Master Tormentor Morghoul

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

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

Skorne Paingiver Warlock

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

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

A devotee of pain and one of the most skilled paingivers in the Skorne Empire, Master Tormenter Morghoul is a scion of suffering. With each hand sheathed in a fearsome bladed gauntlet, Morghoul rips through his enemies on the battlefield and evades injury with uncanny grace. He uses his mastery of pain to reduce the effectiveness of enemy warbeasts while driving his own into devastating bouts of agonized fury.

Basic Info

Morghoul1
Missing Info
Master Tormentor Morghoul.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR 6
MAT 8
RAT N/A
M.A. N/A
DEF 16
ARM 14
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY 5
THRS N/A
HP 15
F. Field N/A
WJP {{{wjp}}}
WBP +30
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

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

Feat : Pain & Suffering

While in Morghoul's control range, enemy non-warcaster, non-warlock, non-infernal master models cannot have damage transferred to them, be forced, or spend focus, fury, or essence except to pay tithe. Pain & Suffering lasts one round.

Abilities

  • Parry symbol.jpg Parry
  • Pathfinder symbol.jpg Pathfinder
  • Anatomical Precision - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll.
  • Dodge - This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
  • Maltreatment - Once per turn, anytime during your Activation Phase except while activating another model, this model can remove 1 fury point from a warbeast in its battlegroup that is in its control range and add 1 fury point to its own current total. The warbeast suffers d3 damage points.
  • Side Step - When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.
  • Steady - This model cannot become knocked down.

Weapons

Ripper (x2)
Sword icon.jpg  RNG   POW   P+S 
0.5 5 11
  • Magical dam symbol.jpg Damage Type: Magical
  • Double Strike - This model can spend focus/fury points to make two additional attacks with this weapon for each focus/fury point spent.
  • Inflict Pain - When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.

Spells

COST RNG AOE POW DUR OFF
Abuse

2 6 - - Turn No
Target friendly Faction warbeast gains +2 SPD and STR for one turn, but suffers d3 damage points.
Admonition

2 6 - - Upkeep No
When an enemy model advances and ends its movement within 6" of target model in the spellcaster's battlegroup, the affected model can immediately advance up to 3", then Admonition expires. The affected model cannot be targeted by free strikes during this movement.
Torment

2 10 - 12 (★) Yes
When a model is damaged by Torment, for one round it loses Tough, cannot remove damage, and cannot transfer damage.

Theme Forces


Thoughts on Morghoul1

Alternate sculpt

Morghoul1 in a nutshell

Morghoul1 does two things and does them well: Turns his warbeasts into wrecking balls via Abuse, and assassinates enemy casters by way of a ridiculous number of attacks with Anatomical Precision. These are both very good things to do. In the current metagame, turning your heavies into faster and harder hitting wrecking balls is extremely effective.

Feat thoughts

His feat is a pretty brutal lockdown feat that can shut down the enemy's entire battlegroup for a turn. It’s main limiting factor is that it only effects enemies in his very small control range.

Spell thoughts

  • Abuse is his signature spell. Threat range and damage; playing against a non-gargantuan warbeast list it can lock it down.
  • Admonition is a good defensive spell - either to save a beast he's just thrown in or to protect himself from assassinations.
  • Torment is a zap. At Fury 5 it's seldom worth it (and is normally cast by Marketh) but it does at least prevent damage transfers so it's part of an assassination run.

Drawbacks & Downsides

  • It's very easy to put warbeasts outside Morghoul's control area.
  • His feat is relatively underwhelming because it's pretty easy to avoid with his small control area.
  • He buffs a limited number of beasts at a time, meaning he's more effective at lower points values.
  • He wants to play forward but isn't that tough (a lot moreso now that he has Steady, however).
  • In terms of warlocks who make your beasts move faster and hit harder he's competing for space with Beast Master Xekaar, Xerxis, Fury of Halaak and Lord Tyrant Zaadesh, who all tend to be much more versatile.

Tricks & Tips

  • Charge the beasts up and let them go.
  • Morghoul is a surprisingly good melee assassin; your dice will spike from time to time, and else he threat 14 points of near-automatic damage.
  • Cast sprint from an Archidon onto Morghoul so you can use him to tear through enemy melee infantry - and get him back to safety.
  • Inflict Pain can be used as fury management on your own warbeasts. Morghoul isn't going to hurt them ... much.
  • Torment is rarely useful, but remember it prevent transfers and heal. You can use that to punish casters who thought that four transfers would make them survive a gladiator.
  • Can you say TITAN BOAT? Grab every Titan in the game and put him under Morghoul. The Bronzeback Titan helps with fury management, shield guards are everywhere, slams are happening, opponents are crying. It's good stuff!
  • If you Admonition a model playing forward (probably an already enraged Archidon) move it to use the enemy you were walking away from as cover.


List Building Advice

Strategy

His main method of winning is to trade pieces and beat the enemy to a pulp.

He's very minion-friendly, doing nothing directly for his infantry.

Theme thoughts

    Disciples of Agony    

There is no good reason not to run Morghoul in Disciples of Agony; he has the widest choice of (and the best) battle group - and the Paingiver Task Master does more for minion units than he ever does.

  • The minion Battle Boar or Blackhide Wrastler for a second strength buff.
  • Zaadesh1 - Abuse can be cast on his warbeasts. First Blood allow for non linear threat and Abuse allow you to give him 2 lights who will hit hard enough to threaten anything. Beware of the short control range.
  • Chiron can get some weirdly angled sprays off. As for that matter can the Road Hog
  • Paingiver Bloodrunner Master Tormentor has Veteran Leader of Paingivers, which helps you land the assassination run (or on occasion his attack spell)

    Masters of War    

  • He gets access to the character warbeast Tiberion. Your opponent will swear you're cheating. But overkill is wasted points.
  • Zaadesh1, mentioned above, can also be taken in this theme.

    Winds of Death    

  • Venator Slingers are an excellent skirmish screen, Flare doing good things for his beasts chance to hit.

    Support Models - Various themes    

  • Paingiver Beast Handlers - if you are going to run a lot of warbeasts...
  • Aptimus Marketh is for all practical purposes a free abuse every turn - a fairly major power boost. And sometimes you get to upkeep for free. Not often needed if you're using his upkeep on a beast - but on Morghoul himself for safety it's a free Fury.

Battlegroup

Morghoul likes cheap and effective combat warbeasts

  • Archidon - It loves STR buffs - and its long leash means that it won't accidentally fly out of Morghoul's control area. Morghoul meanwhile loves cheap beasts he can turn into wrecking balls and an abused, rushed Archidon can threaten 15". Just be aware that although an enraged, abused, prodded Archidon will utterly maul many heavies, it probably won't be able to use its animus to sprint to safety unless you soften them up first.
  • Rhinodon - It's cheap. It has three initial attacks. It has a threat range of 10" before you even start with the buffs. And between Enrage and Abuse it becomes a wrecking ball at P+S 19 on its tail.
  • Cyclops Savage in low point games under Enrage and Abuse this hits like a heavy.
  • Cyclops Brute Even the Brute hits pretty hard. And it can take a hit or two.
  • Titan Gladiator Always awesome. Even more of a wrecking ball with Morghoul and Rush leads to some pretty impressive threat ranges.
  • Aradus Soldier Rush + Abuse allow to out reach most colossals, and it hits pretty damn hard.
  • Titan Cannoneer The gun to clear the infantry, then Morghoul turns it into a one elephant wrecking crew. Morghoul does a surprisingly good line in gun lines, shooting the enemy up as they charge in and then turning gun-beasts into melee beasts.
  • Razor Worm A turn 1 cruise missile, charging 13" from the advance deployment line, and then ricocheting another 8" right into the enemy support.
  • Desert Hydra - the faster of the two Skorne gargantuans gets turned into a wrecking ball by Morghoul. Also Sandstorm reduces RNG 12 to RNG 9, forcing a lot of shooters inside the range of Morghoul's feat and thereby neutralising them.


Other

Trivia

  • Released way back in Primal Mk1 (2006)
  • The name Morghoul is speculated to mean "Bird Demon". It could be a combination of the words Morgh, meaning bird or chicken in Iranian, and the Ghoul/ Gallu/ Goule, meaning a mean evil spirit or demon who'd drag unfortunate victims off to the underworld. Whether or not this is how Privateer Press named him, his birdlike aesthetics makes this interpretation very fitting. Both in the normal sculpt but especially in the variant sculpt, ready to swoop down for the kill.

Other Skorne models

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

Agonizer - Aradus Scarab - Reptile Hounds - The Terrorizer

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

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

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

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

Solos

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

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

Rules Clarifications

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Rules Clarification:  : 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.")

Rules Clarification : Double Strike - None yet. (Edit)
Rules Clarification : Inflict Pain - None yet. (Edit)


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

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

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


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

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

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

Rules Clarification : Parry - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Blight Storm and/or Anatomical Precision and/or Affliction     (Edit)

  • With an AOE, only the model directly hit by the AOE will take auto-damage, other models in the AOE take normal damage.
  • You don't get auto-damage on stuff which isn't an attack, like Electro Leap and Flak Field.
  • If someone is immune to damage, you can't trigger the auto-damage vs them. Because you never got a damage roll in the first place. (Infernal Ruling)
  • When this ability is triggered by a spell (ie Blight Storm or Affliction) then that does not change the source of the damage to the caster, nor change the damage type to magical.
    It merely changes the result of a damage roll. (Infernal Ruling)
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Rules Clarification : Dodge      (Edit)

  • Dodge triggers after any missed attack - melee, ranged, or magic.
  • An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
  • If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
  • If an enemy can attack you when you advance and then stop moving (such as Countercharge or Defensive Strike) and they miss you, then you can trigger Dodge (because you're no longer advancing).
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, you can choose whether to dodge or riposte first. Appendix A Step 13 applies here, because the controller of the model being attacked is not the active player.
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Rules Clarification : Maltreatment      (Edit)

  • The warlock can exceed its FURY stat in fury points as a result of this ability.
  • You can't use Maltreatment on a warbeast that has 0 fury. (Locked thread)
  • Maltreatment isn't a friendly attack so if it kills the warbeast you can still reave from it. (Locked thread)
  • Maltreatment can be used at any time during the caster's activation. The restriction is on another model. (Infernal Ruling)
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Rules Clarification : Side Step      (Edit)

  • You can't trigger Side Step by hitting friendly models.
  • You can't trigger Side Step from additional attacks that you buy, or out-of-activation attacks (such as free strikes).
  • If you have multiple initial attacks, you have to step after each one. You can't "save up" all your side steps then get a single big 4" or 6" move.
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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)

Rules Clarification : Abuse - None yet. (Edit)

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

* What does trigger Admonition
    • Admonition triggers off any advance, not just in-activation stuff. You could even trigger your Admonition off an enemy's Admonition!
    • Standing still but changing facing is an advance.
  • What doesn't trigger Admonition
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • You don't have to trigger Admonition the first time an enemy moves nearby - you can save it until it best suits you. (Infernal Ruling)

  • Countercharge during your own activation (Countercharge vs Admonition etc) ( Edit )
    • You can trigger Countercharge during your own activation, but only if an enemy model moves during your activation. For instance, you move towards a model who has Admonition and they trigger that to try to move away. (You do a normal move, they trigger admonition and move, you trigger countercharge from their admonition-move.)
    • However countercharge always counts as being out-of-activation, no matter when you trigger it. (Infernal Ruling)
    As a result, you can't trigger only-during-activation effects (such as Critical Shred & Sustained Attack).
    • On the other hand, you can potentially get two charge attacks (one for your normal charge, one for the counter charge). (Infernal Ruling)
      This ruling still applies even after the 2018.07 update (Infernal Re-ruling)
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • Countercharge Inception
    • If a model [A] has Countercharge, and it charges an enemy model [B] that has Countercharge and Admonition, then ...
      • Model [A] charges and triggers CC and Admo on [B]
      • Model [B] Admo moves but before it can resolve its own CC, it triggers CC on [A]
      • You now have two models that have triggered CC simultaneously. So the Active player gets to resolve their one first.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.

Rules Clarification : Torment - None yet. (Edit)