The High Reclaimer

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Protectorate Logo.jpg The High Reclaimer

Protectorate Warcaster

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

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

The divine power of Menoth flows without effort through the High Reclaimer as he sends forth clouds of burning ash and causes the unworthy to burst into flame. These unfaithful are consumed with brutal agony before their lives are snuffed out and their souls sent to Urcaen. One crushing blow from his great weapon Cremator smashes torsos, rends warjack armor, and ignites anything it does not immediately demolish. No one is safe from reclamation at his hands.

Basic Info

High Reclaimer1
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 +32
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
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 : Resurrection

Return to play d3+5 friendly destroyed Faction troopers. Place those models completely within 3" of their unit commander and completely within the High Reclaimer's control range. Models that were destroyed this turn cannot be returned as a result of Resurrection.


  • 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.
  • Soulstorm - While this model has one or more soul tokens, enemy models entering or ending their activations within 2" of it immediately suffer 1 point of Magical Damage.



Ashes to Ashes

3 8 (★) 10 - Yes
If target model is hit, the d3 nearest enemy models within 4" of it suffer a POW 10 fire damage roll. These additional damage rolls are not considered to have been caused by an attack. Ashes to Ashes damage rolls are simultaneous.
Burning Ash

2 Control 3 - Round No
Place a 3" AOE cloud anywhere completely within the spellcaster's control range. While in the AOE, living enemy models without Immunity: Fire suffer -2 to their attack rolls. The AOE remains in play for one round.
Hand of Fate

2 6 - - Upkeep No
Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll.

2 8 - 12 (Fire) - Yes
Immolation causes fire damage. On a critical hit, the model hit suffers the Fire continuous effect.
Sacrificial Lamb

1 Control - - - No
Up to two friendly warrior models other than the spellcaster suffer 1d3 damage. For each damage dealt this way a model in the spellcaster's battlegroup gains 1 focus. A model may gain no more than 3 focus this way. Sacrificial Lamb can be cast only once per activation.

Theme Forces

Thoughts on High Reclaimer1

High Reclaimer1 in a nutshell

The High Reclaimer was one of the stronger casters in the faction but some of the oblivion releases have made getting souls harder. At first sight it might be hard to figure out what makes him a strong caster given his low FOCUS and a spell list that is functional but not outstanding. It is the army surrounding the High Reclaimer that lets him achieve success on the battlefield. He gains focus by friendly troops dying in battle so he could end up with an incredible amount of focus on one turn. However, that would mean his army has taken a pounding, which is not good. So you need to strike a subtle balance between feeding your opponent enough fodder that you remained fully fueled, without giving your opponent a feast. Then he can then later bring back some of those troops via his feat. He can protect himself with clouds, and he can make his army hit and hurt harder.

The High Reclaimer himself is not a melee powerhouse, but works closely with his battlegroup and warriors, supporting them. His ARM and DEF are not outstanding, and he wants to be not too far removed from the action to get the souls of his dying warriors. This is key to success with him, as is knowing how to protect the last model in a unit, and when to activate his feat to bring back key warriors and where to place them for maximum effect.

Feat thoughts

High Reclaimer's feat is quite potent - there are few methods of recursion in the game that allow for bringing a model back and allow them to make a combat action in the same turn. Here are a few things to keep in mind when choosing targets:

  • Exemplars are universally excellent targets for the feat; all of them are Weapon Masters, and due to their somewhat mediocre defensive stats, you'll have probably lost a few on the way in. Special notice goes to bringing back Knights Exemplar and Exemplar Vengers; if a model in the unit was damaged by an enemy attack, the model(s) brought back will be affected by Battle Driven. Exemplar Cinerators are in the same boat but with Vengeance.
  • Bringing back Command Attachments can provide a drastic upswing in the unit's performance. Idrian Skirmishers are mediocre without Prey, so bringing back the Guide is almost always worthwhile. The Command Attachments of Knights Exemplar and Exemplar Cinerators provide powerful abilities to their units and should be highly considered if you've lost them. The Errant command attachment can be placed strategicaly in order to provide their Mark Target buff.
  • He can also bring back unit leaders, such as Rhoven, so long as an Honor Guard is still alive.

Spell thoughts

  • Ashes to Ashes - A recurring spell in the Protectorate, particularly with Severius1 and Severius2. A very useful spell for eliminating enemy infantry and/or support. It works better with Severius arcing it through the Blessing of Vengeance, but if the High Reclaimer ends up with a large focus pool after garnering friendly souls it is a useful way to pay the hurt back into the enemy.
  • Burning Ash - The big change. The spell was so cheap in Mk2 that it was used to make a wall of clouds to help safely deliver him and his army. But that is now too expensive to be an option, given his very low focus, and if he has more focus from souls, then it is probably too late to benefit from a cloud wall anyway. Instead it is a useful utility spell to help protect the High Reclaimer himself (or a key piece of his army) either from the concealment from being completely within it, or lurking behind it to block Line of Sight.
  • Hand of Fate - The new spell, and very very useful for a caster who does 'love him some infantry'. Making infantry more accurate and do better damage is just plain good.
  • Immolation - Every caster seems to need a ranged, AoE attack spell, and this is his. Don't forget it does fire damage and has a critical continuous fire (if you do happen to need to cast it for some reason - like shooting your own Knights Exemplar in the back to kill them so you can pop your feat and resurrect them far forward in position to kill your opponent).
  • Sacrificial Lamb - An efficient way to power up him and his battlegroup, at the cost of a two warriors - as he is likely to have a number of 'disposable' troops around to help give him souls and he can revive the sacrifices with the feat anyway. Note that he, unlike his jacks, can have more focus than his FOCUS stat of 5, making it pretty deceptive.

Drawbacks & Downsides

  • If a model is Removed from Play, it doesn't generate a soul token and can't be returned with his feat.
  • Reclaimer's Control Area is only 10", meaning it can be difficult for your army to cover the field while staying close so that they provide souls when they die.
  • Models destroyed by non-attacks, such as Electro Leaps, won't give you souls.
  • You can only return models to a unit as long as at least one model in said unit is still on the field; if the entire unit has been destroyed, there's nothing to return them to. Try to keep at least one model in a unit you expect to target with your feat hidden so that doesn't happen.

Tricks & Tips

  • If you have a unit with a dead Officer, use the feat to "Leap frog" your resurrected troopers an extra 4". Place the resurrected Officer 3" in front of the current unit commander (ie the Leader model), then the Officer will become the new unit commander and additional troopers can be summoned 3" in front of him. (3" + base width = about 4" extra.)

List Building Advice


High Reclaimer is a powerful attrition warcaster. Recycling lost models is the name of his game; any troops that die turn into souls, which allows him to create clouds to screen the rest of your forces up the field. Hand of Fate can create powerful dice swings, especially when combined with the innate power of certain Menoth models like Exemplars or the Judicator. With the proper targets, his feat can have a backbreaking effect; returning charging Battle Driven Exemplars to the field to run down the enemy once your opponent has thrown them into the fray can swing the game in your favor. Since the models returned come back at full health, it means your opponent will now have to remove them again, hopefully with more difficulty than before assuming you managed a crushing counterattack with said returned models.

Theme thoughts

    Exemplar Interdiction    

Exemplars in general make excellent feat targets due to their offensive stats. They also appreciate the cloud wall immensely, as they need help with delivery.

  • Exemplar Cinerators - Make an already tough unit even more annoying to deal with by bringing them back. Additionally, since they're immune to Fire and have low DEF, you can hit them in the back with Ashes to Ashes to help clear off blocking chaff.
  • Exemplar Errants - Are your first wave unit of choice and as such they are great for Sacrifical Lamb and his Soul Taker. The CA also brings Mark Target which makes the Judicator super accurate.
  • Exemplar Vengers are the biggest thing to bring back with his feat.
  • Scrutator Potentate Severius - Eye of Menoth on a stick is fantastic, even more so when the Judicator is standing in the bubble.
  • Choir of Menoth - The mainstay of any PoM army. +2 to jack damage rolls hurt a lot.
  • Visgoth Juviah Rhoven & Honor Guard - Rhoven can give his Judicator Eyeless Sight on top of Hand of Fate, so it ignores clouds, concealment and Stealth as. His Honour Guard can Shield Guard for choice models, or protect the Judicator's systems.

    The Faithful Masses    

Although Faithful Masses is a powerful theme with good models, it doesn't play to High Reclaimer's strengths, i.e. large, powerful units. With Hand of Vengeance and Hand of Fate, it will make for a very potent Judicator however.

  • Initiates of the Order of the Wall - High Reclaimer can make this already tough unit even more obnoxious by bringing them back for another go. Of course, this might be difficult to accomplish, as a knowledgable opponent will focus on wiping all the paladins out to prevent them from being brought back.
  • Holy Zealots - A cheapish source of souls, High Reclaimer can bring back their command attachment, who can then bring back fallen Zealots with his mini-feat. They benefit greatly from Hand of Fate; with the Menite Archon, their bombs become capable of reliably hurting harder targets.
  • Idrian Skirmishers - Idrians lose a great deal of effectiveness if they lose the Guide; being able to bring him back lets him contribute more. Like all models, the Idirans benefit greatly from Hand of Fate.

    Guardians of the Temple    

Guardians of the Temple suffers from the same problems that Faithful Masses does in comparison to Exemplar Interdiction, i.e. lack of powerful units that benefit from Reclaimer's feat.

  • Flameguard Cleansers - Hand of Fate makes them more accurate, and his feat allows models to be placed in interesting places. With the command attachment, you should be able to put down flames where you want to.
  • Flame Bringers - Fast cavalry that is a bit fragile and not particularly hard-hitting, even with Weapon Master. Reclaimer fixes both issues with his feat and Hand of Fate; with Parry and their naturally high SPD, they can get around quite well when brought back.

    Support Models - Various themes    

  • Choir of Menoth - Basically an auto-include. If you're running multiple warjacks, you can take a max Choir and use the extra grunts for Sacrificial Lamb fodder.
  • Hierophant/Wrack - Given Reclaimer's low Focus, anything that can help is greatly appreciated.
  • Hand of Silence - Reclaimer has a small aura for collecting souls; Hand of Silence significantly increases the bubble, as well as helping you with soul management issues if you have other models that collect souls.


  • Captain Sam MacHorne & the Devil Dogs with an Attendant Priest can do really interesting things being brought back from the dead to drop point-blank AoE knockdowns (that are fired from too close to fully miss). Unfortunately, as of the Oblivion update, this combo is only available in the Creator's Might theme list, and will be your only unit outside of Rhoven and the Choir.
  • Menite Archon - You can put Hand of Fate on him so it'll stack with its Divine Inspiration just like the Judicator. Additionally, the "bounces" from Ashes to Ashes get buffed by the Archon's Fuel for the Flames.


  • A Judicator is one of your best targets for Hand of Fate; when combined with the Hand of Vengeance theme benefit from Faithful Masses and Choir, the Judicator becomes a very deadly model.



Released way back in Warmachine: Prime (2003)

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 - Covenant1 - Covenant2 - 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 - 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: 2021.11

Rules Clarifications

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Rules Clarification : Feat: Resurrection
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:  : Magical Damage      (Edit)
(Click Expand to read)

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

Rules Clarification : Soulstorm - None yet. (Edit)

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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 : Ashes to Ashes      (Edit)

  • The original attack is not fire damage.
  • Spells that "arc" (Edit)
    • For spells that cause damage to "leap" or "arc" to adjacent models (Chain Lightning, Eruption of Spines, Ashes to Ashes, etc) ...
    • The damage is from a spell, so it is magical damage. (Infernal Ruling)
    • Steamroller flags are models, and so are eligible to be leaped to/from (although they won't be damaged by the spell). (Infernal Ruling)
      • Check whether your spell specifies "enemy model" or just "model", because as of Steamroller 2017 flags are not enemy or friendly.

Rules Clarification : Burning Ash - None yet. (Edit)

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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.
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Rules Clarification : Immolation      (Edit)

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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 : Sacrificial Lamb      (Edit)

  • You can't go over the normal focus allocation as a result of this spell. Refer to the Cortex rules.
  • Sacrificial Lamb doesn't actually target the warrior model, so it can be used on Spell Warded models. (Check post-update)
  • A model can be dealt more damage than it has boxes. In other words, you can use this spell on a single-wound model, and still get 1d3 focus from that model.