Lylyth, Herald of Everblight

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Legion Logo.jpg Lylyth, Herald of Everblight

Legion Blighted Nyss Warlock

Even before receiving the blessing of Everblight, Lylyth Voassyr was a born huntress practically without peer. Although the dragon's blight has taken her eyes, it has only increased her effectiveness in battle. Everblight has bestowed upon Lylyth an almost omniscient awareness of battle's chaos and deep connection with the dragonspawn under her command.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 16
ARM 14
ESSENCE {{{essence}}}
HP 15
F. Field N/A
WJP {{{wjp}}}
WBP +30
IHP {{{ihp}}}
Warcaster 1
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 - Field of Slaughter

While in Lylyth's control range, friendly Faction models gain an additional die on attack rolls this turn.

Tip lightbulb.png

Tip !
This is an additional die. Models able to boost attacks can still boost, for up to four dice!


  • Eyeless Sight symbol.jpg Eyeless Sight
  • Pathfinder symbol.jpg Pathfinder
  • Prowl - While this model has concealment, it gains stealth.
  • Synergistic Magic - This model can gain power tokens. When this model destroys an enemy model with an attack, this model gains a power token. This model can spend power tokens to upkeep and cast upkeep spells as if they were focus/fury.


Gun icon.jpg  RNG   ROF   AOE   POW 
12 2 - 12
  • Magical dam symbol.jpg Damage Type: Magical
  • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
    • Blood Lure - Warbeasts in this model's battlegroup can charge enemy models hit by this weapon this turn without being forced.
    • Inflict Pain - When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.
    • Witch Mark - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS.
Bow Blade
Sword icon.jpg  RNG   POW   P+S 
0.5 3 7


Eruption of Spines

3 10 - 10 - Yes
If target model is hit, the d3 nearest models within 5" of it suffer a POW 10 damage roll. These additional rolls are not considered to have been caused by an attack. Eruption of Spines damage rolls are simultaneous.

3 8 - - Upkeep Yes
Target model/unit suffers -3 ARM and the spellcaster gains +1 ARM.

2 8 - - Upkeep Yes
If target enemy model/unit advances during its activation, one model in the spellcaster's battlegroup that is in its control range can immediately make a full advance.

Theme Forces

Recent Changes

2021. October

  • Gained Synergistic Magic

Thoughts on Lylyth1

Lylyth1 in a nutshell

Lylyth1 and her army is a laser targeted missile. Parasite makes even the wimpiest of attacks very threatening, while her feat can make just about any attack land successfully on all but the most evasive targets. Her bow attacks allow flexibility in strategy - she can disrupt the fury management of an opposing Hordes player, make her own battlegroup more efficient, and most importantly, it allows her to apply her focused but powerful offensive spells with little risk of retaliation and with high accuracy despite her poor FURY stat. While individual shots of her bow are not particularly threatening, it is her main tool of the trade and should see use in nearly every turn.

Lylyth1 and her army is fast and hits hard, but Lylyth herself is extremely fragile. Prowl only keeps her so safe, so even with the readily available cloud effects you'll likely to be hugging cover and/or concealment and balance on the edge of the killbox in most of the games.

Hellsinger is the bow that makes Lylyth work, and the ammo types are her bread and butter, and the only reason she can function at all with her low FURY stat. It's worth to have a detailed run-down about them.

  • Blood Lure - Use this to help get a little more efficiency out of her battlegroup. With her low pool, every FURY spent is critical. It also helps you out against effects that forbid forcing, and with your winged warbeasts if your Sorceress is out of command range, or bit the dust too early.
  • Inflict Pain - The least-used ammo type, as its usefulness is tied to pretty corner-case scenarios. First, it might help you to take off Fury from your own beast(s) if you ran a little hot and there's no other Fury management model around. Alternatively it may add a point or two if you forgot to rile. Second, you can add Fury onto an enemy warbeast, messing with their resource management and increasing the chance of frenzying. Taking away Fury from them may also force the opposing warlock to cut. The last possible application comes up mainly in the endgame, if you are planning an assassination. A warlock cannot use a beast as transfer target if said beast's FURY is on full, so keep an eye out on potential targets with one or two spare FURY around; filling them up will remove potential transfer targets, and may drastically improve your success chances.
  • Witch Mark - This is Lylyth's most important shot. Without it, she's a sitting duck. Pursuit and Parasite don't have the greatest ranges, and you can only bring so many Spell Martyrs. Even if you do use a Martyr, her low FURY stat makes her chance to hit with said spells questionable. Witch Mark lets her effectively cast spells with her RAT instead, and lets her do it from much further away.

Feat thoughts

Lylyth1's feat is fairly straightforward and is best saved for the alpha strike or retaliation turn. If the enemy army is not too evasive, it can always be saved for a clutch assassination run. There's not much to say about it other than it grants an additional die, so models with the ability to boost attacks can become insanely accurate, rolling four dice to hit. Her feat may not be crazy complex or interesting, but it is effective. While it does increase accuracy, it also indirectly increases her battlegroup output as well. While models CAN boost to hit, often times four dice will be overkill, meaning that extra FURY can be saved for boosted damage rolls or additional attacks. It also makes fishing for critical effects much more reliable, though this tactic is rarely a recommended gimmick to plan your strategy around. Also, this feat puts next to no burden on your deathclock in timed games. Whereas feats like Vayl1's, Rhyas1's or Thagrosh2's demand a lot of extra time to resolve, this one is a rather point & click one.

Spell thoughts

  • Pursuit - A somewhat situational mobility tool, which can be applied from relative safety early on thanks to Witch Mark. In its most basic form it may allow a favored beast to increase its threat range drastically, or stay safe from enemy retaliation, but Lylyth's pitiful CTRL range severely harmstrings its application. Also, Parasite is expensive and will usually be re-cast every turn, so you'll rarely keep Pursuit in play for multiple turns. See Tips and Tricks for its application.
  • Eruption of Spines - A very pricey spell that will only likely come up if Lylyth has to be tasked with infantry clearing. It's an okay option to have hiding in Lylyth's pocket however, as it can unexpectedly pick off key support models and solos that are otherwise assumed to be safe.
  • Parasite - The missile portion of Lylyth's laser-guided missile plan. Parasite is an impressive ARM swing, and ideally it will be cast every turn, as whatever gets tagged should be good and dead from whatever was thrown at it. With this spell, even the piddly, pillow-fisted Neraph can threaten a Khador heavy, especially if the Blackfrost Shard comes to play as well. Prime targets for Parasite are obviously enemy heavy jacks and beasts, although in some cases very resilient infantry such as Shield Wall Man-o-Wars under Iron Flesh can be viable targets, as the spell (as well as the above mentioned Kiss) can affect an entire unit.

Drawbacks & Downsides

  • Lylyth1 is very squishy - even boosted blast damage is valid danger on her and Stealth from Prowl can't protect her from that.
    • Additionally, anything that can see through stealth and/or concealment can easily pick her off with enough effort.
  • Knockdown effects can bypass her normally solid DEF stat. Beware of throws and slams.
  • Abysmal FURY stat, plus an expensive spell leaves her with few Fury for transfers if she is upkeeping anything and casting Parasite every turn.
  • Tiny control range makes it hard to spread her feat across all of her army in most of the Steamroller scenarios.
  • Her support - and successful spell-casting - is usually tied to her bow's Witch Mark. Anti-shooting tech will make the delivery of those critical spells challenging.
    • The combination of anti-shooting (e.g. shield guards) and anti-magic (e.g. Arcane Vortex, and the like) may result in an extremely bad matchup.

Tricks & Tips

  • In the spirit of fair play always declare which ammo type you use before making an attack. Most of the time your opponents may go easy on you as they'll assume you use Witch Mark if there's an important target to be de-buffed, but if you don't specifically state your choice, your opponent may have the right to call out on you. In this case, according to an Infernal ruling you'll have to use the first type printed on the model's card (Blood Lure).
  • Blood Lure is tied to Lylyth's battlegroup, so Lesser Warlocks and the Beast Mistress' lessers won't get the benefit (the latter has Field Marshal: Aggressive to amend that).
  • Inflict Pain works only on warbeasts; don't try to get Fury off from a Sentry Stone or a Krielstone.

Pursuit 101

  • You may move Lylyth as she's part of her battlegroup (but not Ammok or the Succubus, even though they're attached). Be on the lookout that models are not immune to free strikes during the movement.
  • You may send in a fast, sacrificial lesser or light to stop an enemy model from shooting or block its LOS to a critical target - provided they lack Dual Attack. Also, if they have Gunfighter, they can target only the model they're in melee with.
  • If the target is a unit you don't have to wait for all their models completing their movements. You can trigger Pursuit in between, possibly ending up in inconvenient spots to blunt a charge/impact attack, or getting behind to threaten with free strikes.
  • The target of the spell itself is an enemy model/unit, but the friendly warbeast that you want to advance can be different each turn, assuming the Pursuit target remains in play. Try to apply it as early as possible in order to maximize its effectiveness.

Eruption of Spines 101

  • Spell Ward / Sacred ward may stop enemy models from being targeted as the initial target, but not from being "arced" onto as the additional damage rolls require no targeting. The additional hits also auto-hit the models, which might come useful if you need to get rid of high DEF - low ARM models engaging your heavier stuff. this is pretty much the replication of Cygnar's "spark node" trick without the limitation of Electricity immunity.

This spell is often thought of as the much more common electro-leaps, but it works differently in some ways. Here are some hints about it:

  • It won't "arc" the additional hits to models, instead it flat-out hits the closest models within 5" (which is among the highest range when you compare it to the 4" arcing range of Chain Lightning or Ashes 2 Ashes).
  • If there's not enough eligible models the additional hits are lost - e.g. there's only a single additional target nearby and you rolled 3 additional hits, then the other 2 additional hits are wasted.
  • The rule states just models without the friendly or enemy clause, so Steamroller flags may "eat up" the additional hits (they're models, but neither friendly, nor enemy ones).

List Building Advice


Lylyth's list demands you to play the typical Legion game mentioned in the faction's main page - identify the enemy's key threats and take them down as fast as you can with as minimal resources as possible. The more attacks you can squeeze into a Lylyth list the better - as you'll have an increased return-on-investment for both your feat and Parasite. Since Parasite can only be in one place at a time (2 with cycling around) make sure to bring some heavy hitters as well. Though you can make cheap beasts like the Neraph really shine with Parasite, Lylyth's pitiful CTRL range and FURY stat won't leave much room for overly large battlegroups (and if you do so, you can be sure the enemy will go after your Fury management tools). Sprays are great under her feat too, since most sprays are saddled with low RAT values thanks to their potential to hit a lot of targets. Models with multiple attacks each activation love her feat.

Theme thoughts

    Support models - Various themes    

Lylyth is saddled with a tiny CTRL area (the worst in her class), which makes it strongly recommended to use the readily available support models. Also, they become even higher priority targets in her list than usual.

  • Blight Archon - grants Lylyth +1 to hit and can run a melee Battlegroup for the fury strapped Lylyth.
  • Blighted Nyss Shepherd - Eases the Fury burden, heals, plus allows forcing in her CMD area - it's everything Lylyth wishes to "outsource".
  • The Forsaken - If you think about warbeasts with high Fury output, you definitely want to bring these girls along. Their Blight Shroud may also help you to clear jamming infantry who ran up to counter Lylyth from shooting.
  • Blighted Nyss Sorceress & Hellion - Aerial Coordination may help you out if you don't have enough shots to apply Blood Lure everywhere, and Blight Storm may help you to deal with high ARM - single wound targets to whom you would not "waste" Parasite.
  • Succubus - One free upkeep, plus cloud on demand to trigger Stealth from Prowl - not much else to say.

    Oracles of Annihilation    

Though you'll not have any of your upkeeps out in turn 1, Parasite is one of the rare spells in the Legion from which your Minions benefit as well. This theme also allows you unrestricted access to Lesser Warlocks and their character beasts who may help you to stay in scenario in case of far-flung zones.

  • Blackfrost Shard - Their usefulness cannot be overstated, and since Parasite + Kiss of Lylyss stacks, they may turn even the toughest armour to paper. Keep in mind though that Kiss affects only friendly faction damage rolls, not your minion choices.
  • Hermit - That's a -7 possible ARM de-buff, plus Telemetry may occasionally help if you cannot rely on Witch Mark.
  • Wrong-Eye or Rorsh - 2 great lesser warlocks, one with an excellent spell to keep your mid-to-high DEF models alive, the other with a great special action to get his pet warbeast up the field and wreck faces. Both character beasts really like Parasite that may allow them to trade with much heavier targets.

    Ravens of War    

  • Grotesque Banshees bring sprays for days on the feat turn, and as usual, Parasite can make them shine. They're also fast and relatively easy to deliver, especially with an Assassin to escort them.
  • Harriers cheap and in theme they have Mark Target helping Lylyth to shoot better.
  • Strider Scouts have Lure on their bows so they do the same job as Lylyth's Blood Lure shot but they do it way better because they can tag multiple targets and save 1 fury point for every friendly beast - Blight Archon's battlegroup and Minion beasts can take advantage as well. Full unit with CA allows 8 shots and with a Parasite on a right target they can hurt it quite badly.

    Children of the Dragon    

  • Swordsmen can hit like trucks, but Lylyth doesn't bring them any defensive tech to get up the field, which they sorely need.
  • Blighted Nyss Archers already have high rate of fire with their attachment - benefiting all the more from Parasite.


  • Shredders - They meant to be Fire&Forget missiles anyway, so once they're within 10" of the target, send in a Blood Lure arrow, and let them tear the target apart. The Blight Wasp's Killing Spree animus also goes a long way of helping them erase tightly packed infantry formations. Just remember to have a Shepherd around if you intend to let them outside Lylyth's CTRL bubble.
  • Stingers - its usefulness is quite disputable but it gives Lylyth cheap access to Counter Blast which may come in handy if something gets too close to her. On her feat his spray can actually hit some average DEF infantry quite easily, especially in Ravens fo War if you have other lesser nearby.
  • Seraph - They're very valuable with Lylyth1. They are fast and have a decent but Fury-hungry gun due to lower than ideal RAT. Her feat and Parasite can make their shots impressively efficient. On top of that, she loves their Slipstream animus for helping guarantee alphas, increasing the threat range on her Parasite/Pursuit application, or even pulling her back to even safer distances after firing.
  • Nephilim Bolt Thrower - Many consider them mandatory, and for good reasons. Though Lylyth's bow has a solid range on its own to safely apply spells, a lot of models can run 12" to engage at the distance she can shoot. With Far Strike on the other hand this range becomes 16", and that's something that can't be easily bested by most of the enemy models. Thunderbolt from their gun may also be super useful in scenario play for pushing out contesting/scoring models that would otherwise be out of your battlegroup's reach. The only counter-argument for their inclusion is the extremely low FURY of Lylyth - if you need to apply Parasite you'll often have to choose between casting Far Strike or boosting an attack roll with your bow. If you do both, you'll have nothing left for transfers, so be absolutely sure you won't be killed trivially in the next turn.
  • Carnivean - POW 14 assault spray followed by 3 initials just beg for her feat to increase accuracy and inflict some serious damage, and guarantee a chain attack. Spiny Growth is not a bad defensive option to keep Lylyth a bit safer against blast damage.
  • Raek - his extended control range works well with Lylyth's miserable FURY. On feat turn it can easily knock down even most the elusive targets, especially after jumping behind the enemy's back. With access to boosts it goes up to 4 dice with effective MAT 8 - something even Caine or Sorscha with Wind Rush should be afraid of.



Released way back in Primal Mk1 (2006)

Video Battle Reports

Other Legion Models

Legion Logo.jpg       Legion Index       (Edit)            
Battlegroup & Similar

Absylonia1 - Absylonia2 - Anamag - Bethayne1 - Bethayne2 - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Lylyth4 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2

Other Warbeast Controllers

Beast Mistress - Blight Archon - Thagrosh0

Lesser Blight Wasps - Shredder - Harrier - Mekanoshredder - Stinger
Light Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph

Angelius - Azrael - Carnivean - Golab - Neraph - Proteus - Ravagore - Scythean - Typhon - Seraph - Zuriel

Gargantuans Archangel - Blightbringer
Units, Solos, & Battle Engines

Blackfrost Shard - B.N. Archers - B.N. Hex Hunters - B.N. Legionnaires - B.N. Raptors - B.N. Scather Crew - B.N. Swordsmen - B. Rotwings - B.O. Warmongers - B.O. Warspears - Chosen - Grotesque Banshees - Grotesque Raiders - Hellmouth - Ice Witches - Strider Blightblades - Strider Scouts - Spawning Vessel - Virtue Host


Ammok - Annyssa Ryvaal - Beast Mistress - Blight Archon - B.N Shepherd - B.N. Sorceress - B.N. Warlord - Craelix - Forsaken - Fyanna1 - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - Thagrosh0 - Virtue Champion - B.O. Warmonger War Chief - Yssylla

Battle Engines Throne of Everblight
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Refer to Who Works for Whom and/or Category: Legion of Everblight Minion
This index was last updated: 2021.11

Rules Clarifications

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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 : Attack Type and/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
  • If your target can only be targeted by certain kinds of attack (ie a Menoth warjack with Passage), you can first choose the correct Attack Type (ie Magical Damage vs Passage) and then that allows you to target it. The Attack Type selection and target declaration both occur at Step 1 (Refer Appendix A). (Infernal Ruling)

Rules Clarification : Blood Lure - None yet. (Edit)
Rules Clarification : Inflict Pain - None yet. (Edit)
Rules Clarification : Witch Mark - None yet. (Edit)

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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)
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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 : Eyeless Sight      (Edit)

  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
  • 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.
  • Anti-Cloud abilities vs Burning Earth (Edit)
If you make a piece of terrain "Burning Earth" it counts as a cloud effect in addition to it's original type. This has 2 odd rulings:
  1. If any part of the terrain piece is "hit" by an ability that makes clouds expire (such as Gale Winds) then the entire terrain piece is taken off the table. (Infernal Ruling)
  2. If a model can ignore clouds but not the original terrain type, they don't ignore the terrain. For instance if you have a burning forest, then Eyeless Sight can't see through the forest. (Infernal Ruling)
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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Prowl and/or Just a Tree?     (Edit)

  • Whether you can trigger this ability is a bit awkward;
    • As long as you have concealment you get Stealth ... even if the attacker ignores concealment (such as with Hunter).
    • If you're standing in a cloud, and the attacker "ignores clouds for LOS" (such as Bird's Eye) you get Prowl/Tree.
    • If you're standing in a cloud, and the attacker "ignores clouds completely" (such as Alchemical Mask) you don't get it. (Infernal Ruling)
    • Similar for standing in a forest.
  • If a debuff removes Stealth, Prowl/Tree do not reapply stealth... But this ruling is being rechecked. (Infernal Checking)
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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.

Rules Clarification : Synergistic Magic - None yet. (Edit)

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Rules Clarification : Eruption of Spines and/or Spine Burst     (Edit)

  • Not considered an attack & "Non-attack damage roll" (Edit)   [Show/Hide]
    • There are two ways you can get these "non-attack" damage rolls.
      • Type 1 - A secondary damage roll that is not considered to be an attack. Some attacks create a second damage roll that is explicitly "not considered an attack" (such as Electro Leap).
        (Note that although the secondary damage roll is not an attack, the original attack certainly is and will trigger stuff normally. These clarifications don't apply to the original attack.)
      • Type 2 - A damage roll that's not from an attack. Some special abilities & special actions tell you to make a damage roll without mentioning whether it is considered an attack or not (such as Vent Steam and Flak Field).
    • When it comes to other abilities that trigger on damage (such as Vengeance) both types function the same way. For brevity we'll refer to both as "Pure Damage".

    • Pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Pure damage is not an attack, so doesn't benefit from stuff that affects 'attack damage rolls' (such as Bethayne1's feat). (Infernal Ruling)
    • Pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
    • Pure damage is not from an attack, but it is (normally) damage from the original model. This has two implications:
      1. It's not an attack from a weapon so:
        • it won't gain damage buffs from the weapon (such as Poison).
        • it won't gain any Damage Types from the weapon. (Infernal Ruling)
      2. It is a damage roll from a model so:
    • Exception: Some damage is not from an attack and not from a model (for example, Collateral damage). In this case, you should reverse the stuff listed under #2 above.
  • Spells that "arc" (Edit)
    • For spells that cause damage to "leap" or "arc" to adjacent models (Chain Lightning, Eruption of Spines, Ashes to Ashes, etc) ...
    • The damage is from a spell, so it is magical damage. (Infernal Ruling)
    • Steamroller flags are models, and so are eligible to be leaped to/from (although they won't be damaged by the spell). (Infernal Ruling)
      • Check whether your spell specifies "enemy model" or just "model", because as of Steamroller 2017 flags are not enemy or friendly.
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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 : Pursuit and/or Shadow     (Edit)

    • Pursuit/Shadow do not grant immunity to free strikes.
    • Pursuit/Shadow trigger off any in-activation movement (such as Sprint or Reposition). It doesn't trigger on out-of-activation movement (such as Locomotion).
    • If put on an enemy unit:
      • The unit's Normal Movement will trigger it once (not once per trooper).
      • "Unit-wide movement" (such as Reposition) will trigger it once (not once per trooper).
      • "Individual movement" (such as Overtake, Side Step, etc) will trigger once per individual movement.
      • (Infernal Ruling for the above points.)