Lylyth, Shadow of Everblight

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Legion Logo.jpg Lylyth, Shadow of Everblight

Legion Blighted Nyss Warlock

Mk4 icon.png
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.

Lylyth has arisen from recent conflicts as the leading edge of Everblight's armies and has spread the dragon's shadow across the lands of western Immoren. She and her handpicked followers cut down any who oppose the Legion with unerring precision. Empowered to range far from the center of Everblight's power, Lylyth drives her advanced strike elements with peerless grace and lethality.

Basic Info

Lylyth2
Missing Info
Lylyth2.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR 4
MAT 5
RAT 8
M.A. N/A
DEF 16
ARM 14
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 5
THRS N/A
HP 15
F. Field N/A
WJP {{{wjp}}}
WBP +28
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

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

Feat - Decimation

While in Lylyth's control range, friendly Faction models gain Gunfighter and can make one additional ranged attack during their activations. Decimation lasts for one turn.

Abilities

  • Eyeless Sight symbol.jpg Eyeless Sight
  • Pathfinder symbol.jpg Pathfinder
  • Stealth symbol.jpg Stealth
  • Range Amplifier - When this model casts a spell and is the point of origin of the spell, it gains +5" RNG.
  • Soothing Song - Once per turn, anytime during your activation phase except while activating a model, this model can spend 1 fury to remove up to 1 fury point from each friendly living Faction warbeast in this model's control range.
  • Swift Hunter - When this model destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".

Weapons

Whisper
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 - 12
  • Magical dam symbol.jpg Damage Type: Magical
  • Reload [1] - This model can spend 1 fury point to make one additional ranged attack with this weapon during its Combat Action.
  • Snap Fire - When this model destroys one or more enemy models with a ranged attack with this weapon during its Combat Action, immediately after that attack is resolved this model can make one basic ranged attack with this weapon. Attacks gained from Snap Fire cannot generate additional attacks from Snap Fire.
Bow Blade
Sword icon.jpg  RNG   POW   P+S 
0.5 3 7

Spells

COST RNG AOE POW DUR OFF
Mirage

2 6 - - Upkeep No
Target friendly Faction model/unit gains Apparition.
Apparition - During your Control Phase, place models with Apparition anywhere completely within 2" of their current location.
Pin Cushion

2 10 - - Upkeep Yes
Friendly Faction models gain an additional die on ranged attack and ranged damage rolls against target model/unit. Discard the lowest die of each roll.
Vanish

1 SELF - - - No
Place the spellcaster anywhere completely within 3" of its current location. Vanish can only be cast once per activation.

Theme Forces


Thoughts on Lylyth2

Lylyth2 in a Nutshell

Just like her prime incarnation, Lylyth2 is a range-focused warlock and now her entire toolkit revolves around shooting the enemy off the board. She gained +1 RAT and permanent Stealth instead of Prowl, but retained the same frail frame and a pretty low FURY 5 stat.

While Lylyth1's feat and Parasite enables both brawlers and shooters to benefit from her shenanigans, Lylyth2's tight focus on ranged warfare extends to her army, and sadly it is hampered by the (un)reliablility of her main tool - see Spell thoughts for details. Her personal output is also hamstrung by having to pay for a second shot on her bow - though Snap Fire could theoretically offer you almost double the shots Lylyth1 has, it all depends on your enemy providing suitable targets that can be reliably killed by your POW12 shots.

FURY5 means a rather tiny CTRL area with all its associated drawbacks. Along with her fragile frame it severely limits what you can achieve during your turn. You want at least 1 Fury to be camped every turn if even a single boostable AoE is in scatter distance, while needing the Far Strike animus to maintain a relatively safe distance if you want to get Lylyth's hands dirty. On the bright side, Soothing Song offers excellent Fury management, not only for Lylyth's battlegroup but also for every warbeast in her CTRL area, prompting you to outsource warbeasts under the lesser warlocks' care.

Lylyth can end up in several bad matchups via her ranged toolkit, which - along with the low FURY stat and fragility - puts her to the bottom of the power ranking among the Legion warlocks.

Feat thoughts

This is an aura feat, meaning that in order to benefit from it, your models must constantly be in Lylyth's CTRL bubble, not just at the beginning of their activation. That limitation is usually not an issue if you just want to lob shots from afar, but can put Lylyth closer to the battlelines than you'd like if you plan to use the Gunfighter element (roughly 13,5" for your medium-based Warspears). Your models also must abide the restrictions of Gunfighter. For the sake of brevity we won't detail it since you can find it in the rules clarifications.

Spell thoughts

  • Mirage: This is a great threat extender from turn 2 since you will probably not spend your Fury elsewhere in turn 1. However, upkeeping it instantly takes away 20% of your Fury stock. A Succubus is strongly advised. You should either place it on a unit or on a shooty warbeast, since it is all too easy to run a melee warbeast out of Lylyth's CTRL area (save perhaps for the Raek or those under the Blight Archon's control).
  • Pin Cushion: Your signature spell, which is sadly hampered by the fact that you'll need to cast it with your meagre FURY5 (Lylyth2 lost Witch Mark on her bow). That means a high risk - uncertain reward situation where even a clumsy DEF 11 target standing in cover may force boosts and threaten to sacrifice your Fury for no tangible gain. Setting it up for a reliable casting needs some form of Telemetry by the Bloodseer or the Hermit, who offer zero synergy with the rest of your toolkit, and/or an arc node for back strike bonus (read: Spell Martyr), and that is something no enemy worth their salt will grant you easily. Also, if you cast through your one-use arc node, you won't get the bonus distance from Range amplifier. Since it is an upkeep there are plenty of ways where it can be dispelled and spell hate in general (Arcane Vortex, etc.) can completely kneecap your casting attempts. On the bright side, if you manage to land it, the above mentioned Succubus can help you to upkeep it for free.
  • Vanish: A life insurance spell if things during your activation went sideways, or a threat extender if the opportunity arises. With the Far Strike animus you can send in her arrows up to 26" away (28 with Slipstream) and also help you to maintain range after casting Pin Cushion and be 18" away from your target. In corner cases it also helps you to evade jamming models engaging you, and may allow you to place yourself into the back arc of enemy models during your feat turn.

Drawbacks & Downsides

  • Fragile and FURY-capped
  • Vulnerable against anti-shooting as well as anti-spellcasting tricks

Tips and Tricks

  • Soothing Song is anytime during the activation phase, not Lylyth's own activation. You can (and probably should) trigger it after you finished Lylyth's activation.
  • You can boost against Pin Cushioned targets - it is an additional die instead of boosted rolls.

List Building Advice

Strategy

Lylyth2 is a ranged alpha strike caster - you either get ahead of the attrition early or you will be stuck with an uphill battle in the following turns, especially if you cannot land Pin Cushion on key targets. The feat also has a really strong assassination potential that may force your opponent's casters to keep a respectable distance from her army. With certain builds you can lean towards scenario and board control - the former mostly with your Nephilim Bolt Throwers, and the latter with your models that leave behind Scather templates.

Theme thoughts

    Oracles of Annihilation    
This theme's Venn diagram about the models who can solve Lylyth's inherited weakness and said models' availability is a perfect circle. Also, you can start with Mirage in play, reaping its benefit straight from Turn1.

  • Blight Archon - Your Nr1. Lesser Warlock who can handle any ranged beast just fine from the Archangel to the Bolt Thrower. It comes with its Veteran Leader aura and a long-range spray to boot. Though rather gimmicky, between Assault, Gunfighter and Feat you can have up to 3 sprays on your target and anyone unlucky to stand behind (though it won't trigger sprint and you cannot buy additional melee attacks either).
  • Thagrosh0 - Between Soothing Song and FURY5 he can easily handle a Ravagore or even 2 Bolt Throwers under his care, all with attack re-rolls due to Ethrubal's Guidance (and upkeeping Fog of War that may also happen to help Lylyth's survival). He also provides access to Typhon who is a melee AND ranged powerhouse on its own.
  • Beast Mistress - She with a Bolt Thrower forms a very economical package, and the Bolt Thrower is almost never outside of her tiny control area that would otherwise be problematic for a melee warbeast. With Energizer the Bolt Thrower's aiming threat is a respectable 16" (21 with walk) and running the beast hot on Fury can be solved with Soothing song.
  • Virtue Host and Virtue Champion - Excellent deterrents against single wound infantries and can absolutely assert battlefield control under feat turn.
  • Blackfrost Shard - Kiss of Lylyss is always a nice complement to the Pin Cushion's damage boost, but 1-2 or even 3 Ice Cage can substantially increase the chance to successfully land Pin Cushion on a key target.
  • Ice Witches - Another source for Ice Cage and Puppet Master. For a single Puppet Master you may also consider Yssylla, who has great synergy with ranged elements via her Detonator spell as well.

    Children of the Dragon    
Here you can have most of the stuff available in Oracles, and various ranged elements who love extra attacks, the 2 character Nephilim beasts and Typhon among them.

  • Blighted Nyss Archers - You can have anything between 3 POW 21 CMAs and 33 individual POW 10 attacks under feat, being able to scale your damage output to whatever threat you need. With Pin Cushion and the UA's CMA re-roll few enemies can escape your bowshots. Be advised though that a full unit will heavily tax your deathclock. Combined with the Sorceress' Blight Storm you can cause a lot of chip damage even to the hardest targets. They can also provide volume fire to whittle down tough-enhanced armies who would otherwise hamper your feat's effectiveness.
  • Craelix - His arrow has strong utility by default, the more he can shoot with it the better.
  • Azrael, Typhon and Zuriel all boast significant ranged threat either via Dual Attack, Multiple Head or Reload.
  • Blighted Nyss Raptors - A versatile and fast combined arms unit who can both pose ranged threat and put their weapon master swords to good use once the lines clashed.

    Ravens of War    
This theme has natural synergy with ranged warfare due to the theme bonus. Craelix and Raptors are also present here.

  • Strider Rangers - On top of their ranged presence they might be an avenue for a combined arms list, enabling warbeasts to charge for free.
  • Strider Deathstalkers can be an absolute nightmare for single wound infantries under feat, easily erasing a minimum unit on their own.
  • Grotesque Banshees - Their short range might be an issue when you want to keep them near your feat zone, but their sprays ignore Shield Guards, the most common anti-shooting tech and can be downright scary against a Pin Cushioned target. They are also natural Gunfighters, so it's everything but easy to jam them. If you put Mirage on them, their threat is also a respectable 15", on par with Lylyth's own Pin Cushion casting range.

    Primal Terrors    

  • Blightbringer - 2 support aura patches under the feat is nice, even though this theme usually lacks battlegroup-centered ranged presence. The -2 DEF aura may also help Lylyth's Pin Cushion casting since she ignores the concealment bonus anyway.
  • Chosen of Everblight / Blighted Ogrun Warmongers - A pretty out-of-the-way use for a ranged caster, but Mirage is an excellent threat extender on both units, pumping the range to 14" on the Chosen and to a whooping 15" on the Warmongers if you can trigger both Vengeance and Gorag's minifeat. Gorag's Paralyzing Gaze is also an excellent DEF fixer for successful Pin Cushion casting.
  • Blighted Ogrun Warspears - Aka the Ogrun MLRS. A max unit under feat can unleash either 12 normal shots, or 18 shots while charging by delivering an assault shot, choosing to do a ranged initial due to Gunfighter and then an extra ranged attack. This has the downside of needing to put Lylyth within ~13"5" of their target, and that you must deliver all of your shots within melee range, since Gunfighter allows you to make attacks only against targets you are in melee with (you would need Dual Attack to make both melee and ranged attacks). Of course, those attacks are subject to all the available bonuses, (Prey, Veteran Leader, Blightbringer aura, Pin Cushion), yielding a surprisingly accurate and powerful combination.
  • Ammok the Truthbearer - Though you must give up on the Succubus, Ammok gives yet another 2" on your spell range, pumping it up to 17". Sadly, he offers no help in upkeeping it.


    Battlegroup members    
As mentioned above, Lylyth enjoys outsourced battlegroups, so almost every ranged warbeast can fit into her army list, provided you can bring the right suppor tools.

  • Succubus - The question is, whether you want to pay 2 points for a free upkeep and an on-demand cloud on you fragile, Fury-strapped warlock. Your answer will most likely be yes.
  • Nephilim Bolt Thrower - A must-have choice if you want her to do any work beside Pin Cushion casting. The Bolt Thrower can also operate nicely in outsourced battlegroups, while Lylyth keeps the Fury in check with Soothing Song.
  • Raek - an odd choice for a ranged warlock, but her tiny control area leaves few choices for other melee warbeasts. Like with Lylyth1, the flying headbutt trick for 6 points never gets old, and boosts your Pin Cushion casting success to said target to 97%.
  • Ravagore or Teraph - Your premier ranged warbeast and your less impressive, but cheaper alternative for ranged warfare. Lylyth likes both of their animi if you don't need Far Strike form the Bolt Thrower.
    • If your sole aim is to have access to the Counterblast animus, consider the Stinger for 3 points.
  • Archangel - The shootiest warbeast in the faction naturally enjoys the company of a range-support warlock. Consider bringing a Forsaken or some Shepherds along to keep its Fury output in check.

Minion choices

Other

Trivia

Released in Hordes: Metamorphosis (2009)

Video Battle Reports

Other Legion Models

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

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
Heavy

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

Gargantuans Archangel - Blightbringer
Units, Solos, & Battle Engines
Units

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

Solos

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
Minions
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 : Reload      (Edit)

  • You cannot mix melee attacks and ranged attacks in the same activation unless you have a special rule (such as Dual Attack). Reload does not get around this restriction.
    • A Trample Power Attack is a melee attack, even if you don't actually trample over anyone and make zero dice rolls. So you can't trample then Reload (unless you have something like Dual Attack).
  • You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)
  • If you have (x2) of a weapon with Reload (such as Caine1), the special rule will only be written on the card once. But you can reload both weapons to the max limit. (Infernal Ruling)
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Rules Clarification : Snap Fire      (Edit)

  • You can trigger Snap Fire multiple times if you have multiple attacks. The reference to "destroy one or more enemy models" is just for when this ability is tied to an AOE or spray weapon.


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

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

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

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


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

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

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

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

  • Note that spells arced or channeled through other models do not gain any bonuses from Range Amplifier. The spell-caster must be the origin of the spell to gain the +5 range.
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Rules Clarification : Soothing Song      (Edit)

  • You can remove fury from any friendly Faction beast, not just the ones in the caster's own battlegroup.
  • Soothing Song cannot be used during the caster's activation. The restriction is on a model, which includes the caster. (Infernal Ruling)
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Rules Clarification : Swift Hunter and/or Overtake     (Edit)

  • The free move must be resolved before other abilities that involve attacks (such as Quick Work or Berserk). Refer Step 12 vs 14 in Appendix A.
  • This ability does not trigger off special attacks, only basic ones.
  • An important difference:
    • Swift Hunter can be triggered by any attack, including out-of-activation attacks.
    • Overtake only works on attacks during your Combat Action. Even stuff like Impact Attacks won't trigger it.
  • If you make a free strike during your Combat Action (for instance the enemy used a special rule to move during your Combat Action) you can trigger Overtake on that free strike. It still counts as being during your Combat Action. (Infernal Ruling)


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Rules Clarification : Mirage      (Edit)

  • The upkeep needs to be paid before you can get the Apparition move. Refer Step 4 vs Step 5 of "Control Phase" in the core rulebook.
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Rules Clarification : Apparition      (Edit)

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

  • Discard Die (Edit)
    • If you're discarding lowest or highest, you have to discard even if you want it for a critical hit.
    For instance: if you discard "the lowest die", need 6+ to hit, and roll a 3, 3, and a 4 ... then you must discard one of the 3s, and you'll end up with a non-critical hit with the 3 + 4.

Rules Clarification : Vanish - None yet. (Edit)


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

General
  • You cannot Aim if you start your activation in melee. (Infernal Confirmation)
  • A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).
  • If you have a Gunfighter stuck in melee and the Gunfighter wants to shoot a friendly model, then you can only do so if that friendly is within the Gunfighter's melee range. Also, if that friendly model is engaged by an enemy, that friendly model will always get the +4 DEF bonus (because the point of origin of the attack, the Gunfighter, is not "in melee" with the friendly model).

Targeting

  1. Outside of melee
    • If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
  2. In melee, but didn't charge
    • If it didn't charge, it can target anyone it's "in melee" with.
    • This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
    • If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
  3. Charged into melee
    • If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
    • If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
    • However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
  4. Other targeting notes
    • Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee.
    • If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
    • Gunfighter doesn't change the RNG of your gun, it just provides you an ability to use it while in melee and imposes some targeting restrictions.
      • If you're affected by a debuff that reduces your RNG to 1", that will further limit who you can target.
      • If you're affected by a debuff that reduces your RNG to 0", you cannot make attacks (refer 'Weapon Statistics', page 19 of rulebook).

Attack Roll

  • You use the Gunfighter's RAT for the attack roll.
  • Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
  • How the +4 DEF bonus for "being in melee" works with Gunfighters is:
    • they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
    • they never ignore it vs friendlies, because you cannot be in melee with a friendly target.

Incorporeal Gunfighters

  • Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
  • If they engage you then you're in melee and your target selection is limited to just models in melee (as explained above).

Gunfighter + an AOE weapon

  • If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
  • If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.

Gunfighter + a spray weapon

  • Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
  • If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.

Units of Gunfighters

  • If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
  • Redirected attack:
    • If they're still engaged, their initial attack (s) must be vs someone in their melee range.
    • If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
    • If they're unengaged, they are now free to shoot anyone within the gun's normal range.

Other interactions

  • Gunfighter vs Point Blank (Edit)
    • If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
    • These two abilities are subtly different, but it's an important difference.
    • Gunfighter allows you to make ranged attacks while in melee.
    • Point blank allows you to make melee attacks with your ranged weapon.
      • Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
      • Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
    • Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
      • Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
      • Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
  • Gunfighter vs RNG modifiers (Edit)
    • Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
    1. If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
    2. If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
    3. If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
    (Infernal Ruling)