 2" reach and you're jammed up in B2B with a bunch of closely-spaced enemies, you'll find your LOS is blocked. In this case, you might be able to trigger Flank on an enemy model that is "hiding" behind that front row of jammers, even though you don't have LOS to it.
- Flank is not tied to a specific weapon, so Mount attacks and Power Attacks can benefit as well.
- If you have two sources of Flank they are still giving you the bonus from the Flank rule so do not stack. (Infernal Ruling)
- If the target moves in/out of the Flanker's melee range between the attack roll and the damage roll (for instance if you throw it) then you need to reassess whether you get the Flank bonus for the damage roll. (Infernal Ruling)
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Rules Clarification: : Sacrificial Pawn and/or Sucker! and/or Grim Salvation (Edit) (Click Expand to read)
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Differences
- Sacrificial Pawn is optional.
Grim Salvation and Sucker are not optional.
- Grim Salvation only works vs basic attacks, not special attacks, power attacks, chain attacks.
- Spells are not basic attacks, because they are not "made with a weapon". (Infernal Ruling)
- CRA and CMA are basic attacks. (Infernal Ruling)
- If a Special Attack generates an additional attack (such as Multi-Fire), the second attack will be basic and as such can have Grim Salvation used vs it. (Infernal Ruling)
- Sacrificial Pawn & Sucker! don't work against melee attacks.
- None of them work vs magic attacks (spells).
All of them work against Magical Ranged attacks, though.
- The model the attack is transferred to is always hit, even if they have an ability that makes them automatically get missed (such as Stealth).
Automatically missing is determined earlier in the timing sequence than when the attack is moved. (Infernal Ruling)
From here down, the terms Sacrificial Pawn, Grim Salvation, and Sucker! are interchangeable
- Using Sac Pawn moves all damage and effects onto the other model.
- The new model hit may use any abilities that trigger on being hit/damaged by an enemy attack (such as Vengeance and Shock Field).
- Sprays and AOEs
- With reference to the timing chart in Appendix A: placing a spray template down occurs at Step 3. Using Sacrificial Pawn occurs at step 6. Placing an AOE template down occurs at step 7.
Therefore if you use Sac Pawn vs a spray, the placement of the spray template does not change. If you use Sac Pawn vs an AOE, the placement of the AOE template does change.
- A model indirectly hit by an AOE attack cannot use Sac Pawn vs it.
- Since a spray template doesn't move, it may cause the Pawn to be hit twice by the same spray. So you then resolve two damage rolls against it.
- When/if you shift an AOE template, the original target may be clipped by the edge of the AOE anyway (depending on how far apart the original target and Pawn are).
- Quick Draw vs Sacrificial Pawn (Edit)
- If enemy "Model A" shoots you, and then you use Quick Draw against "Model A", but they use Sac Pawn to move your Quick Draw attack to "Model B" then ... Quick Draw has no effect (or rather, it affects "Model B" who isn't currently shooting you so is irrelevant). Point is, "Model A" can continue shooting you.
- This won't happen with Shield Guard though (outside of a very low-probability scenario) because Shield Guard can only be triggered during an enemy turn.
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Rules Clarification : Defensive Strike (Edit)
- If an enemy doesn't stop in your melee range, but continue all the way through it and out the other side, you won't get to make a Defensive Strike.
You will get to make a free strike as per normal, though.
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Rules Clarification : Battle-Charged (Edit)
- Battlegroup members (Edit)
- Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
- It won't target/affect models which are Attached, though.
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Rules Clarification: : Countercharge (Edit) (Click Expand to read)
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Timing
- If the moving model has Assault, the Countercharge is resolved before the Assault attack. (Infernal Ruling).
- If the moving model has a rule that resolves "at the end of Normal Movement" (such as Slipstream), the Countercharge is resolved before the other rule. (Infernal Ruling)
- The moving model cannot use an "Any Time" after finishing their advance but before your Countercharge. They can use it only after the Countercharge is resolved.
- If the non-countercharging player has a similar "ends an advance" trigger (such as Admonition) then they can trigger and resolve that from your countercharge movement.
- Example: Model [A] charges, and triggers Countercharge on [B]. Model [B] countercharges, and triggers Admonition on [C].
Resolve Admonition on [C]. Then finish resolving Countercharge on [B]. Then finish model [A]'s activation.
Triggering Countercharge
- You can trigger Countercharge if you're engaging, but not engaged.
- You can trigger Countercharge during your own turn, if your opponent has an ability to move during your turn (such as Admonition).
- Some abilities let you "ignore intervening models when declaring a charge" (such as Flight). Unfortunately, you still need LOS to trigger Countercharge, and it's only after CC is triggered that you actually get to declare a charge. In other words, Flight and Countercharge don't work together for LOS purposes.
- What does trigger Countercharge
- Countercharge triggers off any advance, not just in-activation stuff.
- Standing still but changing facing is an advance.
- What doesn't trigger Countercharge
- Aiming, or forfeiting your movement, is not advancing.
- If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
- Being placed (such as Teleport) is not an advance.
- Involuntary movement (being slammed, thrown, or pushed) is not an advance.
- When a unit is moving, countercharge is triggered on a model-by-model basis. So you can countercharge after any model in the unit has finished its move within range, but you can only countercharge that model who just finished its movement. You can't "save it" until the entire unit finishes moving and then say "I'm going to Countercharge the first guy you moved."
Attacks, Boosting, & Other Triggers
- You only get one attack when making a countercharge, regardless of how many initials you normally have.
- The charge attack damage is only boosted if the Countercharger moved 3" or more, as with a regular charge.
- Countercharge occurs outside of activation so you can't spend fury/focus to boost a countercharge attack, nor buy additional attacks afterwards, not trigger stuff that only happens during your Combat Action (like Berserk).
- Even if you trigger Countercharge during your own activation, for the duration of you resolving the CC it "no longer counts" as being in your activation. (Infernal Ruling)
After the Countercharge
- The countercharging model cannot use any abilities that trigger on "during activation" or "during combat action" (such as Sprint), as Counter Charge is not an activation. (Locked thread)
Other interactions
- Countercharge during your own activation (Countercharge vs Admonition etc) ( Edit )
- You can trigger Countercharge during your own activation, but only if an enemy model moves during your activation. For instance, you move towards a model who has Admonition and they trigger that to try to move away. (You do a normal move, they trigger admonition and move, you trigger countercharge from their admonition-move.)
- However countercharge always counts as being out-of-activation, no matter when you trigger it. (Infernal Ruling)
- As a result, you can't trigger only-during-activation effects (such as Critical Shred & Sustained Attack).
- On the other hand, you can potentially get two charge attacks (one for your normal charge, one for the counter charge). (Infernal Ruling)
This ruling still applies even after the 2018.07 update (Infernal Re-ruling)
- Countercharge plus Admonition
- If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
- Countercharge Inception
- If a model [A] has Countercharge, and it charges an enemy model [B] that has Countercharge and Admonition, then ...
- Model [A] charges and triggers CC and Admo on [B]
- Model [B] Admo moves but before it can resolve its own CC, it triggers CC on [A]
- You now have two models that have triggered CC simultaneously. So the Active player gets to resolve their one first.
- Assault vs Countercharge ( Edit )
- Countercharge & Cavalry ( Edit )
- A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
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Rules Clarification : Burning Ash - 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)
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Rules Clarification : Inviolable Resolve - None yet. (Edit)