Morvahna the Dawnshadow

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Circle Logo.jpg Morvahna the Dawnshadow

Circle Blackclad Warlock

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

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

Morvahna the Dawnshadow draws her power from nature’s balance of life and death, using this cycle to manipulate the strands of fate. Her primal abilities are amplified through the blood of sacrifice, whether of her own life force or that of her allies. As she enters battle astride her skirovik mountain goat the power of life is hers to command, and those who follow her entrust their lives to her discretion. The ebb and flow of the natural order rests within Morvahna’s fingertips, and those rhythms guide her toward her destiny.

Basic Info

Morvahna2
Missing Info
Morvahna the Dawnshadow.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 8
STR 5
MAT 6
RAT N/A
M.A. N/A
DEF 15
ARM 15
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 7
THRS N/A
HP 16
F. Field N/A
WJP {{{wjp}}}
WBP +27
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
  • 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: Blood Sacrifice

Morvahna immediately suffers 1 or more damage points. This damage cannot be transferred. For each damage point suffered, return to play one destroyed non-character living friendly Faction trooper model completely within her control range. Place returned models in formation with their original units. Units cannot exceed the number of models they had at the start of the game as a result of Blood Sacrifice. Returned models cannot attack the turn in which they returned to play.

Tip lightbulb.png

Tip !
Solos are not troopers.

Abilities

  • Cavalry symbol.jpg Cavalry
  • Pathfinder symbol.jpg Pathfinder
  • Imperishable Conviction - When a friendly Faction model in its control range is destroyed by an enemy attack, this model can remove 1 damage point.
  • Reposition [5"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 5", then its activation ends.
  • Scales of Fate - When a friendly Faction model makes an attack or damage roll during its activation while in this model's control range, this model can suffer d3 damage points to cause that model to reroll that roll. Each roll can be rerolled only once as a result of Scales of Fate. This damage cannot be transferred.

Weapons

Equinox
Sword icon.jpg  RNG   POW   P+S 
2 7 12
  • Magical dam symbol.jpg Damage Type: Magical
  • Life Trader - When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can be used only once per attack.


Mount
Mount icon.jpg  RNG   POW 
0,5 12
  • Ram - When an enemy model is hit by this weapon during this model's Combat Action, it becomes knocked down and can be pushed 1" directly away from this model. If the model hit is pushed, this model can immediately advance 1" directly toward it.

Spells

COST RNG AOE POW DUR OFF
Carnivore

2 6 - - Upkeep No
(1) Target friendly Faction model/unit gains +2 to melee attack rolls against living models. (2) When an affected model destroys a living enemy model with a melee attack, the destroyed model is RFP'd and the spellcaster can remove d3 damage points.
Censure

2 SELF Control - - No
Enemy upkeep spells in the spellcaster's control range immediately expire. A model can keep any of its upkeep spells in play by suffering d3 damage per spell. This damage cannot be transferred or reduced by spending focus points. Remove one damage point from the spellcaster for each damage point caused by Censure. Censure can only be cast once per activation.
Death Knell

4 8 4 10 - Yes
Before dealing damage, count the number of models in the AOE. Add the result to each Death Knell damage roll.
Fog of War

3 SELF Control - Upkeep No
Models gain concealment while in the spellcaster's control range.
Sunder Spirit

2 10 - 12 (★) Yes
An enemy warbeast damaged by Sunder Spirit loses its animus for one round.

Theme Forces


Thoughts on Morvahna2

Morvahna2 in a nutshell

Morvahna is a masochistic infantry support warlock, able to make everyone in her control area hit harder and more accurately with rerolls. She has some good spells and a feat that can exasperate enemies after all the effort they made in trying to wipe your models out. She didn't fundamentally change after the CID, but was tuned up in several ways to make her a much more competitive warlock.

Maximising her feat & spells

Her feat requires big units and you to keep a couple of models alive in those units. Since models are brought back with full health, she obviously favors medium-base units such as Tharn Ravagers or Warpborn Skinwalkers as feat targets.

  • Carnivore is cheap enough to spell cycle, and keeps her alive and able to enable more rerolls, as well as a bigger feat. Being a nice accuracy buff and offering RFP is just icing on the cake.
  • Censure punishes the enemy for using upkeeps, slowly sandpapering warcasters/warlocks if they choose to take damage. It's especially useful against junior warcasters/warlocks with upkeeps out, as they have far fewer boxes to burn through.
  • Death Knell is a pricey AOE nuke. You won't cast it most of the time, mostly using it to punish sloppy enemy positioning. One trick is to use your own models to increase the damage Death Knell does under its AOE, and either using your feat to place your own models or bringing them back once you've killed them.
  • Fog of War provides a nice defensive buff against shooting for Morvahna and her army. It also triggers Prowl, which is key for certain models like the Warpwolf Stalker and Wolf Lord Morraig.
  • Sunder Spirit is a nice single target nuke spell. Use it on annoying models or warbeasts with vital support animi like Rush, such as the Titan Gladiator. With rerolls and boosts it's possible to kill unaware enemy warcasters and warlocks with no camp, or weaken them as part of an assassination run.

Drawbacks & Downsides

  • She has a nasty habit of half killing herself and making your opponent's assassination run easy.
  • You need to prevent units being entirely wiped.
  • No damage buffs other than rerolls and hoping for a dice spike.
  • Removed from Play effects cancel her feat.

Tricks & Tips

  • She has surprisingly good melee potential thanks to Ram and Life Trader. Combined with rerolls from Scales, it's not uncommon for her to cripple heavies or finish off already wounded ones.
    • Remember though that Ram does not work on impact attacks, so when you charge you have to make impact attack(s) first, then your initial Equinox melee attack and after that you can buy an additional mount attack if you still need the knockdown.
  • Be sparing with Scales of Fate. You'll kill Morvahna otherwise.
  • Under new wording Scales does more for her beasts than her infantry, as the attacks are bigger.

List Building Advice

Strategy

Morvahna is a fairly hardcore attrition warlock, handing out rerolls to make her models attack better, and bringing back models from the dead. Although she primarily improves the offensive capability of her army, she can also do a fair amount of damage on her own. You need to play a fine line between keeping models in her control while keeping her safe; with the ability to bring back and support her army via damaging herself, lots of opponents will just try to assassinate her.

Theme Thoughts

She's obviously strong in the Tharn theme if it works well - good models to bring back with her feat. She also works well with Blackclads as they can act if brought back even if they can't attack by the current feat wording.

    The Devourer's Host    

  • Tharn Bloodweavers - They can't attack when they return to play but can be placed nicely to trigger Gang for the rest.
  • Tharn Blood Pack After the Tharn CID also do really well with her Fog of War, as Hunter lets them ignore the concealment bonus the enemy might have.
  • Tharn Wolf Rider Champion - Prowl + Fog of War. Also helps regular Tharn Wolf Riders.
  • Tharn Ravagers - Besides being nice beefy targets to return with her feat, they have good native hitting power and greatly benefit from concealment via Fog of War. Scales of Fate means an Overtake chain is less likely to fail from a bad attack or damage roll.
  • Ghetorix - A powerful and durable self-sufficient warbeast. Spiny Growth can also keep Morvhana safe(r) from accurate low-POW shooting.
  • Loki - A durable Shield Guard whose offensive potential gets much better with Scales of Fate, especially on his chain. His animi, Elusive, can also help keep her alive (although not getting hit in the first place is better).

    The Wild Hunt    

  • Warpborn Skinwalkers - The toughest things you can bring back with your feat. You can also place them in a more advantageous position to mini-feat.
  • Reeves of Orboros - The Hunter/Fog of War combination is awesome. Rerolls means your bigger CRAs are less likely to flounder.

    Secret Masters    

  • Druids of Orboros - They might not be able to attack the turn they return to play but they can still cloud wall

    Support models & Minions - Various themes    

  • Shifting Stones - Any kind of extra healing is appreciated with Morvahna. Combined with Reposition 5", her native SPD, and potentially Sprint, the Stones can give her even more mobility.
  • Gatorman Bokur & Bog Trog Swamp Shamblers - Although you don't have limitless recursion like Morvhana1, the amount you do have will still probably end up giving the Bokur plenty of corpses. Fog of War ups their defense against shooting, although they'll still be picked off by average RAT shooting models.
  • Well of Orboros - Morvahna really appreciates the extra 2" of CTRL, and the well likes rerolls on the sole shot it gets a turn, and it ignores Fog of War's concealment due to Eyeless Sight.

Battlegroup

Brennos is her pet warbeast that she can take in any theme.

Although Morvhana is primarily an infantry warlock, she supports warbeasts fairly well via Scales of Fate, Fog of War, and Carnivore. Just because most of her army will be infantry doesn't mean you should ignore her battlegroup.

  • Feral Warpwolf or Gorax Rager - She needs a damage buff from somewhere.
  • Brennos the Elderhorn - Has a bond with her so she can take him in any themes and is a generally good toolbox. Channeling and keeping her safe from enemy channeled spells is also a nice benefit.
  • Gnarlhorn Satyr - A cheap defensive heavy warbeast whose animi can help keep Morvahna alive.
  • Storm Raptor - The Raptor's gun becomes much better with rerolls, allowing you to focus on boosting damage rolls instead of the initial shot. Scales also works to bring up its relatively mediocre damage potential, and Carnivore helps when you go into living enemy warbeasts.
  • Warpwolf Stalker - Fog of War essentially gives the Stalker Stealth on demand. As a powerful offensive warbeast, Scales of Fate allows you to really maximize its damage potential. Sprint on Morvahna also allows you to use her more offensively and give her greater mobility. Carnivore is a great buff for when you want to go into high-DEF living infantry. Finally if you risk berserk hitting your allies scales of fate can help you miss and prevent murdering the wrong guy.

Other

Trivia

Other Circle models

Circle Logo.jpg       Circle Index       (Edit)
Battlegroup & Similar
Warlocks Baldur1 - Baldur2 - Bradigus1 - Grayle1 - Iona1 - Kaya1 - Kaya2 - Kaya3 - Kromac1 - Kromac2 - Krueger1 - Krueger2 - Mohsar1 - Morvahna1 - Morvahna2 - Tanith1 - Una2 - Wurmwood1
Lesser Warlocks

Krueger0 - Una1

Warlock Attachment

Druid Wilder - Tharn Blood Shaman

Light Argus Moonhound - Winter Argus - Wild Argus - Gorax Rager - Razorwing Griffon - Rotterhorn Griffon - Scarsfell Griffon - Wold Wight - Woldwatcher - Woldwyrd
Heavy Gnarlhorn Satyr - Riphorn Satyr - Shadowhorn Satyr - Feral Warpwolf - Pureblood Warpwolf - Warpwolf Stalker - Wold Guardian - Woldwarden
Brennos the Elderhorn (Satyr) - Ghetorix (Warpwolf) - Loki (Warpwolf) - Megalith (Woldwarden)
Gargantuans Storm Raptor - Woldwrath
Units, Solos, Battle Engines, & Structures
Units Druid Mist Riders - Druids of Orboros & CA - Reeves of Orboros & CA - Sentry Stone & Mannikins - Shifting Stones & CA - Stoneward & Woldstalkers - Tharn Bloodtrackers & Character UA - Tharn Bloodweavers & CA - Tharn Blood Pack - Tharn Ravagers & CA - Tharn Wolf Riders - Warpborn Skinwalkers & CA - Wolves of Orboros & CA
Brighid & Caul - Death Wolves
Solos

Blackclad Stoneshaper - Blackclad Wayfarer - Bloodweaver Night Witch - Chuck Dogwood - Druid Wilder - Gallows Grove - Kogan the Exile - Krueger0 - Lord of the Feast - Reeve Hunter - Primal Archon - Shivers - Tharn Blood Shaman - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - Una1 - War Wolf - Wolf Lord Morraig

Battle Engines & Structures Celestial Fulcrum (Engine) - Well of Orboros (Structure)
Theme Forces
Secret Masters - The Bones of Orboros - The Devourer's Host - The Wild Hunt
Minions
Refer to Who Works for Whom and/or Category: Circle Orboros Minion
This index was last updated: 2021.10

Video Battle Reports

Rules Clarifications

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Rules Clarification : Feat: Blood Sacrifice
Return/Add to Play - Typical (Edit)

  • If you're returning/adding multiple models simultaneously, they are placed sequentially. Often this will let you leapfrog the "within 3" of [x]" requirement.
  • If you're adding models to a unit, then typically there is no limit and you can go over the unit's starting size. However, some abilities do have a limit (such as Stir the Dead)
    If you're returning models to a unit, then you're limited by how many there are in the "dead but not removed from play" pile.
        (See Add, Return, and Remove From Play for further detail.)
  • If you're adding more models than you started with, then in a Tournament you must physically own the correct models - proxies are not allowed in tournaments. (Locked thread)

Return/Add to Play - Other Units (Edit)

  • "Return to Play" and "Add to Play" are quite simple if you only return models to your own unit (like Blood-Bound) or only return independent models (like Thagrosh1's feat). But if you're returning/adding models to other units, then click to read more.   [Show/Hide]
    • If you can return multiple troopers at once, they don't all have to be the same unit. Spread the love around.
    • Troopers must return to their original unit. Even if you have two units of the same type (such as two units of Convergence Eradicators) then you can't have 4 die from unit [A] and return them all to unit [B].
    • If your rule is something like "return d3 models to units within CMD range" (Old Witch3) then it is d3 models total, not d3 models to each and every unit.
    • If your rule is something like "spend 1 soul to return 1 Grunt" (Enigma Foundry) then it doesn't matter where the souls came from originally. Think of them like currency, in this case.
    • You can Return models even after a unit is reduced to just Attachments (Weapon or Command)
      • If your Return ability lets you return a Leader or Officer model, then they will immediately become the unit commander and redefine the "in formation" bubble.
      • If your Return ability only allows Grunts, then the Grunt will not be field promoted when he arrives.
        This means that, in the unusual scenario where the Leader model has different wargear to the Grunts (such as Cygnar Stormguard), then that wargear is effectively 'lost'.


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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 : Life Trader      (Edit)

  • LT can only be used once per attack, but it can be used on every attack you make with the weapon.
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Rules Clarification : Ram and/or Batter     (Edit)

  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

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

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

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

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


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

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

    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.
    RC symbol.png

    Rules Clarification : Pathfinder      (Edit)

    RC symbol.png

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

    Mount Weapon
    • Although the core rulebook specifies mount weapons have 0.5" range, this doesn't "overwrite" models that have a longer mount range listed on their card. (Infernal Ruling)
    • Mount Weapons are melee weapons. (Infernal Ruling) This means:
      • Mount Attacks can benefit from any buffs that affect "melee weapons" (such as Acidic Touch and Elasticity) or "melee attacks" (such as Battle Lust).
      • Mount Weapons can be used to make free strikes.
      • If the model doesn't have any regular melee weapon (such as the Gun Carriage) then it does have a melee range, can engage enemy models, and can make free strikes; anyway.
      • Despite being a melee weapon, you cannot use a Mount's special attack on the same activation you charge. (Infernal Ruling)
        • Exception: If you have Trampling Hooves, because that allows you to make charge attacks with your mount when you charge.
    • Mount attacks will trigger "Melee attack" stuff like Battle Wizard.
    • You can purchase additional attacks with your Mount Weapon. (Infernal Ruling)

    Impact Attacks - Movement

    • Impact Attacks "pause" your charge move, and as such don't normally trigger "ends an advance" abilities (such as Countercharge).
      • The exception is if your Impact Attacks include your charge target, then you have to end the charge movement and turn to directly face the charge target before rolling any dice. In this case, stuff like Countercharge will get triggered before you get to roll your Impact Attacks.
    • You cannot "pause" in an illegal position to carry out Impact Attacks. For instance: a Pathfinder cavalry model pausing halfway over an obstacle; a flying cavalry model pausing while it 'overlaps' other models; or any cavalry model pausing halfway through an Incorporeal model.

    Impact Attacks - The attack(s)

    • You resolve stuff that occurs "after the attack is resolved" (such as Battle Wizard) before continuing with your charge movement.
    • If you have an ability that boosts your "first" melee attack (such as Stir the Blood), then only one attack will be boosted even though you're making multiple simultaneous attacks.
    • If you choose to make any impact attacks, you make all attacks against all models in the Mount's melee range (even friendly models).(Infernal Ruling)
    • Impact Attacks cannot be boosted, refer core rulebook.
    • You cannot buy additional attacks while resolving Impact Attacks. Additional attacks can only be bought during your Combat Action, after resolving your initial melee attack(s) / special melee attack.

    Impact Attacks - Other

    • You cannot use "any time" abilities while resolving Impact Attacks. Because Impact Attacks occur during movement; and you can only use 'any time' abilities before moving or after moving, but not during movement. (Infernal Ruling)
      • Exception: If your Impact targets 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.

    Cavalry unit

    • If you have a unit of Cavalry, charge them and do impact attacks, remember you interrupt movement to do impacts, but you have to resolve all movements before doing any charge attacks. So for example it would go:
      • Cavalry model A charges enemy X, and contacts model M. Stop and make impact attacks against M. Then continue movement to X.
      • Cavalry model B charges enemy Y, and contacts model N. Stop and make impact attacks against N. Then continue movement to Y.
      • Cavalry model C charges enemy Z, and contacts model O. Stop and make impact attacks against O. Then continue movement to Z.
      • Resolve model A's charge attack vs X, B's vs Y, and C's vs Z. (This can be done in any order, as per normal)

    Other interactions

    • Cavalry model with no melee weapon
      • If you have a Mount weapon but no regular Melee weapon (such as the Efaarit Scout), you can still declare a charge. (Locked thread)
      • You can make Impact Attacks along the way.
      • Once you get to the charge target, however, you can't make a melee attack against it. Because you can't use the mount weapon for a charge attack, due to the way the Cavalry rules are written. (Unless you have a rule like Trampling Hooves.)
      • If you don't charge, the mount attack can be used as an initial melee attack.
    • Countercharge & Cavalry ( Edit )
      • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
    • 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.
    • Flight on a Cavalry model (Edit)
      • Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
    • Gunfighter & Cavalry ( Edit )
      • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
      • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.

    Rules Clarification : Imperishable Conviction - None yet. (Edit)

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    Rules Clarification : Reposition      (Edit)

    • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
    • End of Activation (Edit)
    You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
    • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
    Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
    You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
    • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
    • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
    • See also the training article: LPG - End of Activation.

    Rules Clarification : Scales of Fate - None yet. (Edit)


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    Rules Clarification : Carnivore      (Edit)

    • You can use Carnivore to kill a friendly model, and still heal your warlock.
    • Carnivore will always RFP, even if your warlock is at full health.
    • Carnivore lacks the "one or more" clause, so you get a d3 heal for each model killed. So, if you make a single attack with multiple attack rolls (eg Trample or Thresher) and destroy 5 models, you'll heal 5d3.
    • If multiple abilities trigger at Destroyed, you have to pick one to resolve. If you choose Carnivore first then you won't be able to resolve any other abilities because you've RFP'd it and it is no longer Destroyed - it's gone.
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    Rules Clarification : Censure      (Edit)

    • Censure vs Spite (Edit)
      • Censure is resolved first, because it is an active player effect.
      Say Feora4 has four upkeeps in play when Censure is cast. She chooses to let 3 expire, and takes damage (as per Censure) to keep one in play.
      The caster of Censure heals the same amount that Feora got damaged (as per Censure).
      Now you resolve Spite, and the caster of Censure takes one damage per ANGER token on Feora.
      (Locked thread)
    • 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)

    Rules Clarification : Death Knell - None yet. (Edit)

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    Rules Clarification : Fog of War      (Edit)

    • All players will gain concealment from Fog of War. It lacks the "friendly models gain ..." part that would normally limit it.
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    Rules Clarification : Sunder Spirit      (Edit)

    • Because the warbeast has lost its animus, other models can't cast it either. Neither its controlling warlock, nor models like the Cyclops Shaman.