Supreme Archdomina Makeda

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Skorne Logo.jpg Supreme Archdomina Makeda

Skorne Warlock

Makeda has risen in the skorne people’s hour of need as a peerless leader whose vision of their mutual destiny has inspired her soldiers to ever greater efforts. Makeda has vowed to impose order and forge the seeds of a new nation. Solidarity will be the key to rising from the ashes and leading an empire which spans the continent. Any who defy her conviction will fall to the wayside or feel her boots trampling them underfoot.

Basic Info

Missing Info
Supreme Archdomina Makeda.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 15
ARM 16
CMD 10
ESSENCE {{{essence}}}
HP 16
F. Field N/A
WJP {{{wjp}}}
WBP +27
IHP {{{ihp}}}
Warcaster 1
the Statblock

Warlock - All warlocks 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 : Instruments of War

Manifesting her undeniable command over life and death, Makeda seizes control of her army, both body and soul. Soldiers and warbeasts alike become instruments of her will, moving under her absolute control with flawless precision and unrelenting exactness.

While in Makeda2's control range, friendly Faction models gain boosted melee attack rolls and cannot become knocked down. Instruments of War lasts for one round.


  • Elite CadrePraetorian Swordsmen ] - Friendly Praetorian Swordsmen models gain Vengeance. (Vengeance - During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.)
  • Foresight - During your Control Phase, before leeching, this model can use the Healing warlock special rule.
  • Reckless Arcana - Once per turn, when a model in this model’s battlegroup destroys one or more enemy models with a melee attack, immediately after the attack is resolved, this model can cast a spell with COST 3 or less without spending fury.
  • Stay Death - When a friendly living non-warlock Faction warrior model in this model's command is disabled, this model can spend 1 fury point to remove 1 damage point from the disabled model.


Sword of Balaash (x2)
Sword icon.jpg  RNG   POW   P+S 
1 5 12
  • Magical dam symbol.jpg Damage Type: Magical
  • Combo Strike (★ Attack) - Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon. (Giving a total P+S = 17)



2 SELF - - Turn No
The spellcaster and friendly Faction warrior models activating in its control range gain +1 SPD. While in the spellcaster's control range, friendly Faction warrior models gain Parry. Dash lasts for one turn.

3 SELF - - Round No
While in the spellcaster's control range, friendly Faction models gain +2 DEF against ranged and magic attacks. Deflection lasts for one round.

2 8 - 12 - Yes
Target model hit becomes knocked down.
Storm Rager

3 6 - - Upkeep No
Target friendly Faction warrior model gains +2 STR, MAT, and ARM and cannot be targeted by CRA or CMA.

Theme Forces

Recent Changes

2021.10 Mega Update

  • Gained Foresight
  • Gained Reckless Arcana

Thoughts on Makeda2

Makeda2 in a Nutshell

Supreme Archdomina Makeda, patron saint of the Skorne empire, has a number of combat modes - with the big question being how much Fury does she keep back to Stay Death her infantry and by doing so how much risk of assassination is she taking. She has the tools to create or improve an unlikely assassin, between Dash and Storm Rager and her feat. She's also capable of doing the dirty work herself. The recent changes have made her significantly better, both giving her a likely free spell a turn and enabling her to camp fury so she can Stay Death, then burn any Fury she didn't use for that to heal her beasts before leeching.

Maximising her Feat & Spells

Her feat is one of two things. Either attrition into a high DEF army or an assassination run against a really high DEF caster. (Very occasionally it's used to block a feat).

  • Deflection keeps infantry, and some warbeasts alive against shooting. It protects her army and stacks with the Basilisk Krea - and can be cast neatly via Reckless Arcana.
  • Dash is a useful buff both for threat ranges and for picking your target.
  • Storm Rager is pretty obvious in what it does. You can also play some silly games cycling it via Reckless Arcana, having her cast it on a second, and triggering Reckless Arcana to cast it on a third.
  • Prostration is a nice set-up spell and a zap. It's often worth risking Marketh, or even Makeda herself, if you think you have an assassination run on the table.

Drawbacks & Downsides

  • She has a very deep toolbox - but you need to pick the right parts of it. There's always more you want to do with her than you have Fury for (although Reckless Arcana helps)
  • It's easy to burn her stack saving all of your infantry, which leaves her open to assassination.
  • Stay Death is countered by anti-healing tech

Tips & Tricks

  • The Ferox assassination-leap has been covered under that entry.
  • You can do some really interesting things jamming charge lanes with Makeda.
  • An assassination via Prostration and then auto-hitting the now knocked down caster isn't plan A, but it's one of the many plans she has.
  • Dash, Deflection and Stay Death are all costly, and should be used when needed, not automatically.
  • A common misplay is spending too much on Stay Death, then getting assassinated.
  • Make sure you have "cruise missile killers" to trigger Reckless Arcana; the archidon is great.
  • If your beasts are running hot on fury, use Foresight to empty Makeda's stack before leeching. You can even spend fury to "heal" even if Makeda and her beasts are at full health! (See the Rulings)

List Building Advice


Her main method of winning is attrition. There are basically two approaches to her winning the attrition game:

  • Saving all your Fury to keep models alive (generally Praetorian Ferox) - but this is cancelled by Grievous Wounds
  • Protecting her army from shooting by Deflection, and getting the alpha strike with the help of Dash.

Makeda does little for battlegroups other than Deflection (and that's hardly a spell that helps Skorne beasts) and is almost entirely an infantry caster. Molik Karn, however, is a strong choice for her first warbeast because with Side Step he is brutal.

She however does get a lot of good choices for troops and as should be obvious she works really well with the Masters of War theme.

Theme Thoughts

  • Masters of War might as well have been made for the Supreme Archdomina; she was running lists with two units of Praetorian Ferox even before they came with free TyComs and winning tournaments into the teeth of some of the best theme forces, and Masters of War has almost everything she could possibly want including her Vengeance Swordsmen.
  • The Exalted gives her an offbeat list. It works well even if it's not Masters of War as Stay Death keeps the unit attachments alive, and her feat lets the incorporeal assassination connect.
  • Disciples of Agony would be an interesting choice. It's not that either Nihilators or Bloodrunners are bad (well, perhaps Nihilators are) - but they have nothing like the threat profile of Praetorian Swordsmen with her.
  • Winds of Death lacks melee infantry. Pass.

    Masters of War    

  • Praetorian Ferox Between Dash and her Feat, Ferox can go even further than normal. And three cats taking flying leaps with boosted attack rolls will kill a startling number of casters. A great Stay Death target as well. Even before the Masters of War theme gave the Ferox free Tyrant Commanders and Removed from Play effects "Makeda2 Kit-Kat"/Miaokeda (Makeda with two units of Ferox) was a strong Skorne tournament list. Currently, they may often feel too soft to strong ranged attacks and to anti-healing tech.
  • Cataphract Cetrati - why not make them even harder to kill? Spell immunity protect them against Mortality in particular, and their UA is a decent target for Storm Rager.
  • Praetorian Swordsmen - They get Vengeance, which is great, and Stay Death can improve the Vengeance payback quantity. And since the errata they've been all round excellent as single wound melee infantry. Makeda can if she chooses absolutely spam them and use Deflection to keep them alive - or Dash to let them dive deeply in.
  • Legends of Halaak - A very nice unit to Stay Death or even give Storm Rager to.
  • Praetorian Keltarii - Deflection + Force Barrier + Blade Shield gets them to DEF 19 vs ranged attacks and DEF 17 vs magic attacks, meaning that they're untouchable if you throw Carax into them. Under dash they can jam up to 18" away. And they're pretty effective against infantry with their two attacks.
  • Tyrant Rhadeim - An excellent target for Storm Rager and who works well with the Ferox.
  • Tyrant Zaadesh - An upstart in House Balaash. Can buy decent quality attacks, so Storm Rager help quite a bit. Once upon a time she could not save character, but now Zaadesh with Transfer *and* stay death is a top notch contester.
  • Hakaar the Destroyer - Can buy better quality attack than Zaadesh, and he is allowed in Master of War. Remember he cannot be Stay Death, as he isn't living. So he's great with Storm Rager.
  • Ancestral Guardian - pretty good with Storm Rager.

    The Exalted    

  • Immortals - On feat turns these guys are assassins. Turning incorporeal and launching boosted attacks at the enemy caster. The rest of the time Deflection helps get them in and Stay Death keeps their support alive.
  • Hakaar the Destroyer - With five attacks in a turn an even better Storm Rager target.
  • Ancestral Guardian - A backup for Hakaar - but if you have so many souls flying around why not use these guys?

    Support models & Minions - Various themes    

  • Aptimus Marketh help with her fury consumption. Boosted Prostration is also sometime nice to have in your backpocket.
  • Mortitheurge Willbreaker is a very cheap way of handing Tough to her faction infantry, which her feat turns into no-knockdown-tough.
  • Hermit of Henge Hold mean you alway have an emergency transfer for Makeda. Stay death mean your opponent is less likely to have 5-6 spare attack to get rid of him, and his anti-armor aura can have some use too.
  • Swamp Gobber Chef : Makeda often want to have more fury on her beast than what she can retrieve, to not cut too much if Stay Death was triggered a lot. The Chef allow to avoid frenzy when this backfire by eating a *skorne* warrior. (remember that the swamp gobber himself can only be eaten by minion warbeasts).


Molik Karn is her pet warbeast that she can take in any theme.
  • Molik Karn is her pet warbeast that she can take in any theme. This version of Makeda has less tools to support him than Makeda1 or Makeda3. On the other hand Molik is an excellent way of triggering Reckless Arcana.
  • Basilisk Krea stacks with Deflection.
  • Cyclops Brute help her not die if she's too ambitious with Stay Death, and play into her anti-shooting toolkit.
  • Archidon is an excellent triggering model for Reckless Arcana with its speed and ability to sprint. Also she has a stat line where you could throw her into melee, but this should never be her first plan and if you want to get out safely the Lightning Strike animus is better than Molik’s
  • She don't really support beasts, so generally you will look at a minimal battlegroup. Shooting is probably an interesting possibility overall.

Starting a 25 point Brawl list

In 2020.09 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Masters of War

Supreme Archdomina Makeda: [+27 WBP]
Hakaar the Destroyer: [Free] (6 pts)
Praetorian Swordsmen (Max unit): [13 pts]
  • Command Attachment: [4 pts]
Legends of Halaak: [8 pts]

Total RRP: USD $185 (based on PP's online store prices 2021.05)

For more Brawlmachine list ideas, see Category: Brawl List



Video Battle Reports

Other Skorne Models

Skorne Logo.jpg       Skorne Index       (Edit)
Battlegroup & Similar
Warlocks Hexeris1 - Hexeris2 - Jalaam1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Rasheth1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (Lesser Warlock) - Makeda0 (Lesser Warlock)

Agonizer - Aradus Scarab - Reptile Hounds - The Terrorizer

Light Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm

Aradus Sentinel - Aradus Soldier - Archidon - Chiron - Bronzeback Titan - Despoiler - Molik Karn - Rhinodon - Tiberion - Titan Cannoneer - Titan Gladiator - Titan Sentry

Gargantuans Desert Hydra - Mammoth
Units, Solos, & Battle Engines

Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - Legends of Halaak - 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


Abidan the Keeper - Ancestral Guardian - Aptimus Marketh - Extoller Novitiate - Extoller Soulward - Hakaar the Destroyer - Immortal Vessel - Makeda0 - Mortitheurge Willbreaker - Paingiver Bloodrunner Master Tormentor - Paingiver Task Master - Tyrant Rhadeim - Venator Dakar - Void Spirit - Zaadesh1

Battle Engines Siege Animantarax - Supreme Guardian
Theme Forces
Disciples of Agony - Masters of War - The Exalted - Winds of Death
Refer to Who Works for Whom and/or Category: Skorne Minion
This index was last updated: 2021.11

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.")
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Rules Clarification : Combo Strike      (Edit)

  • You cannot make a Combo attack if the weapon is crippled. Refer "Crippled Systems" in the core rulebook.

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Rules Clarification:  : Warlock      (Edit)
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  • 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. 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.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • 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 : Elite Cadre      (Edit)

  • Elite Cadre bonuses persist even after the model dies.
  • Elite Cadre bonuses can apply to teammates in multiplayer games.
  • It is possible for a model to receive multiple Elite Cadres. All will benefit the model (excluding receiving the same benefit twice). (Infernal Ruling)
  • Elite Cadre applies to both singular and plural. For instance Elite Cadre [Daughters of the Flame] will apply to Thyra even though she is only a Daughter of the Flame. (Infernal Ruling)
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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • Vengeance is not an activation. It does not prevent the model/unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Units only
    • Out of formation models cannot make Vengeance moves nor Vengeance attacks.
    However if the unit commander uses their movement to bring the Grunts back into formation, then they can move and attack.
    • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
    • If you manage to spawn new models during the Maintenance Phase (such as with Reconstruction or Blood-Bound) then those new models can also make Vengeance attacks. (Infernal Ruling)
    • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
      • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
      • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
    • Granted [ Vengeance ]
      • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
      It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
      It is not "If you get damaged, you get Vengeance next turn."
      • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
  • Triggers
    • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
    • If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)
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Rules Clarification : Foresight      (Edit)

  • You can spend fury to heal even if the warlock and warbeasts are at full health. (Infernal Ruling)
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Rules Clarification : Blood Boon and/or Rites of Blood and/or Ritual Slaughter and/or Soul Food and/or Blood Weaver and/or Meat for the Beast and/or Reckless Arcana     (Edit)

  • General
    • The free spell doesn't interact with abilities that change the COST of a spell. (Infernal Ruling)
      • For instance, if you trigger it while being affected by Lamentation then you can still cast a COST 3 spell (even though if you spent focus to do the same thing it would cost you 6 focus/fury).
    • (Rites of Blood only): The Priestess doesn't need to be in the caster's CTRL range to use her ability.
    • (Blood Weaver only): It's not tied to a specific weapon, and it can be triggered multiple times per turn.
    • (Reckless Arcana only):
      • You can trigger it once during your turn, and a second time during the opponent's turn (via a free strike, countercharge, etc)
      • The model doesn't need to be in your control range to trigger it.
  • Timing
    • With reference to other abilities that occur "after the attack is resolved", the timing sequence is:
      • If you choose a non-offensive spell then it's resolved at Step 12.
      • If you choose an offensive spell then it's resolved at Step 14.
      • If you have another ability that triggers at Step 12 (such as Iona1 having Overtake), you can either cast a non-offensive spell and resolve both things at Step 12 in any order, or you can resolve the other ability at Step 12 then cast an offensive spell at Step 14. Note that you cannot cast an offensive spell at Step 14 then go back to Step 12 to resolve the other ability.
      • (Infernal Ruling for all of the above)
  • Multiple Attacks
    • If when you destroy the model, you get a free melee/ranged attack as well as the free spell (for instance you cast Black Spot on them), then you need to follow the "attack-generating abilities" rule in the core rulebook and make sure you only make one bonus attack:
      • You can cast a non-offensive spell (step 12) then get the free melee/ranged attack (step 14); or
      • You can cast an offensive spell (which is an attack) and forgo the free melee/ranged attack.
      • (Locked Thread)
    • If the model that triggered the free spell has Berserk and something is in its melee range, you don't get a choice of offensive spell or non-offensive. You have to choose either
      • a non-offensive spell plus the compulsory melee attack, or
      • no spell at all plus the compulsory melee.
      • (Locked Thread)
  • Spells outside of caster's activation
    • Some versions of this ability let the caster get a free spell when something else kills something. In this case:
      • The caster can channel the spell if they want. (Infernal Ruling)
      • The spell is cast during the other model's activation, so that model can potentially trigger any of their own activation-only abilities.
        Specifically, if one of Deathchev's warjack triggers Meat for the Beast, and Deathchev casts Abattoir for all warjacks to get a free attack, then the active warjack can boost the Abattoir attack, use Overtake, etc.
        (Infernal Ruling)
      • For similar logic, spells that "can only be cast once per activation" (such as Abattoir) can be cast twice per turn via this sort of ability. (Infernal Ruling)

Rules Clarification : Stay Death - None yet. (Edit)

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Rules Clarification : Dash      (Edit)

  • Non-warrior casters (such as Skarre3) will benefit from the extra SPD, but not Parry.

Rules Clarification : Parry - None yet. (Edit)

Rules Clarification : Deflection - None yet. (Edit)

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Rules Clarification : Prostration      (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.

Rules Clarification : Storm Rager - None yet. (Edit)