Morvahna the Dawnshadow

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Morvahna the Dawnshadow
Circle Blackclad Warlock

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[edit]

Morvahna2
Missing Info
Morvahna the Dawnshadow.jpg
COST N/A
UNIT SIZE N/A
FA N/A
Warcaster 0
BASE Large
SPD 8
STR N/A
MAT 6
RAT N/A
M.A. N/A
DEF 15
ARM 15
CMD N/A
FOCUS N/A
FURY 7
THRS N/A
HP 16
F. Field N/A
WJP N/A
WBP +27
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[edit]

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • 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.
  • Cavalry - All Cavalry come with a stack of standard special rules, most notably Impact Attacks and auto-boosted charge attacks. Click the link for the full rules text.
  • Imperishable Conviction - This model can heal a point of damage if a friendly Faction model is destroyed in an enemy attack while in this model's control.
  • 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 Circle model makes an attack or damage roll during its activation while in Morvahna's CTRL range, she can suffer d3 damage to have it re-rolled. The damage cannot be transferred.

Weapons[edit]

  • Equinox - 2" reach, P+S 12 melee weapon
    • Damage Type: Magical - This weapon deals Magical damage.
    • 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 - 0.5" reach, POW 12 mount
    • 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[edit]

Target friendly Faction model/unit gains +2 to melee attack rolls against living models. Also, when they destroy a living model it is RFP'd and the caster may heal d3 damage points.
Enemy upkeep spells in Morvahna's CTRL range immediately expire, but a caster can keep them in play by suffering d3 damage per spell. Can only be cast once per activation.
  • Death Knell - Cost 4, 8" range, 4" AOE, POW 10 + (★)
The Damage is increased by +1 for each model under the AOE.
Models gain concealment while in the caster's control range.
An enemy warbeast damaged by Sunder Spirit loses its animus for one round.

Feat: Blood Sacrifice[edit]

Morvahna can suffer any amount of damage that cannot be transferred. For each damage point suffered, return to play one destroyed non-character, living, friendly Circle trooper model. They must be placed in her CTRL range, in formation with their original unit(s), and can not attack the turn they returned to play. Units cannot exceed their starting number as a result of Blood Sacrifice.

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Tip !
Solos are not troopers.

Recent Changes[edit]

2018.10 Tharn dynamic update - Morvahna2 got a substantial rework

  • Her feat now allows returned models to use their Combat Action, although only for non-attack stuff (they used to have to forfeit it).
  • Scales of Fate range increased to control range (used to be CMD), and works on all model types (used to be infantry only).
  • Carnivore cost reduced to 2 (from 3) but now triggers on destroyed (instead of boxed)
  • Censure damage now can't be transferred. Also it now only affects enemy upkeeps.
  • Lastly her pet warbeast, Brennos, changed quite a bit.

Analysis of Morvahna2[edit]

Recent Release icon.jpg

Recent Change
This model/theme's rules have recently changed dramtically, and the "Thoughts On" section has not (yet) been updated to reflect its new capabilities.

Please feel free to update the article and remove this warning.

Morvahna2 in a nutshell[edit]

Morvahna is a masochistic support warlock, able to make everyone she's near a lot more able to hit thanks to copious rerolls. She has some good spells and a feat that can exasperate enemies. 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[edit]

Her feat requires big units and you to keep a couple of models alive in those units.

  • Carnivore is cheap enough to spell cycle, and keeps her alive and able to enable more rerolls than
  • Censure clashes with Fog of War and Carnivore.

Drawbacks & Downsides[edit]

  • She has a nasty habit of half killing herself and making the 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[edit]

  • She has a surprisingly good assassination run thanks to Ram
  • Be sparing with Scales of Fate. You'll kill Morvahna otherwise
  • Under new wording Scales do more for her beasts than her infantry, as the attacks are bigger.

List Building Advice[edit]

Strategy[edit]

Morvahna is a fairly hardcore attrition warlock, handing out rerolls to make her models attack better, and bringing back models from the dead.

Theme thoughts[edit]

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

The Wild Hunt

Secret Masters

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

Battlegroup[edit]

Other[edit]

Trivia[edit]

Theme Forces[edit]

Other Circle models[edit]

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
Lessers & Attachments Druid Wilder (Attached) - Una1 (Lesser)
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 - Druid Wilder (Attached) - Gallows Grove - Reeve Hunter - Tharn Blood Shaman - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - War Wolf
Lord of the Feast - Una1 (Lesser) - Wolf Lord Morraig
Battle Engines & Structures Celestial Fulcrum (Engine) - Well of Orboros (Structure)
Theme Forces
Call of the Wild - 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: 2018.10

Video Battle Reports[edit]

Rules Clarifications[edit]

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Rules Clarification : Feat: Blood Sacrifice
Return to Play - Other Units (Edit)

  • "Return" is 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 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.
    • Troopers are placed sequentially, and you can leap frog the "within 3" of another model in its unit" requirement.
    • 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      (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)
  • 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.

  • RC symbol.png

    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)
    • 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. Note that the attack is not over until you finish step 14 of the attack sequence (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 rectangle zones and flags by himself.
      • However, to control a circular zone, the entire unit needs to be within the circle.
    • 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.
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    Rules Clarification : Pathfinder      (Edit)

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    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

    • You cannot "stop" in an illegal position to carry out Impact Attacks. For instance, halfway over a linear obstacle, or a flying cavalry stopping while it 'overlaps' other models, or stopping halfway through an Incorporeal model.
      • The reason is, you need to obey the rule "this model can advance through [stuff] if they have enough movement to move completely past it".
      • Stopping during your movement doesn't satisfy that rule, whether that's the "stop" at the end of the model's normal movement or the "stop" for impact attacks.
    • If your charge target is included in your Impact Attacks, then you need to turn and face it and end your movement before starting the attacks (refer rulebook, last paragraph of 'Impact Attacks').
      • As such, things which trigger at "End of Movement" (such as Admonition) will occur before your Impact Attacks.
      • On the other hand, if your Impact Attacks don't include your charge target, then you're interupting your movement to resolve them, and thus stuff like Admonition won't trigger.

    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 - 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

    • 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 you can move over obstacles/models while charging, if you want to stop and make Impact Attacks while you fly "over" models you need to stop in a legal position. You can't make Impact Attacks while your flying horse is on top of obstacles, models, etc.
    • 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.
    • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
    • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
      • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)

    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)

    • 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.