Prime This model is available in one Prime Army, Grymkin. 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.
|
- "A dreamer can dream of beautiful things, but her slumber can also nightmares bring."
Having rejected Menoth’s reality, the Dreamer chose to live within the more pleasing confines of her own dreamworld. Existence itself conforms to her slumbering visions—or is punished for its resistance. Freed from Urcaen with the other Defiers, the Dreamer imposes her phantasmal will upon the mortals of the Iron Kingdoms.
Basic Info
The Dreamer
The Dreamer |
Missing Info |
|
COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Small |
SPD |
6 |
STR |
4 |
MAT |
{{{mat}}} |
RAT |
7 |
M.A. |
N/A |
DEF |
15 |
ARM |
14 |
CMD |
7 |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
7 |
THRS |
N/A |
HP |
15 |
F. Field |
N/A |
|
|
|
|
WJP |
{{{wjp}}} |
WBP |
+28 |
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 |
|
- 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.
Trump Arcana : All Fall Down
- Trigger - The warlock can play this card when a friendly Faction model is disabled by an enemy attack while in the warlock's control range.
- Effect - When an enemy model destroys or RFPs a friendly Faction model with an attack during its activation, at the end of its activation the enemy model becomes knocked down. All Fall Down lasts for one turn.
Grymkin warlocks use Arcana instead of feats.
At the start of every game, the Grymkin player chooses 3 Arcana Cards for that game. One card must be the warlock's unique Trump Card (above) but the other two are from the generic set.
During the game, the Grymkin player can use each chosen Arcana once, at any time that the trigger conditions are met.
Abilities
-
Gunfighter
- Future Sight - This model can boost attack and damage rolls after rolling.
- Hat Trick - When an enemy model is boxed while in this model's control range, you can replace the boxed model with a Phantasm model with the same or smaller base size. The replaced model is removed from play. You can only have one Phantasm model of each base size in play at any time.
- Wraith Walker - At the end of your Control Phase, this model can gain Incorporeal for one round unless it gained Incorporeal during the last round.
Weapons
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Call to Sleep
|
|
|
RNG
|
ROF
|
AOE
|
POW
|
|
|
10
|
1
|
-
|
-
|
|
- Reload [1] - This model can spend 1 fury point to make one additional ranged attack with this weapon during its Combat Action.
- Sleepwalker - This attack causes no damage. Instead, a living warrior model hit by this attack becomes stationary for one round. On a critical hit on a non-warcaster, non-warlock living enemy warrior model, before it becomes stationary you take control of the model hit. You can immediately make a full advance with the enemy model followed by a basic attack, then the enemy model reverts to your opponent's control and becomes stationary for one round. The enemy model cannot be targeted by free strikes during this movement.
|
Spells
|
COST
|
RNG
|
AOE
|
POW
|
DUR
|
OFF
|
|
|
|
Abyssal Gate
|
3
|
8
|
-
|
12
|
-
|
Yes
|
|
When Abyssal Gate damages an enemy non-warcaster, non-warlock, non-infernal master model, after the attack is resolved you can place the enemy model anywhere completely within 3" of its current location. A model can be placed by Abyssal Gate only once per turn.
|
|
|
Artifice of Deviation
|
2
|
Control
|
5
|
-
|
Upkeep
|
No
|
|
Place a 5" AOE anywhere completely within the spellcaster's control range. While completely within the AOE, friendly Faction models gain cover. Enemy models treat the AOE as rough terrain.
|
|
|
Enfeeble
|
2
|
8
|
-
|
-
|
Upkeep
|
Yes
|
|
Target model/unit suffers -2 to attack and damage rolls.
|
|
|
Manifest Destiny
|
3
|
SELF
|
Control
|
-
|
Turn
|
No
|
|
While in the spellcaster's control range, models in its battlegroup gain an additional die on melee attack and melee damage rolls. Discard the lowest die of each roll. Manifest Destiny lasts for one turn.
|
|
|
Mirage
|
2
|
6
|
-
|
-
|
Upkeep
|
No
|
|
Target friendly Faction model/unit gains Apparition.
- Apparition - During your Control Phase, place models with Apparition anywhere completely within 2" of their current location.
|
Phantasms
Phantasms |
Missing Info |
|
COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Small / Medium / Large |
SPD |
7 / 6 / 4 |
STR |
4 / 7 / 10 |
MAT |
{{{mat}}} |
RAT |
N/A |
M.A. |
N/A |
DEF |
14 / 12 / 10 |
ARM |
12 / 16 / 18 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
5 each |
F. Field |
N/A |
|
|
|
|
WJP |
{{{wjp}}} |
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 |
|
Abilities
- All Phantasms
-
Soulless
- Annoyance - Living enemy models within 1" of this model suffer -1 to attack rolls.
- Created - This model does not begin the game in play.
- Small Phantasm
- Dodge - This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
- Mark Target - Other friendly Faction models gain +2 to ranged attack rolls against enemy models within 5" of this model and in its LOS.
- Medium Phantasm
- Channeler [Friendly Faction warlock] - While this model is in a friendly Faction warlock's control range, the warlock can channel spells through this model.
- Large Phantasm
- Arcane Pulse - When this model is destroyed by an enemy attack, enemy upkeep spells on models within 8˝ of it expire.
- Bulldoze - When this model is B2B with an enemy model during its Normal Movement, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per turn. Bulldoze has no effect when this model makes a trample power attack.
Weapons
- Unarmed - This model has no weapons.
Theme Forces
Thoughts on The Dreamer
The Dreamer in a nutshell
A fragile, yet powerful control caster, The Dreamer has tools to mess with threat ranges, shut down key enemy models, and support her army both offensively and defensively.
Arcana thoughts
All Fall Down is one of the more complex Arcanas. It can be especially useful if you've jammed your enemy and they are forced to attack you.
Three main things to watch out for:
- Non-attack damage - Damage rolls that don't originate from attacks won't cause knockdown. Most common examples are collateral damage, electro leaps and continuous effects.
- Unexpected LOS - if the enemy's frontline kills your frontline, you're dead and they're knocked down. Suddenly both backlines have LOS to each other and you can expect some incoming ranged attacks at your caster and/or critical support pieces.
- Timing - The knockdown occurs at the end of activation but, due to the way Active/Inactive player works, the enemy gets knocked down after their own End of Activation stuff (such as Sprint & Reposition). So the enemy can pick a slightly safer spot to fall over.
Tips:
- When you trigger the Arcana, it will affect the attacking model.
- Only the triggering disabled model must be in your CTRL range - once the trump has been called, model being destroyed outside her CTRL can cause enemies to be knocked down.
- Her Trump doesn't trigger if your model doesn't die. Things like a successful Tough rolls on Piggybacks can block your Arcana working.
- Her Trump works well against abilities/feats which normally provide the enemy with an "after activation" move/attack or an "at the end of the turn" move/attack. For example, Hoof It, Stryker2, Vayl1, Thagrosh2, etc.
- In case of CRA or CMA only the primary attacking model(s) will be knocked down, the contributing models remain unaffected.
Spell thoughts
- Abyssal Gate - a bit expensive spell, but can be the starting point of assassinations or removal of important enemy models
- Artifice of Deviation - excellent protective tool for your army, and a punishing board control spell against enemies who lack Pathfinder.
- Enfeeble - a DEF+ARM fixer against the most dangerous enemy models, which pairs nicely with the phantasms' Annoyance against living warbeasts. Stack it with the Defiled Archon´s Desecration bubble and the Death Knell's ARM aura to absolutely cripple said models.
- Manifest Destiny - another fixer, this time about the MAT of your warbeasts, and make the damage level more reliable. Of course, MAT is not an issue, if you managed to put stationary upon your target with the Dreamer's gun.
- Technically Manifest Destiny affects The Dreamer, but since she doesn't have melee attacks ... it doesn't.
- Mirage - Makes slower models faster, and allows backing out of combats. Really good on Piggybacks to keep their Shield Walls, and still advance some distance up the field.
Drawbacks & Downsides
- Low defensive stats, on a par with Sevvy1 - though Wraith Walker can keep you safe from non-magical attacks
- Susceptible for anti-magic techs
- Models who resist knockdown, push, or stationary can cause a lot of headache
- "Call to sleep" works only against warrior models.
Tricks & Tips
Phantasms
- You can put more than one Phantasm into play in the same turn. Phantasms can activate the same turn they're spawned.
- Spawning Phantasms is optional. Sometimes it is more worthwhile to collect the enemy corpse.
- You can spwan a Phantasm if/when the enemy kills their own models.
- The Phantasm you choose needs to be equal or smaller than what you killed. For instance if you kill a huge base, you could put any of the three Phantasms into play.
- Large-based models with the Man-Sized rule (mainly weapon teams) count as small-based models. You will only get to put a small Phantasm into play.
- In a 2+ caster game, other Grymkin warlocks can channel through her Phantasm.
List Building Advice
Strategy
The Dreamer is everything except a straightforward warlock. Thanks to her toolbox she is just as good at winning with scenario, as with attrition, and thanks to her phantasms, assassination victory is also quite possible.
Theme Thoughts
The Dreamer has tools for both Grymkin themes, but her phantasms needing large bases to be maximally useful means that she only reaches her full potential in a list with lots of heavies. This just happens to be an ideal list for Dark Menagerie. The typical Dark Menagerie list (circe late 2018) includes two Cage Ragers, three Skin & Moans, three Gorehounds, and the Death Knell (with four Gremlin Swarms & a pair of Crabbits being the free cards). This list was pioneered by Patrick Dunford and won Iron Gauntlet 2018, making use of a frontline of huge bases to brick up and abuse the Dreamer's Phantasms.
Army
There are hardly any bad choices for her between her spells, the utility of her phantasms, and her gun.
- Crabbit - to intercept the magical shooting attacks coming your way (but not spells).
- Rattler - Manifest Destiny can trigger the Berserk+Overtake combination all the more reliably.
- Glimmer Imp - Paralyzing Gaze stacks nice with the small phantasm's Mark Target ability
Other
Trivia
- Released with the Faction launch (2017.06)
- The phantasms are mockeries of various Warmachine and Hordes models.
- The small based is a member of the Khador Winter Guard (or possibly Sorscha)
- The medium based pumpkin man is a Lancer, who also happen to be an Arc Node.
- The large based plush is a Skorne Titan Gladiator
Video Battle Reports
Other Grymkin models
Rules Clarifications
|
Rules Clarification: Arcana (Edit)
- Normally Arcana can only be triggered during the enemy turn. However, sometimes a free strike will allow you to trigger an Arcana during your own turn.
- This can potentially lead to having two Arcana active at the same time.
- Arcana can be triggered/used while the warlock is knocked down.
- Any given warlock can't have duplicates of the same Arcana.
- In a multi-warlock game, each warlock can't have duplicates of the other's Arcana.
- In a Steamroller tournament:
- You choose your Arcana cards before the start of each game.
- You choose them on your clock. ie during your deployment time.
- In a Grymkin vs Grymkin mirror match, one player chooses on his clock, then the other on their clock, then both reveal, then deployment starts.
The Child - Wrath [Show/Hide]
- Determine which warbeasts are currently in The Child's CTRL range before increasing her CTRL range. (Infernal Ruling)
- You can trigger this if The Child herself is damaged.
- Say you have a warbeast at max fury that you want to transfer to. You cannot have The Child suffer damage, then trigger Wrath, then transfer the damage to the now-not-at-max-fury warbeast. Because, as per Appendix A Timing Sequence, damage transfer occurs at step 9g, but damage to The Child that lets her trigger the Arcana occurs at step 10a.
- You can trigger this if a warbeast out of your CTRL range is damaged (although they won't get the benefit).
- When your FURY stat drops back down to normal, any excess fury tokens are discarded.
The Dreamer - All Fall Down [Show/Hide]
- Once triggered, there is no range limit to which models can be affected. An enemy model could be fighting a Grymkin model on the opposite side of the board from the Dreamer, and it'll still get knocked down.
The Heretic - Reckoning - None yet
The King of Nothing - Taste of Ashes [Show/Hide]
- There is no range limit on who gets damaged. If the nearest model(s) is 48" away, it'll get damaged anyway.
- The warbeast that you trigger the Arcana on will also cause d3 damage to d3 models. It's not just "from then on".
- You roll a separate d3 damage for each damaged model.
- If multiple warbeasts are killed by a single attacker (such as with an AOE) you resolve the "d3 damage" sequentially, one warbeast at a time.
If the original attacker is destroyed by this damage, the rest of the "d3 damages" fail to trigger because the attacking model is no longer in play. (Infernal Ruling)
The Wanderer - Divergent Path - None yet
- Note that The Shadow and the Shroud Arcana have the trigger tied to your lower CMD range.
Accursed [Show/Hide]
- Enemy models can regain the abilities they lost. For instance, having Zombify cast on them.
Ill Omens [Show/Hide]
- Note that there is no range limit on the effect of Ill Omens.
Ruin [Show/Hide]
- For Ruin, refer to the clarifications on Arcane Vortex. It's essentially the same in-game effect and has the same clarifications.
Sacrifice [Show/Hide]
- Kreuger1's feat puts AOEs in play which causes damage immediately, then damages anyone walking around in them later. Sacrifice can be triggered by the damage when the AOEs are first put in play, but not from damage taken when walking around in the AOE. (Infernal Ruling)
- Sacrifice can be triggered from damage taken the Sunhammer spell. (Infernal Ruling)
- Sacrifice can be triggered from stuff like Electro-Leap and Chain Lightning. (Infernal Ruling)
- If your warlock transfers damage and that kills a warbeast, it doesn't count as the enemy destroying the warbeast and Sacrifice can't be triggered. (Infernal Ruling)
- Sacrifice can be triggered from a Steamroller objective, or can be used to heal an objective. (Infernal Ruling)
The Shadow [Show/Hide]
- The model that is advanced into must be smaller-based than the enemy model doing the advancing.
- The only restrictions on the new warbeast are what are stated. You can cast spells on it, force it, give it corpse tokens, whatever you like.
- You cannot trigger this by taking control of an enemy model, because it's not an enemy model while under you control.
- If you trigger it during your opponent's turn, the warbeast will be in play for the remainder of your opponent's turn, you can activate it during your next turn, and it'll expire at the end of that turn.
- If you manage to trigger it on your own turn (an enemy model got an Admonition move, or something) then you can activate the warbeast this turn, and it'll expire at the end of your opponent's next turn.
- Whether you need the actual physical model for something that is only in play for one round, or whether you can use a marker instead, is a decision that must be made by the Event Organiser. A PP event will always require the correct model. (Infernal Ruling)
|
|
Rules Clarification : Reload (Edit)
- You cannot mix melee attacks and ranged attacks in the same activation unless you have a special rule (such as Dual Attack). Reload does not get around this restriction.
- A Trample Power Attack is a melee attack, even if you don't actually trample over anyone and make zero dice rolls. So you can't trample then Reload (unless you have something like Dual Attack).
- You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)
- If you have (x2) of a weapon with Reload (such as Caine1), the special rule will only be written on the card once. But you can reload both weapons to the max limit. (Infernal Ruling)
|
|
Rules Clarification : Sleepwalker (Edit)
- Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
- Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
- See also: Taking Control - Rules Clarifications
|
|
Rules Clarification: : Warlock (Edit) (Click Expand to read)
|
- General
- Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
- FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
- Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
- Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
- See also the clarifications on Any Time abilities (below).
- Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
There is no particular interaction between the Battle Engine rules and the Warlock rules.
- Reaving & Leeching
- If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
- If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
- If your warbeast is destroyed or RFP'd while under your opponent's control then:
- 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.
- 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:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- 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).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- 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.)
- Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- 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.
- 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.
|
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).
|
|
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.
|
|
|
Rules Clarification: : Gunfighter (Edit) (Click Expand to read)
|
General
- You cannot Aim if you start your activation in melee. (Infernal Confirmation)
- A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).
- If you have a Gunfighter stuck in melee and the Gunfighter wants to shoot a friendly model, then you can only do so if that friendly is within the Gunfighter's melee range. Also, if that friendly model is engaged by an enemy, that friendly model will always get the +4 DEF bonus (because the point of origin of the attack, the Gunfighter, is not "in melee" with the friendly model).
Targeting
- Outside of melee
- If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
- In melee, but didn't charge
- If it didn't charge, it can target anyone it's "in melee" with.
- This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
- If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
- Charged into melee
- If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
- If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
- However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
- Other targeting notes
- Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee.
- If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
- Gunfighter doesn't change the RNG of your gun, it just provides you an ability to use it while in melee and imposes some targeting restrictions.
- If you're affected by a debuff that reduces your RNG to 1", that will further limit who you can target.
- If you're affected by a debuff that reduces your RNG to 0", you cannot make attacks (refer 'Weapon Statistics', page 19 of rulebook).
Attack Roll
- You use the Gunfighter's RAT for the attack roll.
- Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
- How the +4 DEF bonus for "being in melee" works with Gunfighters is:
- they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
- they never ignore it vs friendlies, because you cannot be in melee with a friendly target.
Incorporeal Gunfighters
- Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
- If they engage you then you're in melee and your target selection is limited to just models in melee (as explained above).
Gunfighter + an AOE weapon
- If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
- If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.
Gunfighter + a spray weapon
- Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
- If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.
Units of Gunfighters
- If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
- Redirected attack:
- If they're still engaged, their initial attack (s) must be vs someone in their melee range.
- If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
- If they're unengaged, they are now free to shoot anyone within the gun's normal range.
Other interactions
- Gunfighter vs Point Blank (Edit)
- If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
- These two abilities are subtly different, but it's an important difference.
- Gunfighter allows you to make ranged attacks while in melee.
- Point blank allows you to make melee attacks with your ranged weapon.
- Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
- Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
- Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
- Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
- Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
- Gunfighter & Cavalry ( Edit )
- A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
- You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
- Gunfighter vs RNG modifiers (Edit)
- Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
- If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
- If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
- If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
- (Infernal Ruling)
|
|
Rules Clarification : Future Sight (Edit)
- Adding/Removing dice (from other abilities)
- If a Future Sight model is under an effect that causes it to roll extra dice and drop the lowest/highest (such as Star Crossed or Manifest Destiny), then the timing chart in Appendix A changes at Step 5a and 5b as follows: (Infernal Ruling)
- Step 5a. Add/remove all extra dice as per normal except the dice you'd get from boosting (not normal, but as per Future Sight)
- Step 5b. Roll the dice (as per normal)
- Step 5b.1 Decide whether or not to boost (not normal, but as per Future Sight)
- Step 5c. Remove the dice (as per normal)
- Powerful Attack + Future Sight
- You can use Powerful Attack simultaneously with Future Sight. That is: make an unboosted attack roll, see the result, then spend one focus to boost that roll and boost the damage roll. (Infernal Ruling)
- Rerolls + Future Sight
- If you use Future Sight to boost before deciding to reroll, then you must keep the boost for the reroll. You don't get to "unspend" the focus/fury.
So it would go [Roll]-[Future Sight boost]-[Reroll with boost] (Infernal Ruling)
- If you decide to reroll before using Future Sight, then you still have the option to use Future Sight after the reroll. You haven't "lost" Future Sight just because you didn't use it the first time.
So it would go [Roll]-[Reroll with no boost]-[Future Sight boost]
- Attack rolls
- With reference to the Apdx A Timing chart; Future Sight moves "Boosting the roll" from Step 5a to straight after Step 5b. (Infernal Ruling)
- All other effects that add/remove dice are still carried out at Step 5a.
- Effects that trigger from hitting/missing are paused until you decide whether or not you're using Future Sight.
- Damage rolls
- Vs warjacks/warbeasts you must complete the damage roll (step 9) before rolling the location (step 10).
If you're one of those players that roll damage and location together, you have forfeited your option to boost after seeing the dice roll. (Because otherwise you'd be like "Oh, I rolled column 4. I'll boost it to make sure I cripple the arc node.")
|
|
Rules Clarification : Hat Trick (Edit)
- If the enemy model has any effects that trigger on boxed they can resolve them first before you get to resolve Hat Trick. Refer 3rd paragraph of "Triggers" in the main rulebook.
- You cannot use Hat Trick to RFP enemy models if you already have the Phantasm(s) in play. (Infernal Ruling)
|
|
Rules Clarification : Wraith Walker (Edit)
- Continuous effects expire as soon as you use Wraith Walker, because Incorporeal models are immune to them.
- However you can't use WW until your Control Phase, and the damage occurs during the Maintenance Phase, so you will suffer at least one round of damage.
|
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)
- Incorporeal vs Slammed/Thrown models ( Edit )
- Incorporeal models cannot be moved by someone trying to slam them.
- Slammed models can move through Incorporeal models.
- If they have enough movement to get past them, no dramas.
- If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
- If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
- For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
- The same logic applies to Throws.
Other
- 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.
- If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
|
|
Rules Clarification : Abyssal Gate - None yet. (Edit)
|
Rules Clarification : Artifice of Deviation (Edit)
- "Treat Open Terrain as..." (Edit)
- This ability doesn't change the terrain type, just how models treat it. (In comparison to, say, Rapid Growth which creates a forest.)
- Because it doesn't change, models that get a benefit for being near terrain (ie the Earthborn Dire Troll) need to instead be inside the affected area to gain the benefit. If it's outside the area, then from its current point of view the area is open terrain.
- If you have two overlapping effects like this (such as "treat open as rough" overlapping with "treat open as shallow water"), the area is treated as both terrain types.
- If you then have a model that ignores one of the overlapping effects (such as Amphibious trying to treat shallow water as open terrain) they'll still suffer the effect they're not ignoring. (Infernal Ruling)
|
Rules Clarification : Enfeeble - None yet. (Edit)
|
Rules Clarification : Hand of Fate and/or Manifest Destiny and/or Signs & Portents (Edit)
- This buff affects any damage roll that is caused by a model, not just normal attacks. For instance, it can affect the damage roll when a Berserker explodes via Unstable. (Infernal Ruling)
- Discard Die (Edit)
- If you're discarding lowest or highest, you have to discard even if you want it for a critical hit.
- For instance: if you discard "the lowest die", need 6+ to hit, and roll a 3, 3, and a 4 ... then you must discard one of the 3s, and you'll end up with a non-critical hit with the 3 + 4.
|
|
Rules Clarification : Mirage (Edit)
- The upkeep needs to be paid before you can get the Apparition move. Refer Step 4 vs Step 5 of "Control Phase" in the core rulebook.
|
Rules Clarification : Apparition (Edit)
- Apparition is an "Other" Control Phase effect, so it happens at Step 7 of the Control Phase.
- It happens after paying for upkeeps, Power Up, etc
- If you have another "Other" Control Phase effect, you get to choose the order to resolve them.
- If a model is B2B with you when you use Apparition then they will be exactly 2" away afterwards. So you'll still be in the melee range of anything with RNG 2 or higher.
- Unit members must always be placed in formation. Refer to the "Placed" section of 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 it likes.
|
|
|
Rules Clarification : Unarmed (Edit)
- Since this model has no weapons it does not have a melee range.
- This means it can't engage other models, declare charges, or make free strikes
- Also it can't gain abilities that require a melee range (such as Ragman granting this model Dark Shroud).
- However, other models that do have melee weapons can engage this model. So this model can still gain the "target in melee" shooting bonus.
|
Rules Clarification : Soulless - None yet. (Edit)
Rules Clarification : Annoyance - None yet. (Edit)
Rules Clarification : Created - None yet. (Edit)
|
Rules Clarification : Dodge (Edit)
- Dodge triggers after any missed attack - melee, ranged, or magic.
- An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
- If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
- If an enemy can attack you when you advance and then stop moving (such as Countercharge or Defensive Strike) and they miss you, then you can trigger Dodge (because you're no longer advancing).
- Dodge plus Riposte (Edit)
- If a model has both Dodge and Riposte, you can choose whether to dodge or riposte first. Appendix A Step 13 applies here, because the controller of the model being attacked is not the active player.
|
|
Rules Clarification : Mark Target (Edit)
- The model with the Mark Target rule needs to have the target in LOS for anyone to benefit. And within 5", of course. (Infernal Ruling)
- And the model actually making the attack also has to have the target in LOS in order to, you know, target it.
|
|
Rules Clarification : Channeler and/or Arc Node (Edit)
General
- It is possible to channel a spell with a range of CTRL. The control range is still measured from the caster though, so channeling it has zero effect ... unless you've got something like Empowered Arc Node or Reaction Drive. Stuff like that can trigger. (Infernal Ruling)
Channeling in melee
- A channeler that is engaged by an enemy model can not channel.
- A channeler that is engaging an enemy model can channel. (For example, the channeler is standing in the enemy's back arc.)
Channeler - LOS
- You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
- If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS (but not to the DEF bonus).
Caster - Attack roll
- You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
- If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the dice roll (but not to the LOS).
Stealth - It affects both LOS and the attack roll
- Since Stealth has both a LOS modifier (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed) things get a little complicated.
- If only the channeler ignores stealth, then all stealth models count as intervening models and block LOS, but the caster will auto-miss models more than 5" from the channeler.
- If only the caster ignores stealth, then only models within 5" of the channeler block LOS, but the caster won't auto-miss no matter what you target.
- If both channeler and caster ignore Stealth, it works as you'd expect.
-
Stealth Examples [Show/Hide]
- Caster has Eyeless Sight, channeler does not.
- Stealth model is within 5" of channeler
- LOS - The model counts as an intervening model, as per the normal Stealth rules
- Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
- Stealth model is more than 5" away from channeler
- LOS - The model does not count as an intervening model, as per the normal Stealth rules.
- Attack roll - If you attack it then you don't auto-miss, as the attacking model has Eyeless Sight.
- Stealth model is more than 5" away from channeler, and you want to target a model behind it.
- LOS - The front model doesn't block LOS
- Attack roll - Doesn't auto-miss
-
- Caster hasn't got Eyeless Sight, channeler does.
- Stealth model is within 5" of channeler
- LOS - The model counts as an intervening model, as per the normal Stealth rules
- Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
- Stealth model is more than 5" away from channeler
- LOS - The model counts as an intervening model, because the model drawing LOS ignores Stealth.
- Attack roll - If you attack it then you will auto-miss, as the attacker doesn't ignore Stealth.
- Stealth model is more than 5" away from channeler, and you want to target a model behind it.
- LOS - The front model blocks LOS, so you can't target the rear model.
- Attack roll - N/A
|
|
Rules Clarification : Arcane Pulse (Edit)
- Anti-Upkeep vs a unit (Edit)
- If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
- It doesn't matter if the target is in formation or not. (Locked thread)
- However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)
|
|
Rules Clarification: : Bulldoze (Edit) (Click Expand to read)
|
(A) People think Bulldoze works like a bowling ball hitting tenpins. But this is wrong because the models haven't been moved DIRECTLY away.
(B) Whereas if you move models DIRECTLY away, you bulldoze the first guy okay, but then the next one's path is blocked (shown in red), and you get stuck.
Bulldoze - General
- Models are pushed directly away from you at the point of contact. Some players do this incorrectly, refer to the section on moving models, below.
- You cannot cast spells or use any other "any time" abilities when you 'stop' to resolve the Bulldoze movement. It's just a pause, not a stop.
- The size of the Bulldozer vs the Bulldozed does not matter. A small model bulldozes a large model just fine. (Just don't expect to move a Colossal etc.)
- Bulldoze only works during your Normal Movement. This includes full advances, runs, charges, and slams, but doesn't include stuff like Reposition or Energizer.
- You can't make free strikes against models you Bulldoze (because for them it is involuntary movement).
- Enemy models with 2" melee range will still engage you after being bulldozed. Because they will be exactly 2" away and thus still within 2".
- An enemy model can only be pushed once by the Bulldozer, but if you have multiple Bulldozer models then you could push the same enemy multiple times.
- If you contact a model you want to Bulldoze while overlapping another model or an obstacle, then you can "pause" on top of that other model/obstacle while resolving the Bulldoze, then continue your movement off the other model/obstacle. (Locked thread)
Bulldoze - Charges / Slams
- If you attempt to Bulldoze a model out of your charge lane but it does not move far enough, you can't Bulldoze again. You will continue your charge, contact it again, and stop.
- You can use Bulldoze to get the charge bonus against models between 1 and 3" away. Simply move into B2B, bulldoze them 2" to make some more room, then you can move 2" further forward to get to the "moved at least 3 inches" requirement.
- Similarly for Slams vs models within 1-3".
- If you Bulldoze your charge target out of your melee range, this doesn't break the "once in your melee range the target must stay in your melee range" rule. Bulldoze is an exception. (Infernal Ruling)
Bulldoze - Moving the models
A lot of people think they can bulldoze straight through the enemy lines, like shown on Image A. But what actually happens is more like Image B. This is due to 3 important factors you need to apply:
- Bulldoze pushes models directly away from your base. Not at an angle. Directly. Away.
- If there is a model behind the bulldozed model, the model will STOP.
- And in this situation, a model beside the pushed model is effectively behind it unless you're pushing at a perfect tangent.
- A model can be pushed only one time via Bulldoze.
-
Push - General ( Edit) [Show/Hide]
- Pushed models do not change their facing.
- Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
- Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
- You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
- Pushed models suffer the effects of anything they move through (such as acid clouds).
- If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
- However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
- In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
- If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
|
|
Note to Editors
To edit the Phantasm's categories, go to Click here
|