Saeryn & Rhyas, Talons of Everblight

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Legion Logo.jpg Saeryn & Rhyas, Talons of Everblight

Legion Blighted Nyss Warlock Unit

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.

The twins Saeryn and Rhyas are two of Everblight’s most deadly warlocks, and their bond has grown such that they are far more dangerous together than apart. The very being of the twins and their athancs are now entwined and they can switch places with a thought. Each one gives the other abilites and can use their magic through the other. Their living vitality is shared, so that destroying one is impossible without eliminating the other. As long as one twin still draws breath, the other can endure even the most severe wounds.

Basic Info

Saeryn2 & Rhyas2
Missing Info
Twins2.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Saeryn / Rhyas
BASE Small
SPD 7
STR
MAT 6 / 8
RAT N/A
M.A. N/A
DEF 16
ARM 14
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY 7 / 6
THRS N/A
HP 8
F. Field N/A
WJP {{{wjp}}}
WBP +24
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

Unit of Warlocks - All warlocks come with a stack of standard special rules - most notably being awesome. Furthermore, this unit includes more than one warlock model, so it is even more awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat - Conjoined Spirits

Conjoined Spirits can be used once per game by either Saeryn or Rhyas. When it is used, you can either:

  • have Saeryn and Rhyas immediately trade places, or
  • you can return one of them to play. If you choose to return Saeryn or Rhyas to play even if they were removed from play, place the returned model completely within 3˝ of the model that used Conjoined Spirits. The returned model comes into play with a number of fury points equal to its FURY.

After Conjoined Spirits is used, Saeryn and Rhyas cannot advance for the rest of the turn. If either Saeryn or Rhyas is damaged by an attack made by the other, they both lose Conjoined Spirits for the rest of the game.

Abilities

  • Both
    • Twin Sister - (1) Saeryn and Rhyas are both warlock models, but only Saeryn has the Officer advantage. (2) Saeryn and Rhyas share a single battlegroup and count as one warlock for the purposes of army construction. (3) Saeryn and Rhyas cannot have an Attached model. (4) Your warlock is destroyed only if both Saeryn and Rhyas are destroyed or RFP'd.
  • Saeryn only
    • Officer symbol.jpg Officer
    • Channeler [Rhyas] - While this model is in Rhyas's control range, Rhyas can channel spells through this model.
  • Rhyas only
    • Parry symbol.jpg Parry
    • Acrobatics - This model can advance through other models if it has enough movement to move completely past their bases. This model ignores intervening models when declaring its charge target.
    • Granted: Riposte - While this model is in formation, models in its unit gain Riposte. (Riposte - When a model with Riposte is missed by an enemy melee attack, immediately after the attack is resolved it can make one basic melee attack against the attacking model.)
    • Channeler: [Saeryn] - As above (they can both channel through each other)

Weapons

  • Saeryn
Staff of the Shyvess
Sword icon.jpg  RNG   POW   P+S 
2 5 10
  • Magical dam symbol.jpg Damage Type: Magical
  • Dispel - When this weapon hits a model/unit, upkeep spells and animi on that model/unit immediately expire.
  • Rhyas
Antiphon
Sword icon.jpg  RNG   POW   P+S 
2 7 13

Spells - Saeryn

COST RNG AOE POW DUR OFF
Banishing Ward

2 6 - - Upkeep no
Enemy upkeep spells and animi on target friendly model/unit immediately expire. Affected models cannot be targeted by enemy spells or animi.
Blood Rain

3 8 3 12 (Corrode) - Yes
Blood rain causes corrosion damage. Models hit suffer the Corrosion continuous effect.
Marked for Death

2 8 - - Upkeep Yes
Target model/unit suffers -2 DEF, loses Incorporeal or Stealth, and cannot gain Incorporeal or Stealth while affected by Marked for Death.
Psychic Vampire

2 SELF Control - Upkeep No
When an enemy model declares it is casting a spell while in this model's control range, the enemy spellcaster immediately suffers 1 damage points and this model can remove 1 damage point. If the enemy spellcaster is destroyed as a result of this damage, the spell does not take effect.
Razor Wind

2 10 - 12 - Yes
This spell has zero special effects.

Spells - Rhyas

COST RNG AOE POW DUR OFF
Flashing Blade

1 SELF - - - No
The spellcaster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.
Occultation

2 6 - - Upkeep No
Target friendly Faction model/unit gains Stealth. Models are not affected while out of formation.
Onslaught

2 SELF Control - Upkeep No
The spellcaster and friendly Faction models beginning their activations in its control range gain Relentless Charge for one turn.
Relentless Charge - While advancing as part of a charge, a model with Relentless Charge gains Pathfinder.

Theme Forces


Thoughts on The Twins

The Twins in a nutshell

The Twins combine Rhyas1's personal combat output with Saeryn1's offensive spellcasting into a single warlock unit. On a superficial sight it looks incredibly good - taking the best of both worlds (a strong spellcaster and a peerless combatant) to cover each other's weakness. To further sweeten the deal, they have the innate ability to channel through each other, turning a previously gimmicky ability to an actually useful one. They also confer their bonds to their character warbeast the same time if he happens to be in the control area of both, giving a fast, durable, stealthy arc node that is quite rare in the game.

As for combat prowess, the picture is a bit less clear. Saeryn parted her daggers and took up a weak, but useful staff with Dispel on it. Rhyas remains almost as frightening as before with native Acrobatics and Parry, especially with her new spell-kit which entails Flashing Blade on a 2" melee weapon with Critical Decapitation. Onslaught is also necessary to mend their lack of Pathfinder. She also offers Riposte for Saeryn, something that might occasionally be handy with their high DEF. It is a notable difference though, that her sword lost Spirit Eater and she has no access to Sprint anymore.

The bigger trade-off was their personal durability that had been reined back severely. They have roughly half the health boxes of an average warlock, making them extremely vulnerable to attempts on their life that might overcome their high DEF, and also limit your opportunities for cutting for Fury. Fortunately, their feat solves just that issue, making you eligible to feat back a deceased unit member, even if she was removed from play earlier.

And now, the really sad part: this entire toolkit is severely hamstrung by the fact that the girls form a unit rather than 2 independent models doing their job. Being in a unit is extremely restrictive in terms of positioning, spell casting and moving around in general, especially that one of them wants to be in the thick of the fight while the other wants to stay away from the frontline as far as possible. We collected an entire section of caveats, infernal rulings and erratas about being a warlock unit under the Tips and Tricks faction, but the short version for beginners: if there's a cool combo you'd love to make, you probably are not allowed to do that.

All of these above makes The Twins one of the least played warlocks of the faction throughout the 3rd edition - and unless they receive an overhaul, it is likely to remain so.

Feat thoughts

In its baseline form Conjoined Spirits is a life insurance if Rhyas or Saeryn bit the dust - either by deliberate commitment or due to miscalculation. It is among the rare recursion style mechanics that can bypass remove from play effects, giving you some edge against such tools. Watch out with its trigger though - you cannot advance after you used it, so make sure you are in the desired position. It is especially true if you want to use it make the Twins swap places.

Most of the time this will be an assassination attempt with an effective range of 17-19" as follows:

  • Rhyas bit the dust earlier.
  • You Slipstream Saeryn forward (and may cast Full Steam on her, if needed).
  • Saeryn charges something within 5" of the opposing caster (something that you preferably pushed /slammed / threw close enough), may even cast Marked For Death to boost Rhyas' chance to score a critical hit.
  • She feats back Rhyas, (preferably hands out Wraithbane on her) who then goes chop-chop on the caster with up to seven weapon master attacks.

The feat has some caveat about not damaging each other - the only way of achieving it without direct attacks is the Blood Rain template scattering over Rhyas. Be very careful with it.

Spell thoughts

Saeryn

  • Banishing Ward - Its usefulness is heavily depends on your matchup; ranging from completely useless to absolutely essential. It allows you to get rid of upkeep debuffs (Parasite, Crippling Grasp, Rebuke, etc.) and protects you against nasty attack spells like Hellfire or Teleport. You must be proactive in its application though, since you cannot cancel non-upkeep debuffs, like Mortality, Breath Stealer or Deadweight once they are on your models, and does nothing against spells that leave behind AoEs with additional effects like Blight Burst, Rift or Desecration (though the first 2 still cannot target you).
  • Blood Rain - A fairly uninspiring and expensive nuke, its main use is to clear chaff models that might occupy Rhyas' landing zone or the spot where you would like to feat her back. See the feat caveats about its risk. May also be useful to corrode models for your Virtue Host if they cannot use their assault shot or clouds for some reason.
  • Psychic Vampire - A very specific tool against mage wielders. Since 90% of the models with magic ability have more than one health box, it rarely kneecaps spellcasting and limits its hard-counter function to a handful of models (most notably, Hex Hunters, Scharde Dirge Seers, Arcanist Mechanicks and House Shyeel Artificers, Ice Witches and the like). Occasionally, 1 damage may be a deterrent for warbeasts casting their animi if only a single healthbox is left on one of their aspect, but usually the only damage a spellcaster cares about is the last one. On that note, if an enemy Hermit is on a single damage point, Psychic Vampire can both kill him and simultaneously stop the trigger of Dark Prophecy.
  • Marked for Death - A somewhat iffy debuff spell which most of the time will be a MAT/RAT fixer, something that Legion is rarely being short of. Stripping Incorporeal may cause all kinds of traffic jams for enemies who rely heavily on such models, and may also be used against incorporeal assassination feats like Maelok, Deneghra2 or the Testament of Menoth on crucial models/units. Its Stealth removal is very situational, since Saeryn lacks Eyeless sight. See the interaction between Eyeless Sight and arcing in the rule clarifications.
  • Razor Wind - Bog standard nuke, use this instead of Blood Rain if there's a chance of hitting Rhyas. Beside Blood Rain, it is the only ranged asset in the Twins' arsenal.

Rhyas

  • Occultation - A sweet spell of stopping your most valuable assets getting debuffed/shot. May even go upon the Twins in case of emergency, but keep in mind that another upkeep on either of them will make it disappear.
  • Onslaught - Mandatory if you need to do anything in close combat. May also help you out if you could not walk out of a rough terrain but would be able to charge through and pass it completely.
  • Flashing Blade - Critical decapitation with MAT8 and Weapon Master, what's not to love? It is also a means to clear jamming models. Don't forget, you only ignore models with Acrobatics when selecting your charge target, so your Flashing Blade attacks still must have LOS to your targets. On the bright side, you don't have to target anyone with it, so you can get around targeting restrictions, like in the case of Thyra's disguise.

Drawbacks & Downsides

  • Incredibly fragile - with as much HP as a beefier solo and a meager ARM 14 they can die in no time from electro leaps, fire damage and blasts if you have no transfers left.
    • The feat may somewhat alleviates that but cunning opponents may force you to trigger it earlier than you want.
  • No access to warlock attachments
  • Ninja Twins with no native Pathfinder? Booo!
  • Assembling an ideal battlegroup can be difficult since they have a combined FURY need of 13, below-average warbeast points, and with 8 HP each it is rarely an option to cut for Fury.
  • The rules of being a unit with a relatively small command area makes their use extremely clunky and complicated. One of them being a spellslinger (who'd rather hang back) while the other being a frontline combatant (who'd want to charge whenever possible) makes their ideal handling even more of an uphill battle.

Tips & Tricks

Being a warlock unit

  • You can only ever have one active friendly upkeep spell on the unit - even if both of your unit members could cast spells. For example you cannot have both Onslaught and Occultation, or Occultation and Psychic Vampire up on the Twins.
  • The situation is even more complicated with the animi, since a lot depends on the timing of said animus. As a rule of thumb you can have only one active animus in play on a unit - e.g. you cannot Slipstream Rhyas with Saeryn then cast Full Steam on her for an extra 2" charge against constructs - unless you finished Saeryn's charge move at a valid position, placed Rhyas you are in a position to cast Full Steam on her before she makes her move.
    • You also can't put up the same animus twice - e.g. if you cast Full Steam on Rhyas, then on Saeryn, then the older one immediately expires.
    • You can still use Slipstream with a Seraph and a Bloodseer to place both models though. You can also cast the Angelius' Repulse with both.
  • The Twins cannot pay the upkeep cost for each others' upkeep spells, and cannot spend the other member's FURY points
  • Rhyas must be in formation to be useful to you.- with all the attached drawbacks of being out of command range. If she begins her activation more than 8" away from Saeryn, she must advance toward or run directly toward her. Though she can still trigger the feat while outside formation, its only ever useful if you want Saeryn in her place for some reason (and don't mind sending her out of command range again by changing place).
  • A unit must receive an order to run or charge - even if there's only a single model left of them. This makes them vulnerable for spells like Rebuke or abilities like Wailing or Deafen. You also must be aware that if you want to charge and cast spells, a unit must receive a Press Forward order first and only then it is allowed to cast spells.
  • During the Twins' activation you also must be aware to complete each model's combat action before moving on to the next - you cannot go back to buy extra attacks with the first model once you went on to resolve the attack(s) of the second one.
  • Flashing Blade is not an attack per se - you can still cast it, if you sacrificed your combat action to get up from Knockdown. It is situational, but if you do not need your combat action (for a charge, for example), it costs only 1 fury; just as many as to shake off the above mentioned effects.

List Building Advice

Strategy

The Twins have a mixed bag of abilities, pushing you toward assassination with the above detailed "Flying Rhyas" trick. Otherwise they can help their army with the denial/attrition game in the form of Marked for Death, Occultation, Death Ward and occasionally Onslaught, but since they lack damage buff you must tailor your army to cover those weaknesses.

Theme thoughts

    Minions and Support    

  • Blight Archon - Rhyas loves stuff to be crammed for her Flashing Blade attacks via Impending Doom. They also lack means to improve their warbeasts' durability, so Crimson Ballet can be crucial in setting up piece trades.
  • Hermit - Accuracy buff for Marked for Death, as well as damage booster.

    Oracles of Annihilation    
You may have all the relevant upkeeps out on turn 1, making the Twins eligible to run forward at a breakneck speed and to take up favorable board positions.

  • Thrullg - The anti-magic toolkit mentioned in CotD can be dialed up to 11 with 2 of these guys. While Psychic Vampire's 1 point of damage can be shrugged off, a potential 2D3+1 can badly hurt warbeasts who rely on their animi, and may outright kill most of the average spell-casting solos. It can also benefit from Thagrosh0's Fog of War, while making sitting duck out of your opponents' warjacks if they are being stuck in the Blight Burst AoE.
  • Thagrosh0 - an on-demand cloud supplier and Blight Burst slinger. Rhyas really likes to hang out in the middle of a BB patch and await enemies without 2" melee reach to try to punch her with unboosted attack rolls - and triggering Riposte upon failing to do so.
  • Proteus - Discounting his expensive nature, you should really consider bringing him for his animus alone. Getting stuck with Rhyas between her DEF16 and Riposte is a scary scenario for many opponent.

    Primal Terrors    
This theme is not really encouraged for the Twins since they cannot have Ammok who would be useful for both his anti-incorporeal bubble and his Rise aura that naturally synergizes with the Tough rule of the Ogrun lineup, and the theme's Vengeance benefit on medium based models. The Blightbringer, who would be an excellent fixer for both damage and armor protection also puts an enormous burden on the Twins' battlegroup. Nevertheless...

  • Chosen - If you fancy these guys, you can have one of them shielded by Occultation and another by Defender's Ward.
  • Blighted Ogrun Warmongers - Onslaught is your on-demand Pathfinder for charges, ensuring that you'll have access to it even outside Gorag's unit or once his minifeat is spent.
  • Golab - Since Rhyas lost native Sprint, Golab's animus may make it a bit easier to escape retaliation. Don't forget though that you cannot advance after triggering the feat.

    Children of the Dragon    

  • Blackfrost Shard - Accuracy and damage buff on a stick, they are crucial in the Twin's army - also, Sevryn will be a high priority target. Between Vyssar's Unbinding, Saeryn's Dispel staff and Psychic Vampire you may have quite a few anti-magic tool up in your sleeves.
  • Blighted Nyss Swordsmen - Naurally hard hitting weapon master units, they enjoy both Onslaught and Marked for Death, so losing the Abbot will rarely hamper their effectiveness.
  • Blighted Nyss Archers - CRA makes them a self-supporting unit, and Marked for Death offsets their natural weakness into Incorporeal or Stealthy models.

    Ravens of War    
Lots of models with access to various forms of Stealth and Pathfinder, this theme's main weakness is reliable armor cracking that the Twins don't really help either.

  • Grotesque Banshees are cheap and fast, and with Marked for Death they can take out a lot of medium ARM infantry with reasonable accuracy.
  • Add an Assassin, and you can build a stealth-heavy army around the twins.
  • Blighted Nyss Raptors - Occultation makes wonder on these self sufficient models who might be the only source of non-battlegroup armor cracking.

Battlegroup

Zuriel is her pet warbeast that she can take in any theme.
  • Zuriel - He gets both bonds if within the two models' control area simultaneously, but he puts an enormous burden on your warbeast points.
  • Raek - A cheap Fury battery, plus a counter-charging Rhyas is always a scary prospect.
  • Afflictor - Yet another cheap light, and can occasionally popped Incubus can benefit from Rhyas' Onslaught.
  • Naga Nightlurker - Don't let pesky upkeeps ruin your assassination run - unless you can get Saeryn close enough for a dispel, that is.
  • Seraph - Slipstream is a must on the girls and also helps them to be in a favorable spot to charge or just get out of a rough terrain patch.
  • Nephilim Soldier - Overtake can be triggered by Flashing Blade attacks during your combat action, making Rhyas even deadlier.
  • Nephilim Protector - Pretty expensive for a Shield Guard but Guard Dog goes a long way of triggering Riposte.

Other

Trivia

Released in Hordes: Devastation (2015)

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 : Twins, Onslaught, Psychic Vampire

  • Even though each spell is on a different model in the unit, you still can't have both in play at the same time. Because a unit can only have one upkeep on it. (Locked Thread)

Return to Play - Own Unit (Edit)

  • If you have a model that can return models to its own unit during its own activation (such as Bane Warriors or Blood-Bound) then:
    • Models returned "at any time" (Bane Warriors) do not benefit from any orders issued to the unit. Orders need to be issued first, before using an "Any Time" ability. Orders cannot affect models not on the table.
    • Models returned elsewhen during the activation (Blood-Bound) do not benefit from any orders issued to the unit for the same logic. (Infernal Ruling)
    • If anyone in the unit has attacked, then the returned models can't use their Normal Movement. If no one has attacked, then they can. (Locked thread)


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.")
RC symbol.png

Rules Clarification : Dispel      (Edit)

  • Dispel can't be used versus upkeeps that are not "on" a model/unit (such as Rock Wall, Void Gate, etc), because you can't "hit" them.
  • Because Dispel causes spells to expire on a hit, it will prevent spells that trigger on a hit from triggering at all.
    • For instance, the defensive animus Spiny Growth causes any model that hits the target to suffer d3 damage. This damage will not occur if it's hit by a Dispel weapon.
  • Anti-Upkeep vs a unit (Edit)
    • If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
    • It doesn't matter if the target is in formation or not. (Locked thread)
    • However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)

Rules Clarification : Weapon Master - None yet. (Edit)
Rules Clarification : Decapitation - None yet. (Edit)


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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 : Twin Sister - None yet. (Edit)

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Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
RC symbol.png

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

Rules Clarification : Parry - None yet. (Edit)

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Rules Clarification : Acrobatics      (Edit)

  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
 
  • 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)
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Rules Clarification : Riposte      (Edit)

  • You can't resolve Riposte from a free strike because, by definition, the attacker is in your rear arc and thus you can't target them.
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, you can choose whether to dodge or riposte first. Appendix A Step 13 applies here, because the controller of the model being attacked is not the active player.

Rules Clarification : Banishing Ward - None yet. (Edit)

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Rules Clarification : Blood Rain      (Edit)

  • Damage Type (Edit)
    • This spell does elemental damage in addition to magical damage, not instead of magical damage. (Infernal Ruling)

Rules Clarification : Marked for Death - None yet. (Edit)

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Rules Clarification : Arcane Consumption and/or Psychic Vampire     (Edit)

  • A model can be affected by more than one Arcane Consumption at a time, and thus will take multiple damage rolls. (Infernal Ruling)
  • The d3 for damage and heal are rolled separately.
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Rules Clarification : Razor Wind      (Edit)

  • The text description has no in-game effect. It's just for flavour.
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Rules Clarification : Flashing Blade      (Edit)

  • Flashing Blade is an unlimited spell.
  • Flashing Blade is optional.
  • All attacks generated are basic attacks.
  • Flashing Blade will not hit friendly models.
  • Simultaneous melee attack (Edit)
There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
      Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities:   [Show/Hide]
Targeting/Timing
  • To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • The attacks are effectively multiple separate attacks.
    • If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
  • The attacks are simultaneous.
    • If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
    • You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
Charging
  • If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
  • If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
Triggering other abilities
  • Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
  • Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
  • If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
  • If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)
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Rules Clarification : Occultation      (Edit)

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Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
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Rules Clarification : Onslaught      (Edit)

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Rules Clarification : Relentless Charge      (Edit)