Master Necrotech Mortenebra & Deryliss

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Cryx Logo.jpg

Master Necrotech Mortenebra
Cryx Warcaster
Deryliss
Companion Solo

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.

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 7
MAT 6
RAT 4
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 +28
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

Warcaster - All warcasters 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 - Recalibration

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

Abilities

  • Undead symbol.jpg Undead
  • Pathfinder symbol.jpg Pathfinder
  • Interface - While B2B with this model, a warjack in its battlegroup can spend focus points on it.
  • 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 its focus during your next Control Phase, replace each soul token with 1 focus point.
  • Steady - This model cannot become knocked down.

Weapons

Scavengers (x2)
Sword icon.jpg  RNG   POW   P+S 
2 5 12

Spells

COST RNG AOE POW DUR OFF
Doom Spiral

2 8 - 12 - No
When Doom Spiral damages a warjack that is part of a battlegroup, its controller suffers d3 damage points.
Jumpstart

1 SELF Control - - No
Models in the spellcaster'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 by Jumpstart.
Overrun

2 6 - - Turn No
When target model in the spellcaster'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 spellcaster's battlegroup that is in its control range can make a full advance, then Overrun expires. A model can advance only once per turn as a result of Overrun. Overrun lasts for one turn.
Sacrificial Lamb

1 Control - - - No
Up to two friendly warrior models other than the spellcaster suffer 1d3 damage. For each damage dealt this way a model in the spellcaster's battlegroup gains 1 focus. A model may gain no more than 3 focus this way. Sacrificial Lamb can be cast only once per activation.
Spectral Steel

2 6 - - Upkeep No
Target warjack in the spellcaster's battlegroup gains +2 ARM and Ghostly.
Ghostly - A model with Ghostly 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 remains in play for one round. While in the AOE, enemy models cannot cast or channel spells.

Deryliss

Deryliss
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 6
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}}}
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

  • Undead symbol.jpg Undead
  • Attached [ Mortenebra ] - This model is attached to Mortenebra. Each warcaster can have only one model/unit attached to it.
  • Companion [ Master Necrotech Mortenebra ] - This model is included in any army that includes Master Necrotech Mortenebra. If Mortenebra is destroyed or removed from play, remove this model from play. This model is part of Mortenebra's battlegroup.
  • Magic Ability [ 7 ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
  • 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, POW 4, P+S 10 melee attack

Spells

COST RNG AOE POW DUR OFF
Doom Spiral

(★ Attack) 8 - 12 - No
When Doom Spiral damages a warjack that is part of a battlegroup, its controller suffers d3 damage points.
Empower

(★ Action) CMD - - - No
Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack also gains 1 focus point.
Tune Up

(★ Action) B2B - - (★) No
Target friendly Faction warjack. If the warjack is in range, all attack and damage rolls resulting from its next basic attack this turn are boosted.

Theme Forces


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. She does nothing to help infantry, and although one or two units can be useful to act as a screen to her jacks, most Morty1 players skip units entirely.

She has durable Iron Lich statline, but her tendency to spend/allocate all her focus while also playing forward means she dies easily.

Her offensive spells are useful but not stellar, so her focus is usually better spent on allocation, 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

  • You can give a warjack a "free" charge - Load up one of her warjacks with 3 focus, then move Mortenebra B2B with it. The warjack can then use Interface to spend Mortenebra's focus to charge, and keep the other 3 to buy/boost attacks.
  • 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. Before you get the overrun assassination it is either an amazing threat range extender or can be used to cheat trades as if it were a pocket sprint.

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.

Cryx 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, if you kill them, they blow up, so run them into an enemy unit, or next to a squishy solo and roll the dice.
  • Necrotechs are great for her because they make more Scrap Thralls out of wrecked warjacks, and Morty is all about her warjacks.

Infernal Theme Thoughts (Hearts of Darkness)

Morty1 is written about in more detail on the HoD article, but the short version is: she's not competitive in Hearts of Darkness. However Accumulator and Sac Lamb can let her 'jacks 3 focus every turn which is ... worth mentioning.

If you already have either Infernals or Cryx, and you definitely want to start collecting the other Faction, then you can have fun casual games with her in HoD until you get more models. But if/when you have enough Infernal models to play a different Infernal caster, then you should do that. And if/when you have enough Cryx models to play Mortentenbra in Black Industries, then do that.

Merc/Convergence Theme Thoughts (Strange Bedfellows)

Mortenbra's strategy is unchanged in this theme - it's still assassination using overrun from heavy jacks to assassinate, or ocerrun as a "pocket sprint" to either extend threat ranges or cheat trades. The tools she has to do this have changed, however.

    Non-battlegroup    

  • A Transfinite Emergence Projector doesn't need her help and doesn't drain her resources. But it loves the rerolls on her feat turn.
  • Similar for a Void Archon or two.
  • Widget can give you an out-of-activation shot on your warjacks, helping trigger Overrun. Use her in conjunction with Deryliss' Tune Up ability.
  • Scrap Thralls as a target for Sac Lamb

    Battlegroup    

She can't take a Corollary because she already has Deryliss, and Power Up plus Sacrificial Lamb can fully power her entire battle group each turn so she tends to steer away from Vectors (although a Vector-heavy list powered by her Sac Lamb spell is decent). She also tends to steer away from Cryx warjacks, mainly because if you wanted to run those then you'd just use the Black Industries theme. This leaves her with the Mercenary warjacks, and their reliable no-frills demeanor suits her well:

  • Toro has a shield for ARM 20, hits at P+S 18, has reach, has counter-charge, and is only 13 points.
  • Nomad is a reliable 11 points for ARM 18, 19 with the buckler, P+S 18 with Reach, additionally Tried and True actually matters with her access to repair.
  • Mariner has a very good ranged attach to trigger Overrun, and a decently hard-hitting thresher attack to use if it's being overran into combat.
  • Mule with a Tune-Up from Deryliss has decent chances at a mighty Critical Devastation, especially on Morty's feat turn. You can double down on this with:
    • Eilish1 giving the Mule Puppet Master for a reroll
    • Widget1 giving it an extra shot.
    • Another of Morty's jacks giving it an Overrun move, then run it into position, then get Widget to Ancillary attack it... you could pump a Devastation a long way downtown.
  • Swabber sucks in melee - but it has a shield for ARM 20, two range attacks of which one has Drag to give you two chances to kill - and combines well for a fully boosted drag from Widget as movement shenanigans stack.
  • Galleon It's an effective Colossal with both a Power Lifter and a drag. Trade-cheating again.
  • Blockader - It has two rocket fists to smash with and loves rerolls for crit slams on them.
  • Diffuser - the Diffuser may be a Convergence warjack, but it's a requisition option and only needs a single focus (to boost to hit) to give the rest of your army +2" movement and free charges.

Other

Trivia

  • Released in Warmachine: Legends (2008)
  • Sculptor: Jeff Grace
  • Mortenebra is among the most infuriating model in the game to assemble. If you would like to pin the arms and Scavengers, you will have to use very thin pieces of wire such as guitar strings and very small (#75-#80) drill bits. 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 needle nose pliers and/or tweezers is highly recommended.
  • Nickname(s): Morty
  • For Deep Lore, see Lore - Cryx characters

Video Battle Reports

Other Cryx models

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

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - Deathjack2 - 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 - Doctor Stygius (Partisan) - Madelyn Corbeau (Mercenary)

Other Warjack Controllers

Jack Marshals: Iron Lich Overseer       "Junior Warcasters": Aiakos1 - Asphyxious4 - Deneghra0

Light

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

Heavy

Barathrum - Corruptor - Deathjack1 - Desecrator - Erebus - Harrower - Kharybdis - Inflictor - Leviathan - Malice - Nightmare - Reaper - Seether - Slayer

Colossal Kraken - Sepulcher
Units, Solos, Battle Engines, & Structures
Units

Asphyxious4 - Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - BO Boarding Party - BO Ironmongers - BO Smog Belchers - Blackbane's Ghost Raiders - Bloodgorgers - Marauders - Carrion Thralls - Cephalyx Drudges - Cephalyx Overlords - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates - Soulhunters - The Devil's Shadow Mutineers - The Withershadow Combine

Solos

Aiakos1 - Agrimony - Axiara - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Darragh Wrathe - Doctor Stygius - Deneghra0 - Gerlak - Hellslinger - Iron Lich Overseer - Machine Wraith - Master Gurglepox - Misery Cage - Necrotech - Ol' Grim - Pistol Wraith - Satyxis Blood Priestess - Satyxis Raider Captain - Scrap Thrall - Skarlock Thrall - Severa Blacktide - Soul Trapper - Warwitch Siren

Battle Engines & Structures Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Scourge of the Broken Coast
Mercenaries
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2021.11

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. 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.

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)

  • If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
    In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
  • Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
  • Steady models who make a tough check during an advance can continue advancing. (Locked Thread)


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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)

  • Combat Action
Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
  • You must complete your movement before you use a MA.
  • 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)
  • You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
  • You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
  • You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Non-Combat Action
There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
  • Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
  • Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
  • Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
  • Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.
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Rules Clarification : Empower and/or Recharge     (Edit)

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

  • Power Attacks are not basic attacks.
  • If the next basic attack generates multiple basic attacks (i.e. High-Impact) then only one of those generated attacks will get the Tune Up buff. (Infernal Ruling)

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. (Check post-update)
  • A model can be dealt more damage than it has boxes. In other words, you can use this spell on a single-wound model, and still get 1d3 focus from that model.
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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)
  • Ghostly ignores Windswept terrain penalties. A model with both Flight and Ghostly will move through Windswept terrain at full speed. (Infernal Ruling)

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


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Note to Editors
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