Makeda & the Exalted Court

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Skorne Logo.jpg

Makeda
Skorne Warlock Unit
Exalted Guardians
Troopers

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.

SOM icon.jpg

Special Order Model
This model is not "Out of Production". But this model is "Only produced when a customer orders one".

As a result it is no longer available through normal US distributors (as of 2018.04). Instead your local game store needs to contact PP Retailer Support.

International distributors can still access the entire catalog of models.

See also the Official Press Release and/or Category: Special Order Model.

Basic Info

The Court consists of Makeda3 (officer) and two Exalted Guardians (non-character troopers).

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}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA C
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • 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.
  • Officer symbol.jpg Officer
  • Battle-Driven - If a model in this unit is damaged by an enemy attack the unit gains a +2 bonus to STR and ARM, and Pathfinder for a 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 with this spray lose Flight for one round.
Bulwark

2 SELF Control - Upkeep -
If two models in the caster's battlegroup are B2B and in the caster's control range, they gain +2 DEF and cannot become knocked down.
Deathbringers

2 SELF Control - Turn -
While within the caster's control range, the melee weapons of models in their battlegroup gain Grievous Wounds. Deathbringers lasts for one turn.
Grievous Wounds - A model hit by this weapon 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 caster can advance up to 2" for each enemy model destroyed by the attack.
Incite

4 SELF Command - Turn -
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.

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.

Makeda immediately casts Incite without spending fury. 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.

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}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Construct symbol.jpg Construct
  • Battle-Driven - If a model in this unit is damaged by an enemy attack the unit gains a +2 bonus to STR and ARM, and Pathfinder for a 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.
  • Soul Vessel - This model generates soul tokens as if it were a living model.

Weapons

Theme Forces

Recent Changes

2018.12 Exalted Errata - Makeda3 got a huge overhaul and is effectively a new caster.


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 a special order model.
  • 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 from the back of enemy models when she's charged them is 5" plus however far she can slip the base of her model forward; 2" reach, 2" from Eliminator, and 1" from Overtake.
  • 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 away into the enemy caster are possible although rare.

Remember: if you choose to Blood Boon an offensive spell, you have to Overtake first, then cast the offensive spell. If you choose to Blood Boon a non-offensive spell, you can choose the order.

  • If you open feat turn with Deathbringers then two models killed before you buy attacks completely restocks her Fury.
  • If you don't have Battle Driven working try provoking free strikes with the Exalted Guardians.
  • Remember the exalted constructs are part of Makeda's battlegroup, so in the feat turn they can be used to give Makeda up to 4 additional fury.
  • Makeda can go over her Fury stat during her activation due to the feat. If her guardians each kill 2 models, then Makeda kills one model in melee and at least one model with a blood-booned spell, she could hold a maximum of 12 fury at one time.
  • She should normally be protected by Bulwark - even if by being base to base with one of her guardians/shield guards
  • Her CMD is very high so bringing a Hydra lets makeda blood boon its animus to protect your army

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 go to def 12 with Bulwark, which mean attacks can miss
  • 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.

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 - Rasheth1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (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 - 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: 2020.01

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 Boonand/or Rites of Blood and/or Ritual Slaughter and/or Soul Food and/or Blood Weaver     (Edit)

  • Timing (refer Appendix A):
    • 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 them in any order, or you can resolve the other ability before the free offensive spell. You can't cast an offensive spell at Step 14 then go back to Step 12.
    • (Infernal Ruling for all of the above)
  • If you trigger the free spell from an attack that also grants a free melee/ranged attack (such as Rahera1 with Black Spot) then you can't have both an offensive spell and the free attack, because of the "attack-generating abilities" rule in the core rulebook. You can cast a non-offensive spell and get the free attack, though. (Locked Thread)
  • 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.


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Rules Clarification : Warcaster Unitor Warlock Unit     (Edit)
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 (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • 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 Hunterand/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.


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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 Guardand/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
    • You can link Shield Guards together. Model A is hit, Model B uses Shield Guard to take the hit from A, then model C uses Shield Guard to take the hit from B, etc. (Infernal Ruling)
    • 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)

  • A Soul Vessel is not a living model in any way, so it will not trigger anything like Bloodthirst or Poison.
  • The only thing Soul Vessel means is that it produces a soul when it is destroyed, as if it were a living model.
    • This does lead to the odd situation where an ability that would normally RFP a living model and prevent a soul token being generated (such as Snacking) will not work vs a Soul Vessel. So the Vessel can't get snacked and will produce a soul.


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Note to Editors
To edit Guardian's tagged abilities, Click here