Master Necrotech Mortenebra & Deryliss

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Cryx Logo.jpg

Master Necrotech Mortenebra
Cryx Warcaster
Deryliss
Companion Solo

Master Necrotech Mortenebra, an architect of Cryx’s war industry, has emerged from the smoke and soot to lead her ‘jacks to war. Surrounded by dozens of constructs, the children of her twisted science, and accompanied by her specially designed skarlock thrall Deryliss, Mortenebra has brought a new kind of nightmare to the mainland and spread the darkness of necrotite smoke over the kingdoms of men.

Basic Info

Mortenebra

Mortenebra1
Missing Info
Mortenebra.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR {{{str}}}
MAT 6
RAT N/A
M.A. N/A
DEF 15
ARM 16
CMD N/A
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +24
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

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Undead - This model is an undead model and not a living model.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Interface - While B2B with Mortenebra, a warjack in her battlegroup can spend focus points on her.
  • Repair [d3+3] (★ Action) - RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3+3 damage points from it.
  • Soul Taker: Cull Soul - This model can gain soul tokens. When a living enemy model is destroyed within 2" of this model, this model gains the destroyed model's soul token. After this model replenishes focus during the next Control Phase, replace each soul token with 1 focus point.
  • Steady - This model cannot be knocked down.

Weapons

  • Scavengers (x2) - 2" reach, P+S 12 melee attacks

Spells

COST RNG AOE POW DUR OFF


Doom Spiral

2 8 - 12 - -
If this spell damages a battlegroup warjack, that jack's controller takes d3 damage.
Jumpstart

1 SELF Control - - -
Models in the caster's battlegroup that are currently in its control range stand up and are no longer stationary. Affected models can turn to face any direction. Models that were knocked down this turn are not affected.
Overrun

2 6 - - Turn -
When target model in the caster's battlegroup destroys one or more enemy models with an attack during its Combat Action, immediately after the attack is resolved one model in the caster's battlegroup that is currently in control range can make a full advance, and then Overrun expires. A model can only advance once as a result of Overrun. Overrun lasts for one turn.
Sacrificial Lamb

1 Control - - - -
RFP a friendly Faction warrior model within the caster's control range. Each warjack in the caster's battlegroup and currently in its control range gains 1 focus point. Can only be cast once per activation.
Spectral Steel

2 6 - - Upkeep -
Target warjack in Morty's battlegroup gains +2 ARM and Ghostly.
Ghostly - This model can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. It cannot be targeted by free strikes.
Void Gate

3 10 3 13 Round Yes
The AOE stays for one round and enemies standing in it can't cast or channel spells.

Feat - Recalibration

While in Mortenebra's control range, friendly Cryx models can reroll attack and damage rolls this turn. Each roll can be rerolled only once as a result of Recalibration.

Deryliss

Deryliss
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR {{{str}}}
MAT 5
RAT N/A
M.A. 7
DEF 14
ARM 14
CMD 6
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

  • Undead - This model is an undead model and not a living model.
  • Attached - Before the start of the game, attach this model/unit to a friendly Faction warcaster/warlock for the rest of the game. Each warcaster/warlock can only have one model/unit attached to it.
  • Companion [Mortenebra] - This model only comes with Mortenebra, is part of their battlegroup, and if Mortenebra dies this model is RFP'd.
  • Magic Ability [ 7 ] - This model can use its Combat Action to cast a single spell.
  • Repair [d3] (★ Action) - RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3 damage points from it.

Weapons

  • Mechano-claws - 0.5" reach, P+S 10 melee attack

Spells

COST RNG AOE POW DUR OFF


Doom Spiral

(★ Attack) 8 - 12 - -
If this spell damages a battlegroup warjack, that jack's controller takes d3 damage.
Empower

(★ Action) CMD - - - -
Target friendly Faction warjack in command range is no longer Disrupted (if it was) and gains 1 focus point.
Tune Up

(★ Action) B2B - - (★) -
Target friendly Faction warjack in B2B. All attack and damage rolls resulting from its next basic attack this turn are boosted.

Theme Forces

Cryx

Infernals

Recent Changes

2019.04 Oblivion CID (still in beta)

  • Added to the Infernal theme force.

Thoughts on Mortenebra1

Mortenebra1 in a nutshell

Mortenebra is a 'jack caster, through and through. All her spells and abilities are designed to let her push bonejacks and helljacks to the limit. While she does benefit from having units around, her best lists will focus on having a number of 'jacks to use. Although she has durable Iron Lich stats, her tendency to spend/allocate all her focus while playing forward means she seems fragile. Her offensive spells are useful but not stellar, so her focus is usually better spent on Overrun and Spectral Steel.

Feat thoughts

Her feat is oddly balanced - on any other Cryx caster it would be broken because awesome Cryx infantry + rerolls = bonkers ... but Mortenebra doesn't do anything for infantry except that feat, so it kind of evens out.

Each roll from her feat can only be re-rolled once due to Recalibration, but that doesn't stop it from stacking with other re-roll abilities like the Withershadow Combine's Puppet Master. This feat mainly allows you to rely on math and not worry about poor dice rolls at a crucial moment. Remember that you can re-roll successful rolls in hopes of getting a critical hit.

Spell thoughts

  • Doom Spiral is not a bad spell for its cost, but you generally want to be spending your focus on her other spells. but be aware that it's less than guaranteed against tougher targets. Best cast against light 'jacks, particulary if controlled by a junior warcaster.
  • Jump Start is a great counter to knock-down-heavy armies. Otherwise, you'll probably never need to cast it.
  • Overrun is a fantastic spell, as it lets you setup surprise assassination vectors. It can even be used to move Mortenebra.
  • Sacrificial Lamb has incredible value. Morty is likely to be casting this every turn after the first so it will be important to bring a few lambs with the army. Scrap Thralls are probably the best value.
  • The ARM boost from Spectral Steel is nice but the real benefit is Ghostly. Even though this spell can be up-kept between turns, you will probably be hot-swapping it between models as and when you need to activate them.
  • Void Gate is a very situational spell its small AOE and limited effects could presumably prevent an engaged caster fleeing using Teleport or some such

Drawbacks & Downsides

  • Has no real 'game' against colossals.
  • Doesn't support infantry/solos at all.
  • Deryliss means she can't take a normal warcaster attachment, and she has a reduced WJP pool to reflect the 'free' solo.
  • Attacks that remove from play or disrupt killing are substandard with Mortenebra as they cant trigger overrun. For example the Corruptor cannot trigger overrun with psychovenom or burster.

Tricks & Tips

  • This is a silly trick: With the Kraken, use Tune Up on it and then slam something. Tune Up won't affect the slam itself, because it isn't a basic attack, but then you get the Kill Shot and that will get fully boosted from Tune Up.

List Building Advice

Strategy

Because of the long range, non-linear movement that Overrun provides, Mortenebra favors winning by assassination.

The key to Mortenebra is Overrun, this spell is extremely powerful. A typical Mortenebra strike will use 4 warjacks:

  • Mortenebra activates, casts Overrun on two ranged warjacks, casts Sacrificial Lamb, and feats. Assuming she is upkeeping Spectral Steel from the previous turn, this leaves her camping 1 focus.
  • Both ranged jacks activate, shoot something squishy, and the Overrun triggers letting you move two melee jacks into position.
  • Then you charge the 2 melee jacks in to smash targets your opponent considered safe before.
    Ideally this target is the enemy casters but if that isn't possible you're looking to take high-value targets off the table, then try the same thing next turn (although without the feat).

It sounds like a gambit, but by using the feat makes it into a near sure thing.

Theme thoughts

Morty is a dedicated jack caster treat her as such. Take warjacks in Black Industries. Some of the non-jack stuff in BI includes:

Warwitch Siren - Whether you are using the Siren(s) to emppwer a jack, place dark binding on a high value target, or capture/contest a point, you are likely to find a use for them.

Scrap Thralls are a good Sacrificial Lamb target.

Battlegroup

A Kraken is almost guaranteed to trigger Overrun due to sheer firepower. However, Sacrificial Lamb gets more effective with more jacks, and Kraken uses up a lot of points.

Leviathans are decent choices for the same reason as the Kraken, only less extreme. They suffer from random ROF, but can make effective use of Morty's Interface ability.

Other

Trivia

  • Originally released in Warmachine: Legends (2008)
  • Updated for Mk II in Forces of Warmachine: Cryx (June 2010)
  • Sculptor: Jeff Grace
  • Mortenebra is among the most infuriating model in the game to assemble. Pinning the pieces is ineffective because they are already so small. The best approach is to use light amounts of glue and start with the bottom row of legs and move up the model, placing the Scavengers and her head last. The use of a needle nose pliers is highly recommended.
  • Nickname(s): Morty

Other Cryx models

Cryx Logo.jpg       Cryx Index       (Edit)            
Battlegroup & Similar
Warcasters

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - Deneghra1 - Deneghra2 - Deneghra3 - Goreshade1 - Goreshade2 - Goreshade3 - Mortenebra1 - Mortenebra2 - Rahera - Scaverous - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Terminus - Venethrax

Warcaster attachments The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Iron Lich Overseer (Marshal) - Aiakos1 (BGC) - Deneghra0 (BGC)
Light

Cankerworm - Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker

Heavy

Barathrum - Corruptor - Deathjack - Desecrator - Erebus - Harrower - Kharybdis - Inflictor - Leviathan - Malice - Nightmare - Reaper - Seether - Slayer

Colossal Kraken - Sepulcher
Units, Solos, Battle Engines, & Structures
Units - Living BO Boarding Party - BO Ironmongers - BO Smog Belchers - Bloodgorgers - Marauders - Cephalyx Drudges - Cephalyx Overlords - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates
Units - Undead

Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - Carrion Thralls - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Soulhunters - The Withershadow Combine

Solos - Living/Construct

Aiakos1 - Axiara - Darragh Wrathe - Deneghra0 - Gerlak - Misery Cage - Satyxis Blood Priestess - Satyxis Raider Captain - Severa Blacktide - Warwitch Siren

Solos - Undead

Agrimony - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Hellslinger - Iron Lich Overseer - Machine Wraith - Necrotech - Pistol Wraith - Scrap Thrall - Skarlock Thrall - Soul Trapper

Battle Engines & Structures Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Infernal Machines - Scourge of the Broken Coast - Slaughter Fleet Raiders
Mercenaries
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2019.02

Rules Clarifications

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Rules Clarification : Feat :Recalibration

  • You have to re-roll the entire dice roll, not just the crappy low die.
  • Models need to be on the table to gain the reroll bonus. Things which do damage by exploding may or may not gain the benefits, depending on when they are removed from the table vs when the attack/damage is resolved.
    • Example 1, Bloat thralls and Scrap thralls say "Centre an AOE and remove this model from play. Models in the AOE suffer X damage" so they don't get the reroll bonus because damage is resolved after removing the model.
    • Example 2, Bile thralls say "Everything is hit and suffers X damage. After attack is resolved remove this model from play" so they do get the bonus.
  • Doesn't work for the D3 damage from 'Doom Spiral,' because that is not a "proper" damage roll.


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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:  : Warcaster      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus 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 warcasters 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 Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • 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. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. 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.)
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • 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
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat 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)
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.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • 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.
  • 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.

Rules Clarification : Undead - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Interface      (Edit)

  • If a warjack is in base-to-base with Morty, then it can use any focus that is "on" Mortenebra exactly as if it was "on" itself.
  • Interface does not work in reverse - Morty can not use focus that is "on" warjacks to cast spells, etc.
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Rules Clarification : Repair      (Edit)

  • When repairing warjacks, you can choose which damage boxes to heal - they don't all have to be the same column.
  • If you get a +1 bonus to a repair roll, that is one extra hitpoint healed. Not +1 to the number of pips showing on the dice.

Rules Clarification : Cull Soul - None yet. (Edit)

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Rules Clarification : Steady      (Edit)

  • Steady models are still susceptible to other effects of knock-down attacks (if there are any).
    • For example, a steady model hit with a Head butt won't be knocked down but will take damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.


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Rules Clarification : Attached      (Edit)

  • Attached models are not (normally) part of the warcaster's/warlock's battlegroup. (Infernal Ruling)
(You need the Companion rule to become part of the battlegroup).
  • Thus, attachments are not affected by battlegroup-only effects such as Energizer (unless they're a Companion).

Rules Clarification : Companion - None yet. (Edit)

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Rules Clarification : Magic Ability      (Edit)

  • Almost every magic ability cannot be used on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Using a Magic Ability counts as a spell, for effects such as Spell Ward, Witch Hunter, etc.
  • Unlike with warcasters/warlocks, using a Magic Ability is not an "any time" ability. This means:
    • You must complete your movement before you use a MA.
    • You cannot make ranged or melee attacks on the same turn you use a MA.
    • You cannot use a MA on the same turn you charge.
    • (Unless, of course, the rules for the specific MA you're using say you can.)
  • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
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Rules Clarification : Empower      (Edit)

  • A warjack can benefit from Empower multiple times.
  • A warjack cannot go over its normal focus limit (which is 3 for most jacks) as a result of Empower. Refer to the Cortex rules.
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Rules Clarification : Tune Up      (Edit)

  • Power Attacks are not basic attacks.

Rules Clarification : Doom Spiral - None yet. (Edit)


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Rules Clarification : Jumpstart      (Edit)

  • A warjack that stands up via Jump Start can still forfeit movement to aim and etc during their normal activation. Basically, it's as if you were never knocked down at all.
  • Jump Start does not allow you to shake Blind or Shadow Bind.
  • A warjack knocked down earlier on the same turn, cannot stand up via Jump Start. This is not a typo. (Infernal Ruling)
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Rules Clarification : Overrun      (Edit)

  • You can cast Overrun multiple times per turn to get multiple moves. The limitation is on how many times any given model can benefit from the free move, not how many free moves you can have in total. (Infernal Ruling)
  • Overrun can trigger from any kind of attack, including magic attacks (spells).
  • Overrun won't trigger if you kill someone with collateral damage (such as a slam or throw).
  • Colossals/Gargantuans cannot move via Overrun, even if cast on themselves, because they can only move during their "normal movement".
  • You cannot trigger Overrun in the middle of an attack - for instance if you are Thresher-ing, then you must complete all attack rolls and all damage rolls, before triggering Overrun.
  • Once Overrun is triggered, you may move any model in the battlegroup (it doesn't have to be the one the Overrun spell was on).
  • Overrun is being errata'd so that it doesn't work on Impact Attacks. (Infernal Ruling)
  • Forfeiting movement
    • A model moved by Overrun spell can still forfeit it's movement during its normal activation.
    • A model affected by a "must forfeit it's movement during its normal activation" effect (such Death Chill) can still move via Overrun. (Knocked down models, obviously, can't Overrun because Knockdown has additional restrictions).
    • If a model forfeits its movement for the aiming bonus, it can still move via Overrun, and will still retain the aiming bonus even after this movement.
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Rules Clarification : Sacrificial Lamb      (Edit)

  • You can't go over the normal focus allocation as a result of this spell. Refer to the Cortex rules.
  • Sacrificial Lamb doesn't actually target the warrior model, so it can be used on Spell Warded models.
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Rules Clarification : Spectral Steel      (Edit)

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Rules Clarification : Ghostly      (Edit)

  • Ghostly doesn't let you move through other models, just terrain.
  • Ghostly doesn't let you ignore damage from hazardous terrain. (Infernal Ruling)

Rules Clarification : Void Gate - None yet. (Edit)

Deep Lore

Centuries ago Mortenebra was known as Lucidia, Forge Master of the Convergence of Cyriss. Her studies in Cryx necrotech, and the eventual capture of an iron lich with the help of her protégé, Ghil Lucant led to a breakthrough in the soul transference for the Convergence.

However, the leader of the cult expelled her for involving necromancy into their study, and tasked Lucant with the completion of the work. He actively used Lucidia's achievements, and finally the priesthood made the long-awaited breakthrough of transferring the human soul from flesh to clockwork vessel.

Later, Lucidia attacked the Convergence's temple, and took her revenge by kidnapping the then-transferred cult leader's essence chamber and bringing the temple to ruin. She mortally wounded Lucant in the battle, but spared his life, thus allowing him to transfer his soul into a clockwork vessel, and the Convergence's work to survive through him.

(Forces Of Warmachine; Convergence Of Cyriss, 2014. PP.)

It is speculated - though not confirmed - that Deryliss was made from the essence chamber of Helicratus, former leader of the Convergence, and the first transferred human.


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