Supreme Aptimus Zaal & Kovaas

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Skorne Logo.jpg

Supreme Aptimus Zaal
Skorne Extoller Warlock
Spawned Solo


Basic Info


Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 15
ARM 14
ESSENCE {{{essence}}}
HP 15
F. Field N/A
WJP {{{wjp}}}
WBP +26
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Gunfighter - This model can use its ranged weapon(s) even while in melee, but with limitations. Click the link for the full rule.
  • Direct Spirits - (1) When a friendly living Faction warrior model is destroyed in this model's control range and generates a soul token, you can choose which model with Soul Taker gets the soul, regardless of the proximity of other models. (2) Enemy models never gain soul tokens from models destroyed in this model's control range.
  • Ghost Sight - Zaal does not require LOS in order to target friendly models with spells. Zaal ignores LOS when making ranged and magic attacks. Zaal ignores concealment and cover when resolving ranged attacks.
  • Soul Converter - Once per turn at any time during his activation, Zaal can spend 1 fury point to give each friendly Exalted model with the Gatekeeper ability currently in his CTRL range one soul token.
  • Irregulars [Ancestral Guardian] - Friendly Ancestral Guardian models can be included in any army that contains this model.


Spirit Eye - 8" range, POW 6 ranged attack

  • Damage Type: Magical - This weapon deals Magical damage.
  • Annihilating Gaze - If this attack hits a living or undead model, add the STR of the target to the POW of this attack.

Staff of Aarakis - 2" reach, P+S 9 melee attack. If Zaal is using this something has gone badly wrong



Awakened Spirit

2 6 - - Upkeep -
Target warbeast in the caster's battlegroup may cast its animus once per turn for free. It can still only cast it once per turn.
Hex Blast

3 10 3 13 - Yes
On a direct hit, enemy upkeeps and animi on the target expire.
Inviolable Resolve

2 6 - - Upkeep -
Friendly Faction model/unit gains +2 ARM and they cannot be moved by a push or slam. Doesn't work while out of formation.
Last Stand

2 6 - - Upkeep -
Friendly Faction model/unit gains an additional die on its melee attack and damage rolls. But a model that makes a melee attack is destroyed at the end of the turn.
Sunder Spirit

2 10 - 12 (★) Yes
An enemy warbeast damaged by Sunder Spirit loses its animus for one round.

Feat : Rage of Ancients

  1. Zaal gains a number of ancestral rage tokens equal to the number of friendly Skorne warrior models that have been destroyed and not (yet) returned to play since the start of the game.
  2. While in Zaal's control range, friendly Skorne models can spend ancestral rage tokens on Zaal to boost one melee attack or melee damage roll for each token spent.
  3. At the end of the turn, remove unspent ancestral rage tokens from Zaal.


Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
M.A. N/A
DEF 13
ARM 14
ESSENCE {{{essence}}}
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock

A Kovaas is created when an Ancestral Guardian is destroyed. You can have up to one Kovaas at a time.


  • Undead - This model is an undead model and not a living model.
  • Incorporeal - This model can walk through walls, terrain, models, and just about anything else. It can't be damaged except by things which have Damage Type: Magical. When it makes a melee or ranged attack it loses Incorporeal until its next activation.
  • Destruction Spawned - The Kovaas doesn't start the game in play. When a friendly Exalted solo with Gatekeeper is destroyed in Zaal1's CTRL range, replace that solo with a Kovass unless there is already a Kovass in play. If that Gatekeeper had souls, Kovass can have up to 3 of them. All other effects on the solo expire, and Kovass cannot activate the same turn.
  • Dessicator (★ Action) - Center a 4" AOE cloud effect on Kovass. Other living or undead models entering or ending their activations in the AOE suffer 1 point of magical damage. The AOE remains in play for one round.
  • Soul Taker: Soul Cage - This model collects souls from living enemies who die within 2" of it. This model can store up to three souls and spend them for the following:
    • Soul-Powered - This model can spend souls to gain melee attacks during its activation.
    • Strength of Death - During its Combat Action, this model can spend soul tokens to boost one attack or damage roll for each token spent.


Wasting Touch - 2" reach, P+S 14 melee attack

  • Damage Type: Magical - This weapon deals Magical damage.
  • Thresher (★ Attack) - This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range. Thresher attacks are simultaneous.

Theme Forces

Recent Changes

2018.12 Exalted Errata

  • Gained the ability to include Ancestral Guardians in any theme - making him playable.
  • Soul Converter now applies only for friendly models, removing some entertaining interactions when playing Zaal against opposing Exalted lists.
  • Soul Converter now works on any model, instead of just solos, making Zaal1 interact with the Supreme Guardian better.

Thoughts on Zaal1

Recent Release icon.jpg

Recent Change
This model/theme's rules have recently changed dramtically, and the "Thoughts On" section has not (yet) been updated to reflect its new capabilities.

Please feel free to update the article and remove this warning.

Zaal1 in a nutshell

Zaal1 is an infantry and ancestral guardian warlock whose main big trick is Last Stand, and whose secondary big trick is getting excellent use out of ancestral guardians. He also has a few tricks beyond that. He makes people hit much harder at the cost of burning them up - and Kovaas assassinations (with Last Standed Kovaas powered up by souls) can be effective. Zaal has spent most of Mk3 prior to December 2018 on the shelf due to not being allowed Ancestral Guardians outside The Exalted, and that theme needing a tune up - but he can now bring them wherever he goes and the theme has had the tune up it needs.

Feat thoughts

Zaal's feat is simple; you play it half way through the game and unleash devastation.

Spell thoughts

  • Last Stand lets you trade up - but remember that you need to be trading up because your models will die if you use it. It's easy to wreck your own army by using it - but you can take out a lot of enemies with an additional dice on attack and damage rolls. It goes really well on an Ancestral Guardian - either it gets massive numbers of attacks for the cost or the enemy kills it (or let defensive strike kill it) and the Kovaas then takes over.
  • Inviolable Resolve is not exactly subtle. And will probably go on a Supreme Guardian
  • Awakened Spirit is basic tech. Just changing the odds in your favour.
  • Two zaps, one of which is anti-upkeep tech.

Drawbacks & Downsides

  • He's squishy
  • You absolutely must use Last Stand to trade up. It kills your troops so your opponent doesn't have to. If what you are attacking isn't more valuable than your models, you lose on the trades.
  • Zaal's big thing is using Last Stand to kill things they normally couldn't. If you can beat the skews without Last Stand, it's better, because you don't destroy your own models.

Tricks & Tips

  • The Ferox Assassination and the Immortal Assassination are both mentioned under their sections.
  • The Kovaas assassination involves leaving an Ancestral Guardian with Last Stand up. If it gets to Retaliatory Strike then the Kovaas pops out at the end of the turn. An incorporeal model fully loaded on souls that you can last stand and is right in the heart of the enemy army? Throw last stand on that and it tends to demolish casters.
  • Models with Combined Melee attack love Last Stand. Only the model that initiates the attack gets destroyed!
  • Remember, if the enemy caster gets too close you can Last Stand Zaal himself and beat the enemy to death. If the enemy caster dies first, Zaal wins!
  • Did we mention how awesome Last Stand is?
  • His gun is really good against gargantuans, being +1 or +2 against most. Whether you want to be that close to one is up to you...
    • His gun is +1 or +2 against most living stuff, and he can get up to range 12" ; with extoller advocates and Cyclop shaman, you can have for relatively cheap a nasty ranged firepower that is entirely ghost shot.
  • In Some pre-feat run ups, use last stand to increase the number of rage tokens.
  • Models that can benefit from Soul Converter are Ancestral Guardian, the Supreme Guardian, and Hakaar the Destroyer

List Building Advice


Zaal is an attrition warlock - but he has an assassination threat with Last Stand and his feat; an Ancestral Guardian, Kovaas, or even warbeast with an extra damage dice and boosting on top of that will trash almost any caster, and the Guardian is only five points. What he doesn't do is anything to either keep his models alive or extend threat ranges.

Theme thoughts

Zaal wants infantry both to Last Stand and to power up his feat - fortunately all three of The Exalted, Masters of War, and Winds of Death all now qualify with the first two themes being preferable as they are melee themes and thus synergise with more of Zaal's kit.

There is even an offbeat build for Zaal that works in Imperial Warhost with a Supreme Guardian and three Ancestral Guardians, all powered by Soul Converter and the occasional dead Paingiver or warbeast. If you want to do this, however, it's probably preferable to instead go for a triple battle engine build in Winds of Death, use your Guardians as your free models, and take a skirmish screen of Venator Slingers while only losing out on a couple of free points (making all your free models Ancestral Guardians).

Almost every Zaal list is going to take two Ancestral Guardians and Hakaar as its free models for 16 points, although Masters of War might want a Tycom and/or Vorkesh and to buy an Ancestral Guardian or two.

Common army selection

Zaal is an infantry warlock - but has enough warbeast points for a few warbeasts. The following are the most common:

  • Basilisk Krea - to spread its aura to protect your infantry from incoming fire
  • Basilisk Drake - an all round good warbeast that flanks with the Krea
  • Cyclops Raider - Zaal occasionally likes to blast things with his Spirit Eye.
  • Titan Cannoneer - see Cyclops Raider. It also can help to have a heavy.
  • Cyclops Shaman Effectively a second Krea bubble while having a bag of tricks of its own.
  • Cyclops Brute - Shield Guard - and a fairly standard Zaal assassination run.
  • Scarab Pack - well done. You managed to buy infantry in your warbeast points(!) and can run all your attacks through one model so you only lose one to the Last Stand

His infantry is a much greater proportion of his force, and what he really likes is infantry that can get multiple attacks .

  • Ancestral Guardian - between Soul Converter and the Kovaas there's no reason to not bring as many as you own. Remember that you can get them for free in most themes, and three of these will provide a floor of 15 points to the free models Zaal should be bringing.
  • Hakaar the Destroyer is finally back to being an Ancestral Guardian - and gets even more attacks out of Last Stand than a Guardian plus all the other nice bonuses.
  • Supreme Guardian - Zaal hands out free souls.
    • Extoller Novitiate - no direct synergy with Zaal - but Guardians and the Supreme Guardian both love these guys, so bring them
  • Praetorian Ferox One of his two choices for assassins, Praetorian Ferox with Last Stand can frequently make short work of casters and have an excellent threat range.
  • Immortals With the Extoller Advocate, they can turn incorporeal, and then get a non-linear charge off with a total threat range of 14". Vengeance also lets them use two attacks in a turn for Last Stand.
  • Nihilators Last Stand + Berserk? Terrifying. Unfortunately you have to break theme.
  • Praetorian Swordsmen Two attacks for a low cost/ and with the attachment, they get the opportunity to reposition and strike again - and to make one attack at 5d6 damage and the other at 4d6.
  • Praetorian Karax Very cheap bodies
  • Venator Reivers/Venator Slingers - you get the work out of them from shooting and then throw them in under Last Stand.
  • Extoller Soulward Direct Spirits makes sure they have the perfect number of souls for blowing things up (two). N
  • Aptimus Marketh gets to hex blast and upkeep.
  • Immortal Vessel for arced hex blasts to deal with upkeeps.
  • Gatorman Bokor & Bog Trog Swamp Shamblers With that many bodies, why not? Zaal can't use Faction spells on minions, but its an excellent infantry recycling machine for a warlock that likes to off his own guys. After you "Last Standed" your own unit into destruction, your Bokor picks up the bodies and reuses them the next turn. It can help Zaal apply pressure on the turns after the feat, if such a thing happens. It does not always work because opponents tend to have plans too, but its good fun. Apply Tough from a Paingiver Task Master, and get in the way of things like the best of them.



  • Released in Hordes: Evolution (2007)
  • Zaal might be named after the Persian medieval hero Zaal (or, Zāl), who according to myth was a great warrior king, raised by a mythical bird. He ended up really, really old. Quite like Skorne's Zaal.

Other Skorne models

Skorne Logo.jpg       Skorne Index       (Edit)            
Battlegroup & Similar
Warlocks Hexeris1 - Hexeris2 - Jalaam1 - Rasheth1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (Lesser Warlock)
Lesser & Packs Lesser Warbeasts: Agonizer - Reptile Hounds - Warbeast Packs: Scarab Pack
Light Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm
Heavy Aradus Sentinel - Aradus Soldier - Archidon - Bronzeback Titan - Rhinodon - Titan Cannoneer - Titan Gladiator - Titan Sentry
Chiron - Despoiler - Molik Karn - Tiberion
Gargantuans Desert Hydra - Mammoth
Units, Solos, & Battle Engines
Units Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - Nihilators - Paingiver Beast Handlers - Paingiver Bloodrunners - Praetorian Ferox - Praetorian Karax - Praetorian Keltarii - Praetorian Swordsmen - Tyrant Commander & Standard Bearer - Venator Catapult Crew - Venator Flayer Cannon Crew - Venator Reivers - Venator Slingers
Legends of Halaak
Solos Ancestral Guardian - Paingiver Bloodrunner Master Tormentor - Extoller Novititate - Extoller Soulward - Immortal Vessel - Mortitheurge Willbreaker - Paingiver Task Master - Venator Dakar - Void Spirit
Abidan the Keeper - Aptimus Marketh (Attached) - Hakaar the Destroyer - Tyrant Rhadeim - Zaadesh1 (Lesser)
Battle Engines Siege Animantarax - Supreme Guardian
Theme Forces
Disciples of Agony - Imperial Warhost - Masters of War - The Exalted - Winds of Death
Refer to Who Works for Whom and/or Category: Skorne Minion
This index was last updated: 2018.12

Video Battle Reports

Rules Clarifications

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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.")

Rules Clarification : Annihilating Gaze - None yet. (Edit)

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

  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
      There is no particular interaction between the Battle Engine rules and the Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. 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.)
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • 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
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat 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)
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.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • 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 (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • 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:  : Gunfighter      (Edit)
(Click Expand to read)

  • You cannot Aim if you start your activation in melee. (Infernal Confirmation)
  • A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).


  1. Outside of melee
    • If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
  2. In melee, but didn't charge
    • If it didn't charge, it can target anyone it's "in melee" with.
    • This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
    • If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
  3. Charged into melee
    • If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
    • If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
    • However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
  4. Other targeting notes
    • Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee (although it may hit one accidentally, see "Missing" below).
    • If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
    • Gunfighter doesn't change the RNG of your gun, it just provides you an ability to use it while in melee and imposes some targeting restrictions.
      • If you're affected by a debuff that reduces your RNG to 1", that will further limit who you can target.
      • If you're affected by a debuff that reduces your RNG to 0", you cannot make attacks (refer 'Weapon Statistics', page 19 of rulebook).

Attack Roll

  • You use the Gunfighter's RAT for the attack roll.
  • Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
  • How the +4 DEF bonus for "being in melee" works with Gunfighters is:
    • they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
    • they never ignore it vs friendlies, because you cannot be in melee with a friendly target.
  • Obviously, if the Gunfighter isn't actually in melee with the enemy target, then the Gunfighter rules don't apply. So they do get the +4 DEF bonus as if it were a normal ranged attack (because it is).

Missing the Attack Roll

  • If you miss the attack roll then you need to randomly reassign the shot just like you would with a normal ranged attack shooting someone in melee. Because nothing in the Gunfighter rules say you ignore this part of the "Targeting a Model in Melee" (TMM) rules.
    • Do not include the Gunfighter model itself in potential 'randomees' (because you can't target yourself, as per the 4th paragraph of TMM) (Locked thread)
    • but do include models the Gunfighter is in melee with, and any friendly models that are in melee with them (as per the TMM rules).

Incorporeal Gunfighters

  • Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
  • Once they do that you're in melee and your target selection is limited to just models in melee (as explained above).

Gunfighter + an AOE weapon

  • If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
  • If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.

Gunfighter + a spray weapon

  • Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
  • If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.

Units of Gunfighters

  • If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
  • Redirected attack:
    • If they're still engaged, their initial attack (s) must be vs someone in their melee range.
    • If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
    • If they're unengaged, they are now free to shoot anyone within the gun's normal range.

Other interactions

  • Gunfighter vs Point Blank (Edit)
    • If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
    • These two abilities are subtly different, but it's an important difference.
    • Gunfighter allows you to make ranged attacks while in melee.
    • Point blank allows you to make melee attacks with your ranged weapon.
      • Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
      • Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
    • Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
      • Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
      • Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
  • Gunfighter vs RNG modifiers (Edit)
    • Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
    1. If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
    2. If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
    3. If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
    (Infernal Ruling)
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Rules Clarification : Direct Spirits      (Edit)

  • There is no range limit on who you allocate the soul to. Any friendly model anywhere on the board can receive it. (Infernal Ruling)
  • You cannot give souls to enemy models. (Infernal Ruling)
  • Enemy models can't gain souls even if there is no way for you to get it. Instead no one gets it.
  • Direct Spirits modifies both the proximity limit and the "source type" limit. (Infernal Ruling)
    For example:
    • Source type: You can give friendly souls to models that normally only gather them from enemies.
    • Proximity: You can give a soul to a model from 20" away, when they normally only collect from stuff within 10"
  • A model that is full of souls is not eligible to collect more souls, and can't benefit from Direct Spirits.
  • For the purposes of taking/giving souls, Soul Vessels are counted as living models. (Infernal Ruling)
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Rules Clarification : Ghost Sight      (Edit)

  • Ignore LOS (Edit)
    • Since you ignore LOS, you can target models in your back arc. (Infernal Ruling)
  • Although you ignore concealment/cover, you don't ignore any other bonuses models get "from" them (such as Prowl).
  • You don't ignore Stealth's "auto-miss" rule.

Rules Clarification : Irregulars - None yet. (Edit)
Rules Clarification : Soul Converter - None yet. (Edit)

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Rules Clarification : Awakened Spirit      (Edit)

  • Although the cost is free, you still need to be within your warlock's CTRL range for them to force you to cast it.
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Rules Clarification : Hex Blast      (Edit)

  • If you miss and deviate onto a different target, no upkeeps or animi expire. You need a direct hit.
  • 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 : Inviolable Resolve - None yet. (Edit)

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Rules Clarification : Last Stand      (Edit)

  • If you make a CMA, only the attack leader is destroyed. The attack participants didn't actually make an attack.
  • If a model triggers Last Stand, then you make the upkeep expire (for example casting it on a different unit), then that model is destroyed despite the spell expiring. (Infernal Ruling)
  • If a model triggers Last Stand, then you kill it yourself and resurrect it in the same turn (for example with the Supreme Guardian), then is not destroyed because effects expire on models when they're destroyed. (Infernal Ruling)
  • I thought the two rulings above conflicted with each other but apparently they don't; essentially because "you don't track triggered effects on models that aren't on the table". (Infernal Ruling)
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Rules Clarification : Sunder Spirit      (Edit)

  • Because the warbeast has lost its animus, other models can't cast it either. Neither its controlling warlock, nor models like the Cyclops Shaman.

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Rules Clarification:  : Thresher and/or Flashing Blade and/or Cyclone     (Edit)
(Click Expand to read)

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)

Rules Clarification : Undead - None yet. (Edit)

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

Damage & Debuffs
  • All spells do magical damage. Refer to the latest errata.
  • If a weapon or spell does multiple types of damage (such as Chain Lightning doing Electricity damage), then you'll still be hurt by the spell. "Incorporeal" is not the same as "has immunity to all damage types". (Infernal Ruling)
  • "Mundane" weapons can still apply debuffs to Incorporeal models, even though they can't damage them. For instance, an Ironclad could hit an Incorporeal model with a Tremor Attack and knock the incorporeal model down; Small-based Incorporeal models can be Consumeed, etc. (Infernal Ruling)

Incorporeal models moving

  • If an incorporeal model declares a charge, then they stay incorporeal until they actually make an attack. So, for example:
    • If they're Countercharged after finishing their own charge movement, they will be Incorporeal while resolving the Countercharge attack.
    • If they fail the charge, they will stay Incorporeal.
  • Entering hazards: "Enters or ends its activation" can only be triggered once each turn.
    • If the Incorporeal model begins its activation outside the hazard, moves into the hazard and loses Incorporeal, it would not take any damage from ending its activation in the hazard.
    • If the Incorporeal model begins its activation inside the hazard, stays inside the hazard, and loses Incorporeal, it would take damage from ending its activation in the hazard.
    • (Infernal Ruling)
  • 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.

Moving through an Incorporeal model

  • A model that is pushed into an Incorporeal model will go all the way through, only if the push is large enough to get all the through. If the push is too short, the moving model will "bounce back" to where they first started overlapping the incorporeal model. (Infernal Ruling)
  • The core rules that allows models to be pushed through the Incorporeal model will override any ability/spell that uses the phrase "is pushed until it contacts a model" (such as Grip, Drag, and Catch). (Infernal Ruling)
  • A model that is thrown or slammed into an Incorporeal model will end in the normal spot, and the Incorporeal model is repositioned as per the 'Rule of Least Disturbance'.
    • If the Incorporeal model cannot be moved (ie it's a Wraith Engine), then the moving model is repositioned as per the 'Rule of Least Disturbance'.


  • Incorporeal models can engage enemy models. They can't make free strikes or bodyblock enemies, but they do prevent enemy models making ranged attacks, and everyone gets the 'Target in Melee' bonus.

Rules Clarification : Destruction Spawned - None yet. (Edit)
Rules Clarification : Dessicator - None yet. (Edit)
Rules Clarification : Soul Cage - None yet. (Edit)

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Rules Clarification : Soul-Powered      (Edit)

  • You cannot buy melee attacks after casting a spell, due to the "The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any." rule. And none of the spells you can cast specify that additional attacks can be made.

Rules Clarification : Strength of Death - None yet. (Edit)

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Note to Editors
To edit the Kovaas' tagged abilities, Click here