Prime This model is available in one Prime Army, Final Interdiction. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.
Note that the rest of this page is about the model's Mark III rules.
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Perhaps no man so perfectly expresses the spirit of the Great Crusade as Servath Reznik, a living weapon of his faith. For Reznik the world is a crucible of flame, and humanity stands at the precipice of annihilation. He is a furious legacy of the ancient world, a pitiless instrument of Menoth’s divine justice and the reckoning of heresies from ages long past. Woe to those who would defy the True Law!
Basic Info
Reznik2 |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Huge |
SPD |
7 |
STR |
8 |
MAT |
7 |
RAT |
N/A |
M.A. |
N/A |
DEF |
13 |
ARM |
19 |
CMD |
8 |
ESSENCE |
{{{essence}}} |
FOCUS |
7 |
FURY |
N/A |
THRS |
N/A |
HP |
25 |
F. Field |
N/A |
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WJP |
+29 |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
N/A |
UNIT SIZE |
N/A |
COST |
N/A |
N/A |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Battle Engine - All battle engines share the same special rules, most notably being immune to a bunch of stuff. Click here for the long version.
Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
Feat : Purge the Faithless
When an enemy model is boxed by a melee or ranged attack in Reznik's control range, center a 4" AOE on the boxed model, then RFP that model. Enemy models in the AOE are hit and suffer an unboostable POW 14 fire damage roll. This damage is not considered to have been caused by an attack. Purge the Faithless lasts for one turn.
Abilities
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Cavalry
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Pathfinder
- Curse [Battlegroup] - This model can use Curse once per activation at any time. Choose an enemy model/unit in this model's command range. Friendly battlegroup models gain +2 to attack rolls against the chosen model/unit. Curse lasts for one turn.
- Lamentations of Suffering - While this model has 1 or more focus points, non-magical ranged attacks targeting it automatically miss.
- Repairable - This model can be targeted with Repair special actions as if it were a construct model.
- Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
Weapons
- Verdict - 2" reach, P+S 14 melee attack.
- Mount - 0.5" reach, POW 12 mount attack.
Spells
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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Boundless Charge
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2
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6
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-
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-
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Turn
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No
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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.
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Death March
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3
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6
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-
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-
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Upkeep
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No
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Target friendly Faction unit gains +2 MAT and Vengeance.
- Vengeance - During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.
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The Flesh is Weak
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3
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8
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4
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13
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-
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Yes
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Living and undead models hit by The Flesh is Weak can't run, charge, or make slam or trample power attacks for one round.
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Lamentation
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3
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SELF
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-
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-
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Upkeep
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No
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When an enemy model casts a spell while in the spellcaster's control range, double the COST of the spell. Additionally, enemy models must pay double to upkeep spells on models/units in the spellcaster's control range.
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Spellpiercer
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2
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SELF
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Control
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-
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Turn
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No
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While in the spellcaster's control range, the weapons of friendly Faction models gain Blessed and Damage Type: Magical. Spellpiercer lasts for one turn.
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Theme Forces
Thoughts on Reznik2
Reznik2 in a nutshell
Despite the fluff, his huge base and respectable melee prowess, eReznik is rather a support and denial caster, than a melee powerhouse. Though his personal threat is nothing to be sneezed at, his main duty is to provide boosts for his army, and shut down enemy spells.
He has a whole lot of special rules, that give the unique flavour of his playstyle.
- Curse: making you and your jacks super accurate against a selected target. With the added support of the Choir, not many opponent will escape them. Don't forget, it is limited to your 8" CMD zone, rather than CTRL.
- Lamentations of Suffering: you probably want to leave a focus on you for occasional Power Field reinforcement anyway, and now, that focus will make shooting up your large base much more difficult. AoEs can still scatter at you, but you are well armoured not to worry too much about them. There are only 2 things to consider: magic shots (even the ones enhanced by Explosivo), and Eiryss1.
- Reposition, combined with Pathfinder will give you a surprising mobility. It might help you to catch crucial models in your Lamentation or feat bubble, or fall back from the enemy's retaliation range.
- Repairable: this will come up rarely, thanks to your above-average speed. Your only repair source is the Vassal Mechanic, and he has to be in B2B with you to conduct repairs.
Feat Thoughts
An offensive-support feat, Purge the Faithless is mainly useful to clear up clumps of infantry, thanks to the resulting AoEs. Since the AoE harms only enemy models, feel free to walk up close with your elusive troops to slice their throats from the back. Though the feat AoE won't trigger a chain reaction, it is very useful against shield-guarded formations. Heavy targets nearby won't care too much about a POW 14 damage, but supporting models near a destroyed jack will likely to be taken out. Don't forget, the damage is not blast, so blast-immune troops still can be hurt. It's also one of the few sources of RFP in faction, making it valuable against armies that collect souls/corpses or use recursion.
Spell Thoughts
- Boundless Charge - cast it on you for a 14" threat range. Cast it on your SPD4 warjack, and now it can get further with charge, than with run.
- Death March - Especially useful on multi-wound troops, like the Exemplar Bastions, or Vengers, as it is already being triggered on damage.
- The Flesh is Weak - thanks to its high cost, you won't spam it too often. If you have the focus though, don't forget, that it triggers on a hit, rather than on a direct hit, so you can shut down a melee brawler warbeast, basically limiting it to walk-and-punch attacks. It also thwarts counter-charges.
- Lamentation - your #1 choice, when going against strong spellcasters, like Haley, or Deneghra. Due to its huge cost, you might want to cast it on turn 1, and don't let it drop. Thanks to his huge base, he covers larger area than a FOCUS 8 caster on a small base. It works on animi, but useless against Magic Abilities.
- Spellpiercer - Universal tool against many denial tactics, be it Incorporeal spam, or various support spells on your target. That goes for Reznik's weapon too.
Drawbacks & Downsides
- Huge base with all its inherited weakness. Though you are defended adequately against non-magical shooting, a couple of things can still get you.
- It is hard to set up charges with a huge base, if there are intervening models. Unlike many battle engines and battle engine casters, he cannot trample through or slam targets away from his path, so a single Tough grunt can stop his charge.
- Enemies with fire immunity, or with an extensive battlegroup will rarely, if ever going to worry about your feat.
- The Flesh is Weak won't work on construct warbeasts and warjacks.
Tricks & Tips
- Reznik is a member of his own battlegroup, so will benefit from Curse.
- Despite the Repairable and Battle Engine rules, he's still a living model, and thus affected by rules and abilities which interact with such models (Life drinker, Bleed, Butcher 3's feat, Poison, Annoyance, Burning Ash, Ashen Veil, etc.).
- The feat RFPs enemy models, not the attacks made under his feat, so it shuts down feats like Cyenia1's or Goreshade4's.
List Building Advice
Strategy
Reznik works on an attrition/denial strategy. Lamentation is his bread and butter spell; the affected area is huge, and can effectively shut down many spellcasters' plans from turn 2 and onwards. Watch out for Resourceful casters, though. You can shut down key enemy warbeasts with The Flesh is Weak, and/or enhance your heavy hitters with Death March and Boundless Charge.
Theme thoughts
Exemplar Interdiction
- Fire of Salvation - Fastest of the Crusader class, it already has Righteous Vengeance.
- Exemplar Vengers are good recipients for Death March, as it stacks nicely with Battle Driven.
- The Exemplar Warder can raise his DEF in melee to 15 as well as Parry, and is a Shield Guard that occasionally stands up after getting knocked down.
- Severius0 provides the always-useful Eye of Menoth, as well as a warjack that doesn't require his resources. Additionally, you can Boundless Charge his warjacks, granting it a total of a 5" threat extension with Road to War.
Guardians of the Temple
- Daughters of the Flame can get into enemy lines and easily trigger Reznik's feat against single-wound living infantry models.
- Blood of Martyrs is a highly mobile warjack with Side Step, allowing you to dance between enemy infantry as you trigger the feat. Grievous Wounds ensures that Tough won't stop your feat from going off.
Faithful Masses
- As Reznik 2 doesn't have a damage buff of his own, he greatly appreciates Hand of Vengeance buffing his warjacks offensive potential.
- Initiates of the Order of the Wall are self-sufficient, durable Shield Guards that are immune to most control effects.
- The whole slew of Paladin solos can be taken here as well. The buff each other with Girded and Righteous Vengeance and are valuable contesting and combat pieces.
- The Covenant of Menoth furthers Reznik's spell denial.
- The Avatar of Menoth greatly appreciates both Spellpiercer and Boundless Charge, and its MAT is already so high that not benefitting from Curse isn't a big deal.
Creator's Might
- Severius0, the Exemplar Warder, and Avatar of Menoth are all available in the theme, and all good choices to take with Reznik.
- Visgoth Juviah Rhoven & Honor Guard are one of two Friendly Faction units in theme. Powerful on the offense, they come with two durable Shield Guards, while Rhoven can provide Eyeless Sight to one model.
- The Vessel of Judgement can be sped up with Boundless Charge, and Reznik appreciates a boostable high POW gun, especially since its Admonisher might allow you to set off even more feat targets. However, it has a rather prohibitive cost,
Warriors of the Old Faith
- Khador's various battle engines (the Winter Guard Gun Carriage and Man o War Chariots) appreciate the speed boost from Boundless Charge and the ability to bypass enemy defenses with Spell Piercer. Additionally, all are potent infantry killers due to their high POW impact attacks and Linebreaker and/or their guns, making them absolutely disgusting against infantry-heavy armies under Reznik's feat.
- All Paladin models, Vengers, Archons and Flame Bringers are all in this theme, too.
- The Victor is a pretty good jack for him. Its RAT is disappointingly low, which Curse fixes and with Hymn of Battle it goes up to POW 22 on the main gun and POW 14 on the Flack Field, meaning it can kill multiple closely packed models and trigger feat explosions. With Spell Piercer it can also snipe out some gremlin swarms and the like.
- There are a plethora of highly effective melee solos in this theme (as in Paladins and Gravus), all of which love Boundless Charge. The Menite Archon and Yuri the Axe also have Thresher, which becomes quite silly under the feat.
Support models - Various themes
- Wrack - you will often want to save a focus for Lamentation of Suffering - why not get it from a suffering sinner, then?
- The Choir and a Vassal of Menoth is as useful as ever, as is the Hierophant for Harmonious Exaltation and the increased range on spells from Spiritual Conduit.
- A Shield Guard is crucial for him, and an arc node can also come handy if you want to strike with The Flesh is Weak form afar.
- The Menite Archon is a really great target for his feat. Being able to Thresh a bunch of dudes, which explode on a kill. The explosions are fire damage, so they receive Fuel for the Flames, cranking them up to POW 16. Among Swift Vengeance on the Archon(s) and Death March induced Vengeance on a unit, the enemy will have a hard time shooting targets without retaliation.
Mercenaries
- Madelyn Corbeau can use Parlay to prevent warrior models (including warcasters and warlocks) from hitting him. When she is B2B with him and uses Parlay, even 2" reach can't hit him.
- The Hermit of Henge Hold brings a gaggle of useful support abilities for Reznik, such as a damage buff in the form of Whisper at the Gates, or a damage negate to keep him safe.
Battlegroup
- Scourge of Heresy is Reznik's pet warjack so he can take him in any theme. Lamentation paired with Arcane Vortex can set up really sweating situations for spellcasters.
- Redeemer - Spellpiercer-enhanced rockets can threaten incorporeal models with their blasts.
- A Devout can run and keep B2B with him to prevent spells from hitting him
Other
Trivia
- Released in the Warmachine: Vengeance expansion (2014)
- Reznik is another Menite of Khadoran origin, similar to Vladimir. Reznik was born and raised in the northern mountains of Khador amongst one of the strictest sects of Menoth.
- Real world origin of the word "Reznik"
- Jewish (eastern Ashkenazic): occupational name for a Jewish ritual slaughterer, from Yiddish reznik (of Slavic origin).
- Czech (Řezník) and Slovak (Reznik): occupational name for a butcher.
- Possible real-world origin of his first name (Servath) is from the ancient Armenian bishop, Servatius of Tongeren.
Servatius was a fervent prosecutor of Arianism, a theological view, that later became branded as heresy by the church. According to the legend, Saint Peter gave him the keys of the Heaven so he could redeem the sinners, and could decide who can enter to the heaven.
Video Battle Reports
Other Protectorate models
Rules Clarifications
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Rules Clarification : Feat - Purge the Faithless
- Models that are RFP'd are being RFP'd by the feat, not by the model that made the attack that triggered the feat.
- The AOE damage and destruction is not from the attack.
- As a result, any of your opponent's rules that are worded "when RFP'd by an enemy attack" (such as Cyrenia1's feat) won't work.
- That aside, Scourge of Heresy's bond will trigger from an attack made by Reznik2 while the feat is active.
- (Infernal Ruling)
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Rules Clarification : Weapon Master - None yet. (Edit)
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* 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 : Fire (Edit)
- If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
- Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
- Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
- You can always use non-standard terrain if you agree with your opponent before the game starts, however.
- A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
- In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
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Rules Clarification : Knockdown (Edit)
- 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: : Cavalry (Edit) (Click Expand to read)
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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.
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Rules Clarification : Battle Engine (Edit)
- The main differences between battle engines and the other huge bases are:
- They can be placed, and they can move outside their Normal Movement (such as Dodge).
- They can benefit from Advance Deployment, Incorporeal, and Stealth.
- They can't make ranged attacks while in melee.
At least not by default; but many battle engines have Gun Platform, Dual Attack, or similar.
- Unlike Colossals and Gargantuans, your opponent can take control of your battle engine. There are very few such abilities that work on this model type, though.
- Being a huge-based model, a Battle Engine can never gain the DEF bonus from concealment ... but it can still have concealment and thereby trigger Prowl.
Huge Base (Edit)
- But this bonus doesn't apply to slams triggered by normal attacks (such as Critical Smite or the Hurricane's Thunder Charge ability).
Also, simply being on a huge base triggers a bunch of rules scattered throughout the rulebook, click to read them. [Show/Hide]
From the 2020.02 edition of the core rules (Edit)
- Fields of Fire
- Page 37 A huge-based model’s front arc is marked on its base. Its front arc is further divided into two 90° fields of fire. These fields of fire determine which models a huge-based model can target with its weapons, depending on the location of those weapons. Weapons located on a huge-based model’s left side (L) can be used to target only models in its left field of fire, and weapons located on its right side (R) can be used to target only models in its right field of fire. Weapons with locations “S,” “H,” or “—” can be used to target models in either field of fire. If any part of a model’s base is on the line separating the left and right fields of fire, the model is considered to be in both fields of fire.
- Concealment, Cover, LOS
- Page 49 Concealment & Cover - Huge-based models never gain the DEF bonuses from concealment or cover.
- Page 60 Clouds - Cloud effects do not block line of sight to huge-based models.
- Page 87 Forests - Forests do not block line of sight to huge-based models.
- Huge-Based models in melee
- Page 54 - Huge-based models never gain the Target in Melee DEF bonus.
- Page 65 - Combined Ranged Attacks cannot target a model in melee unless it has a huge base.
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Rules Clarification : Curse (Edit)
- Curse applies to all attack rolls, including Impact Attacks and Magic Attacks (spells)
- Curse is an ability, not an attack. Thus it can be used against stealthed models. (You can't auto-miss when you never need to roll to hit.)
- Curse is an ability, not a spell. Thus it can be used against spell-warded models.
- You don't need LOS, because it 'chooses'.
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Restrictions on "Any Time" abilities ( Edit) [Show/Hide]
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- 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).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- 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.)
- Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- 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.
- 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)
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Rules Clarification : Lamentations of Suffering (Edit)
- If a ranged attack has Damage Type: Magical it will ignore Lamentations of Suffering. (Infernal Ruling)
- In other words, "Non-magical ranged attacks" means "Ranged attacks that do not have Damage Type: Magical".
- Reznik can be hit by ranged attacks that target someone else. Including sprays.
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Rules Clarification : Repairable - 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.
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Rules Clarification : Death March (Edit)
- This spell cannot be cast on independent models, only on units.
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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum (Edit)
- Vengeance moves do not have to be towards an enemy model.
- You can choose to not move, but still get the attack. One is not conditional on the other.
- Vengeance is not an activation. It does not prevent the model/unit from activating and acting normally later in the turn.
- Stationary and knocked down models may not perform Vengeance moves nor attacks.
- Units only
- Out of formation models cannot make Vengeance moves nor Vengeance attacks.
- However if the unit commander uses their movement to bring the Grunts back into formation, then they can move and attack.
- When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
- If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
- If you manage to spawn new models during the Maintenance Phase (such as with Reconstruction or Blood-Bound) then those new models can also make Vengeance attacks. (Infernal Ruling)
- Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
- If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
- But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
- Granted [ Vengeance ]
- If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
- It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
- It is not "If you get damaged, you get Vengeance next turn."
- If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
- Triggers
- Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
- If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)
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Rules Clarification : The Flesh is Weak - None yet. (Edit)
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Rules Clarification : Lamentation (Edit)
- Casting Spells
- Warcaster's that stand outside the Lamentation area, and use an arc node within the area, are unaffected.
- Magic Abilities do not have a COST so are unaffected by Lamentation.
- Models that can cast spells with a COST [X] for free (such as Blood Boon or Spell Slave) are unaffected by Lamentation - they can still cast COST [X] spells, they're not limited to COST [X/2] spells. (Infernal Ruling)
- When combined with other abilities that change COST (such as Tanith's feat "Rites of the Wurm") use normal maths: double/halve first, then add/subtract. (Infernal Ruling)
- Upkeeping Spells
- It doesn't matter where the model doing the upkeeping is, it matters whether the model/unit that the upkeep is on is in control range.
- Upkeeps which aren't on a model/unit (such as Veil of Mists or Rock Wall) are unaffected by Lamentation.
- Models which upkeep spells by other means (such as Skarre2's Blood Trade) are unaffected by Lamentation. (Infernal Ruling)
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Rules Clarification : Spellpiercer (Edit)
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
- All spells have "Damage Type: Magical" (refer errata).
- This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
- and might be inherited by "lingering" secondary damage (see below).
- If a spell leaves a template in play that does damage to models that walk around in it, then:
- if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
- if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
- (Infernal Ruling)
- If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Blessed and/or Creator's Wrath (Edit)
- Blessed ignores spell buffs even if they're not directly on the target. (For example, Haley3's Temporal Distortion spell is cast on Haley and gives a DEF buff to everyone within 5". Blessed ignores it on everyone, not just on Haley.) (Locked thread)
- You only ignore the DEF/ARM buff if the spell directly adds to the stat (for example Arcane Shield gives +3 ARM).
- Whereas a spell which grants an ability, and the ability gives a DEF/ARM buff, would not be ignored by Blessed (for example Cloak of Ash gives a model concealment, and concealment gives +2 DEF).
- (Infernal Ruling)
- If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else]. (For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.)
- This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).
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