Prime This model is available in one Prime Army, Black Fleet. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.
Note that the rest of this page is about the model's Mark III rules.
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Among those in the Scharde Islands, some humans possess the gift of sorcery, kindled and enhanced by Toruk’s blight. Covens of these women may join the Cryxian pirate fleets, guided by inscrutable omens. Enthralled by the thrumming of blight in their flesh and blood, they indulge in feats of violence, showering in the blood of sacrifices while screaming prayers to the Dragonfather. Some captains feed a coven a steady supply of victims, hoping that amid tortured screams, portents of their future will be revealed.
Basic Info
Scharde Dirge Seers |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Small |
SPD |
6 |
STR |
5 |
MAT |
7 |
RAT |
N/A |
M.A. |
6 |
DEF |
14 |
ARM |
11 |
CMD |
6 |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
1 |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
2 |
UNIT SIZE |
3 |
COST |
5 |
1.7 pts each |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Abilities
- Battle Wizard - Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
- Dodge - This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
- Magic Ability [ 6 ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
- Riposte - When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one basic melee attack against the attacking model.
Weapons
- Claws - 0.5" reach, no damage roll
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Damage Type: Magical
- Incise - Instead of suffering a damage roll, a model hit by this weapon automatically suffers 1 damage point.
Spells
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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Guidance
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(★ Action)
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CMD
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-
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-
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Turn
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No
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Target friendly model. If it is in range, it gains Eyeless Sight and its weapons gain Damage Type: Magical for one turn.
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Hex Bolt
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(★ Attack)
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6
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-
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13
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Round
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Yes
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Models hit cannot make special actions, special attacks, or power attacks for one round
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Summon Vortex
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(★ Action)
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-
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3
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-
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Round
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No
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Center a 3" AOE cloud effect on this model. The AOE remains centered on this model for one round. If this model is destroyed or removed from play, remove the AOE from play. While in the AOE, enemy models suffer -2 to attack rolls.
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Theme Forces
Thoughts on Scharde Dirge Seers
Scharde Dirge Seers in a nutshell
A combination offense and utility support unit, the Dirge Seers should be an annoyance to your opponent while helping deliver your army. Hex Bolt shutting down special attacks, power attacks, Guidance granting magic weapons and Eyeless Sight, and Summon Vortex to protect your back line and themselves, the Dirge Seers have an excellent set of spells. Battle Wizard, MAT 7, and Needle allow them to deal with infantry while still applying their spells. Don’t forget about Dodge and Riposte!
Combos & Synergies
- Anything with ghostly. Being able to see, and charge your enemy through clouds leads to some serious board control.
- Guidance is awesome if you see youself faced with many clouds or stealthy models which cause problems for your shooty models. The magic weapon aspect is great against the Choir or incorporeal models.
- Bart With Hot Shot and Broadside and the Powder Monkey love a Warjack with eyeless sight to shoot multiple times with an extra damage dice. Bart’s feat also helps them dodge a bit.
Drawbacks & Downsides
- With only a magic ability of six, they could have a hard time with defense thirteen and up. Scaverous, as well as some other casters help with this issue.
- very low armour they need protection or a single AOE could drift and kill them all.
Tricks & Tips
- If an enemy misses you, Dodge triggers before Riposte (Appendix A Step 12 vs Step 14). Use it to get into the enemies back arc, or simply to get away from non-living models.
- Eyeless Sight doesn't ignore cover.
- If you're planning to combine Eyeless Sight with channeling, make sure to read up on the interaction here. Depending on whether you put it on the Warcaster or the arc node, it can be ... weird.
- The Vortex AOE sticks out 0.9" from your base. So enemies with 1" reach (or more) can stand outside it.
Other
Trivia
- Released in the Black Fleet expansion (2017.11)
Other Cryx models
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
- All spells have "Damage Type: Magical" (refer errata).
- This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
- and might be inherited by "lingering" secondary damage (see below).
- If a spell leaves a template in play that does damage to models that walk around in it, then:
- if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
- if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
- (Infernal Ruling)
- If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Puncture and/or Incise (Edit)
- The difference:
- Incise does auto-damage instead of a damage roll, so it occurs at Step 9 (damage roll) of the Attack Sequence. As a result, anything which prevents damage rolls (such as the Hermit's Mad Visions) can also prevent damage from Incise.
- Puncture does auto-damage to models hit, so it occurs at Step 8 (resolve effects triggered by hitting). As a result, Puncture is "immune" to stuff like Mad Visions.
- If Puncture is on an AOE weapon, then models caught in the AOE take 1 point of damage instead of blast damage. This means the AOE can hurt models with Dig In, Force Barrier, etc.
- The 1 point of auto-damage ignores ARM buffs. The 1 point of auto-damage never gains stuff like "+2 to damage rolls".
- This weapon automatically triggers "when this weapon/attack damages a model" effects (such as Drag, Backlash, etc).
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Rules Clarification : Battle Wizard (Edit)
- A Battle Wizard doesn't have to kill a model to cast a spell. They can instead skip making melee attacks and use their Combat Action to cast a spell.
- Cavalry Battle Wizards can trigger it from their Mount Attacks. (Infernal Ruling)
- This does not, however, allow them to trigger it twice in the same turn. (Infernal Ruling)
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Rules Clarification : Dodge (Edit)
- Dodge triggers after any missed attack - melee, ranged, or magic.
- An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
- If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
- If an enemy can attack you when you advance and then stop moving (such as Countercharge or Defensive Strike) and they miss you, then you can trigger Dodge (because you're no longer advancing).
- 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.
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Rules Clarification : Magic Ability (Edit)
- Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
- You must complete your movement before you use a MA.
- A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
- You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
- You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
- You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
- There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
- Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
- Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
- Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
- Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.
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Rules Clarification : Guidance (Edit)
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Rules Clarification : Eyeless Sight (Edit)
- A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
- This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
- Blind vs Eyeless Sight (Edit)
- If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
- Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.
- Anti-Cloud abilities vs Burning Earth (Edit)
- If you make a piece of terrain "Burning Earth" it counts as a cloud effect in addition to it's original type. This has 2 odd rulings:
- If any part of the terrain piece is "hit" by an ability that makes clouds expire (such as Gale Winds) then the entire terrain piece is taken off the table. (Infernal Ruling)
- If a model can ignore clouds but not the original terrain type, they don't ignore the terrain. For instance if you have a burning forest, then Eyeless Sight can't see through the forest. (Infernal Ruling)
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
- All spells have "Damage Type: Magical" (refer errata).
- This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
- and might be inherited by "lingering" secondary damage (see below).
- If a spell leaves a template in play that does damage to models that walk around in it, then:
- if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
- if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
- (Infernal Ruling)
- If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Hex Bolt - None yet. (Edit)
Rules Clarification : Summon Vortex - None yet. (Edit)
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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.
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