Mortenebra, Numen of Necrogenesis

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Cryx Logo.jpg Mortenebra, Numen of Necrogenesis

Cryx Warcaster

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 {{{str}}}
MAT 6
RAT N/A
M.A. N/A
DEF 14
ARM 17
CMD 9
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 19
F. Field N/A
WJP +27
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Construct - This model is a construct and is not a living model.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Undead - This model is an undead model and not a living model.
  • 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 focus during the next Control Phase, replace each soul token with 1 focus point.
  • Steady - This model cannot be knocked down.

Weapons

  • Claw (x2) - 2" reach, P+S 14 melee weapons.

Spells

COST RNG AOE POW DUR OFF


Arcantrik Bolt

2 10 12 - (★) Yes
If this spell damages a warjack, it suffers 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 -
Target friendly Faction warjack gains +2 ARM and does not suffer the effects of crippled systems.
Locomotion

(★) 6 - - - -
The spellcaster spends up to 3 focus points to cast Locomotion. Target warjack in the spellcaster's battlegroup immediately advances up to 1" for each focus point spent. A warjack can be targeted by Locomotion only once per activation.
Spellpiercer

2 SELF Control - Turn -
While in the caster's control range, friendly Faction models gain Blessed and Damage Type: Magical on all their weapons. Lasts for one turn.

Feat : Mechanism of Destruction

While in Mortenebra's command range, models in her battlegroup gain Flank [Another model in Mortenenbra's battlegroup]. The feat lasts for only one turn. (Flank [Battlegroup model] - This model gains +2 to melee attack rolls and an additional die on melee damage rolls vs enemy models in the melee range of another battlegroup model.)

Theme Forces

Cryx

Infernals

Recent Changes

2019.04 Oblivion CID (still in beta)

  • Added to the Infernal theme force.

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 9" command. With heavy warjack just within 9", a Slayer can trigger this ability on targets about 12" away from Morty. This still means Morty is probably going to have to get closer than you typically want your caster to be. 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.

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.
  • Locomotion - Amazing spell. Use it to increase threat range or pull back for hit and run type tactics. Out of activation moves are extremely valuable.
  • 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.
  • 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, and only moderately useful against gunlines.
    • Opponents that know what Salvage can do, will rarely leave your warjacks half dead waiting to be healed.

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.
  • 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, Locomotion 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.

Theme Thoughts

Black Industries - Preferred theme
Morty2 will spend most of her time in Black Industries, although other options are still valid for her

Quite possibly the most suitable theme for her. 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.
  • Deathjack feels like home under a jack caster. Fail Safe makes it just as dangerous on one box as on full health.
    • Deathjack can cast Locomotion (because all members of a battlegroup are in each other's battlegroup). Also, because it's cast in two different activations, both Morty2 and DJ can cast Locomotion on the same warjack, giving you a 6" threat extension. This will cost 3 focus on Mortenebra and 3 focus on Deathjack (which he produces naturally).
    • Getting a 6" threat extension is the main reason you want to play Morty2.
  • Necrotechs, to keep the jacks going
  • Warwitch Sirens, to Empower the jacks and take focus burden off Morty.
  • Withershadow Combine can sometimes be worth considering. The free upkeep helps with the focus burden, re-rolls are always nice, and Arcantrik Bolt is long enough range that Maelovus doesn't mind casting it.

Infernal Machines
There's a lot of overlap between BI and IM in terms of models available - all the same character warjacks and most of the support models. The main difference is you lose Carapace and gain access to Thralls, which are Cryx's cruddy troops. (There's a few other differences too, of course).

  • Soulhunters are a self-sufficient flanking unit, who work well with Curse of Shadows.

Dark Host
Banes don't need a lot of caster support so Morty can focus on her battlegroup. Bane Warriors and their Dark Shroud aura is always handy, while Bane Riders can deal with opponents who would usually escape your warjacks.

Battlegroup

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

  • Inflictor, to keep her alive while she gets into the frontline.
  • Seether, to countercharge anything that wanders too close to her.
  • Kraken is a good target for Fail-Safe, keeping it operating at maximum performance until it's completely dead.
  • Leviathans make good use of Locommotion 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.

Other

Trivia

Originally released 2017.03

Other Cryx models

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

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

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

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

Heavy

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

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

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

Solos - Living/Construct

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

Solos - Undead

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

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

Rules Clarifications

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

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


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

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an Any-Time ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

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

    • Units with "Any Time" abilities
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

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

Rules Clarification : 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.
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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)

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

  • You can't cast this spell with 0 focus and advance 0" (change facing).
  • The advance will trigger free strikes, counter charges, etc.
  • Colossals cannot move via this spell.
  • Mortenebra2 and Deathjack only
    • Not only are warjacks in the caster's battlegroup, they are also in each other's battlegroup. In other words, all the warjacks are in Deathjack's battlegroup. (Infernal Ruling)
      This means DJ can cast spells like Locomotion. Also, he can cast it on the same target as Mortenebra2 because the spell is limited to "target warjack once per activation" not "target warjack once per turn."
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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 buffs even if they're not directly on the target. For instance, Haley3's Temporal Distortion spell gives a DEF buff to everyone within 5" ... and Blessed ignores it. (Locked thread)
  • You only ignore the DEF/ARM buff if the spell directly adds to the stat. A spell which instead grants a separate non-spell ability, and the ability gives a DEF/ARM buff, would not be ignored. (Infernal Ruling)
    In this ruling, Blessed does not ignore the DEF from Ashen Veil, because the DEF bonus comes from Concealment, and not the spell itself.
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else].
    • For example, the spell Cloak of Ash grants concealment, and models with concealment gain +2 DEF. You would not ignore this DEF bonus.
    • 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.
  • The Mk3 Blessed icon resembles the old Mk2 Magical Weapon icon. Do not get them confused.
  • 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).