Makeda & the Exalted Court

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99% of this website is about Mark 3 (mk3), which is the previous edition of the game (2016 to 2022). The reasons for this are explained here.

1% of the website is about Mark 4 (mk4), but only in regards to which mk3 models are useable in mk4 Prime and which are mk4 Unlimited. See Legacy Armies for more detail.
Skorne Logo.jpg

Makeda
Skorne Warlock Unit
Exalted Guardians
Troopers

Mk4 icon.png
Limbo
This model has not (yet) been updated with Mk IV rules, as of 2022.12. Privateer Press have promised it will get updated ... eventually.
You can view the Mk3 models that have been updated on this page.

Note that the rest of this page is about the model's Mark III rules.

Makeda leads the Skorne Empire into a new era and in doing so embodies all the strength, pride, and martial prowess of her people. She is not merely supreme archdomina, but one of the greatest military minds and combatants ever forged in the harsh and unforgiving crucible that is eastern Immoren. To signify her rule over the Skorne Empire she now wields the Talon of Murzoul, an ancient relic of great significance and incredible power. At her side stand some of the skorne’s greatest heroes of the past, given new life in stone to serve as her inner guard. Their presence is a tangible sign of approval from some of the greatest warriors and leaders in her house’s history.

Basic Info

Makeda

Makeda3
Missing Info
Makeda & the Exalted Court.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 7
MAT 8
RAT N/A
M.A. N/A
DEF 15
ARM 16
CMD 10
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 16
F. Field N/A
WJP {{{wjp}}}
WBP +25
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock
  • Warlock Unit - All warlocks come with a stack of standard special rules - most notably being awesome. Furthermore, this warlock comes with some grunts that can be ordered around. Click here for a newbie-friendly recap, or click here for the full rules.
    • This unit is made up of Makeda3 and two Exalted Guardians.

Feat : Dance of Death

Few can compare with Makeda's peerless and deadly grace in combat. At the crescendo of battle she fills her blade and the weapons of her warbeasts with mortitheurgical energies. With every foe she slays, her mystical might grows, fueling her strikes while granting her absolute command of the warbeasts that fight beside her.

  1. Makeda immediately casts Incite (refer to her spells) without spending fury.
  2. Additionally, when a model in Makeda’s battlegroup destroys one or more enemy models in her control range with an attack, either Makeda can gain 1 fury point, or 1 fury point can be removed from a model in her battlegroup that is in her control range.
Dance of Death lasts for one turn.

Abilities

  • Officer symbol.jpg Officer
  • Battle-Driven - When one or more models in this unit are damaged by an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round.
  • Overtake - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".

Weapons

  • Talon of Murzoul - 2" reach, POW 8, P+S 15 melee attack
    • Magical dam symbol.jpg Damage Type: Magical
    • Blood Boon - Once per activation, immediately after resolving an attack in which it destroyed an enemy model with this weapon, this model can cast a spell with COST 3 or less without spending fury points.

Spells

COST RNG AOE POW DUR OFF
Bladed Gale

3 8" spray - 13 (★) Yes
Models hit lose Flight for one round.
Bulwark

2 SELF Control - Upkeep No
While in the spellcaster's control range, and B2B with one or more models in its battlegroup, models in the spellcaster's battlegroup gain +2 DEF and cannot become knocked down.
Deathbringers

2 SELF Control - Turn No
While within the spellcaster's control range, the melee weapons of models in its battlegroup gain Grievous Wounds. Deathbringers lasts for one turn.
Grievous Wounds - A model hit by a weapon with Grievous Wounds loses Tough and cannot have damage removed from it for one round.
Eliminator

3 8 3 13 - Yes
Immediately after this attack is resolved, the spellcaster can advance up to 2" for each enemy model destroyed by the attack.
Incite

4 SELF Command - Turn No
Friendly Faction models gain +2 to attack and damage rolls against enemy models while the enemy models are within the spellcaster's command range. Incite lasts for one turn.

Exalted Guardians

Exalted Guardian
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 7
MAT 8
RAT N/A
M.A. N/A
DEF 12
ARM 18
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
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

Abilities

  • Construct symbol.jpg Construct
  • Battle-Driven - When one or more models in this unit are damaged by an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round.
  • Overtake - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".
  • Shield Guard - Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary. The Shield Guard special rule can only trigger once per attack roll.
  • Soul Vessel - This model generates soul tokens as if it were a living model.

Weapons

Theme Forces

Makeda bonded warbeast, Molik Karn, she can take in any theme.


Thoughts on Makeda3

Makeda3 in a Nutshell

The completely overhauled Makeda 3 is a bully of a caster who plays forward and encourages infantry and warbeasts alike to beat the enemy's face in while being able to do plenty of work herself. Incite is just a scary spell for anything within 10" of Makeda, and it's entirely possible for her to reach DEF 17, ARM 20 while having Fury to spare for transfers so she can stand there and take it. And then beat enemies who get too close to a pulp. Initial playtesting shows her to be powerful but easy to play just that bit too far forward; she's extremely tough but not indestructable.

Feat thoughts

Makeda's feat in general has two purposes. The first and least interesting is to dance through the enemy and assassinate - but more normal is to allow her to cast Incite, Deathbringers, wreck some face herself by playing forward, and end up with a full stack of Fury and daring the enemy to bring it on because she is extremely tough and the enemy's army should be a smoking wreck after her turn.

Molik Karn is a really strong model on her feat because he side steps on his first two hits which are incite buffed into clumps of enemy infantry, or into a key enemy heavy that thought it was safe.

Spell thoughts

  • Incite is her bread and butter spell. +2 to hit and damage is just good, and the only downside is that she needs to be within 10" of the enemy. It's not a safe spell for her to cast outside of her feat turn as she won't have much left over to camp with. But the best form of controlling the enemy is killing them. It's also worth noting that it stacks up more the more attacks you make, so is a better infantry than beast spell.
  • Bulwark should normally be her turn 1 cast and upkept. +2 DEF and no knockdown is awesome and you can upkeep with the help of Marketh. Really strong synergy with Cyclops brutes
  • Eliminator is her assassination tool. Just that extra 2" from a blood boon (or very occasionally 4") can allow Makeda to apply Talon to face. Because she's so tough she can play forward and bully enemy casters into staying back. It's a core part of her kit even if you'll have no need for it many games; it makes enemies run scared.
  • Deathbringers is a nice utility spell when you need it. Either for tough models or for things like a Phoenix Field.
  • Bladed Gale is just a very solid spell to Blood Boon with some extra utility.s like a freight train or ends up next to an enemy colossal and boosts all the attack rolls from her beasts.

Drawbacks & Downsides

  • She's tough, but with enough firepower anything dies.
  • She does nothing to assist with threat ranges other than her own.

Tips & Tricks

  • Assassination: Charge something, kill it, and then use overtake and the Blood Booned Eliminator (and possibly Deathbringers) to guide her into the enemy. Threat range 14". Like most assassination threats, this normally won't win but will restrict how your opponent plays their caster and make them paranoid.
  • Makeda's threat extends 3 to 5" behind the model she charges : 2" reach (which may or not apply), 2" from Eliminator, and 1" from Overtake.
  • Blood Boon
    • If you want to cast an offensive spell, you need to resolve Overtake first. If you want to cast a non-offensive spell, you can resolve them in either order. (This is because of Step 12 vs Step 14 of the Attack Sequence)
    • * Blood Boon doesn't have to trigger after the first model you kill in a turn; "Pac-Man" assassinations where you've overtaken a couple of models before Blood Booning into the enemy caster are possible, although rare.
  • If you don't have Battle Driven working, you can run the Exalted Guardians past the enemy and hope the free strikes triggers Battle Driven.
  • Remember the Exalted are part of Makeda's battlegroup. They can benefit from Bulwark, Deathbringers, and her feat.
  • Makeda can go over her Fury stat due to the feat.
  • You should always have Bulwark in play.

List Building Advice

Strategy

Makeda is primarily a warbeast warlock, with Incite, Deathbringers, Bulwark, and her feat, but she's also Fury 6 so she needs to bring other models than warbeasts. Still, Disciples of Agony also gives battle engines and Zaadesh. But really Incite is a great spell that works well with everything, and better with infantry than beasts so she can go in any theme force.

Theme Thoughts

    Disciples of Agony    

  • Siege Animantarax moves fast and hits hard, but MAT 6 can be a bit of a let down on anything it can't knock over. Also those Venator guns got a whole lot better with Incite.
  • She has minion warbeasts (and both Primal and Rage) in this theme
  • The Road Hog and the Swamp Horror are both the sort of high threat range but pillow fisted models she loves.
  • The War Hog is a cheap heavy (for Hordes) that can have massive damage output with stacked buffs (Enrage, Incite, Agression Dial) - even without Primal or Rage!
  • If you're bringing a Blackhide Wrastler and/or a Battle Boar she can make light warbeasts such as Cyclopses or Boneswarms hit like heavies, for a fraction of the cost.

    Masters of War    

  • Praetorian Swordsmen get two attacks each with a Side Step. Under Incite this is very nasty for their cost.
  • Praetorian Ferox have a MAT deficiency ; Incite make them *much* stronger for infantry clearing. Incite also works for their mount attacks.
  • The Supreme Guardian can potentially protect her with Arcane Vortex if need be.

    The Exalted    

  • Supreme Guardian, mentioned above, can also be in this theme.
  • Immortals have only one major weakness - MAT 6, POW 13. At MAT 8, POW 15 incorporeal Immortals are a scary assassination threat on any turn.
  • Despoiler. 17 points is probably a bit much, but the free upkeep is good if you want an alternative to Marketh. Coupled with Dark Shroud, this gives your Immortals/Hakaar/Ancestral Guardians a great damage boost where you need it.

    Winds of Death    

  • Both the Supreme Guardian & Siege Animantarax, mentioned above, can also be in this theme.
  • Venator Slingers can actually hit the broad side of a barn door under Incite and the two point POW boost lets them seriously hurt warjacks with Erosion as well as serving as a crumple zone.
  • Venator Flayer Cannon benefit a lot from Incite too, being the biggest amount of ranged attack per point you can get, and thoses attacks aren't particulary shabby either. If you bring a Venator Dakar and have the opportunity to aim you'll get d3+1 (provided the grunt's still alive) shots at RAT 10, POW 15/16/17 (depending on what you're shooting).

    Support Models - Various themes    

  • Aptimus Marketh is almost necessary for Makeda 3; he provides free upkeeps and a second fury from Harmonious Exaltation - or a Bladed Gale. (Eliminator isn't much use as it will move Marketh).
  • Paingiver Beast Handlers are also on the mandatory list if you're running battlegroup-heavy, of course.

Battlegroup

Defence gets better with even more defence so Bulwark means that Makeda likes high DEF warbeasts for Bulwark. On the other hand Incite means that Makeda can supply the damage as long as the warbeasts can actually get there, meaning she's a fan of fast warbeasts. You also want to make your opponent come to you to catch more of his army in incite, which favor ranged warbeasts as well as the one that can move after attacking.

  • Molik Karn, Makeda's personal warbeast, is an incredibly good choice with her. Bulwark puts him up to DEF 15 - but it's the Incite/Side Step combination from her that's scary (especially on feat turn). A non-linear 15" threat range when charging and hitting at MAT 9, POW 18 Weapon Master with the ability to boost after rolling can kill a lot of enemies and especially casters. DEF 15 works really well with Intuition. And finally Fate Walker is useful for a variety of purpose, like serving to retreat, allowing to go further up the board on turn 1, or catching other stuff in the incite bubble. Molik is amazing with Makeda 3.
  • Desert Hydra goes to DEF 12 with Bulwark, which mean attacks can theoretically miss it.
    • Her CMD is very high so, when Makeda casts its animus, it spreads over quite a lot of her army.
  • Archidon. 11" threat, MAT 8, POW 19 for a 10 point warbeast. And DEF 16. Finally lightning strike lets Makeda sprint, which is more conditional but cheaper than Fate Walker - while also letting the archidon sprint to end up in Bullwark formation.
  • Rhinodon. A 12 point warbeast with a lot of attacks for the cost - and the ability for Makeda to cast Spiny Growth for an ARM buff. It does far more work than the Razor Worm alternative if the ARM is your thing.
  • Razor Worm - For the most part, a cheaper, crappier archidon. Advance Deployment do allow them to got aggressively up the board, and Drag Below is very useful for placement, but normally upgrading to an archidon is really worth it.
  • Cyclops Brute. More shield guards are good. DEF 15 ARM 18 on a light warbeast is better.
  • Basilisk Krea +2 DEF on top of Bullwark's +2 DEF is really annoying for incoming shooters. And combined with the Basilisk Drake for flanking the Krea hits like a low end heavy.
  • Basilisk Drake - so that's a RAT 7 POW 16 spray, and DEF 15 under Bulwark. Yes please?
  • Cyclops Shaman - it's just good, especially at DEF 15 and if you mass them you've another assassination option thanks to their ghost shots.

Starting a 25 point Brawl list

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

Theme - Disciples of Agony

Makeda & the Exalted Court: [+25 WBP]
Swamp Gobber Chef: [1 pt]
Paingiver Beast Handlers (Min unit): [5 pts]

Total RRP: USD $190 (based on PP's online store prices 2021.05)

For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

Released in Hordes: Gargantuans (2013)

Video Battle Reports

Other Skorne Models

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

Agonizer - Aradus Scarab - Reptile Hounds - The Terrorizer

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

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

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

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

Solos

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

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

Rules Clarifications

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Rules Clarification : Makeda3

  • Feat: Dance of Death
    • Because The feat specifies she casts the spell, it can be negated by the normal anti-spell stuff (like Arcane Vortex or the Ruin Arcana).
  • Exalted
    • Despite having "... & Exalted ..." in her title, Makeda3 is not an Exalted model and won't get Tough from the Extoller Novitiate. (Infernal Ruling)
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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 : Blood Boon and/or Rites of Blood and/or Ritual Slaughter and/or Soul Food and/or Blood Weaver and/or Meat for the Beast and/or Reckless Arcana     (Edit)

  • General
    • The free spell doesn't interact with abilities that change the COST of a spell. (Infernal Ruling)
      • For instance, if you trigger it while being affected by Lamentation then you can still cast a COST 3 spell (even though if you spent focus to do the same thing it would cost you 6 focus/fury).
    • (Rites of Blood only): The Priestess doesn't need to be in the caster's CTRL range to use her ability.
    • (Blood Weaver only): It's not tied to a specific weapon, and it can be triggered multiple times per turn.
    • (Reckless Arcana only):
      • You can trigger it once during your turn, and a second time during the opponent's turn (via a free strike, countercharge, etc)
      • The model doesn't need to be in your control range to trigger it.
  • Timing
    • With reference to other abilities that occur "after the attack is resolved", the timing sequence is:
      • If you choose a non-offensive spell then it's resolved at Step 12.
      • If you choose an offensive spell then it's resolved at Step 14.
      • If you have another ability that triggers at Step 12 (such as Iona1 having Overtake), you can either cast a non-offensive spell and resolve both things at Step 12 in any order, or you can resolve the other ability at Step 12 then cast an offensive spell at Step 14. Note that you cannot cast an offensive spell at Step 14 then go back to Step 12 to resolve the other ability.
      • (Infernal Ruling for all of the above)
  • Multiple Attacks
    • If when you destroy the model, you get a free melee/ranged attack as well as the free spell (for instance you cast Black Spot on them), then you need to follow the "attack-generating abilities" rule in the core rulebook and make sure you only make one bonus attack:
      • You can cast a non-offensive spell (step 12) then get the free melee/ranged attack (step 14); or
      • You can cast an offensive spell (which is an attack) and forgo the free melee/ranged attack.
      • (Locked Thread)
    • If the model that triggered the free spell has Berserk and something is in its melee range, you don't get a choice of offensive spell or non-offensive. You have to choose either
      • a non-offensive spell plus the compulsory melee attack, or
      • no spell at all plus the compulsory melee.
      • (Locked Thread)
  • Spells outside of caster's activation
    • Some versions of this ability let the caster get a free spell when something else kills something. In this case:
      • The caster can channel the spell if they want. (Infernal Ruling)
      • The spell is cast during the other model's activation, so that model can potentially trigger any of their own activation-only abilities.
        Specifically, if one of Deathchev's warjack triggers Meat for the Beast, and Deathchev casts Abattoir for all warjacks to get a free attack, then the active warjack can boost the Abattoir attack, use Overtake, etc.
        (Infernal Ruling)
      • For similar logic, spells that "can only be cast once per activation" (such as Abattoir) can be cast twice per turn via this sort of ability. (Infernal Ruling)


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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 : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.

Rules Clarification : Battle-Driven - None yet. (Edit)

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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 : Bladed Gale      (Edit)

  • Models can regain Flight afterwards. For instance, Krueger1 could cast Skyborne on himself.
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Rules Clarification : Bulwark      (Edit)

  • If a battlegroup model is not B2B but is then slammed/thrown into another one, then the Bulwark 'activates' before the slam/throw has a chance to knock them down.
  • Models that are already knocked down gain no benefit from Bulwark.
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Rules Clarification : Deathbringers      (Edit)

  • Deathbringers doesn't apply to Power Attacks.
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Rules Clarification : Grievous Wounds      (Edit)

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

  • The advance you get is a single advance, not a series of 2" advances. As such, it only triggers "ends movement" abilities (such as Countercharge) once.

Rules Clarification : Incite - None yet. (Edit)

Rules Clarification : Construct - None yet. (Edit)
Rules Clarification : Battle-Driven - None yet. (Edit)

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Rules Clarification : Shield Guard and/or Shadow Guardian     (Edit)

  • You can't use this ability vs spells.
  • You shift all effects onto the new model, including stuff that triggers on "when this attack hits".
  • When you use this ability vs an AOE attack, the template moves too. Because, with reference to Apdx A, the hit 'moves' at Step 6 and the template placement is determined at Step 7.
  • This ability doesn't work vs Point Blank attacks. Because Point Blank attacks are melee attacks that are made using a ranged weapon.
    • On the other hand, it will work vs Gunfighter attacks.
  • Shield Guard only
    • Since Shield Guard specifies "opponent's turn", it can't be used against stuff that shoots in your own turn (such as Watcher or Counterblast).
    • The Shield Guard does not necessarily need to be in the attacker's LOS or range.
    • The Shield Guarder 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 the Shield Guard moving the hit.) (Infernal Ruling)
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Rules Clarification : Soul Vessel      (Edit)

  • The only thing the Soul Vessel rules does is, the model produces a soul when it is destroyed as if it were a living model.
For similar logic, things that prevent living models from generating souls (such as Annihilator) also prevent Soul Vessels from generating souls. (Infernal Ruling)
  • A Soul Vessel is not a living model for the purposes of anything except soul generation & collection. Special rules that interact with living models but which aren't soul-related (such as Bloodthirst or Poison) don't do anything vs Soul Vessels.
For example: An attack that RFPs living models (such as Snacking) would normally prevent that living model from generating a soul token; but Snacking doesn't work vs non-living. So a Soul Vessel doesn't get Snacked and will produce a soul token.


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