Rask

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Minion Logo.jpg Rask

Minion Bog Trog Warlock

Rask is a mighty bog trog warlock who has traded his people’s freedom for some degree of personal autonomy from the bloodthirsty gatormen. Cold and calculating, Rask is a formidable hunter, a skilled warrior, and one of the most ruthless and self-serving creatures in the Blindwater Congregation. Rask prefers to bring his enemies low through a combination of potent sorcery, peerless knowledge of the terrain, and a host of devious trick and obfuscations. He typically avoids direct confrontation with powerful enemies, preferring to use his abilities to tip the scales in favor of the lesser creatures that serve him. However, once his bog trogs and warbeasts have weakened an enemy, Rask claims the honor of the killing blow with a well-placed bolt from his harpoon gun.

Basic Info

Rask1
Missing Info
Rask.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR
MAT 6
RAT 7
M.A. N/A
DEF 15
ARM 15
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 15
F. Field N/A
WJP {{{wjp}}}
WBP +27
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

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Bog Trog Warlock - This model's battlegroup must contain only minion Gatorman warbeasts.
  • Amphibious symbol.jpg Amphibious
  • Call to Sacrifice [Bog Trog] - If this model is disabled by an enemy attack, you can choose a non-disabled friendly Bog Trog model within 5" of this model to be destroyed. If another model is destroyed as a result of Call to Sacrifice, remove 1 damage point from this model.

Weapons

  • Trident Cannon - 10" range, POW 12 ranged attack
    • Magical dam symbol.jpg Damage Type: Magical
    • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
      • Arcane Interference - When this model hits another model with this weapon, upkeep spells and animi on the model hit expire and it loses focus points on it. When this model hits a warjack with this weapon, that warjack suffers Disruption.
      • Energy Siphon - When this attack hits an enemy model with 1 or more focus or fury points on it, that model loses 1 focus or fury point and this model gains 1 fury point.
      • Paralysis - A living model hit by this weapon has its base DEF reduced to 5 and cannot run, charge, or make slam or trample power attacks. Paralysis lasts for one round.
  • Sacral Blade - 0.5" reach, P+S 11 melee attack. Rask should never be in melee.

Spells

COST RNG AOE POW DUR OFF
Admonition

2 6 - - Upkeep No
When an enemy model advances and ends its movement within 6" of target model in the spellcaster's battlegroup, the affected model can immediately advance up to 3", then Admonition expires. The affected model cannot be targeted by free strikes during this movement.
Boundless Charge

2 6 - - Turn No
During its activation, target friendly Faction model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one turn.
Fury

2 6 - - Upkeep No
Target friendly Faction model/unit gains +3 to melee damage rolls but suffers -1 DEF.
Veil of Mists

2 CTRL 4 - Upkeep No
Place a 4" AOE cloud effect anywhere completely within the spellcaster's control range. This AOE does not block friendly Faction models' LOS. While in the AOE, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them.

Feat: Dark Water

While in Rask's control range, friendly Minion models can't be targeted by attacks, charges, or slam power attacks made by models more than 5" away from them. Lasts for one round.

Theme Forces


Thoughts on Rask

Rask in a nutshell

Rask is an amazingly powerful and flexible warlock, able to do a lot of things and very hard to kill. His backbone spell is Fury, enabling armor cracking, but that is only the beginning of his extremely deep ability toolbox. Because of his toolbox, his ability to smash armor, and how difficult he is to remove, he is considered probably the best Mk3 minion warlock.

Feat thoughts

If you go first, you'll probably want to use Rask's feat on the second turn. Because you won't need it on the first turn, and by the third turn chances are enemy models are within 5". If you go second, you might want it on turn 1 depending on how much of a gunline you're running into. But probably turn 2 is still your best option.

After using your feat you can position your models very aggressively as a setup for your post-feat turn. Don't hang back and try to avoid all attacks because that won't gain you any board space. Instead feel free to stand 5.1" away from enemy models - sure they can still walk and attack you in melee, but they can't charge you and losing that +d6 damage can make all the difference.

Rask's Feat vs an Arc Node: The spellcaster is the attacking model. It doesn't matter how close the arc node is, if the spellcaster is more than 5" away from the target then the feat will prevent the spell.

Spell thoughts

  • Admonition - who's in danger of getting charged? Cast it on them (Especially if it's Rask).
  • Boundless Charge - an excellent speed buff, Boundless Charge notably does not have to be cast on a model in your battle group - which is a big part of why Rask plays so well with lesser warlocks.
  • Fury - a simple damage buff with a minor penalty. It's not subtle but can be spell cycled; you activate the model/unit with Fury before Rask, charge with it, and then Rask casts it
  • Veil of Mists is both a cloud-wall spell to protect you from shooting and a Pathfinder spell to help you deal with difficult terrain and obstacles. It's normally cast on the first couple of turns - but after that normally because the enemy screwed up.

Drawbacks & Downsides

  • He's a special order model.
  • He has little-to-no personal melee game.

Tricks & Tips

  • With a horde of Bog Trogs, he becomes obnoxious to remove.
  • He's an incredibly flexible toolbox who can work very well with anything.


List Building Advice

Strategy

Rask is probably the best attrition warlock in the game. He has a feat to keep his models safe, Rage to hit hard, and an excellent toolbox in general. Beat the enemy's army until it stops moving.

To keep him alive via Call to Sacrifice there are three fairly cheap ways of getting Bog Trogs to use Call to Sacrifice with - but this isn't necessary and Rask is frequently used effectively in Will Work for Food without anything more than a Mist Speaker to transfer to.

Theme Thoughts

    Will Work for Food    

The downside of Will Work for Food is you're basically running with only Mist Speakers for Call to Sacrifice. But you have quite a few strong options here.

A common theme to find him in is Will Work for Food; "Rask & Friends" (i.e. Rask and a collection of lesser warlocks) is a very common way for minions to crack armour and doesn't overload Rask's relatively low FURY stat.

  • Dahlia Hallyr & Skarath - a 10" assault spray on a Serpentine warbeast, Dahlia & Skarath can threaten pretty deep - and are fast. Paralytic bites don't hurt either.
  • Rorsh & Brine - the cheapest of the lessers, the Ninja Pig can get places you really wouldn't expect - and loves being made to hit hard by a Wrastler and/or Rask
  • Brun Cragback & Lug - generally considered the weakest choice, Fury + Countercharge is worrying and a Chain Attack: Smash & Grab is extremely fun
  • Cylena Raefyll & Nyss Hunters go really well with Fury on the charge, becoming POW 12 Weapon Masters in addition to everything else they do so well.
  • See also the suggestions in the "Either theme" heading, below

    The Blindwater Congregation    

You only have Wrong Eye & Snapjaw of the lessers, who remain awesome. Instead you get a range of good units.

  • Gatorman Posse - the Blindwater version of this is pretty good but isn't great against armour. Which is why you slap Fury on them.
  • Gatorman Bokor & Bog Trog Swamp Shamblers - keeping Rask alive. And a huge unit of them multiplies the effect of Fury. If using them for Call to Sacrifice, the most expensive source of Bog Trogs if you don't think Rask is about to get turned into a paste, the Shamblers continually renew from other dead infantry.
  • Bog Trog Ambushers - POW 11 is just at the point when Fury and charging really starts wrecking things. And with Advance Deployment, Pathfinder, and now a low cost they can trash stuff. If using them for Call to Sacrifice, half a dozen Bog Trogs should be more than enough.
  • Void Leech - Great for a Call to Sacrifice target. At a point per model and a possible three per unit it's worth considering on any unit you don't expect to get that far from him. Unfortunately there are currently no amphibious units in Will Work for Food.

    Either theme    

  • Wrong Eye & Snapjaw. Submerge to keep both (especially Wrong-Eye) safe, Star-Crossed, an impressive threat range on Snapjaw, and a P+S 18 before buffs.
  • Bog Trog Mist Speaker - Rask is considered to be a Bog Trog, so he benefits from the Veteran Leader bonus. And Guidance is awesome.
  • Swamp Gobber Bellows Crew - a 9" cloud wall is generally pretty safe from potshots even without his feat.
  • Gatorman Soul Slave - Rask has three upkeep spells, and there are few turns when you don't want Boundless Charge cast on something; at the very least it's a free boost for a warbeast. (Alternatively Targ is pretty useful).

Battlegroup

Rask doesn't have the Fury to run a large battle group - three heavies is about as big as it gets.

  • The Ironback Spitter is a bit of a trap as Counterblast looks as if it should be awesome with Rask's gun, but Rask's CMD only gives him a 5" range (same as Call to Sacrifice). Not to say it's a bad choice, just not the excellent one it appears.
  • Blackhide Wrastler - Rage and Fury stack for a +6 STR on any warbeast. Of Rask's 2-3 heavies this is always at least one (it used to frequently be both, but the other two were upgraded in the Blindwater errata).
  • Swamp Horror in Will Work for Food it gains Overtake - which is awesome with chain strike and Boundless Charge. Also its flimsy tentacles can, as mentioned, be made more than decent for armour cracking.

First Seven Purchases

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

  1. Warbeast: Swamp Horror
  2. Warbeast: Swamp Horror
  3. Solo: Gatorman Soul Slave
  4. Solo: Underchief Mire
  5. Warbeast: Blackhide Wrastler
  6. Solo + Warbeast: Rorsh & Brine
  7. Unit: Swamp Gobber Bellows Crew

Other

Trivia

Released in Hordes: Gargantuans (2013)

Warbeasts he can take

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

Gatorman Warbeasts Edit)
Lights Boneswarm - Bull Snapper - [Underchief Mire only: Swamp Troll]
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile

Video Battle Reports

Other Minion models

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


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


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

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

Gatorman

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

Unaligned

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

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

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

Unaligned

Alten Ashley - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Dhunian Archon Efaarit Scout - Eilish Garrity, the Occultist - Feralgeist - Gobber Tinker - Gremlin Swarm - Gudrun the Wanderer - Hermit of Henge Hold - Hutchuck, Ogrun Bounty Hunter - J.A.I.M.s - Lanyssa Ryssyl, Nyss Sorceress - Ledfoot & Tredz - Orin Midwinter, Rogue Inquisitor - Ogrun Bokur - Raluk Moorclaw, the Ironmonger - Primal Archon - Pyg Tank - Saxon Orrik - Scythe - Swamp Gobber Chef - Swamp Gobber River Raiders - Thamarite Advocate - The Wastelander - Thrullg - Totem Hunter - Underchief Mire - Viktor Pendrake - Void Archon - Weird Wendell

Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
 
Minion - Theme Forces
Minion Faction Themes (Edit) The Blindwater Congregation - The Thornfall Alliance - Will Work for Food
Unlimited Minions themes(Edit) Disciples of Agony (Skorne) - Oracles of Annihilation (Legion) - Secret Masters (Circle)
This index was last updated: 2020.04

Rules Clarifications

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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. 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 if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (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)
(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 (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • 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 : Gatorman Warlock and/or Bog Trog Warlock - None yet. (Edit)
Rules Clarification : Amphibious - None yet. (Edit)

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Rules Clarification : Call to Sacrifice      (Edit)

  • This ability is optional.
  • This ability will be blocked by "anti-heal" effects (such as Grievous Wounds or Entropic Force).
  • This ability will not trigger if the model is disabled by damage rolls not coming from an ennemy attack (like Electro Leap, a continuous effect, or a friendly attack).


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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 : Attack Type and/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
  • If your target can only be targeted by certain kinds of attack (ie a Menoth warjack with Passage), you can first choose the correct Attack Type (ie Magical Damage vs Passage) and then that allows you to target it. The Attack Type selection and target declaration both occur at Step 1 (Refer Appendix A). (Infernal Ruling)
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Rules Clarification : Arcane Interference      (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)
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Rules Clarification : Disruption      (Edit)

  • If a model is disrupted, it cannot get focus for any reason. Whether the rule says 'allocate', 'gain', 'receive' or 'give' ... Disruption stops it all. (Infernal Ruling)
  • Despite being unable to channel spells, a warjack can still be the target of spells just fine.
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Rules Clarification : Siphon Bolt and/or Energy Siphon     (Edit)

  • The focus/fury is stolen on "Hit", before they have a chance to spend it to reduce/transfer damage.
  • If you hit something which can't have focus reduced (ie Egregore) then you still get +1 focus, and they ignore the -1 focus. (Infernal Ruling)

Rules Clarification : Paralysis - None yet. (Edit)


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

* What does trigger Admonition
    • Admonition triggers off any advance, not just in-activation stuff. You could even trigger your Admonition off an enemy's Admonition!
    • Standing still but changing facing is an advance.
  • What doesn't trigger Admonition
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • You don't have to trigger Admonition the first time an enemy moves nearby - you can save it until it best suits you. (Infernal Ruling)

  • Countercharge within your own activation ( Edit )
    • You can trigger Countercharge during your own activation, but only if an enemy model somehow triggers their own move. For instance, you move towards a model with Admonition and they trigger that to try to move away. (You do a normal move, they trigger admonition and move, you trigger countercharge from their admonition-move.)
    • In this scenario you may boost Countercharge attacks and trigger only-during-activation effects (such as Critical Shred & Sustained Attack) exactly as if you were in your activation (because you are).
    • Also, you can potentially get two charge attacks (one for your normal charge, one for the counter charge). (Infernal Ruling)
      This ruling still applies even after the 2018.07 update (Infernal Re-ruling)
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Boundless Charge      (Edit)

Rules Clarification : Fury - None yet. (Edit)

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Rules Clarification : Veil of Mists      (Edit)

  • Friendly models can draw LOS through the cloud, but not through things in the cloud. For instance, if you place the Veil over a forest then the forest still blocks LOS. (Infernal Ruling)
  • You only need to "toe" the AOE to gain the Pathfinder and "move through" benefits.
  • If you're in the AOE, you can move through any model, not just other ones in the AOE. If you're not in the AOE, you can't move through anything even if they're in the AOE. Refer the Veil of Mists page for some diagram examples.
  • Unlike most "move through" abilities, Veil of Mists is not limited to just voluntary advances. It also allows involuntary movement (such as being pushed, slammed, or thrown). (Infernal Ruling)
  • Pathfinder (Edit) - Pathfinder does not apply to involuntary movement (pushes & slams). (Infernal Ruling)