Testament of Menoth

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Protectorate Logo.jpg Testament of Menoth

Protectorate Warcaster

Few have traveled to Urcaen and back to recount the tale; the High Reclaimer was one such man, however the High Reclaimer is no more. Proclaimed the Testament of Menoth upon his return to Caen, he prepares for the crusade to enlighten those whom have yet to accept Menoth as their one true God.

Basic Info

SOM icon.jpg

Special Order Model
This model is not "Out of Production". But this model is "Only produced when a customer orders one".

As a result it is no longer available through normal US distributors (as of 2018.04). Instead your local game store needs to contact PP Retailer Support.

International distributors can still access the entire catalog of models.

See also the Official Press Release and/or Category: Special Order Model.

High Reclaimer2
Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 14
ARM 16
CMD 10
ESSENCE {{{essence}}}
HP 18
F. Field N/A
WJP +27
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Apparition - During your Control Phase, place this model anywhere completely within 2" of its current location.
  • Soul Taker: Reclaim - This model can gain souls. When a friendly living Faction model is destroyed by a continuous effect, an enemy attack, or collateral damage from an enemy attack while in this model's control range, this model gains the destroyed model's soul token. After this model replenishes focus during your next Control Phase, replace each soul token with 1 focus point.
  • Soul Ward - Enemy models cannot gain soul tokens from friendly models destroyed within this model's command range.




Cloak of Ash

2 6 - - Upkeep -
Target friendly Faction model/unit gains Ashen Veil.
Ashen Veil - This model has concealment. Living enemy models without Fire immunity suffer -2 to attack rolls while within 2" of this model.
Dust to Dust

2 10 - 12 (★) Yes
If an enemy warrior model is boxed by this spell, they are RFP'd and replaced with a 3" AOE cloud that lasts for one round.
Hallowed Avenger

2 6 - - Upkeep -
Target friendly Faction warjack gains Righteous Vengeance.
Righteous Vengeance - If one or more friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5" of this model during the last round, during your Maintenance Phase this model can advance up to 3" and make one basic melee attack.
Raise the Dead

2 Control - - - -
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.

Feat - Essence of Dust

This feat has two effects:

  1. Friendly Protectorate models currently in his control range gain Incorporeal.
  2. When declaring charges, slam power attacks, or making an attack, friendly Protectorate models ignore all models in his control range when determining LOS.

Both effects only last for one turn.

Theme Forces

Thoughts on Reclaimer2

Reclaimer2 in a nutshell

The Testament brings his troops back from the dead; for every two of his troops that die he can raise one. This gives him a strong attrition game and makes him a very forgiving caster. Also, he can collect souls with great reliability, and his feat gives him a very potential assassination run.

Spell thoughts

  • Raise the Dead - His signature spell and the cornerstone of his play-style. Your enemy destroys 2 of your models, you get two souls, which turns to 2 FOCUS, that's the basic math with the Testament. IF you're not spaming it, you are either winning hard or near the defeat.
  • Cloak of Ash - Your only defensive feature, which ensures the delivery of your most important models.
  • Hallowed Avenger - Extra mobility for jacks is nice. You either have heavy jacks that can do damage, but have relatively short threat range (which this fixes) or support light jack, which benefit a bit less, but extra movement on your arc node can still be nice. Upload it on your heavy for extra movement early on and drop later as required (if you can keep it and you know you won't need that focus elsewhere, it can still be exta attack even when you are engaged).
  • Dust to Dust - cheap, weak zap, which can still be surprisingly effective, provided a large number of your army has fallen in the turn before AKA Hail Mary assassination run.

Feat thoughts

The Testament's feat is offensive flexibility in a bag, allowing you against the right armies to get at enemy support or even at their caster. In worst scenarios you can still move your models through terrain unhindered. It can also set up the Testament himself for an assassination run too.

Drawbacks & Downsides

  • He's a special order model.
  • Its attrition game depends on 2 things: Raise the Dead and soul collecting. RFP attacks and Anti-Spell tricks will put you into disadvantage. Mordikaar1's Manifest Void can shut down your recursion engine altogether.
  • You need a large army, but apart of bringing them back, you have no offensive support, and no movement buff outside your feat.

Tricks & Tips

  • Don't forget Raise the Dead allows you to bring back only Grunts; not officers, Leaders, or attachments. Check this handy guide, when in doubt.

List Building Advice


Testament can win on assassination with or without his army. If you have them, they can get through the enemy under your feat and just shoot/punch the enemy caster to kingdom come. If the enemy killed them already, you probably got a load of focus from their souls, so go for your pocket assassination. Either by Dust to Dust (ideally through an arc node in the form of a Revenger or a Guardian), or by your 12" of melee threat range (Apparition 2, SPD 5, charge 3, reach 2), preferably under your feat. AS you can see from the numbers (for example his MAT6), this is a bit of a fall back scenario, his threat range really ins't that huge and there are few models in the whole faction that are both fast and hard hitting enough to make it worth your main focus, but you should actively look for an opportunity to kill either enemy caster or those annoying squishy support model, that make your life so difficult.

Testament can attrition like no one else in the game. Being able to return half of your destroyed unit models every turn BEFORE using his basic focus pool can't be matched by most. It's disheartening for your opponent to go up against, honestly. He benefits from anything that can further multiply the survivability of his troops or his spell slinging. Rupert can provide tough (yes you can return dead dudes, but they can't attack that turn so...), High Exemplar Gravus can give your exemplars multiple rolls with his no-KD bubble (as well as providing extra mobility) and Wrack + Hierophant can give you extra guy to resurrect between them. And guys like Exemplar Warder Templar or Devout can provide either Testament or key models (such as UA's he can't bring back to game) and Visgoth Juviah Rhoven & Honor Guard can (at least in theory) provide 2 shield guards and ability to get rid of continuous effects (thou his eyeless sight will be a bit wasted in most lists). Models that can double dip into dying models such as Knights Exemplar Seneschall or High Paladin Dartan Vilmon are always welcome.

Theme Thoughts

    Exemplar Interdiction     
Testament likes infantry, but he does very little number-wise, so having a bunch of weapon masters, that can usually make due by themselves. He likes KEs just fine, Gravus isn't that bad when it comes to fights over souls (as you rarely cover everything with Testament anyways) and Errants are still good screen. He gets a bit of a limited use out of Bastions (no armor buff and he returns them with one HP left) but cinerators are still walking pretty fine (still ARM 21 in shield wall and can hang in back line) and Vengers were always one of the go-to units for him. You can always take Rupers for a bit of extra buffing power and Sevy0 can add bit of his +1/+1 magic (thou that means further investment to jacks over Testament's WJP mind you). Blessed weapons on jacks is a bit of a bonus on the side as usual. Probably the best theme.

    Faithful Masses     
list are usually a lot about solos (which Testament has no real means of supporting) and the Hand of Vengeance (which Hallowed Avenger synergies nicely with, but he has limited focus and does nothing for jacks). It can probably still work as he is not the worse character for Idrians (he can at least give them concealment and pull them back to game) and endless Zealot waves can be hilarious, paladins can provide some heavy hitting (if not jack cracking ) and potential non-linear 16" charge (with righteous vengeance) can probably make on or two 'casters nervous when coupled with Testament's feat, and you can probably take Forge Guard or something if you really need more armor cracking and HAnd of Silence can help a bit with jacks. So it is probably playable more more or less despite the Testament's presence then because of it.

    Creator's Might     
NO. Just no. A lot of jack and only choir for units. Unless you really hate yourself, avoid.

    Guardians of the Temple     
This one might be really interesting Scenario list. Just as Faithful Masses, it can struggle with armor (but at least Temple Guard can actually HIT things with CMA) but a recurring squadron of tough spearmen with ashen veil (so you have defense 15 against shooting and 15/17 against charges, depending on enemy being living model or not) that constantly keep coming back for seconds can be infuriating. Cleansers with their assault and Flamebringers in general can synergize well with his feat to really get into the meat of enemy army and in some situations, the Flamebringers can be his best friends even in assassination agaisnt squishier targets (more attacks and probable grievous wounds). Rupert and Idrians are again reasonable options for some additional support or ranged game, but the main strength would mostly be in the ability to just spam zones and refuse to leave.


You don't want an overly large battlegroup, but your warjack points still must be spent. Beside a Shield Guard and an Arc Node a jack with 2" meele range can be good target for Hallowed Avenger (like the Reckoner, *Templar). Reckoner is probably my favorite as, thanks to all that infantry, it will take a bit of time, before he gets into the thick of it, os having a gun, that can also help you hitting higher DEF single models (mroe nimble beasts like waprwolves will probably make you miss from time to time even with MAT7). Templar can also help protect eitehr the caster all that all-important Exemplar UA so he is probably second in the line

  • Fire of Salvation can be interesting choice as you can have TWO jacks with righteous vengeance, but you will loose the benefits of his bond, but he still has aces to pathfinder and MAT8 with inherent mig meaty crusader mace
  • Sanctifier is an interesting choice for the themes without exemplars, as they will probably have even more warrior models to collect souls (tat will be outside Testament's CTRL) but lack raw offensive power of our mighty knights, so you can combine best of both world if you slave hit to Reclaimer solo, you'll get benefits of both 'jack marshall rules and (more or less)full focus pool with probably future sight on top of all that. His base POW is as low as it gets for our heavy jacks, but with choir and Crush! he can still deliver up to 4 POW20 hits, MAT8 with Strike True! for those pesky high DEF targets or POW18 and what amounts to powerful charge with Hurry! Also Masses and Guardians both have much more limited number of magical weapons. You might also try it in exemplar list for that sweet bastion flank, but that doesn't look all that cost effective. IF you just to fill WJP he is still useful as he gets filed early (or from effects Testament can't collects souls from) and then keep you free to still spam your spells to maximum and have fully loaded jack.
  • Both Devout and Vigilant can benefit the lists with their usual defensive mechanics, be it in defense of Testament, key UA/solo or just a bunch of infantry dude, that justs need to weather the incoming salvo.
  • Indictor or two can provide good anchor as they have top faction survivability, above average MAT and some nice anti-magic mechanics, the have low threat range, but they will be probably in the second line anyway and Hallowed Avenger can also help a bit
  • You can also go the rout of ultimate spam and just grab a Crusader and multiply it by three, you will pay effectively 7 points (3 for going over 'caster WJP allotment and 4 for choir) to add a bit of jack spam to your infantry spam, can be especially efficient in Exemplar lists as you still get blessed weapons for taht bit of extra oomph.
  • Guardian can be a nice compromise, if you want arc-node but don't really care for Revenger, he has basic MAT7, 2" reach with POW17 sharpened stick and can arc those Dust Bolts of his. But you will pay for that combat strength and as he is just SPD4 and large base, that arcing can be a bit harder to pull off.



Other Protectorate models

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

Amon - Cyrenia - Durant2 - Durst - Feora1 - Feora2 - Feora3 - Feora4 - Harbinger - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Reclaimer1 - Reclaimer2 - Reznik1 - Reznik2 - Severius1 - Severius2 - Thyra - Vindictus

Warcaster attachments Hierophant - Madelyn Corbeau (Mercenary)
Other Warjack Controllers BGC Durant1 - Severius0
Marshals Bastion Seneschal - Reclaimer Gatekeeper

Blessing of Vengeance - Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant


Avatar of Menoth - Blood of Martyrs - Castigator - Crusader - Eye of Truth - Fire of Salvation - Guardian - Hand of Judgment - Indictor - Reckoner - Sanctifier - Scourge of Heresy - Templar - Vanquisher

Colossal Judicator - Revelator
Units, Solos, Battle Engines, & Structures

Choir of Menoth - Daughters of the Flame - Deliverer Sunburst Crew - Deliverer Skyhammers - Exemplar Bastions - Exemplar Cinerators - Exemplar Errants - Exemplar Vengers - Flame Bringers - Flameguard Cleansers - Holy Zealots - Idrian Skirmishers - Initiates of the Wall - Knights Exemplar - Temple Flameguard - Visgoth Juviah Rhoven & Honor Guard
Ranking Officer CA: Attendant Priest


Allegiant of the Order of the Fist - Champion of the Order of the Wall - Deliverer Arms Master - Exemplar Warder Elias Gade - Exemplar Warder - Exemplar Bastion Seneschal - Exemplar Errant Seneschal - Hand of Silence - Hierophant - High Exemplar Gravus - High Paladin Dartan Vilmon - Initiate Tristan Durant - Knights Exemplar Seneschal - Menite Archon - Nicia, Tear of Vengeance - Paladin of the Order of the Wall - Pyrrhus, Flameguard Hero - Reclaimer Gatekeeper - Scrutator Potentate Severius - The Covenant of Menoth Vassal Mechanik - Vassal of Menoth - Wrack

Battle Engines & Structures Vessel of Judgment (BE) - Shrine of the Lawgiver (Structure)
Theme Forces
Exemplar Interdiction - Guardians of the Temple - The Creator's Might - The Faithful Masses - Warriors of the Old Faith
Refer to Who Works for Whom and/or Category: Protectorate of Menoth Mercenary
This index was last updated: 2020.01

Video Battle Reports

Rules Clarifications

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Rules Clarification:  : Magical Damage      (Edit)
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* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Fire     (Edit)

  • 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:  : Warcaster      (Edit)
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  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)

  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. 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 if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (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 Unitor 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.

  • 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.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • 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 Warcastersor 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 : Apparition     (Edit)

  • If a model is B2B with you when you use Apparition then they will be exactly 2" away afterwards. So you can't get away from 'long reach' melee weapons.
  • Unit members must always be placed in formation. Refer to the "Placed" section if the core rulebook.
    • If a trooper can't be placed in formation (because it's more than 2" out of formation to begin with) then it can't be placed at all.
    • The unit commander is always "In Formation" by definition, so can be placed where he likes.
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Rules Clarification : Reclaim     (Edit)

  • You have to be the nearest eligible model to collect souls. Reclaim lacks the "regardless of proximity of other models" clause.
    • Of course, most models with Reclaim also have Direct Spirits or Soul Ward to help mitigate this - but the different ranges of different abilities is something to keep in mind.
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Rules Clarification : Soul Ward     (Edit)

  • Soul Ward overrides "collects the soul regardless of proximity" abilities (such as Dark Fire).
  • The model being destroyed has to be in your CMD range. The location of the enemy model itself is irrelevant - they could stand inside your CMD range, and destroy something outside your CMD range, and not be affected.
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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.

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Rules Clarification : Cloak of Ash     (Edit)

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Rules Clarification : Ashen Veiland/or Swarm     (Edit)

  • The concealment bonus and the attack roll penalty do stack with each other, so someone making a ranged or magic attack while within 2" of you will suffer -4 to the attack.

Rules Clarification : Dust to Dust - None yet. (Edit)

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Rules Clarification : Hallowed Avengerand/or Guardian Protector     (Edit)

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Rules Clarification : Vengeanceand/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.
  • 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.
  • Vengeance is not an activation. It does not prevent the unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Out of formation models cannot make attacks.
  • 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".
  • 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 : Reviveand/or Raise the Dead and/or Mockery of Life     (Edit)

  • These spells can be used on models with Spell Ward etc, because it doesn't actually 'target' anybody.

Return to Play - Other Units (Edit)

  • "Return" is 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 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.
    • Troopers are placed sequentially, and you can leap frog the "within 3" of another model in its unit" requirement.
    • 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'.