Aurum Adeptus Syvestro

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CG Logo.png Aurum Adeptus Syvestro

Crucible Guard Ordic Warcaster

Mk4 icon.png
Prime
This model is available in one Prime Army, Crucible Guard. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

Syvestro represents the ideal blend of alchemist and soldier. His demeanor is serious, and he does not succumb to fanciful obsessions over every new alchemical discovery, preferring to keep his work pragmatic and focused on advances in military alchemy. Whenever possible, he hones his battlefield capabilities, pushing himself to improve his martial skill through practice bouts with other soldiers, physical trials, and simulated combat between actual engagements. While others rest, he tests his mind by studying and refining formulae long into the night by the light of an alchemical lantern.

Basic Info

Syvestro1
Missing Info
Syvestro.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 6
MAT 6
RAT 6
M.A. N/A
DEF 15
ARM 15
CMD 8
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
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 : Meta Principle

  1. While in Syvestro's control range, friendly Faction models gain an additional die on attack and damage rolls. Discard one die of your choice.
  2. Additionally, when an enemy model is destroyed while in Syvestro's control range, a friendly Faction model in Syvestro's control range can remove d3 damage points.
Meta Principle last for one turn.

Abilities

  • Corrosion Imm symbol.jpg Immunity: Corrosion
  • Fire Imm symbol.jpg Immunity: Fire
  • Alchemical Mask - This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects.
  • Field Alchemy - This model can use one of the following special rules at any time during each of its activations.
    • Ephemereal Vitae - This model can cast one spell this activation without spending focus points.
    • Impenetrable Haze - Center a 4" AOE cloud effect on this model. This AOE remains in play for one round. While this model is completely within the AOE, ranged and magic attacks targeting this model from a point of origin greater than 5" away automatically miss. This model is not an intervening model when determining LOS from a model more than 5" away.
    • Super Fuel - Friendly Faction construct models currently within 5" of this model gain +2 SPD this turn.

Weapons

Fulmination Grenade
Gun icon.jpg  RNG   ROF   AOE   POW 
6 1 3 13
Purified Blade
Sword icon.jpg  RNG   POW   P+S 
0.5 4 10

Spells

COST RNG AOE POW DUR OFF
Admonition

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.
Explosivo

1 6 - - Upkeep No
Target friendly Faction model's ranged weapons gain Damage Type: Magical. If the affected model directly hits and boxes an enemy model with an attack from a ranged weapon, center a 3" AOE on the boxed model, then RFP that model. Models in the AOE are hit and suffer an unboostable POW 8 magical blast damage roll.
Purification

4 SELF Control - - No
Continuous effects, animi, and upkeep spells in the spellcaster’s control range immediately expire.
Revive

3 Control - - - No
Return one destroyed Grunt to a friendly Faction unit with one unmarked damage box. Place the returned Grunt in the spellcaster's control range, in formation, and completely within 3" of another model in its unit. The Grunt must forfeit its Combat Action the turn it is put into play.
Stygian Abyss

3 10 - 12 (★) Yes
On a critical hit, the model hit suffers Blind for one round.
Blind - A model suffering Blind cannot make ranged or magic attacks, suffers -4 MAT and DEF, and cannot run, charge, or make slam or trample power attacks. It must forfeit either its Normal Movement or Combat Action during its next activation. Blind can be shaken.
Transmutation

3 8 - - Upkeep (★)
When Transmutation targets an enemy model, it is an offensive spell and requires a magic attack roll. When Transmutation affects a friendly model/unit, affected models gain +2 STR and DEF and gain Pathfinder. When Transmutation affects an enemy model/unit, affected models suffer -2 STR and DEF and lose Pathfinder.

Theme Forces


Thoughts on Aurum Adeptus Syvestro

Aurum Adeptus Syvestro in a nutshell

Syvestro is an ingenious alchemist and a high-ranking member of the Order of the Golden Crucible, the powerful alchemists’ guild that supports and funds the Crucible Guard. He is the only warcaster actively doing alchemy on the battlefield. His core concept is that of alchemical transformation. This manifests as spells like Revive (Returning life), Purification (removing impurities), Transmutation (Increased/decreased abilities), Explosivo (Increased weapon efficiency through science!) etc. He is not a fighter himself. He does not have impressive offensive or defensive stats, he uses science and magic instead.

More to the point Syvestro is an all around warcaster who helps in virtually any battle but brings one of the best spells for countering many enemy builds in the game - Purification. If you're plagued by upkeeps he's the Crucible Guard go-to and as such is frequently brought to tournaments just in case. He has an amazing toolbox and can polish any model/unit to peak performance with his spells and feat.

Feat Thoughts

The feat boils down to +2 to hit, +1.5 damage for everyone plus a significant amount of healing with either jacks or medium based warriors. It also ups your chances of critical effects, such as Syvestro's own Stygian Abyss.

Syvestro's feat is extraordinarily useful, but can't be relied on as the backbone of his strategy. The goal should be to feat the turn you need to do the most work, and use the upper averages to make sure that work is accomplished. Having warjacks or revived medium based models around to heal is helpful too.

Spell Thoughts

  • Purification - a backbone spell, you need to cast this surprisingly rarely. It messes up his gameplan as he has multiple upkeeps - but really messes some enemies up.
  • Stygian Abyss - a boosted Stygian Abyss on feat turn has a very high chance of blinding enemies. And infantry and especially battle engines hate blind. Outside feat turn its chances are less than 50% so it's not so useful.
  • Transmutation - generally a good buff spell that works on jacks or infantry, it's a little expensive as a debuff but it also works on friendly models not just friendly Faction. Offensively, it can effectively neuter an enemy melee unit, cavalry, or warjack/warbeast, or make a high DEF unit easy to hit.
  • Explosivo - Just useful on a shooty model. Amazing on the huge-base models.
  • Admonition - an assassination stopper. Walk out of combat. Or use it on a Toro to counter-charge.
  • Revive is normally considered a poor rate of return on Focus - but it's better on feat turn where you can at least heal up the revided models.

Drawbacks & Downsides

  • Transmutation is an upkeep, meaning you can only either buff ONE of your models/units or ONE of your opponents models/units. You can achieve technically two with spell cycling, but you would miss out on his feat; you have to decide if you want the model/unit that starts the turn with the upkeep on to either gain "signs and portants" from his feat, or to go without the feat so another model/unit can have transmutation under the feat.
  • It's very easy to include way to many models/units in his army that all want Transmutation. Remember you can only give it to 2 at a time (as described above). Don't over commit your points to bring to many models depended on it.
  • Syvestro lacks any kind of direct ARM debuff outside his army, and his only DEF debuff is transmutation. Due to the high demand for that spell, you will have to rely on your army to better buff/debuff models.
  • He has 7 focus, but several of his core spells cost 3+.
  • Be careful not to Admonition out of Impenetrable Haze and get shot!

Tricks & Tips

  • Impenetrable Haze is "Super Stealth". See the #Rules Clarifications section (below) for typical exact differences.
  • Transmutation does not require a model/unit to be friendly Faction when placing it on friendly models.
  • Three partially-boosted Stygian Abysses on feat turn is surprisingly effective at killing enemy casters but should never be your primary game plan.
  • Cycling Explosivo between models with multiple sprays can completely shut down some opponents.
  • Standard game plan with Syvestro is Super Fuel on Turn 1, then Impenetrable Haze (almost) every turn after unless you need a free spell (usually Purification).
  • Transmutation removes Pathfinder but does not prevent the model/unit from getting it, such as from Relentless Charge.

List Building Advice

Strategy

Syvestro is crucible's ultimate toolbox caster, represented by his sweet 7 FOCUS and large array of varied spells and abilities. He can play into gun lines and melee based lists with equal capability, and he particularly enjoys medium based models to revive, then heal back with his feat. The best way to play with Syvestro is to "go with the flow"; whatever form of attack your opponent takes against you, find an opportunity to adjust your strategy to meet or counter that attack. Explosivo to counter incorporeal/infantry swarms, Admonition to escape melee assassins, and his prime spell Transmutation to either bump your melee troops up to snuff or make your opponent's troll champions cry. Whatever the challenge, a good Syvestro list will most likely meet it.

Theme thoughts

While it's possible to do a jack-based list with Syvestro, he really prefers having infantry in his list to better benefit from transmutation, so Magnum Opus is more appropriate than Prima Materia.

Army

Warjacks

  • Liberator: Channeling Transmutation or Stygian Abyss can be pretty legit. It's also a good target for Transmutation itself. With super fuel that's SPD 8, Pathfinder and DEF 17 against living models.
  • Toro: Admonition + Countercharge! Yes, they do stack. Yes, that is awesome. Yes , that is a lot of out-of-activation movement shenanigans your opponent likely won't appreciate. It's a solid baseline jack, too.
  • Vanguard: A shield guard is always nice. A neat gun on top of it is too.
  • Vulcan: Super fuel makes running for 16" first turn possible, as a colossal. As such, it can really dictate the game state.

Battle Engines

  • Railless Interceptor - Also a construct model, so they are affected by super fuel and boy do they make use of it! At SPD 8 it can rocket up the board, bulldoze models around and shot everything to death under feat and Explosivo, then reposition away. Two Railless and a Vulcan under Syvestro asks a very hard to answer question to the opponent.

Solos

  • Aurum Legate Alyce Marc: She ups his focus efficiency with Exaltation or Empower, gives you an out to incorporeal models and let's a model/unit without a gas mask ignore clouds when firing and when she's killed she becomes a countercharger and as such likes Admonition quite a bunch.
  • Gorman di Wulfe, Rogue Alchemist quite likes clouds to hide in in a pinch. Syvestero delivers! Also a source of Rust and a model that contests.
  • Prospero among Veteran Leader and Super Fuel (for which Prospero is also a valid target) you can get quite the number of buffs for your jacks. His Equation and the fact that he can run a jack for his himself further increases his brother's focus efficiency. Just be mindful that Prospero HAS to take a jack with him and Syvestero probably wants to also take a merc unit. Surplus points in Magnum Opus are limited, so consider carefully!
  • Doctor Alejandro Mosby is essential if you want to bring merc units. He also provides heal for your revived units-

Mercenaries

Syvestro generally appreciates merc units way more than he does his in-faction options. Mosby isn't mandatory to Transmute these, especially if they have an excellent CA alredy (Like Forge Guard), but his +2 STR and Overtake buff is great.

  • As Syvestro lists are usually very fast, he will want to run Press Gangers who can keep up with his huge bases via Advance Deployment or Ambush. Shanghai chaining overtakes into each other is also very fun! His 3 huge base list usually pose such a conundrum to his opponents that they will sometimes forget about Ambushing Press Gangers altogether. Other options include:
  • Steelhead Halberdiers - Fortemorphic Elixir and Transmutation make them punch way above their points class they are slow though.
  • Horgenhold Forge Guard - The hardest hitting merc unit and Syvestro can heal them on feat turn. They want their CA over mosby, which is okay, because it helbs them be faster, which they desperately need, rather than hit harder, which they already do.
  • Order of Illumination Resolutes basically better Storm Troopers. Their relative slowness is somewhat compounded by their guns and good stats.
  • Morrowan Archon - Basically another DEF buff and a Shield Guard to boot. Resolutes also get +1 to hit by it.

Starting a 25 point Brawl list

In 2020.10 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Magnum Opus

Syvestro1: [+28 WJP]
Rocketman Stinger: [Free] (4 pts)
Rocketman Ace: [3 pts]
Crucible Guard Mechanik: [1 pt]
Ragman: [3 pts]
Failed Experiments (Max unit): [14 pts]

For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

  • Released with the Faction release (2018.06).
  • There is no "L" in the name Syvestro

Video Battle Reports

Other Crucible Guard models

CG Logo.png       Crucible Guard Index       (Edit)            
Battlegroup & Similar
Warcasters

Benett - Gearhart - Locke - Lukas - Mackay - Syvestro

Warcaster attachments Aurum Legate Alyce Marc (Crucible) - Sylys Wyshnalyrr (Mercenary) - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Prospero (BGC)
Light Liberator - Retaliator - Vanguard
Heavy Suppresor - Toro - Vindicator
Colossal Vulcan
Units, Solos, Battle Engines, & Structures
Units

Combat Alchemists - CG Assault Troopers - CG Infantry - CG Rocketmen - CG Storm Troopers - Dragon's Breath Rocket - Failed Experiments
Ranking Officer : Doctor Alejandro Mosby

Solos

Ascendant Mentalist - CG Mechanik - Gorman1 - Gorman2 - Hutchuk, Ogrun Bounty Hunter - Prospero - Rocketman Ace - Trancer

Battle Engines Railless Interceptor
Theme Forces
Magnum Opus - Prima Materia
Mercenaries
Refer to Who Works for Whom and/or Category: Crucible Guard Mercenary
This index was last updated: 2021.05

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 : Decrepitation - None yet. (Edit)

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Rules Clarification : Blessed and/or Creator's Wrath     (Edit)

  • Blessed ignores spell buffs even if they're not directly on the target. (For example, Haley3's Temporal Distortion spell is cast on Haley and gives a DEF buff to everyone within 5". Blessed ignores it on everyone, not just on Haley.) (Locked thread)
  • You only ignore the DEF/ARM buff if the spell directly adds to the stat (for example Arcane Shield gives +3 ARM).
Whereas a spell which grants an ability, and the ability gives a DEF/ARM buff, would not be ignored by Blessed (for example Cloak of Ash gives a model concealment, and concealment gives +2 DEF).
(Infernal Ruling)
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else]. (For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.)
  • This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).


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

 
  • 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)
(Click Expand to read)

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 : Corrosion      (Edit)

  • If you deploy in corrosion hazard terrain (Acid Pool), then you get corroded before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.
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Rules Clarification : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
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Rules Clarification : Alchemical Mask      (Edit)

  • Although a "hazardous cloud" (such as Breath of Corruption) sounds like it would be a gas, it isn't and you don't ignore it. Stuff is gas only if it says it's gas.
  • Alchemical Mask ignores clouds for LOS and the +2 DEF concealment bonus, but a target in a cloud still 'has' concealment so the target can get Prowl to work. (Infernal Ruling)
  • Alchemical Mask does not ignore Syvestro's "Super Stealth" that he gets via Impenetrable Haze. (Infernal Ruling)
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Rules Clarification : Field Alchemy      (Edit)

  • 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)

Rules Clarification : Ephemereal Vitae - None yet. (Edit)

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Rules Clarification : Impenetrable Haze      (Edit)

  • Impenetrable Haze is "Super-Stealth". It functions almost exactly the same as Stealth, except stuff that does ignore Stealth can't ignore Impenetrable Haze. As a result Impenetrable Haze has been nicknamed "Super Stealth".
    • The one point where it differs from Stealth is with sprays. Sprays that target him auto-miss, sprays that target someone behind him get to make an attack roll.
  • Stuff that ignores clouds (such as Alchemical Mask) does not ignore Syvestro's "Super Stealth" that he gets via Impenetrable Haze. (Infernal Ruling)
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Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.

Rules Clarification : Super Fuel - None yet. (Edit)


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Rules Clarification : Transmutation      (Edit)

  • If both players have this spell, and they both cast it on the same model/unit, then whichever one was put onto the unit second will determine if Pathfinder is in effect. The stats from each will cancel each other out. (Infernal Ruling)
  • Lose vs Gain (Edit)
    • Enemy models can still regain Pathfinder after you use this spell/ability. It lacks the "and cannot regain it" clause. (Locked thread)
    • (In comparison, see Marked for Death which does prevent models regaining stuff.)
  • Pathfinder (Edit) - Pathfinder does not apply to involuntary movement (pushes & slams). (Infernal Ruling)
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Rules Clarification:  : Admonition      (Edit)
(Click Expand to read)

* 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.
  • Countercharge Inception
    • If a model [A] has Countercharge, and it charges an enemy model [B] that has Countercharge and Admonition, then ...
      • Model [A] charges and triggers CC and Admo on [B]
      • Model [B] Admo moves but before it can resolve its own CC, it triggers CC on [A]
      • You now have two models that have triggered CC simultaneously. So the Active player gets to resolve their one first.
  • 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 : Purification      (Edit)

  • Note that this spell will strip all friendly effects as well as enemy.
  • This spell is a "pulse", it only applies to models that are within the area at the time Purification is cast.
  • Against upkeep spells that put a template in to play (such as Rock Wall) then the template must be in the Purification area for you to get rid of it - the position of the caster is irrelevant.
  • Against upkeep spells that are target SELF and range CTRL (such as Fog of War) then the enemy caster must be in the Purification area for you to get rid of it - the position of models affected by the spell is irrelevant.
  • 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)
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Rules Clarification : Revive and/or Raise the Dead and/or Mockery of Life     (Edit)

  • This spell can be used on models that cannot be targeted by spells (such as models with Spell Ward), because the spell doesn't 'target' anybody.
  • Anti-spell stuff that triggers on 'target' (such as Arcane Vortex) doesn't work vs these spells, because of the same logic.
However anti-spell stuff which prevents all spell-casting (such as Bestial) does work vs this spell.

Return/Add to Play - Typical (Edit)

  • If you're returning/adding multiple models simultaneously, they are placed sequentially. Often this will let you leapfrog the "within 3" of [x]" requirement.
  • If you're adding models to a unit, then typically there is no limit and you can go over the unit's starting size. However, some abilities do have a limit (such as Stir the Dead)
    If you're returning models to a unit, then you're limited by how many there are in the "dead but not removed from play" pile.
        (See Add, Return, and Remove From Play for further detail.)
  • If you're adding more models than you started with, then in a Tournament you must physically own the correct models - proxies are not allowed in tournaments. (Locked thread)

Return/Add to Play - Other Units (Edit)

  • "Return to Play" and "Add to Play" are quite simple if you only return models to your own unit (like Blood-Bound) or only return independent models (like Thagrosh1's feat). But if you're returning/adding models to other units, then click to read more.   [Show/Hide]
    • If you can return multiple troopers at once, they don't all have to be the same unit. Spread the love around.
    • Troopers must return to their original unit. Even if you have two units of the same type (such as two units of Convergence Eradicators) then you can't have 4 die from unit [A] and return them all to unit [B].
    • If your rule is something like "return d3 models to units within CMD range" (Old Witch3) then it is d3 models total, not d3 models to each and every unit.
    • If your rule is something like "spend 1 soul to return 1 Grunt" (Enigma Foundry) then it doesn't matter where the souls came from originally. Think of them like currency, in this case.
    • You can Return models even after a unit is reduced to just Attachments (Weapon or Command)
      • If your Return ability lets you return a Leader or Officer model, then they will immediately become the unit commander and redefine the "in formation" bubble.
      • If your Return ability only allows Grunts, then the Grunt will not be field promoted when he arrives.
        This means that, in the unusual scenario where the Leader model has different wargear to the Grunts (such as Cygnar Stormguard), then that wargear is effectively 'lost'.
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Rules Clarification : Explosivo      (Edit)

  • The damage from the AOE is considered to be damage from the model that has Explosivo, but it is not damage from the ranged attack. (It is damage from the triggered ability called "Explosivo")
    It doesn't benefit from stuff that modifies a weapon's damage roll, such as Sniper. (Locked thread)
    It does benefit from stuff that modifies a model's damage, such as Prey. (Infernal Ruling)
  • If you put Explosivo on a weapon that directly hits multiple enemies, then all models boxed by the initial attack will turn into 3" AOEs. Clusterbombs, away!
    • Note that normal AOE weapons only directly hit the original target. To get this clusterbomb effect you need something like a spray attack, Siege's Ground Pounder attack, or Thunderhead's Energy Pulse attack.
  • The AOE damage is just damage, it's not considered to be an attack.
  • Not considered an attack & "Non-attack damage roll" (Edit)   [Show/Hide]
    • There are two ways you can get these "non-attack" damage rolls.
      • 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 secondary 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 - A damage roll that's not from an attack. 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).
    • When it comes to other abilities that trigger on damage (such as Vengeance) both types function the same way. For brevity we'll refer to both as "Pure Damage".

    • 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 (normally) 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:
    • Exception: Some damage is not from an attack and not from a model (for example, Collateral damage). In this case, you should reverse the stuff listed under #2 above.
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Rules Clarification : Stygian Abyss      (Edit)

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Rules Clarification : Blind      (Edit)

  • Blind prevents magic attacks. However spell-casters, spell slaves, etc can still cast non-offensive spells.
  • Blind vs Eyeless Sight (Edit)
    • If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
    • Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.