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Minion Logo.jpg Midas

Minion Farrow Warlock

Greed, ferocity, and cunning are virtues esteemed by farrow, and Midas lacks for none of these. A potent bone grinder, he is empowered by lives stolen and feasted upon. The energies released in death are weapons and tools for Midas, who consumes his foes to gain their powers and knowledge. At his command, the bones of fallen beasts become animate and dead flesh rises to fight again.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 14
ARM 16
ESSENCE {{{essence}}}
HP 16
F. Field N/A
WJP {{{wjp}}}
WBP +30
IHP {{{ihp}}}
Warcaster 1
the Statblock
  • Minion - In a 2+ warlock game, Midas can work for Circle, Legion, Skorne, or Trollbloods.
  • 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: Pet Cemetery

  1. Midas spends any number of fury points when this feat is used.
  2. Return to play each destroyed warbeast from Midas' battlegroup, placing them completely within 6" of Midas with one unmarked damage box in each aspect. Warbeasts that were destroyed this turn cannot be returned.
  3. For each fury point spent, remove 1 damage point from each model in Midas' battlegroup that is currently in his control range.
  4. Returned warbeasts gain Undead. Returned warbeasts cannot be forced this turn.
Tip lightbulb.png

Tip !
Step 3 applies to the whole battlegroup, not just those returned by step 2 of the feat.


  • Tough symbol.jpg Tough
  • Butchery - When a living or undead warbeast is destroyed in this model's command range, this model can gain the destroyed warbeast's corpse token. Once per turn during this model's activation, you can remove up to three corpse tokens from it. This model gains 1 fury point for each corpse token removed.
  • Dismember - When this model hits a warbeast with a melee attack, roll an additional damage die.
  • Curse [Farrow Bone Grinders] - This model can use Curse once per activation at any time. Choose an enemy model/unit in this model's command range. Friendly Farrow Bone Grinders models gain +2 to attack rolls against the chosen model/unit. Curse lasts for one turn.}}
  • Limited Battlegroup - The only warbeasts that can be in this model's battlegroup are Farrow Warbeasts and Boneswarms. Furthermore, Boneswarms in Midas' battlegroup become Farrow warbeasts instead of Gatorman warbeasts.


  • Bone Saw - 1" reach, P+S 13 melee attack.
    • Magical dam symbol.jpg Damage Type: Magical
    • Soul Food - Once per activation, immediately after resolving an attack in which it destroyed an enemy warbeast with this weapon, this model can cast a spell with COST 3 or less or cast the destroyed warbeast's animus without spending fury.


Battle Lust

3 6 - - Turn No
Target friendly Faction warrior model/unit gains an additional die on melee damage rolls. Battle Lust lasts for one turn.

3 10 - - Upkeep Yes
Target model/unit suffers -2 DEF & ARM.
Death March

3 6 - - Upkeep No
Target friendly Faction unit gains +2 MAT and Vengeance.
Vengeance - During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.
Hex Blast

3 10 3 13 - Yes
Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire.

Theme Forces

Thoughts on Midas

Midas in a nutshell

Midas is a particularly unusual warlock by any measure: His Feat resurrects dead warbeasts and heals his entire battlegroup, yet his spell list boasts some of the best unit buffs in the game AND an effective debuff suite in Hex Blast (for stripping buffs) and Calamity (for applying his own). His Corpse token generation tugs toward filling out his battlegroup, but his unit buffs have a number of optimal targets between his two theme forces. Even among Farrow warlocks he is bizarre, with Primal (see Drawbacks) having inconsistent use in late game, and making the absolute most out of infantry models when most Farrow warlocks prefer to use their infantry to defensively screen at best.

Mastering Midas means committing to a combined arms warlock with some of the most unique gameplay rhythms in the faction, if not the entire game to date.

Feat thoughts

Welcome to Whose Beasts Are They Anyway!? Where the fury don't matter, so why should they?

Pet Cemetery is one of the weirdest feats in the game and is best explained in three parts.

  • Fully Functional Corpses - While your warbeasts can't be forced the turn they come back, they still have all the other benefits of a normal activation, so they can make their full round of attacks, move, or even forfeit their movement to aim. While they can't cast their animus, they do return that animus to your spell list, giving Midas the ability to Sprint with a Road Hog or cast a battery of Lucky Shots with your returned Splatter Boar. Lastly, War Hogs/Road Hogs can press their dails for free, meaning that if the best thing for them to do after their activation ends is die, they have a fair chance to do exactly that if you aren't spending fury to heal.
  • Mostly Dead is Still Dead - Remember that the beasts you bring back with Pet Cemetery are undead. That means a few interesting things when it comes to enemy abilities like Snacking, but can be just as dismaying for Midas players when spells like Primal or abilities like Bacon come into focus. Plan thoroughly at list-build so it doesn't trip you up in the middle of play.
  • Squeezing Blood From a Bone - In especially rare cases, you may encounter situations where the only benefit you'll be able to derive from this feat will be the healing effect. Maybe RFP (remove from play) effects are eating your beasts, or maybe the healing boost you need is as important or more than the bodies you can return. Looking for the best time to use this feat means measuring both halves of its effect.

Spell thoughts

  • Death March is an awesome upkeep spell. A MAT buff, a speed buff, and potentially an extra attack. It's an upkeep that works well on just about any unit, although the extra potential attack is best when applied to 10-person units.
  • Battle Lust is an awesome damage buff for infantry units, letting even mediocre infantry trash heavies. It applies to all melee damage rolls, so units that can make multiple melee attacks (like Farrow Valkyries) benefit greatly from it.
  • Calamity is a bare bones attack and damage mark. It has slightly longer range than most debuff spells of its kind, meaning range-extensions native to Minions are pretty important for keeping Midas safe.
  • Hex Blast is a potent nuke. As an anti-upkeep and anti-animus spell, it is a good lead into a fortified unit or hard target--and it applies damage after any upkeeps/animi expire! Going into late game, having lots of fury can let you marry Hex Blast and Calamity for lots of damage and applied vulnerability. In a pinch, you can also use it to nuke enemy upkeeps on your own models.

Drawbacks & Downsides

  • While half of his spell list is for buffing infantry, the other half of his spell list relies on debuffing the enemy. In match-ups where spell protections like Banishing Ward, Sacred Ward and the like are in play, buffing your infantry can turn from a necessity to the backbone of your list. Relying too heavily on too few infantry models in this regard can bite you in such match-ups.
  • While Calamity and Hex Blast can achieve high range or be arc'd, Midas' Curse effect has limited range. Don't be too eager to use it unless you are certain of Midas' safety.
  • Remove From Play effects pose a particular disadvantage to Pet Cemetery, asking players to radically adjust their normal play habits in situations where RFP is available to an opponent.
  • While the Battle Boar is a necessity to most Farrow warlocks, its animus can only target living models, making the Battle Boar a liability for Midas players wanting to use War Hogs or Road Hogs.

Tricks & Tips

  • Instilling False Life - Warbeasts brought back with Pet Cemetery can still charge where Lanyssa Ryssyl is concerned. Hunter's Mark can open up a good deal of options if you keep Lanyssa around long enough to apply it.
  • Carnivore Encore - Razor Boars, while generally unremarkable, can be a potent source of corpses when Midas is leaning on infantry for heavy lifting, and their ability to Snack on living models synergizes neatly with Pet Cemetery's healing effect.
  • Have you ever won a game where you cast one animus nine times in a single turn? - Would you like to?

List Building Advice


Between Death March and Battle Lust Midas turns his infantry into brutal killers, while his feat puts you ahead in the attrition game. His feat also affords players opportunities to play into late game scenario/assassination, but battlegroup selection can factor heavily into either potential.

His two themes, Will Work For Food and The Thornfall Alliance, carry attractive choices on both fronts. Details below, but if you intend to skew Midas' unique resource mechanics, spellcasting support, and use a heavy-warbeast battlegroup, Will Work For Food is a wiser choice. If you want the best troop choices for Midas' infantry support, an edge for Pet Cemetery against Warmachine opponents, and better early game defensive positioning, The Thornfall Alliance can be more attractive.

Theme Thoughts

    Will Work for Food    

In its present state (January 2020), Will Work for Food is seen by many as the best way to play Midas. Some of the best targets for Battle Lust, all the best spellcasting support and a more proactive Theme Force buff than Thornfall to his battlegroup (Overtake) make it a natural fit.

  • Gatorman Soul Slave - Midas is arguably one of the best benificients of the Soul Slave's many abilities. With the Soul Slave he upkeeps Death March for free every turn, but being able to cast Battle Lust for free is arguably the greatest boon here. Additionally, a Hex Blast benefitting from Mental Force is an effective Five Fury bonus from significant range.
  • Boil Master & Spirit Cauldron - the Boil Master can supply Midas with either d3 corpse tokens a turn from Seasoning the Sauce or even more later on when your infantry dies and feeds the pot. This means that mid-game and late-game The Pot can focus on using Spectral Lash or Puppet Strings to polish your latter turns.
  • Cylena Raefyll & Nyss Hunters - While prohibitively expensive, Midas brings some of the best options for buffing Nyss Hunters in faction. Death March and Battle Lust can work in tandem to let them run the board for a massive turn when they charge, and Calamity can enhance their shooting in situations where they might play best harassing enemy models from afar.
  • Greygore Boomhowler & Co. - While Boomhowler's troopers are a fairly mediocre choice (although as of OCtober 2021 appropriately costed), one of Midas's favorite choices at list-build, Farrow Valkyries, are very good as ensuring Boomhowler himself can use abilities like Cacophony in the mid-game/late-game. Fighting to work with 10 medium bases might be a challenge, but Boomhowler'n Co. generally serve a good role throughout the any game where you can protect Boomhowler himself.

    The Thornfall Alliance    

Salvage is a puzzling benefit to consider in tandem with Pet Cemetery. Best look away to the other wonders this theme brings, like Trench templates... and Rise.

  • The advantage of most Farrow troops is the ease with which Death March can stay functional--Rise allows them to stand up prior to the bonus move/attack from Vengeance. Three units of Farrow Valkyries (detailed below) and a full unit of Brigands/Commandos all taking an extra 3" of movement in a turn can have massive payoff. Calamity is an all-star as well, with many cheap, reliable guns achieving admirable numbers with just a little twist of magic (much like his battlegroup!).
  • Farrow Brigands - Brigands are an excellent choice for Death March, but their melee potential is harder to skew than other troop choices in the faction for the price. Prey from the Farrow Brigand Warlord can alleviate this, but leaning on Farrow Brigands for Battle Lust potential can be disappointing if you set expectations too high.
  • Farrow Commandos are possibly the best choices to take advantage of Calamity at range when looking for consistent damage. Calamity + 2-man CRAs put them at RAT 10 -> POW16+2d6 on direct hit. Blast drifts can also be tweaked with CRA + Calamity as well, trivializing high DEF, low ARM targets.
  • Farrow Slaughterhousers have the highest melee damage potential in-faction, with excellent pricing and Take Down to be sure the killing sticks. While Take Down doesn't mesh well with Butchery where Midas's play against Hordes is concerned, their damage potential with Battle Lust/Calamity and their stratospheric MAT potential can not be overstated.

    Either theme    

  • Farrow Bone Grinders - Cheap and desirable. Magic weapons, CMA, dismembering warbeasts, Grievous Wounds, and Curse! Under Battle Lust they can take warbeasts apart with a 5d6 charge. And Craft Talisman is excellent for Midas, allowing him to stay a lot safer when casting Calamity or Hex Blast.
  • Farrow Valkyries - although only three models they get six melee attacks (Battle Lust wheee!). And as playing Midas can be risky, Shield Guards are excellent - and they already have Vengeance. Take them, Take all of them.


Midas' battlegroup make-up is highly malleable. Because of the way he supports his army, all of his most effective support tactics for ramping up to-hit/damage rolls still work with his warbeasts. War Hogs, Road Hogs, a brace of Gun Boars/Splatter Boars; all of these models get good support out of Midas. But, as mentioned prior in this article, Midas' beast choices have to account for their functionality without access to fury points as well as Primal when accounting for Pet Cemetery's late game performance. With that in mind, our battlegroup needs to;

1 - be threatening enough that your opponent is compelled to destroy warbeasts that will be critical threats if left alive.

2 - be large enough that, at half strength, you have enough warbeasts ready to return with Pet Cemetery that Midas is a credible late-game scenario/assassination threat.

3 - be dense enough that you can reliably mint Bone Tokens from your own forces, instead of relying on your opponent's list build to ensure you can play at Midas' full potential during key turns.

Among veteran Midas players, testing has lead to two different camps. Both philosophies meet all of these goals, but do so by leaning into list extremes that are not accommodating to newer players. The following explanations are tailored to describe the make-up of these two list doctrines without getting bogged down in the specifics.

     A - All The Pigs You Know    

The first list doctrine is one that any player will recognize sitting across the table from a Farrow battlegroup. You take some War Hogs and/or Road Hogs and stack all the buffs you can think of to make one hit as hard as possible. Midas has the benefit of being able to bring them back later. Hunter's Mark, a necessity for threat extension in these lists, takes extra priority to preserve for late game, as it is one of the only ways to allow Pet Cemetery'd warbeasts to charge. Battle Boars are a lower priority here than in other lists, as Primal doesn't really make it into late game play unless things have gone impossibly well, but still appreciated for a solid alpha strike. Lastly, these lists often lean more into Will Work For Food, where increasingly creative solutions to Midas' poor army threat ranges reside.

     B - Guns, Germs And Iron    

The second list doctrine is unique to Midas. Firstly, it forgoes much of what is familiar to Farrow battlegroups by refusing to take heavies altogether, save sometimes a single Road Hog. The core of Midas' battlegroup for these lists is always a brace of three Gun Boars and at least one Splatter Boar, with sometimes Razor Boars to buffer Midas' bone token production. Where the first doctrine takes a few priority units with high damage potential, lists following this doctrine are ovarloaded with possible targets for Battle Lust, Slaughterhousers and Valkyries first among them. To supplement the lack of real-estate lost by avoiding taking heavies, a Meat Thresher serves this list well as a center-piece to draw the line of engagement. Lastly, the list often prioritizes every model being able to fire a shot, to make the most of Calamity at any possible turn. While doctrine A can work well in either list, the priority that doctrine B places on using combined arms models necessitates that doctrine B's most successful lists are almost entirely Thornfall Alliance builds.

With all of this in mind, assessing Midas' possible battlegroup choices below will take both doctrines into account, highlighting whether they lend themselves to the first or second doctrine.

     The Sounder    

  • Razor Boars (A + B) - Cheap corpse tokens. Being able to bring them back with Pet Cemetery and let them snack on a trooper from behind is not bad either. Useful roadblocks that serve the purpose twice.
  • Battle Boar (A) - While Primal loses a lot when assessing Pet Cemetery, it is still a godsend for Farrow alpha strikes. Calamity working in tandem with Adrenalize ensures that it is not totally useless if brought back with Pet Cemetery as well, although the option is still not very strong.
  • Road Hog (A + B) - Calamity can make the Road Hog's flamethrower sing both before and after Pet Cemetery, and it remains a serviceable heavy at all times.
  • War Hog (A) - Top. Damage.
  • Gun Boar (B) - A brace of Gun Boars make a fairly resilient gun platform that Midas can make good use of. Pet Cemetery'd Gun Boars can prove a harrowing late-game threat against squishier warcasters/warlocks, in particular because of the...
  • Splatter Boar (B) - The Splatter Boar's animus is the backbone of any gunline described in doctrine B. Razorback Crews, Gun Boars, Farrow Commandos and special choices like Hutchuck, Ogrun Bounty Hunter all benefit. On turns where Midas isn't casting Battle Lust, he has a lot of fury to support such guns with.
  • Boneswarm (F) - A difficult choice to justify for Midas. It has abilities and an animus that make it attractive on paper, but even in Will Work For Food (where support models can make up for their miserable start), Boneswarms struggle to meet their place as a viable light warbeast choice. In Thurnfall Alliance, they are barely paperweights.

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.

  1. Warbeast: Road Hog
  2. Warbeast: Road Hog
  3. Solo: Gatorman Soul Slave
  4. Unit: Boil Master & Spirit Cauldron
  5. Unit: Farrow Valkyries
  6. Unit: Farrow Valkyries
  7. Unit: Nyss Hunters



Released in Hordes: Gargantuans (2013)

Which Warbeasts can he take?

With the way Minion battlegroups work, this warlock can't simply take any Minion warbeast, and instead is limited to the following choices:

Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager | Midas only: Boneswarm
Heavies Road Hog - War Hog

Other Minion models

Minion Logo.jpg       Minion Index       (Edit)
Farrow Warlocks (Edit)
Warlocks Azazello1 - Arkadius1 - Carver1 - Helga1 - Helga2 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh

Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager | Midas only: Boneswarm
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks

Barnabas0 - Underchief Mire - Wrong Eye

Gatorman Warbeasts Edit)
Lights Boneswarm - Bull Snapper - [Underchief Mire only: Swamp Troll]
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile
Units, Solos, & Battle Engines
Warlock attachments Targ - Gatorman Soul Slave
Units Farrow

Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Farrow Valkyries


Boil Master & Spirit Cauldron - Bog Trog Ambushers - Croak Raiders - Croak Trappers - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Special WA: Void Leech


Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea

Solos Farrow Agata, Queen of Carnage - Farrow Sapper - Maximus - Rorsh & Brine - Targ

Barnabas0 - Bog Trog Mist Speaker - Bog Trog Trawler - Bone Shrine - Croak Hunter - Flugwug the Filcher - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor - Kwaak Slickspine & Gub - Longchops - Underchief Mire - Wrong Eye & Snapjaw


Alten Ashley - Boomhowler2 - Boomhowler3 - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Death Archon - Dhunian Archon - Efaarit Scout - Eilish Garrity, the Occultist - Feralgeist - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Gobber Tinker - Gremlin Swarm - Gubbin1 - Gubbin2 & Dez2 - Gudrun1 - Gudrun2 - Hermit of Henge Hold - Hutchuck, Ogrun Bounty Hunter - J.A.I.M.s - Kogan the Exile - Lanyssa Ryssyl, Nyss Sorceress - Ledfoot & Tredz - Malvin2 - Orin Midwinter, Rogue Inquisitor - Ogrun Bokur - Raluk Moorclaw, the Ironmonger - Primal Archon - Pyg Tank - Saxon Orrik - Scythe - Swamp Gobber Chef - Swamp Gobber River Raiders - Thamarite Advocate - The Wastelander - Thrullg - Totem Hunter - Tubbin - Viktor Pendrake - Void Archon - Weird Wendell

Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
Independent Warjack Malvin1 & Mayhem1
Minion - Theme Forces
Minion Faction Themes (Edit) The Blindwater Congregation - The Thornfall Alliance - Vengeance of Dhunia - Will Work for Food
Unlimited Minions themes(Edit) Disciples of Agony (Skorne) - Oracles of Annihilation (Legion) - Secret Masters (Circle)
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification : Limited Battlegroup and/or Affinity     (Edit)

  • Aurora2, Nemo4, or Asphyxious4 version of this rule lets them take warjacks from multiple Factions, and states "Warjacks in its battlegroup are considered to be the same Faction as this model."
    • If the controller dies, the warjack becomes inert and remains the same Faction as it was when it started the game, it does not revert to the Faction printed on its card. (Infernal Ruling)
    • If the inert warjack is a Vector, and it is reactivated by another caster, it's MAT/RAT will change to match it's new controller.
    However if the inert Vector is reactivated by a 'Jack Marshal, its new MAT/RAT score will be 0. If the 'Jack Marshal dies later, the Vector will become autononmous but the MAT/RAT remains 0. (Infernal Ruling)

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Butchery      (Edit)

  • Midas needs to be the closest eligible corpse collector.

Rules Clarification : Dismember - None yet. (Edit)

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Rules Clarification : Curse      (Edit)

  • Curse applies to all attack rolls, including Impact Attacks and Magic Attacks (spells)
  • Curse is an ability, not an attack. Thus it can be used against stealthed models. (You can't auto-miss when you never need to roll to hit.)
  • Curse is an ability, not a spell. Thus it can be used against spell-warded models.
  • You don't need LOS, because it 'chooses'.
  • 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)

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Blood Boon and/or Rites of Blood and/or Ritual Slaughter and/or Soul Food and/or Blood Weaver and/or Meat for the Beast and/or Reckless Arcana     (Edit)

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

Rules Clarification : Battle Lust - None yet. (Edit)
Rules Clarification : Calamity - None yet. (Edit)

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Rules Clarification : Death March      (Edit)

  • This spell cannot be cast on independent models, only on units.
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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • Vengeance is not an activation. It does not prevent the model/unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Units only
    • Out of formation models cannot make Vengeance moves nor Vengeance attacks.
    However if the unit commander uses their movement to bring the Grunts back into formation, then they can move and attack.
    • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
    • If you manage to spawn new models during the Maintenance Phase (such as with Reconstruction or Blood-Bound) then those new models can also make Vengeance attacks. (Infernal Ruling)
    • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
      • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
      • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
    • Granted [ Vengeance ]
      • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
      It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
      It is not "If you get damaged, you get Vengeance next turn."
      • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
  • Triggers
    • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
    • If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)
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Rules Clarification : Hex Blast      (Edit)

  • If you miss and deviate onto a different target, no upkeeps or animi expire. You need a direct hit.
  • Anti-Upkeep vs a unit (Edit)
    • If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
    • It doesn't matter if the target is in formation or not. (Locked thread)
    • However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)