Saeryn & Rhyas, Talons of Everblight

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Legion Logo.jpg Saeryn & Rhyas, Talons of Everblight

Legion Blighted Nyss Warlock Unit

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
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Saeryn / Rhyas
BASE Small
MAT 6 / 8
M.A. N/A
DEF 16
ARM 14
ESSENCE {{{essence}}}
FURY 7 / 5
HP 8
F. Field N/A
WJP {{{wjp}}}
WBP +24
IHP {{{ihp}}}
Warcaster 1
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.

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, 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 Spirtis for the rest of the game.

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Tip !
If a twin is Removed From Play (such as via Snacking), she cannot be returned by the feat.


  • 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 it is missed by an enemy melee attack, immediately after the attack is resolved this model can make one basic melee attack against the attacking model.)
    • Channeler: [Saeryn] - As above (they can both channel through each other)


  • Saeryn
    • Staff of the Shyvess - 2" reach, P+S 10 melee weapon.

Spells - Saeryn

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

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.

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

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, this model gains Pathfinder.

Theme Forces

Thoughts on The Twins

The Twins in a nutshell

The twins are a curiosity amongst most warlocks and warcasters - two technically full warlocks tied together as a single unit. This sounds incredibly powerful, and it decidedly is in some ways, but it's also incredibly restricting, in one part due to the nature of units, and in one part due to the nature of having to balance two full warlocks being present but still being one warlock in terms of the game size. That is to say their individual powers are tuned back immensely to prevent them from being overpowered. On top of that, despite many of their struggles finding a place in Legion, they lost a few of their useful tricks in the edition change.

Using these two to their maximum potential can be a little awkward. One wants to be up killing things, the other would like to stay back and support her Warbeasts. Yet due to the nature of unit coherency and saddled with only an average CMD of 8, it's necessary to find a compromise between the two. Rhyas can't do much if she gets outside of Saeryn's CMD, but thanks to her high SPD is more than capable of running right out of it. It's advisable to keep Saeryn hidden, as she can get more done with her higher fury and bigger spell list, revealing her only when you want to commit Rhyas to threaten a point. If Rhyas dies, you can always feat and bring her back later.

A lot of janky maneuvers have been shut down for the Twins since it's not longer possible to charge friendly models. Before, you could have Saeryn charge Rhyas, and then have Rhyas charge what you want dead (before attacking, due to the order of activation rules for units), allowing Saeryn to still succeed her charge and keep Rhyas in CMD, but not actually hit her. Now, you'll have to have something nearby to charge with Saeryn, or force her to run, neither of which are ideal options.

As they are both fully fledged warlocks, you can set up some interesting scenario pressure if the opportunity arises. While you still may only dominate a single point for scoring, you can have both warlocks threatening to dominate, and simply choose which point to score on. This gives you some flexibility of which point to focus your efforts on each turn, and also forces your opponent to commit more resources to each individual scenario location. In current Steamroller rules (2017 and later), both warlocks can control different zones/flags, as long as Rhyas is in formation.

  • Staff of Shyvess - Sadly this is a strict downgrade from Saeryn1. Not totally useless though. If you need a second source of enemy upkeep removal, feel free to wallop the suffering model on the head as this isn't likely to do much damage.
  • Acrobatics & Parry - Just like Rhyas1, these combine together to get her into really obnoxious locations, and with less fear of death thanks to the Twins' feat, she feels much more comfortable charging headlong into danger to do what she does best: murder all the things. Unfortunately, she doesn't have Sprint in this incarnation, so once she is there, she is there.
  • Granted: Riposte - Works the same as normal Riposte, but it's nice that she offers this to Saeryn. Too bad Saeryn doesn't do something cool like Granted: Force Barrier in return.
  • Unit of Warlocks - This is a blessing and a curse, though probably more the latter. Thanks to it, if you want to risk Rhyas, you really have to risk Saeryn too. Use terrain and screening models to your advantage, and don't forget that Rhyas can charge over your own stuff (and ignore them for LOS purposes) in order to get Saeryn into safer spots when she goes on a killing spree.
  • Twin Sister - This is even more of a ball and chain on the Twins, as it really reigns in Rhyas's ability to go wild. It also lost a very important aspect: the ability for the two to transfer damage to each other, which means RFP damage is no longer avoidable. Be very wary of where you land Rhyas and what the enemy will use to kill her.
  • Channeler - It's far more important that Saeryn can use Rhyas to channel than vice versa. After you've thrown Rhyas somewhere and she's done her thing, take advantage of her forward position to lob some key spells where you want them.

Feat thoughts

Their Feat, even though wordy, is simple. You either bring a dead Twin back to life within 3" of the other one, or make them swap places. It specifically says that neither twin can cause damage to the other one unless you want to lose the Feat, so the days of killing Rhyas, charging, and bringing her back are gone. Legions beasts did lose Blood Creation in the edition change however, which means it's not out of the question to have a beast kill Rhyas early in the turn and still have her brought back to life.

99% of the time, you're bringing Rhyas back from the dead after she went on a murder spree (hopefully getting some scenario points in the process), preferably as part of an assassination run from downtown. The other 1% is because something went horribly wrong on one of your opponents' turns. With a Seraph, the threat of the Twins' assassination can be roughly 17", semi-nonlinear.

  • First, the Seraph Slipstreams Saeryn forward.
  • Saeryn charges an enemy within 5" of the enemy caster, or the caster themselves if able.
  • At some point before the end of her activation, Saeryn feats and brings Rhyas back completely within the feat's range, and 2" of the enemy caster. If you want to soften them with spells, do it before the feat so you do not suffer target in melee penalties.
  • Rhyas activates and chops their head off, hopefully.

Sometimes you can be lucky enough to put Rhyas in the enemy's back arc, so make sure to do that when able.

Be very very very careful with Blood Rain, if you accidentally kill Rhyas with this, say goodbye to your feat.

Spell thoughts

  • Banishing Ward - A good upkeep spell that can either keep a favored beast safe ahead of time, or be used to remove pesky enemy upkeeps. It's no Purification, but it can be a lifesaver if used correctly.
  • Blood Rain - Not a particularly useful spell, but nice to have in case your opponent forgets you have it and clumps some models together.
  • Marked for Death - This spell is far more about the DEF penalty than the removal of incorporeal or stealth, as there aren't a lot of incorporeal models in the game and most of Legion doesn't care about stealth.
  • Psychic Vampire & Onslaught
    • Note that you can't have both Psychic Vampire and Onslaught in play at the same time, because they're both an upkeep on the same unit.
    • Psychic Vampire is a very powerful spell against some armies.
    • Onslaught is likely to be a better spell to upkeep turn-to-turn unless your opponent has lots of spellcasters (it's worth noting that this spell works on warbeasts using animi). But if you need Psychic Vampire up, make sure Rhyas and any other models that needed pathfinder activate first.
  • Razor Wind - A solid nuke, and with a chaneller this can be used to bring an unaware caster down. Not exceptionally useful beyond that, except perhaps sniping a wayward solo or incorporeal model.
  • Flashing Blade - Flashing Blade is great for Rhyas. With weaponmaster and (critical) Decapitate, she can explode a lot of dudes. It can be cast multiple times, and before and after advancing/charging. Use this if your enemy has a lot of jamming infantry on a zone or flag to clear it out and threaten a Dominate.
  • Occultation - Keep a fragile unit safe from shooting for the most part. Raptors are also always and excellent Occultation target. In a pinch, you can put it on the Twins, but bear in mind this will remove Onslaught or Psychic Vampire if they are active.
  • Onslaught - See above

Drawbacks & Downsides

  • Incredibly fragile. With roughly half the number of wounds of an average warlock with similar DEF/ARM ratings, these two will tremble against boosted blast damage especially since Saeryn lost Force Barrier when she joined forces with her sister.
  • Easily countered feat. All it takes is a Dire Troll with Snacking, a well placed Hellfire, or any number of other RFP effects to shut down their feat which is unfortunately their biggest strength despite it doing nothing for their army.
  • Can't have a Succubus, and they have a lot of upkeeps they would love to have. Also means no easy access to a cloud for concealment.
  • Average CMD that barely keeps them in coherence with each other even with a normal advance.
  • Even when on her own, a single Twin is still a unit. So she can be affected by anti-unit stuff like Rebuke, or that guy who says "No your Rhyas can't declare a charge because she has already cast a spell. You should have issued the Press Forward order before cast a spell."
  • Their combined 12 fury and low Warbeast points means that their battlegroup needs to be balanced to feed that much fury without getting to expensive to bring troops, and loosing even one might mean one of the sisters is cutting for fury.

Tips & Tricks

  • 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


These two like the combined arms approach. They have low Warbeast points, but a lot of fury to spare between the two of them. With this in mind, try not to overload their battlegroup even though it can be tempting. A smaller battlegroup can be an okay thing, allowing them to hold more fury for transfers which they desperately need to stay safe. Remember that each beast you bring belongs to both sisters, so they both have access to each animus and benefit from Spirit Bond. A larger army (read: enough infantry) helps to get a lot of mileage out of Marked for Death, and helps keep a buffer between the enemy and your incredibly fragile warlocks.

Theme thoughts

    Children of the Dragon    

  • The Blackfrost Shard is something worth seriously considering in a Twins list as they don't have any damage buffs and will otherwise struggle with higher ARM targets.
    • If you're tight for points and need another beast, a Naga Nightlurker can do the job well instead if the enemy is simply stacking buffs.
    • Blackfrost are also available in Oracles of Annihilation.
  • Blighted Nyss Swordsmen shine with access to Occultation and Onslaught. Generally this unit has trouble making it up the field in one piece and dealing with terrain getting into position, and Rhyas offers them a solution to both problems. Command Attachment optional but recommended.
  • Blighted Nyss Raptors are self sufficient cavalry that are almost always worth a thought in many Legion lists, but especially when Occultation is on the table. Stealth raptors can get an impressive amount of work done.

    Ravens of War    

  • 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.


Zuriel is her pet warbeast that she can take in any theme.
  • Zuriel is their pet warbeast they can take in any theme. He may be very tempting as he can benefit from both of his bonds when taken with the Twins, and the utility of a Stealth Channeler is very promising. That said, his personal damage output is poor, and he loses out on Grievous Wounds from Saeryn as she lost her Deathspurs. Don't write him off, but make sure you can really justify his cost when including him in your list.
    • Dodge can stack with Riposte and resolve in the order of your choosing, meaning you can get attacked, stab back, and then move safely away. With a Protector nearby, this can occur quite easily. The effect can be achieved much cheaper with a Harrier however.
  • A Nephilim Protector is probably required for the Twins for Shield Guard alone. Occultation is likely to be elsewhere, which means accurate shooting can be a real threat despite their high DEF values. He can also play bodyguard to Rhyas when she charges into danger, making her very hard to remove in melee and allowing her to get a lot of use out of Riposte.
    • An alternative to this is Wrongeye & Snapjaw with their spell, Starcrossed. It's an expensive package, but potentially much safer for the Twins.
  • Despite wanting to bring a lot of infantry, a Blightbringer might not be the best addition to a Twins list due to his high point cost and their low warbeast points. That said, he does offer a STR/ARM buff to the Twins which can help them feel a lot safer, and any other infantry you bring with will appreciate his presence. He can be a good way to keep Saeryn safe.
    • If you go this route, you will need to bring some cheap beasts to keep the Twins fury fueled from turn to turn.
  • A Raek can improve Rhyas's threat on the enemy's turn by placing its animus on herself. The Raek itself is a great assassination enabler or flanker on its own as well.
  • If you want to increase the scenario pressure, a single Angelius gives you three casts of Repulsion a turn.
    • The same applies to the Neraph's (and to a lesser extent, Afflictor's) Attractor, though it has a bit less utility for the Twins as they both already have long melee ranges.
  • A Seraph can help the Twins get a little more distance out of their charges, and like the Angelius they get three casts for the price of one.
    • If both Twins cast Slipstream, you can have Saeryn get close enough to Rhyas to trigger it, and then have Rhyas charge off and affect Saeryn with it as well. It's harder to do now that they cannot charge each other, but can still be useful if set up properly.



Released in Hordes: Devastation (2015)

Video Battle Reports

Other Legion Models

Legion Logo.jpg       Legion Index       (Edit)            
Battlegroup & Similar
Warlocks Absylonia1 - Absylonia2 - Anamag - Bethayne - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2
Other Warbeast Controllers Beast Mistress
Lesser Blight Wasps - Shredder - Harrier - Mekanoshredder - Stinger
Light Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph
Heavy Angelius - Carnivean - Neraph - Ravagore - Scythean - Seraph
Azrael - Golab - Proteus - Typhon - Zuriel
Gargantuans Archangel - Blightbringer
Units, Solos, & Battle Engines
Units 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
Blackfrost Shard
Solos Beast Mistress - B.N Shepher - B.N. Sorceress - B.N. Warlord - Forsaken - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - B.O. Warmonger War Chief
Ammok - Annyssa Ryvaal - Fyanna the Lash - Craelix
Battle Engines Throne of Everblight
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Refer to Who Works for Whom and/or Category: Legion of Everblight Minion
This index was last updated: 2020.05

Rules Clarifications

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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)

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : 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.
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Rules Clarification : Channeler  and/or Arc Node     (Edit)
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.

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.

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")
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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:  : Thresher and/or Flashing Blade and/or Cyclone     (Edit)
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Resolving the attack

Under this heading, the word "Thresher" is used interchangeably for "Flashing Blade" and "Cyclone" too

  • Thresher makes an attack against every model, and as such it targets every model. Thus if a model "may not be targeted by melee attacks", you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • All attacks made by a Thresher attack are simultaneous.
    • If a model is out of LOS when you start the Thresh, then you may not attack it as part of the Thresh (even if the Thresh kills what is blocking your LOS)
    • This means 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 (for instance the Cryx Harrower that collects souls), it cannot collect them until all Thresh attacks are resolved.

Thresher only

  • All attacks made by a Thresher are special melee attacks, and as such won't trigger stuff like Grim Salvation or Rhyas's feat. (Infernal Ruling)
  • No matter how many enemy you kill, Thresher only counts as a single attack for the purposes of triggering Berserk, Quick Work, Black Spot, etc
  • You can do a Thresher on a charge (it's a special melee attack).
    • If you charge & Thresher, only the damage roll against your charge target is automatically boosted - other models caught in the thresh suffer an unboosted damage roll (although you can spend focus/fury to boost it)
  • You can't buy additional Thresher attacks, because they're (★ Attack). You can buy additional normal melee attacks, though.
  • Thresher will hit friendly models.

Flashing Blade only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell , then you'll get your boosted charge attack against it.
  • Flashing Blade doesn't hit friendly models

Cyclone only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell and is still in range, then you'll get your boosted charge attack against it.
    • If you used the advance to move out of range of your charge target, it was still as successful charge so it won't cause your activation to end. However, you are still limited to making melee attacks only.
  • Cyclone will hit friendly models.
  • The attack(s) from Cyclone occur simultaneously with "Ends its movement" triggers (such as Admonition). As such, the active player can use the Cyclone attacks before the inactive player uses his Admonition move. (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)