Skarre, Queen of the Broken Coast

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Cryx Logo.jpg Skarre, Queen of the Broken Coast

Cryx Satyxis Warcaster

Skarre Ravenmane has become the commander of her own fate and the scourge of the western seaboard. Her utter mastery of the blood-fueled witchcraft of the Satyxis allows her to stand at the center of fate's web with full awareness of the endless possible outcomes for every decision. Auguries of blood and shadow guide her hand as with singular vision and inhuman ruthlessness she commands the Black Fleet towards whichever terrible destiny will best serve herself and the Dragonfather. The Queen of the Broken Coast may be a creature of flesh and blood, but she stands equal with immortals as she manipulates the tides of war

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 16
ARM 15
ESSENCE {{{essence}}}
HP 16
F. Field N/A
WJP +26
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock

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

Feat: Fate Weaver

Skarre immediately suffers up to 5 damage points. For each damage point she suffers as a result of Fate Weaver, one model currently in her control range can be affected by Fate Weaver. This model cannot spend focus points to reduce this damage.

  • An affected friendly model cannot be targeted by charges and gains +5 DEF for one round.
  • An affected enemy model suffers -5 to attack rolls for one round.


  • Blood Trade - This model can upkeep spells by suffering 1 damage point per spell instead of spending focus/fury.
  • Future Sight - This model can boost attack and damage rolls after rolling.
  • Field Marshal [Future Sight] - Warbeasts/warjacks in this model's battlegroup gain Future Sight.


  • Hand Cannon - 12" range, POW 12 gun.
  • Great Rack - 0.5" reach, P+S 10 melee weapon. Yes, she has a great rack ... I see what you did there.
  • Gun Blade - 0.5" reach, P+S 9 melee weapon.
  • Takkaryx - 1" reach, P+S 13 melee weapon.
    • Magical dam symbol.jpg Damage Type: Magical
    • Life Trader - When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can be used only once per attack.



2 6 - - Upkeep No
When an enemy model advances and ends its movement within 6" of target model in the spellcaster's battlegroup, the affected model can immediately advance up to 3", then Admonition expires. The affected model cannot be targeted by free strikes during this movement.

3 8 - - Upkeep Yes
When target enemy warjack that is part of a battlegroup is damaged, its controller suffers 1 damage point.
Black Spot

3 8 - - Upkeep Yes
(1) Target enemy warrior model/unit suffers -2 DEF. (2) When a friendly Faction model destroys one or more affected models with a basic melee or ranged attack during its Combat Action, immediately after the attack is resolved it can make one additional melee or ranged attack. Attacks gained from Black Spot cannot generate additional attacks from Black Spot.
Blood Rain

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

2 6 - - Upkeep No
Target friendly Faction model/unit gains +2 ARM. If an affected warjack is damaged, choose which column suffers the damage. Models are not affected while out of formation.
Soul Strike

3 10 - 12 - Yes
When a living model is directly hit and destroyed by Soul Strike, after resolving the attack you can choose one model within 4" of the destroyed model. That model suffers a damage roll with a POW equal to the ARM of the destroyed model. This additional damage roll is not considered to have been caused by an attack.

Theme Forces

Recent Changes

No changes since 2019.05

Thoughts on Skarre2

Skarre2 in a Nutshell

Skarre2 is a battlegroup caster with a defensive and ranged focus but no ARM debuff to speak of, in a faction known for throwing fast and aggressive melee warrior models at ARM-debuffed targets. Her main gimmick is Future Sight; the rest of her kit consists of battlegroup support and viable solutions to occasionally-encountered problems. Between Life Trader and her Great Rack, she can mix it up pretty well in close combat, although her tendency to cut herself before getting there makes this an exceedingly risky proposition.

Feat thoughts

It is usually better to use Skarre's feat against enemy models than to buff your own; a canny opponent will effectively play around your feat by ignoring or stalling the protected models in favor of wrecking the rest of your army, or worse, engineer plays to knock them down and go to town on them. Conversely, an opponent whose key pieces are feated on by Skarre can effectively do nothing about it except reposition and hope for lucky dice rolls. However, be aware that casters with Carnage and the like can help mitigate this penalty, and again, remember that the feat's penalty will be trivial if they can manage to knock down or freeze their target.

To get the most out of Skarre's feat, then, requires knowing what options your opponent has available for def-fixing. Casters like Nemo3 with lots of auto-hitting attacks can take the wind right out of Skarre's sails, as can any list with pop-and-drop assassination potential. Against such threats, the feat is better held in reserve until you can reasonably account for possible counterplays. In general, keep in mind that Skarre's feat gets better as your opponent's model count decreases, and is at peak effectiveness when it can cover multiple huge bases. By the same token, the feat also gets more potent as the game goes on and more pieces get removed from the board.

Her feat gets better the smaller the game size and attrition becomes more potent in small games where opponents have less combinations for assassination attempts. She is one of the premier mangled metal casters for this reason.

While colossals (on either side) used to be her bane (in mk2 her feat didn't work on them) they are now her best friends. If you can reduce the threats to a colosssal to only a few models, it is possible to get your colossal to an effective DEF of 20 for a round.

Spell thoughts

Admonition, Death Ward, and Black Spot form the core of Skarre's spell list; the first two provide excellent defensive tech to the warjacks she takes, while Black Spot allows her army to remove warrior models at range with high efficiency. Backlash is situationally good, as are Blood Rain and Soul Strike when the opportunities present themselves. But most of the time, Skarre will want to use her focus to land a clutch Black Spot on an enemy unit and allocate the rest of her stack to her battlegroup for future-sighted boosts.

Drawbacks & Downsides

  • She works best versus infantry-heavy builds (due to Black Spot) and struggles vs high-ARM builds (due to having no ARM debuff). Unfortunately, the later is (currently) more common than the former.
  • Her feat does nothing to stop blast damage, e-leaps, or other auto-hitting effects that bypass normal targeting rules.
  • A friendly model targeted by the feat can still be knocked down or made stationary, a very effective counter to the feat.

Tips & Tricks

List Building Advice


Skarre 2's strategy is usually an offensive push up the board using her feat to avoid repercussions for one turn. This board position is usually then traded for assassination or scenario victories. While her feat is excellent attrition-wise her own fragility generally prevents her from attritioning really well.

Skarre likes her infantry to be self supporting and to concentrate her armour into a few solid models in order to maximise her feats effectiveness.

Theme thoughts

    Scourge of the Broken Coast    

  • Satyxis Raider Captains are excellent for Skarre. Providing no knockdown is a must for high-DEF casters, and most skarre lists would include at least one.
  • Barathrum has feedback, countercharge and his own shooting defense. He is golden with Skarre2. Admonition is his favourite spell.
  • Satyxis Raiders are some of Cryx's our best infantry and synergise well with Skarre's backlash spell.
  • The Satyxis Blood Priestess is useful for Skarre for free upkeepa and Sucker. Also, in a lucky set up, you could use Black Spot to heal Skarre three times. Unfortunately the Priestess competes with Doctor Stygius for the Warcaster Attachment slot.
  • Satyxis Gunslingers and Severa Blacktide both pack excellent guns to make use of Black Spot. With Feedback and Backlash damage they become a threat to any battlegroup controllers as well.
  • Blighted Trollkin Marauders- Stacking Ashen Veil and the feat makes them surprisingly dodgy. They also have ranged weapons for blackspot usage.
  • Jussika Bloodtongue and Satyxis Raiders have Overtake and Satyxis Blood Witches have Side Step, respectively. With Black Spot they can pack man through single would infantry.
  • Kharybdis is an excellent jack in its own right, able to leverage Blackspot with its spray and tentrils.
  • Blood Priestess - She will do wonders for her focus efficiency with Arcane Assist. Sucker also keeps her safe. Combine it with a Counter Charging Barathum and a Raider Captain for knock down immunity and Skarre should be reasonably safe.

    Black Industries    

  • Malice is generally good and makes good use of Skarre's feat. Death ward can also make Malice a massive tank once she has collected a few souls during feat turn.
  • Withershadow Combine help her focus efficiency tremendously with the free upkeep, though points can often be hard to find for them.
  • Asphyxious4 - Asphxyious4 is covered under Mercenary's, below, but is worth mentioning here that he doesn't take up your Mercenary unit slot in this theme.
  • Although Skarre normally wants an arc node, Master Gurglepox is a nice alternative if you've already spent your WJP.


Her feat works on non-faction models, which is uncommon.

  • Asphyxious4 - Gaspy is still an expert combatant even in his new celestial body and will be downright impossible to get rid of under feat with the DEF bonus and not being able to be charged. In return he gives Skarre a much appreciated ARM debuff.
    • If you want to go big in terms of point costs, give him a Blockader. It will be able to live the dream with Black Spot, Death Ward, Dark Shroud and Gang Fighter (when playing in Scourge), while also not being able to be charged under feat. If you run this combo in Scourge, use the psychological threat of ambushing Blood Witches to make the enemy clump up in the middle of the board so you can get extra milage out of the sprays.
  • Wrong Eye offers strong synergy with Star Crossed.
  • Under the feat, Orin Midwinter or even Madelyn Corbeau can also maximize their denial abilities.


  • She is one of the few Cryx casters that can run a colossal quite well (Kraken or less commonly the Sepulcher).
    • First her Black Spot turns their shooting up to 11, letting them fire their main gun every time they get a kill with their secondary guns.
    • Secondly her feat is surprisingly effective on them, even though the colossal has a measly DEF 10. The thing is, there is normally only 2 or 3 enemy models that have high enough POW to really threaten your colossal, so you feat on those enemy and your colossal and suddenly it is effectively DEF 20 vs the 2-3 models that can hurt it, and DEF 15 vs stuff that might chip the paint. Also colossals are immune to the two things that heavily lower DEF (knockdown, stationary), meaning your opponent has no easy way around your feat.
  • She normally wants a cheap arc node or maybe 2, to land a crucial Black Spot.

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.

  1. Warjack: Barathrum
  2. Warjack: Deathripper x2
  3. Solo: Satyxis Raider Captain
  4. Solo: Aiakos1
  5. Warjack: Kharybdis
  6. Unit: Asphyxious4
  7. Warjack: Cankerworm



Video Battle Reports

Other Cryx models

Cryx Logo.jpg       Cryx Index       (Edit)            
Battlegroup & Similar

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - Deneghra1 - Deneghra2 - Deneghra3 - Goreshade1 - Goreshade2 - Goreshade3 - Mortenebra1 - Mortenebra2 - Rahera - Scaverous - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Terminus - Venethrax

Warcaster attachments

The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Doctor Stygius (Partisan) - Madelyn Corbeau (Mercenary)

Other Warjack Controllers

Jack Marshals: Iron Lich Overseer       "Junior Warcasters": Aiakos1 - Asphyxious4 - Deneghra0


Cankerworm - Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker


Barathrum - Corruptor - Deathjack - Desecrator - Erebus - Harrower - Kharybdis - Inflictor - Leviathan - Malice - Nightmare - Reaper - Seether - Slayer

Colossal Kraken - Sepulcher
Units, Solos, Battle Engines, & Structures

Asphyxious4 - Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - BO Boarding Party - BO Ironmongers - BO Smog Belchers - Bloodgorgers - Marauders - Carrion Thralls - Cephalyx Drudges - Cephalyx Overlords - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates - Soulhunters - The Devil's Shadow Mutineers - The Withershadow Combine


Aiakos1 - Agrimony - Axiara - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Darragh Wrathe - Doctor Stygius - Deneghra0 - Gerlak - Hellslinger - Iron Lich Overseer - Machine Wraith - Master Gurglepox - Misery Cage - Necrotech - Ol' Grim - Pistol Wraith - Satyxis Blood Priestess - Satyxis Raider Captain - Scrap Thrall - Skarlock Thrall - Severa Blacktide - Soul Trapper - Warwitch Siren

Battle Engines & Structures Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Scourge of the Broken Coast
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2020.12

Rules Clarifications

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Rules Clarification : Knockdown      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
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Rules Clarification:  : Magical Damage      (Edit)
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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 : Life Trader      (Edit)

  • LT can only be used once per attack, but it can be used on every attack you make with the weapon.

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Rules Clarification:  : Warcaster      (Edit)
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  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus 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 warcasters 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 Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)

  • 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)
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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.
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • As of 2020.08, I have lost track of how this is supposed to work and I'm giving up until it is sorted properly. Refer to this thread for the latest ruling and follow-up questions.

  • 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 : Blood Trade      (Edit)

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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)
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Rules Clarification : Future Sight      (Edit)

  • Adding/Removing dice (from other abilities)
    • If a Future Sight model is under an effect that causes it to roll extra dice and drop the lowest/highest (such as Star Crossed or Manifest Destiny), then the timing chart in Appendix A changes at Step 5a and 5b (Infernal Ruling):
      • Step 5a. Add/remove all extra dice as per normal except the dice you'd get from boosting (not normal, but as per Future Sight)
      • Step 5b. Roll the dice (as per normal)
      • Step 5b.1 Decide whether or not to boost (not normal, but as per Future Sight)
      • Step 5c. Remove the dice (as per normal)
  • Rerolls
    • If you use Future Sight before deciding to reroll, then you must keep the boost. You don't get to "unspend" the focus/fury.
      So it would go [Roll]-[Future Sight boost]-[Reroll with boost] (Infernal Ruling)
    • If you haven't used Future Sight before deciding to reroll, then you still have the option to use it after the reroll. You haven't "lost" Future Sight just because you didn't use it the first time.
      So it would go [Roll]-[Reroll with no boost]-[Future Sight boost]
  • Attack rolls
    • With reference to the Apdx A Timing chart; Future Sight moves "Boosting the roll" from Step 5a to straight after Step 5b. (Infernal Ruling)
    • All other effects that add/remove dice are still carried out at Step 5a.
    • Effects that trigger from hitting/missing are paused until you decide whether or not you're using Future Sight.
  • Damage rolls
    • Vs warjacks/warbeasts you must complete the damage roll (step 9) before rolling the location (step 10).
      If you're one of those players that roll damage and location together, you have forfeited your option to boost after seeing the dice roll. (Because otherwise you'd be like "Oh, I rolled column 4. I'll boost it to make sure I cripple the arc node.")

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Rules Clarification:  : Admonition      (Edit)
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* What does trigger Admonition
    • Admonition triggers off any advance, not just in-activation stuff. You could even trigger your Admonition off an enemy's Admonition!
    • Standing still but changing facing is an advance.
  • What doesn't trigger Admonition
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • You don't have to trigger Admonition the first time an enemy moves nearby - you can save it until it best suits you. (Infernal Ruling)

  • Countercharge during your own activation (Countercharge vs Admonition etc) ( Edit )
    • You can trigger Countercharge during your own activation, but only if an enemy model moves during your activation. For instance, you move towards a model who has Admonition and they trigger that to try to move away. (You do a normal move, they trigger admonition and move, you trigger countercharge from their admonition-move.)
    • However countercharge always counts as being out-of-activation, no matter when you trigger it. (Infernal Ruling)
    As a result, you can't trigger only-during-activation effects (such as Critical Shred & Sustained Attack).
    • On the other hand, you can potentially get two charge attacks (one for your normal charge, one for the counter charge). (Infernal Ruling)
      This ruling still applies even after the 2018.07 update (Infernal Re-ruling)
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Backlash      (Edit)

  • Backlash doesn't affect Jack Marshals, because they don't have battlegroups.
  • Backlash triggers from any damage, not just attacks. So stuff like fire and corrosion on the warjack will also cause harm to the warcaster.
  • Backlash won't trigger if you take control of an enemy warjack (for example with a Machine Wraith) because it's not part of its original battlegroup while under your control (refer 'Battlegroup Commander' in the core rulebook).
  • Backlash + Feedback (Edit)
    • If you stack Backlash and Feedback on the same enemy warjack, then the warcaster will take two damage every time the warjack is damaged.
    • Furthermore, the warcaster has to spend two focus to negate this damage.
      Because it's two different effects which are both resolved at Step 10a of the Attack Sequence (Apdx A of core rulebook) but have to be resolved one at a time (refer 'Triggers' in the core rulebook).
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Rules Clarification:  : Black Spot      (Edit)
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* Black Spot only triggers from basic attacks. Power Attacks, (★ Attack)s, and Chain Attacks will not trigger it.
  • If you destroy multiple models in an attack (such as with a spray or AOE) you only get one free attack, due to the "destroyed one or more" wording.
  • In a CRA, only the attack leader is actually making an attack, so only he will gain a free attack from Black Spot and all the other participants gain nothing.
    • The free attack he gains is a normal attack, not a free CRA (although he can use the free attack as part of a whole new CRA with different participants, if you want.)
  • The type of attack that is generated by Black Spot
    • The wording of "make one additional melee or ranged attack" is a bit unclear on what the intent is, but the Infernal Ruling is:
      Essentially, Black Spot doesn't impose any restrictions on the type of attack you make ... but neither does it lift any restrictions you already have.
    • Thus a model can be in one of these cases:
      1. If you have a special rule that lets you make both ranged and melee attacks in the same activation, and as many as you like (such as Dual Attack) then any Black Spot attacks you get can be either ranged or melee, your choice.
      2. If you don't have a special rule allowing unlimited amounts of both, then any Black Spot attacks you generate have to be the same type as what you started with.
      3. Special cases:
        • Abilities that let you make a single attack of the opposite type to your normal attacks (eg Kill Shot, Quick Work, Assault, etc).
          Because they only allow 1 opposite attack, these abilities count as case #2.
          For example, you make an initial melee attack, trigger Kill Shot, and get a free ranged attack. This ranged attack then kills a Black Spotted model and you get another free attack. The Black Spot free attack has to be another melee attack.
        • Abilities that let you make unlimited attacks of the opposite type (eg Drag). If you successfully trigger Drag, it counts as case #1. If you're unsuccessful, it's case #2.
        • Gunfighter and Point Blank are case #2.
  • Attack-Generating Abilities (Edit)
    • From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
    • If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
    • If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)
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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)
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Rules Clarification : Death Ward      (Edit)

  • If Death Ward is on a Colossal, you still pick which column gets damaged - but not which grid. That's still determined via which field of fire the attacker is in.
  • Attacker chooses column vs Defender chooses column (Edit)
    • When both the attacker and defender have an ability that lets them choose the column that gets damaged, the attacker gets to choose. (Infernal Ruling)
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Rules Clarification : Soul Strike      (Edit)

  • The secondary damage roll is magical damage. It is part of resolving the spell. (Infernal Ruling)
  • You choose a model to be hit with the secondary effect before the original target is removed from the table. (Infernal Ruling)
  • The damage roll occurs after the model has been removed from the table, limiting the ARM of the destroyed model to base ARM rather than current ARM. (Infernal Ruling)
    • A Spell Slave can cast Soul Strike and gobble the soul, then immediately spend that soul to boost the secondary damage. (Infernal Ruling)
  • Not considered an attack & "Non-attack damage roll" (Edit)   [Show/Hide]
    • There are two ways you can get these "non-attack" damage rolls. Either way, they interact with other special abilities that trigger on 'attack/damage' (such as Vengeance) in the same manner, and as such we'll call both types "Pure Damage" for brevity.
    • Type 1 - A secondary damage roll that is not considered to be an attack:
      Some attacks create a second damage roll that is explicitly "not considered an attack" (such as Electro Leap).
    (Note that although the second damage roll is not an attack, the original attack certainly is and will trigger stuff normally. These clarifications don't apply to the original attack.)
    • Type 2 - Non-attack damage roll:
      Some special abilities & special actions tell you to make a damage roll without mentioning whether it is considered an attack or not (such as Vent Steam and Flak Field).

    • Pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Pure damage is not an attack, so doesn't benefit from stuff that affects 'attack damage rolls' (such as Bethayne1's feat). (Infernal Ruling)
    • Pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
    • Pure damage is not from an attack, but it is damage from the original model. This has two implications:
      1. It's not an attack from a weapon so:
        • it won't gain damage buffs from the weapon (such as Poison).
        • it won't gain any Damage Types from the weapon. (Infernal Ruling)
      2. It is a damage roll from a model so: