Mortenebra, Numen of Necrogenesis

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Cryx Logo.jpg Mortenebra, Numen of Necrogenesis

Cryx Warcaster

Mk4 icon.png
Mixed
How usable this model is in Mk IV depends on the Faction:
  • Cryx: This model is available in Unlimited Cryx.
  • Mercenary: This model is available in one Prime army, Dark Operations, and/or Unlimited Mercenaries.

You can view the Mk3 models that made it into a Legacy Army at this page.
Note that the rest of this page is about the model's Mark III rules.

Mortenebra is the dark mistress of the Cryxian war industry. With her cold and penetrating mind, she has worked behind the scenes to further the development of the Nightmare Empire’s necromechanikal horrors. Driven to seek insights through the crucible of combat, she has continued to augment her own physical form through iterative reimaginings of her mechanikal frame. Now, with the chance to observe her creations in battle, Mortenebra’s dark mind has been stirred to new and greater heights.

Basic Info

Mortenebra2
Missing Info
Mortenebra2.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 6
STR 8
MAT 6
RAT 4
M.A. N/A
DEF 14
ARM 17
CMD 12
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 19
F. Field N/A
WJP +27
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 : Mechanism of Destruction

While in Mortenebra's command range, models in her battlegroup gain Reposition [3] & Flank [Another model in Mortenenbra's battlegroup]. Mechanism of Destruction lasts for one turn.

Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
Flank [ Battlegroup model ] - When a model with Flank makes a melee attack against an enemy model in the melee range of another battlegroup model, the model with Flank gains +2 to attack rolls and gains an additional damage die.

Abilities

  • Construct symbol.jpg Construct
  • Pathfinder symbol.jpg Pathfinder
  • Undead symbol.jpg Undead
  • Salvage - When a warjack is destroyed while in this model's melee range, remove d6 damage points from this model. If the destroyed warjack was a heavy or a colossal, remove +3 additional damage points from this model.
  • Field Marshal [Salvage] - Warbeasts/warjacks in this model's battlegroup gain Salvage.
  • 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

Claw (x2)
Sword icon.jpg  RNG   POW   P+S 
2 6 14

Spells

COST RNG AOE POW DUR OFF
Arcantrik Bolt

2 10 - 12 (★) Yes
A warjack damaged by this attack becomes stationary for one round.
Curse of Shadows

3 8 - - Upkeep Yes
Target model/unit suffers -2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base.
Fail-Safe

2 6 - - Upkeep No
Target friendly Faction warjack gains +2 ARM and does not suffer the effects of crippled systems.
Energizer

2 SELF - - - No
Each model in the spellcaster's battlegroup that is currently in its control range can immediately advance up to 2". Energizer can be cast only once per activation.
Spellpiercer

2 SELF Control - Turn No
While in the spellcaster's control range, the weapons of friendly Faction models gain Blessed and Damage Type: Magical. Spellpiercer lasts for one turn.

Theme Forces


Thoughts on Mortenebra2

Mortenebra2 in a nutshell

Mortenebra2 is still what she was in her prime incarnation: a jack caster. Even though her army support now extends a bit beyond killing her own warriors for free focus, she does the most for her battlegroup. The presence of a strong de-buff spell, and a feat which is tied to her CMD zone pushes her toward a more active presence in the frontline, than she did before. Though she lost Deryliss (and the jack tuning abilities with it), she beefed herself up quite a bit. She has the second highest ARM+HP behind Terminus, plus being Undead and a Construct in the same time allows her to be healed by Necrosurgeons and/or Necrotechs. Steady also makes pop&drop assassinations a challenging task. Her increased resilience means that she can be played a bit more safety than the average Cryxian caster, but that still shouldn't encourage you to be overly bold. Her defensive stats are on par with a light warjack, and whatever can trash a light, can trash her too.

Feat thoughts

Mortenebra's feat gives you amazing damage output. This is however limited to the warjacks within her respectable 12" command. With heavy warjack just within 12", a Slayer can trigger this ability on targets about 15" away from Morty. Remember the warjack triggering the flank doesn't actually have to be in control range, so bring some light warjacks to trigger it, Stalker and Scavengers come to mind as they already have pathfinder, but if you are charging heavies with heavies, it might be worth committing an arcnode just for the flank.

Reposition is of course handy for setting up other flankers.

Spell thoughts

  • Arcantrik Bolt - Average attack spell with good range. Ideal starting point for assassinations, if you have jacks to throw/slam your stationary victim.
  • Curse of Shadows - Yet another tool for assassination, and universal ARM de-buff. Feel free to move into the back arc of the affected models to strike them with increased accuracy. Stacks nice with Dark Shroud.
  • Fail-Safe - Cast it on your heavy hitter, or on a warjack with special attack, and watch them going on the rampage, until they're completely destroyed. Works in tandem with your field marshal: if you destroy another jack, heal up the crucial systems, then re-cast it on another target.
  • Energizer - Amazing spell. Use it to increase threat range or pull back for hit and run type tactics. Out of activation moves are extremely valuable. Considering this spell and her feat you actually have a reasonably good personal assassination game with her.
  • Spellpiercer - The final word against pesky upkeeps like Arcane Shield or Defender's Ward. Also very handy in Cryx mirror matches, or whenever you expect lots of Incorporeal models.

Drawbacks & Downsides

  • Having a feat that is tied to her CMD, instead of her CTRL, is really limiting. Also if you push forward to get more enemies in range, you're likely to leave yourself exposed.
  • Flank with another warjack in your battlegroup isn't as useful as it looks; because warjacks activate one at a time the first warjack to melee a target doesn't get to flank.
    • This is made worse by the fact the only Cryx light jack to have more than an 0.5" melee reach is the Stalker, and even that only has 1"; it's difficult to use one light to help flank two or more foes.
  • Marginal support for your army outside your battlegroup
  • Large base makes screening difficult, and Grievous Wounds will stop any healing on Morty's frame
  • Cull Soul is almost a null rule on her card, living enemies will rarely come close enough to collect their souls (except to assassinate her).
  • Salvage is useless against Hordes (you are only getting it when your jacks die near each other), and only moderately useful against gunlines.
    • Opponents that know what Salvage can do, will rarely leave your warjacks half dead waiting to be healed.
  • As with most Spellpiercer casters she can utterly annihilate certain trick lists but that counts strongly towards her power and when Spellpiercer isn't being useful she's only got a small game.

Tricks & Tips

  • Salvage can trigger on multiple warjacks simultaneously. The 'jack that heals doesn't need to be the one that destroys it, or even the closest one.
    • It doesn't even need to be an enemy jack friendly warjacks can trigger
    • If Morty is low on health, you can kill your own jacks to heal her via Salvage.

List Building Advice

Strategy

Morty2's game remains largely the same as Morty1, but with different tools. Mechanism of Destruction allows you one awesome turn, when your jacks can tear up anything they get close, and swing the war of attrition to your favour. You can also engineer assassinations with Curse of Shadows and your feat, though not nearly as many-folded, as with her prime incarnation. The Field Marshal ability steers you to toward committing your jacks early on to the fight and not holding them back.

Mortenebra offers very little to the rest of her army, so self-supporting units (or those, who have readily available solos to do the job in her stead) are strongly advised.

Cryx Theme Thoughts

    Black Industries    
Carapace on your heavies (which you ought to take in abundance anyway) counters your weakness against gunlines, and the extra deployment zone adds to your aggressive gameplay. You can spare on an arc node too, which should be in your lists anyway.

  • See the #Battlegroup section for some advice on non-character jacks.
  • Barathrum is a great Fail Safe target.
  • Kharybdis loves extra threat range from Energizer and the 2" tentacles are great at setting up Flank.
  • Malice is a great target for Fail Safe. Energizer is also useful to help Malice aim or get out of melee and spell piercer + feat makes up for her pillow fisted melee output. Dragging something to you is often a safer way of using her feat if Mortenebra wants to personally get involved in the fighting.
    • Though there is something to be said of the Reaper, even though it's not as good of a fail safe target it's bigger melee range , sustained attack and extra initial do a lot .
  • Necrotechs, to keep the jacks going
  • Warwitch Sirens, to Empower the jacks and take focus burden off Morty.
  • Black Ogrun Ironmongers - +2 to hit and repairs.
  • Soulhunters are a self-sufficient flanking unit, who work well with Curse of Shadows.

    Scourge of the Broken Coast    

Gang Fighter on jacks is excellent for cranking damage and you have all the support necessary to run a whole bunch of them, sans Necrotechs. Run a flock of Scvangers, Barathrum and the usual support under her and you come close to a semi-decent list.

  • Warwitch Sirens and Ironmongers are also here and double as Gang Fighter triggers.
  • Barathrum & Kharybdis are as well.
  • Satyxis Blood Priestess -The only attachment that works well with her spell list. A free Fail Safe is an extra focus and Sucker keeps her safe from harm. Dispel can remove pesky upkeeps.
  • Satyxis Gunslingers - They do pretty well as supplemental shooting against Curse of Shadow targets and can set up Finisher for Scavengers.
  • Black Ogrun Boarding Party - They can Drag enemies into your birds and potentially set up Gang Fighter for them.

    Mercenaries    

  • Asphyxious4 - A much needed damage buff. Fail Safe on a Toro is a good use of the spell.
  • Princess Delores - Curse of Shadows sets up things to be blasted apart by her and she loves a Fail Safe Toro as her bodyguard.
  • Talon/Buccaneer both have reach and are cheap exactly what her feat and Energizer wants the Vanguard can also function in the same way be isn't as cheap.

Infernal Theme Thoughts (Hearts of Darkness)

Morty2 is written about in more detail on the HoD article, but the short version is: she's not competitive in Hearts of Darkness.

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)

Strange Bedfellows is a convergence theme which has the chief benefit of allowing Mortenbra to take Convergence Vectors with their induction nodes and focus efficiency. She also gets access to mercenary jacks with long weapons (especially the Talon and Vanguard) that make it easy to trigger Flank.

Given that the bonuses for this theme help solos that she does very little for its not the best theme for her but it does have some stand outs.

  • The Conservator loves the arm bonus from Fail Safe and Hand of Vengeance stacks nicely with flank.
  • The Talon is cheap hard to kill and has reach to help other models get flank.
  • The Corollary although she gets less from this than other casters +2 range of spell piercer and ‘free’ focus is always useful.
  • The Negator Reposition 3 lets it set up flank on feat turn for other targets, Flank doesn’t stack but one turn where the Negator flanks with any Warjack rather than its own kind is useful.
  • The Soul Trapper gets slightly better in this theme, as the Swift Vengeance move can help alleviate it's order-of-activation problem.
    • You use the Swift Vengeance move to get in a position to collect souls, then you activate your army / other swift vengeance models to kill the enemy and feed the Soul Trapper, then you activate the Soul Trapper and pass the souls to something useful.
    • You could pass the souls to the normal soul-using Cryx options, or the Void Archon (although the Void Archon is probably the closest soul collector-already) you also have options like the Enigma Foundry.
      At worst you can give them to Mortenebra and she can use them as focus next turn.

Battlegroup

Mortenebra likes her jacks, that goes without saying. But ones of particular note are:

  • Scavengers a whole flock of them in fact. Energizer them all forward and then feat so they get two additional die on their damage rolls and peck the enemy to death.
  • Inflictor, to keep her alive while she gets into the frontline.
  • Seether, to countercharge anything that wanders too close to her. Energizer lets her turn it around if it has been TK'd or Domianted.
  • Kraken is a good target for Fail-Safe, keeping it operating at maximum performance until it's completely dead.
  • Leviathans make good use of Energizer and Failsafe. Native Pathfinder is also valuable on Morty as she lacks the means to provide it to her battlegroup.
  • Stalker - Either for triggering Flank under your feat, or benefiting from it, this little bugger gets really dangerous under Mortenebra's care.

Starting a 25 point Brawl list

In 2020.11 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Hearts of Darkness (Infernals)

Mortenebra2: [+27 WJP]
Umbral Guardian: [Free] (6 pts)
Nicia2: [4 pts]
Pistol Wraith: [4 pts]
Warwitch Siren: [3 pts]
Griever Swarm (Min unit): [7 pts]


For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

Released 2017.03

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:  : 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 : Construct - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Undead - None yet. (Edit)

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Rules Clarification : Salvage      (Edit)

  • Salvage triggers off friendlies dying, as well as enemies.
  • If a warjack is destroyed in melee range of multiple models with Salvage, they all get to heal.
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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)

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 : Flank      (Edit)

  • You can gain the Flank bonus vs knocked down/stationary models (refer to the latest Errata).
  • Melee range is measured from your front arc so you cannot trigger Flank on models in your back arc.
  • The target enemy doesn't need to be in the Flanker's LOS, just their melee range.
    • Most of the time if something is in your melee range then it is so close it's in your LOS too, and the difference is meaningless.
    • But if you have 2" reach and you're jammed up in B2B with a bunch of closely-spaced enemies, you'll find your LOS is blocked. In this case, you might be able to trigger Flank on an enemy model that is "hiding" behind that front row of jammers, even though you don't have LOS to it.
  • Flank is not tied to a specific weapon, so Mount attacks and Power Attacks can benefit as well.
  • If you have two sources of Flank they are still giving you the bonus from the Flank rule so do not stack. (Infernal Ruling)
  • If the target moves in/out of the Flanker's melee range between the attack roll and the damage roll (for instance if you throw it) then you need to reassess whether you get the Flank bonus for the damage roll. (Infernal Ruling)


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Rules Clarification : Arcantrik Bolt      (Edit)

  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
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Rules Clarification : Curse of Shadows      (Edit)

  • There is no distinction in the spell between friendly and enemy; neither in the targeting restrictions or in the 'who can move through them' effect.
  • You can't move through affected models during involuntary movement (pushes & slams) because that's not an advance.
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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Rules Clarification : Energizer      (Edit)

  • The models affected are determined when you cast the spell. If you use Energizer to move your caster forward and get more models in your CTRL range, that doesn't change anything.
  • 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.
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Rules Clarification : Fail-Safe      (Edit)

  • Fail-Safe only protects against those effects described in the core rulebook.
    Other "effects" of crippled systems that are on a model's card (such as Deathjack not generating free focus when his Skulls of Hate are crippled) are not ignored by Fail-Safe. (Infernal Ruling)
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Rules Clarification : Spellpiercer      (Edit)

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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 : Blessed and/or Creator's Wrath     (Edit)

  • Blessed ignores spell buffs even if they're not directly on the target. (For example, Haley3's Temporal Distortion spell is cast on Haley and gives a DEF buff to everyone within 5". Blessed ignores it on everyone, not just on Haley.) (Locked thread)
  • You only ignore the DEF/ARM buff if the spell directly adds to the stat (for example Arcane Shield gives +3 ARM).
Whereas a spell which grants an ability, and the ability gives a DEF/ARM buff, would not be ignored by Blessed (for example Cloak of Ash gives a model concealment, and concealment gives +2 DEF).
(Infernal Ruling)
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else]. (For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.)
  • This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).