Saeryn, Omen of Everblight

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Legion Logo.jpg Saeryn, Omen of Everblight

Legion Blighted Nyss Warlock

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

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

While her twin sister excelled at swordplay, Saeryn embraced and mastered her arcane power. She foresaw the coming of Everblight and knew that joining the dragon would bring glory beyond the dreams of any Nyss. Now among Everblight’s inner circle, Saeryn uses arcane skill and her supernatural connection to her sister to crush the dragon’s enemies in pursuit of her destiny.

Basic Info

Saeryn1
Missing Info
Saeryn1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR 5
MAT 5
RAT 7
M.A. N/A
DEF 16
ARM 14
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 7
THRS N/A
HP 15
F. Field N/A
WJP {{{wjp}}}
WBP +30
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warlock - All warlocks come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat - Foreboding

While in Saeryn's control range, friendly Faction models gain +3 ARM, and models in her battlegroup gain Retaliatory Strike. Foreboding lasts for one round.

Retaliatory Strike - If a model with Retaliatory Strike is hit by a melee attack made by an enemy model during your opponent's turn, after that attack is resolved the model with Retaliatory Strike can immediately make one basic melee attack against that model. The model with Retaliatory Strike can make only one Retaliatory Strike per turn.

Abilities

  • Channeler [Rhyas] - While this model is in Rhyas's control range, Rhyas can channel spells through this model. (requires a 2+ warlock game)
  • Force Barrier - This model gains +2 DEF against ranged attack rolls and Blast Resistance. (Blast Resistance - A model with Blast Resistance gains +4 ARM against blast damage.)

Weapons

Thrown Deathspur
Gun icon.jpg  RNG   ROF   AOE   POW 
7 3 - 10
Deathspur
Sword icon.jpg  RNG   POW   P+S 
0.5 5 10

Spells

COST RNG AOE POW DUR OFF
Arcane Ward

2 6 - - Upkeep No
Target friendly Faction model/unit gains +2 DEF and cannot be targeted by enemy spells. Models are not affected while out of formation.
Blight Bringer

4 10 5 12 Round Yes
The AOE remains for one round. While in the AOE, enemy non-warcaster models cannot spend focus points, cannot be used to channel spells, and cannot be forced.
Breath Stealer

2 10 - - Round Yes
Target model/unit suffers -2 SPD and DEF for one round.
Hellfire

3 10 - 14 - Yes
Models disabled by Hellfire cannot make a Tough roll. Models boxed by Hellfire are removed from play.
Respawn

3 6 - - Upkeep No
When target large-based or smaller warbeast in the spellcaster's battlegroup is disabled by an enemy attack at any time except while it is advancing, place it anywhere completely within 3" of its current location. Remove 1 damage point from each aspect, then Respawn expires.

Theme Forces


Thoughts on Saeryn1

Saeryn1 in a nutshell

Saeryn1 is a denial/attrition warlock, mainly focusing on offensive spellcasting. She has a little bit of everything in her toolbox:

  • Rapid-firing, short-ranged daggers with Grievous Wounds.
  • A spell that keeps your warbeast in the fight a little longer.
  • A SPD debuff and accuracy fixer, and an RFP nuke.
  • A flat ARM boosting feat.
  • A bigger, weaker and more expensive version of Thagrosh0's Blight Burst.
  • A DEF booster and anti-spell tool.

Besides that, she has a frail frame and adequate defense against ranged attacks and blast damage.

This weird concoction of abilities and spells may all have their respective use in many match-ups, but it also causes Saeryn's jack-of-all-trades gameplay to severely overlap with other, more focused casters. It is not to say you can't pull off tricks with her, but other warcasters and warlocks may have more straightforward means to do that, or achieve the same result with less resource and/or complexity.

Here's an example scenario: You want to send in your brawler beast against an enemy heavy but it suffered some damage on its way in and may likely die from retaliation. So you put up Respawn and also drop a Blight Bringer AoE on said target to make it even harder for the opponent to bring your beast down if it survives. That requires 2 spells to be cast (one of them an expensive offensive one), good order of activation AND the enemy heavy not having a 2" melee weapon, AND not having access to grievous wounds AND no follow-up attacks to remove your Respawned beast on 3 HP trivially if it manages to kill your beast despite Blight Bringer. Not an uncommon scenario, based on attrition and denial. Now, the same scenario with Thagrosh1 (another attrition warlock) looks like this: send in your brawler warbeast. If RFP attacks are nearby, kill it by yourself first after getting stuck in. If killed, feat it back for another go.

Obviously, there are possible situations where Saeryn's toolkit is exactly what you need, but for most of the time, her optimal use requires in-depth knowledge of your opponent's army and its capabilities, as well as a professional understanding of your own faction. E.g. Blight Bringer is a weak and expensive nuke on the surface, unless you factor in how crippling it can be against warbeast to counter forces, especially while having an effect that needs to be shaken. In short, among all the Legion warlocks her toolkit has possibly the steepest learning curve, making her a difficult warlock to pick up both for beginners and other factions' veterans alike.

Feat thoughts

That's a solid ARM buff that cannot be dispelled or countered by Blessed weapons. The second half is fairly uninspiring (Elara2 even gets this as Field Marshal), and it is rarely worth it to specifically tailor your battlegroup to this benefit alone. Here's why:

  • You must strike against the attacking model immediately, thus you cannot decrease the number of possible attackers (like in the case of a unit). The only exception is when an enemy delivers an impact attack against your model - then you can punch it before it delivers its charge attack.
  • The retaliatory strike will be unboosted, and won't trigger anything that is bound to an activation (like Zuriel's Killshot).
  • It is a basic melee attack, so no Thresher, Sweep, Combo Strike, and the like. Critical effects on your melee attacks (poison, pitch, etc) still work on them.
  • If you are knocked down or made stationary by the attack, you can't strike back - neither if the opponent managed to get into your back arc.
  • Retaliatory Strike won't be triggered by ranged attacks and Gunfighter shots.

Spell thoughts

  • Arcane Ward - Arcane Ward gives Saeryn access to a rare DEF bonus in Legion, on top of also making a model/unit spell-proof. This spell is now a major reason to field Saeryn. Bringing a DEF 13 on Zuriel to DEF 15 (or an Angelius up to DEF 16) while blocking incoming spellfire is useful against many lists. Being able to boost Striders up to DEF 17 is also not shabby, but bringing Virtue Hosts to DEF 16 is probably a better use of this upkeep. It also stacks with other DEF bonuses like Thagrosh0's Fog of War, or the Blightbringer's concealment aura.
  • Blight Bringer - Her expensive signature spell, with a more pronounced control ability than actual hitting power. If you happen to find similarities between this nuke, and Abby1's/Thagrosh0's spell, it is not by chance: Saeryn's has bigger AoE, -1 POW, and +1 cost, with the same effect. Its only offensive use is to clear out clustered infantry, but frankly, it is pretty lackluster in this. Anything above ARM12 will rarely worry about the blast damage (even more so with Blast Resistance), and the Sorceress' Blight Shroud AoE won't help you either (it works only on a direct hit). The main trick is the board controlling aspect. Important warbeasts and jacks are primary targets for it - especially if you can drag them into an AoE with a Hellmouth tentacle or with animi. You should also consider units and solos (mainly battlegroup controllers - remember, they are not warlocks/warcasters) which can spend FOC/FURY, either via spells (like Radiance of Morrow or Arcane Might), or innate abilities (like the Forsaken's Blight Burst, the Mannekins' boost from the Sentry Stone's FURY cache, or the Protective Aura from the Krielstone). Due to its extreme cost, consider sacrificing cheap models of yours to place it in the area you want it to be for sure. You can also use this spell defensively by arcing it into key positions where you don't want your enemy's heavy to do anything meaningful - though that requires a lot of second-guessing, and thorough knowledge about their models. Finally, this spell won't shut down other boosting mechanisms, like the spending of corpse/soul/power tokens, etc.
  • Breath Stealer - Spammable SPD and DEF debuff, which can set up assassinations, or pin important jacks/beasts/units into their place. Add in other movement shenanigans (Drag, Pull, Attractor, Repulse), and you can effectively dictate where the enemy can go. Works on out-of-formation unit members too, severely limiting their possibilities to run back into formation, and also slows down Vengeance movement on eligible units. Though it can be cast on multiple targets, it can quickly deplete your FURY pool if you need to boost. Also, very potent against warcaster units where the grunts usually have significantly lower DEF than the casters themselves.
  • Hellfire - Your stronger, but still expensive, nuke spell. Its main feature is the no-tough + RFP combo, which warrants its use against important recursion pieces. A unit leader with an important special rule, or expensive models with tough + knockdown immunity are all suitable targets for you.
  • Respawn - The final piece of Saeryn's attrition game, and it's an OK one. This can keep your favorite, expensive beast alive just a little longer, and teleport it 3" away to go for one more turn. Watch out for counter-play, e.g upkeep removal, the - fortunately few - RFP effects happening on disabling the model, other models limiting your placement options, damage-remove denials like Grievous Wounds, Entropic Force, Mortality and so on which might cancel this spell's healing part completely, and most importantly, the follow-up attacks which might kill your 3 HP warbeast with little to no effort.

Drawbacks & Downsides

  • The usual troubles of being a high DEF, low ARM/HP caster. Beware knockdown / stationary tricks.
  • No speed or damage buff for her army, and no defensive buff outside your feat.
  • Despite being a kunai throwing ninja, she lacks Pathfinder.
  • Expensive spells make her vulnerable to anti-magic tricks. Lamentation and arcing denial are especially painful for her.
  • Blight Bringer does not prevent Essence spending, making it way less valuable against Infernals.
  • She's a jack-of-all-trades, but you'd often want specialists in your list pairing - and even if not, there are other Legion warlocks who can do many of her tricks much better.

Tips & Tricks

  • Despite being well-armored against blast damage, secondary effects related to non-direct hits, like knockdown or continuous effects (fire, corrosion, etc) can still affect you. Also, boostable blasts are still valid dangers - watch out for Big B under Butcher1's feat.
  • Effects that need to be shaken are crippling in the Blight Bringer AoE for any jack or beast. Consider adding knockdown/stationary/shadow bind to those targets to take them out of commission.
  • A huge base's diameter is 120 mm, a Blight Bringer AoE is 127. When centered on them, SPD5 colossi and gargantuan creatures must advance almost in a straight line to completely pass it. When combined with Breath Stealer, you pretty much take away the opportunity to boost with said model, and even the fastest Gargantuans like the Archangel or the Storm Raptor must plan their moves carefully.
  • Reconstruct places your model, so won't trigger abilities happening during advance (counter-charge, Admonition, The Wanderer's Hidden Paths, the Shadow and Labyrinth arcanas, etc). Also, Grievous Wounds still trigger the placement part, if you want to evade corpse gathering, or place your beast back into CTRL for reaving Fury from it.

List Building Advice

Strategy

Saeryn lacks damage and speed buffs, so you must rely on scenario manipulation, movement denial, and attrition. It is not atypical for the Legion's playstyle, but instead of speeding up your battle line to secure first strike, you must slow the dangerous elements of your enemy's lists down, letting closer only one at a time, and bunker up behind your feat and Arcane Ward to survive.

Theme thoughts

    Children of the Dragon    

The Nephilims' Unyielding with your feat combines nicely for a +5 ARM swing, something that may require your opponents to divert more resource into bringing down these otherwise frail light warbeasts. Still, if Nephilim spam is your cup of tea, you probably should consider other warlocks, like Absylonia2, thagrosh2 or even Kryssa. This theme features very few resilient infantry, so while the feat's ARM bonus may push up their survival chance against blasts somehow, it barely matters against direct hits and even less against charges.

  • Azrael - He can add a respectable amount of raged presence to your list, and Breath Stealer can fix both his average RAT and MAT, while giving additional breathing space (no pun intended) between him and his target. Having Respawn on him may also allow him to be on board a bit longer, especially against quality gunlines. Arcane Ward puts up his DEF to 16 which is absurd on a warbeast that is immune to knockdown.
  • Typhon - There are few better things in attrition than having Rapid Healing, Foreboding, Respawn and Retaliatory Strike with Snacking on your expensive beast... maybe Thagsrosh1's feat. Also, nothing makes you more sad about anti-healing techs.
  • Nephilim Bolt Thrower - Beside furthering Saeryn's reach with Deathspur, its Thunderbolt shot can also push heavies into the Blight Bringer template (and knock them down in an ideal scenario).
  • Nephilim Bloodseer - Though its critical knockdown on a Retaliatory Strike is more cute than useful, Telemetry is always welcomed for a spell-slinger warlock. Although it can go into any theme, it gets special mention here, as you can achieve a pretty impressive ARM swing between the above mentioned +5 ARM and casting the Carnivean's Spiny Growth animus. If that wouldn't be enough, you can boost it further with Craelix's Weaken arrows against living targets, achieving an effective ARM 27 against a melee brawler. This might sound downright absurd, but chances are your Bloodseer will be left alone, as it has good chance to survive even a charging + Rage'd Mountain King's attacks.
  • Nephilim Soldier - Cheap light with a Precision Strike - especially useful if you can carve out heavies' system/aspect in in a Blight Bringer patch so they are doomed to try to hit you without access to boost with their ruined weapons.
  • Blighted Nyss Legionnaires - Possibly the only infantry in the theme where +3 ARM from the feat actually makes a difference. Even with their default Wall of Steel bonus it yields a respectable AMR20, and can be theoretically pushed even further by Battle Driven (+2), the Blightbringer (+2) and either the Blight Archon's ARM buff, or the Death Archon's Mortal Fear aura (+2) up to ARM26 - which is pretty ridiculous for single-wound infantry. If you manage to tarpit a heavy within a Blight Bringer patch with these buffs and Fairlor's mini-feat on, it will have really hard time removing them without boosts.

    Ravens of War    

  • Grotesque Banshees - Breath Stealer is a readily available RAT fixer for their sprays, providing an excellent RAT10 with Mark Target. Very much a corner-case, but under feat they are basically ARM20 against blast damage.
  • Golab - His Entropic Force aura complements nicely Saeryn's toolkit, countering repairs and damage removals on targets that got stuck in your Blight AoE. Respawn is yet another insurance spell if you failed to trigger Sprint.


    Oracles of Annihilation    

You can have your 2 upkeeps out right on turn 1, meaning you may have more resource to drop Blight Bringer templates or apply Breath Stealers on fast units. Though your Minions are not affected directly by any of your spells, Breath Stealer is a great accuracy fixer for them along with the Blight Archon's Veteran Leader aura, offering a +3 modifier on your attack rolls.

  • Bokor & Shamblers - The Bokor's stationary can put a beast/jack out of commission for a turn by applying the effect on the target in a Blight Bringer patch. Also, the Shamblers can be cheap, low DEF homing beacons for placing the templates if you don't want to rely too much on scattering.
  • Throne of Everblight - Huge base with relatively low DEF - offensive enemy spellcasters really like it to be de-buffed, or used as starting points for spells like Chain Lightning or Ashes 2 Ashes. Arcane Ward may keep it safe, while under your feat it will reach a respectable ARM23. Also, 3 Ice Cages can inflict further stationary effects on your foe.
  • Ice Witches - You definitely don't want to miss with your Blight Bringer shot - why not take these girls for extra safety, either via Ice Cage or Puppet Master? Also another source of Ice Cages.
  • Blackfrost Shard - Saeryn lacks damage buff, so this unit is often crucial in your list. Also, Ice Cages, if you did not get bored about it..
  • Hex Hunters - Having Bayal around this unit will get Shadow Bind - and shaking it will be impossible in a Blight Bringer template.
  • Primal Archon - Already talked about Stationary and Shadow Bind with Blight Bringer, why not add Knockdown to your toolbox as well?
  • Hermit - Accuracy and damage fixer on a stick, plus he can stave off a single strayed shot that might get through Saeryn's Force Field.
  • Proteus - Beside the handy Unyielding bonus his animus ensures that whatever got dragged into your Blight AoE, will stay there until Proteus gets killed... And Respawns...
  • Kwaak and Gub - Mud Foot is an incredibly potent spell but Kwaak usually just dies after casting it. Not necessarily with Breath Stealer on - with the combination of the two, even a SPD8 target can be kneecapped, doomed to a 4,5" charge or a 6" run. If it happens to be a warbeast or warjack, standing in a Blight Bringer template, they may not even be able to run.
  • Thagrosh0 - What is better than 1 focus/fury denying AoE? Two, of course. Thagrosh with Ethrubal's Guidance can reliably hit enemy heavies, and is always there to throw around a cheaper version of Blight Bringer if needed. Fog of War also stacks nicely with Arcane Ward. Note that if you bring Typhon with him, you cannot put Respawn on it as it only affects warbeasts in Saeryn's battlegroup.

    Primal Terrors    

  • Blighted Ogrun Warmongers - Unless the enemy triggers Vengeance, they're a bit slow, so Breath Stealer may give you some room to maneuver around. With Unyielding and the feat they reach the effective ARM level of the Man-o-War Shocktroopers in close combat, while speed de-buffing spells and magic in general will have to work hard to overcome Ammok's Unbinding and Arcane Ward.
  • Hellmouth - They can be practically invulnerable during Saeryn's feat, and will give her an incredibly powerful scenario backbone by contesting objectives, and flags, or simply pulling models off of zones and out of contesting range. Breath Stealer also gives them a nice accuracy buff to make sure an all-important drag lands. Her feat doesn't keep them any safer against the likes of snipers, but they may cause a lot of frustration for your opponent if they drag a heavy within a Blight Bringer template. Extra tentacles are also perfect targets for placing Blight Bringer AOEs where you need them.
  • Chosen of Everblight - Before they get stuck in they usually need only a single turn of protection to survive dedicated shooting/melee counterpunch, and not to get de-buffed by spells on their way. Guess what, Saeryn can give them both. With the Blightbringer's aura they'll enjoy a nigh-unbreakable ARM22 that cannot be dispelled and laughs even at boosted POW15 shots. Also, Arcane Ward with Thagrosh0's Fog of War gives an effective DEF16 - something that causes headache even for boosted RAT7 guns (in terms of raw figures: a fully boosted aiming Hunter shot has ~5,6% of killing a Chosen under such protection).

    Support models & Minions - Various themes    

  • Spell Martyr - Applying key Breath Stealer or Blight Bringer from afar is crucial in Saeryn's gameplay, and these cheap solos will ensure that you can keep her away from retaliation even after Zuriel bit the dust.
  • Farrow Valkyries, The Wastelander or Nephilim Protector - DEF18 against ranged threats is great, but not invincible. Plus there's always chance that your opponent just rolls straight up boxcars, landing otherwise harmless shots on Saeryn's head. Having a Shield Guard nearby can be life saving. The Nephilim Protector is incredibly expensive for a single shield guard, but Guard Dog may save your bacon if the enemy manages to close in on you and you need to extricate Saeryn.
  • Eilish - Blight Bringer is among the most expensive spells in the game - Puppet Master adds yet another layer of protection against misses if neither Yssylla nor the Ice Witches are around.
  • Blight Archon - Outside of Respawn Saeryn does very little to her battlegroup. If you need a reliable battlegroup controller for your heavy, the Archon got you covered. Also, Veteran Leader allows you to sling Breath Stealers with an effective FURY8 for attack rolls.

Battlegroup

Zuriel is her pet warbeast that she can take in any theme.
  • Archangel - The Archangel has fairly average MAT and RAT, something that Breath Stealer fixes amicably. Arcane Ward keeps away not only targeted spell debuffs, but also puts the Archangel's DEF to a level that is not trivially easy to hit. If a living model threatens your gargantuan, and you can place a Harrier nearby for its Annoyance aura - the two yields an effective DEF14 that may induce misses even for MAT7 models. Finally, its P+S 21 Retaliatory Strike is the strongest you can get under your feat.
  • Blightbringer - This gargantuan supports your infantry elements in those aspects that Saeryn herself cannot help (read: STR and ARM), and may pump up her dagger to basically Hand Cannon strength. Also, the feat's Retaliation Strike completes its animus, enabling you to remove a whole bunch of Weapon master infantry, before the bulk of them could even land their blows - provided the enemy was careless enough with positioning. Since you decide the order you resolve the two effects, you can spray away, and smash the survivor with your Retaliatory strike - just remember that both have to target the model who made the attack.
  • Angelius and Neraph - Both have strong, board controlling animi and love Breath Stealer's MAT fix with the added benefit of being safer from their assailants.
  • Zuriel - Her pet warbeast that can go virtually into any theme, and serves as your #1 arc node for your offensive spells. Some sort of damage buff is strongly advised for him, as Saeryn offers none of that.

Other

Trivia

  • Released in Hordes: Evolution (2007)
  • The twin sister of Rhyas. She and her sister went into epic form together, forming a warlock unit, often called the Twins.
  • The dragon and his warlocks share a constant spiritual connection, sharing their thoughts and experiences with their master and vice versa. So far Saeryn is the only one who can shelter her mind from the piercing gaze of Everblight, and can extend this protection to her sister's thoughts too. This saved Everblight's life in the Great Hunt, when his warlocks were hunted by a dragon alliance and the Circle Orboros. Saeryn, sealing off her and Rhyas' mind from Everblight's sight, bargained with their enemies for the Legion's survival, but without Everblight's consent. This gambit, though it paid off, wrought a lot of suspicion upon Saeryn and her sister, and now their every step is closely monitored by the dragon and his agents.

Video Battle Reports

Other Legion Models

Legion Logo.jpg       Legion Index       (Edit)            
Battlegroup & Similar
Warlocks

Absylonia1 - Absylonia2 - Anamag - Bethayne1 - Bethayne2 - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Lylyth4 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2

Other Warbeast Controllers

Beast Mistress - Blight Archon - Thagrosh0

Lesser Blight Wasps - Shredder - Harrier - Mekanoshredder - Stinger
Light Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph
Heavy

Angelius - Azrael - Carnivean - Golab - Neraph - Proteus - Ravagore - Scythean - Typhon - Seraph - Zuriel

Gargantuans Archangel - Blightbringer
Units, Solos, & Battle Engines
Units

Blackfrost Shard - B.N. Archers - B.N. Hex Hunters - B.N. Legionnaires - B.N. Raptors - B.N. Scather Crew - B.N. Swordsmen - B. Rotwings - B.O. Warmongers - B.O. Warspears - Chosen - Grotesque Banshees - Grotesque Raiders - Hellmouth - Ice Witches - Strider Blightblades - Strider Scouts - Spawning Vessel - Virtue Host

Solos

Ammok - Annyssa Ryvaal - Beast Mistress - Blight Archon - B.N Shepherd - B.N. Sorceress - B.N. Warlord - Craelix - Forsaken - Fyanna1 - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - Thagrosh0 - Virtue Champion - B.O. Warmonger War Chief - Yssylla

Battle Engines Throne of Everblight
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Minions
Refer to Who Works for Whom and/or Category: Legion of Everblight Minion
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

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 : Grievous Wounds      (Edit)

  • GW prevents "repairs" as well as "heals".
  • It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.
  • Does not affect models with the Massive rule.
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Rules Clarification : Thrown      (Edit)

  • You do not add the model's base STR to the thrown spear, just modifiers. The base STR is already included in the POW of the weapon. (Locked thread)


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

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

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

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


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

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

  • It is possible to channel a spell with a range of CTRL. The control range is still measured from the caster though, so channeling it has zero effect ... unless you've got something like Empowered Arc Node or Reaction Drive. Stuff like that can trigger. (Infernal Ruling)

Channeling in melee

  • A channeler that is engaged by an enemy model can not channel.
  • A channeler that is engaging an enemy model can channel. (For example, the channeler is standing in the enemy's back arc.)

Channeler - LOS

  • You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
    • If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS (but not to the DEF bonus).

Caster - Attack roll

  • You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
    • If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the dice roll (but not to the LOS).

Stealth - It affects both LOS and the attack roll

  • Since Stealth has both a LOS modifier (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed) things get a little complicated.
  • If only the channeler ignores stealth, then all stealth models count as intervening models and block LOS, but the caster will auto-miss models more than 5" from the channeler.
  • If only the caster ignores stealth, then only models within 5" of the channeler block LOS, but the caster won't auto-miss no matter what you target.
  • If both channeler and caster ignore Stealth, it works as you'd expect.
  • Stealth Examples     [Show/Hide]
    • Caster has Eyeless Sight, channeler does not.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model does not count as an intervening model, as per the normal Stealth rules.
        • Attack roll - If you attack it then you don't auto-miss, as the attacking model has Eyeless Sight.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model doesn't block LOS
        • Attack roll - Doesn't auto-miss
     
    • Caster hasn't got Eyeless Sight, channeler does.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model counts as an intervening model, because the model drawing LOS ignores Stealth.
        • Attack roll - If you attack it then you will auto-miss, as the attacker doesn't ignore Stealth.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model blocks LOS, so you can't target the rear model.
        • Attack roll - N/A
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Rules Clarification : Force Barrier      (Edit)
Rules Clarification : Blast Resistance - None yet. (Edit)

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Rules Clarification : Retaliatory Strike      (Edit)

  • "Basic melee attack" also includes Mount Attacks. Refer to the definition of 'Basic Attack' in the rulebook.
  • You can't make Retaliatory Strikes vs free strikes, because the free striker is defined to be in your back arc (regardless of the actual model's facings) and thus you don't have LOS to it. (Infernal Ruling)

Rules Clarification : Arcane Ward - None yet. (Edit)
Rules Clarification : Blight Bringer - None yet. (Edit)
Rules Clarification : Breath Stealer - None yet. (Edit)
Rules Clarification : Hellfire - None yet. (Edit)

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Rules Clarification : Reconstruct and/or Respawn     (Edit)

  • Note it heals 1 box of each system/aspect. Not 1 off each damage column/spiral.
  • Colossals/Gargatuans cannot be the target of this spell as they are not "large base or smaller".