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.
|
Zevanna Agha has been around for hundreds of years, working from the shadows to enact her plans for Khador. With her companion Scrapjack she can overturn many a strategy and dictate the flow of battle to her every whim.
Basic Info
Old Witch
Old Witch1 |
Missing Info |
|
COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Small |
SPD |
5 |
STR |
7 |
MAT |
6 |
RAT |
N/A |
M.A. |
N/A |
DEF |
15 |
ARM |
14 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
7 |
FURY |
N/A |
THRS |
N/A |
HP |
16 |
F. Field |
N/A |
|
|
|
|
WJP |
+24 |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
N/A |
UNIT SIZE |
N/A |
COST |
N/A |
N/A |
N/A |
|
|
|
|
N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
|
Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
Feat: Field of Talons
Enemy models that advance except to change facing and end their movement in Old Witch's CTRL range immediately suffer an unboostable POW 14 damage roll. Warrior models damaged by Field of Talons become knocked down. Field of Talons lasts for one round.
Abilities
-
Pathfinder
- Apparition - During your Control Phase, place this model anywhere completely within 2" of its current location.
- Field Marshal [Apparition] - Warbeasts/warjacks in this model's battlegroup gain Apparition.
- Great Power - During your Control Phase, this model can upkeep one spell without spending focus or fury.
- Prowl - While this model has concealment, it gains stealth.
- Soul Taker: Cull Soul - This model can gain soul tokens. When a living enemy model is destroyed within 2" of this model, this model gains the destroyed model's soul token. After this model replenishes its focus during your next Control Phase, replace each soul token with 1 focus point.
Weapons
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Iron Claws (x2)
|
|
|
RNG
|
POW
|
P+S
|
|
|
0.5
|
6
|
13
|
|
|
Spells
|
COST
|
RNG
|
AOE
|
POW
|
DUR
|
OFF
|
|
|
|
Avatar of Slaughter
|
2
|
6
|
-
|
-
|
Upkeep
|
No
|
|
Target the Old Witch or Scrapjack. The affected model gains +2 MAT, +2 STR, Berserk, and Overtake.
- Berserk - When a model with Berserk destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.
- Overtake - When a model with Overtake destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".
|
|
|
Gallows
|
3
|
10
|
-
|
13
|
-
|
Yes
|
|
When an enemy model is hit by this attack, it can be pushed d6" directly towards Gallows' point of origin.
|
|
|
Iron Flesh
|
2
|
6
|
-
|
-
|
Upkeep
|
No
|
|
Target friendly Faction warrior model/unit gains +2 ARM and Blast Resistance. Models are not affected while out of formation.
- Blast Resistance - A model with Blast Resistance gains +4 ARM against blast damage.
|
|
|
Murder of Crows
|
3
|
Control
|
5
|
-
|
Upkeep
|
No
|
|
Place a 5" AOE anywhere completely within the spellcaster's control range. This AOE is a cloud and hazard. A model that is not part of the spellcaster's battlegroup that enters or ends its activation in the AOE suffers an unboostable POW 8 damage roll.
|
|
|
Unseen Path
|
2
|
Control
|
-
|
-
|
-
|
No
|
|
Unseen Path can only be cast only while Scrapjack is in the Old Witch's control range. Immediately place the Old Witch completely within 2" of Scrapjack, or place Scrapjack completely within 2" of the Old Witch. A model cannot advance this turn after being placed by Unseen Path.
|
|
|
Weald Secrets
|
2
|
6
|
-
|
-
|
Upkeep
|
No
|
|
Target friendly Faction model/unit gains Pathfinder and Hunter.
- Hunter - A model with Hunter ignores cover and concealment when making ranged attacks.
|
Scrapjack
Scrapjack |
Missing Info |
|
COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Medium |
SPD |
6 |
STR |
8 |
MAT |
5 |
RAT |
N/A |
M.A. |
N/A |
DEF |
14 |
ARM |
16 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
22 |
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 |
|
Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.
Abilities
-
Construct
-
Arc Node
-
Pathfinder
- Bond [ The Old Witch ] - If this model begins the game in the Old Witch's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While this model is onded to the Old Witch of Khador, when the Old Witch is damaged by an enemy attack, this model gains +2 SPD and +2 to attack/damage rolls for one round
- Companion [ The Old Witch of Khador ] - This model is included in any army that includes The Old Witch of Khador. If Old Witch is destroyed or removed from play, remove this model from play. This model is part of Old Witch's battlegroup.
- Prowl - While this model has concealment, it gains stealth.
Weapons
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Mechanikal Talons (x2)
|
|
|
RNG
|
POW
|
P+S
|
|
|
2
|
4
|
12
|
|
|
Theme Forces
Thoughts on Old Witch1
The Old Witch in a nutshell
The Old Witch is an interesting, if of maligned caster in the faction. She has a mixed bag of denial and support tools and a field marshal that makes it hard to pin her jacks down Between Murder of Crows, Berserk and Overtake and her feat, she is exceptionally good in eradicating single wound infantry, plus she can be surprisingly effective in melee, and can still fall back to safety after some proper brawling. She's fragile, though, so you have to use her movement tricks to evade retaliation. In that you can count on her Scrapjack friend, who is the only arc-node and light Warjack in Khador's arsenal.
Feat thoughts
The feat can be used both defensively and offensively. Used early and defensively, it will dissuade enemy models charging into your lines and/or running over to contest your scenario elements. Used later it is more of an offensive tool aimed at the enemy support and/or enemy caster. A caught caster will struggle to escape without being knocked down (which would spell doom for them on your next turn), and at very least it will probably mess up their order of activation. This goes double for support models, which also risk getting plain old killed by the damage.
Use Gallows to pull critical models into your feat range.
Note:
- Warcasters that spend focus to reduce damage to zero still count as being damaged, so will get knocked down.
- Same for warlocks transferring damage.
- The knockdown happens at Step 10a of the Attack Sequence, before Tough checks, and knocked down models can't use Tough.
Spell thoughts
- Avatar of Slaughter - Not as potent as Engine of Destruction, but allows the old woman to cut a swathe through tightly packed light/medium infantry formations. Don't forget Cull Soul, you can easily start your next turn with 10+ focus after a good rampage. Usually goes hand-in-hand with Unseen Path to do a yoyo with either the Witch or with the Scrapjack.
- As a footnote, it might be appealing to let the Old Witch be damaged by an enemy attack so you can charge in with Scrapjack's effective MAT 9 P+S 16 RNG 2 melee attacks under AoS. Just don't. If the witch survived an assassination, or brushed by a blast damage, it might be an option, but do not expose her to danger just so you can pump up the combat potential of Scrappy.
- Iron Flesh - Khador's premiere support spell which synergizes very well with nearly any infantry unit. It makes the tough (like the Man-o-War units) even tougher, while blast immunity will counter the squishy units' (like Kayazi Assassins) vulnerability to AOE attacks.
- Gallows - combine it with Scrapjack's arc node to get the best angle for a push.
- Murder of Crows - a very expensive way to get Stealth on her, but a good roadblock / area denial tool.
- Place it in a good spot and you can upkeep it for the rest of the game for free.
- The damage threatens only light infantry, but remember it can harm your troops too.
- It is quite good to place it onto enemy models locked in close combat with your troops. They will have to make decisions: strike your troops, and get the hit from the spell, or try to evade the spell, and get the free strike from your troops during the disengage?
- Unseen Path is a nice backup spell. It can be used both offensively and defensively, and it is a really good tool to dominate flags / zones. Nothing prevents you from casting it multiple times, so you can "leap frog", i.e. teleport Old Witch to Scrapjack and then Scrapjack to Old Witch as long you have enough Focus to keep casting the spell.
- Weald Secrets - the Pathfinder part is pretty self evident; while Hunter lets your ranged units, like Winter Guard or Widowmakers, to deliver very accurate fire.
Drawbacks & Downsides
- She does nothing to increase the damage, or the hit rate, of her army.
- lower amount of Warjack Points (to compensate the 'free' Scrapjack).
- Very fragile - she relies on her spells, DEF and Prowl to remain alive. Anyone, who can negate it, will easily catch her, and will wreck her
- Upkeep hate, especially Purification will severely decrease her usefulness.
- Non-warrior models, like warjacks or warbeasts won't be knocked down by her feat, and can usually shrug off the damage.
- Kill-box scenarios limit her movement options.
Tricks & Tips
- Her feat's knockdown part is being triggered after damaging but before disabling the target, so enemies won't get their Tough rolls (unless they are immune to knockdown).
- Watch for placement tricks under your feat, like Telekinesis or Apparition (or even throws and slams); they don't count as advance.
- Scrapjack has a very good system load-out, and it is surprisingly durable for a light jack. Feel free to block critical charge lanes.
- Apparition can be used even if you are stationary or knocked down. You can also use it to get into your enemy's back arc, escape from melee range, or back off far enough to get your own charge / slam.
- Apparition happens at the end of your CTRL phase, after Power Up, allocation and spending Focus on upkeeps. If a jack ran out of the Witch's CTRL area, you cannot use Apparition to place it back into CTRL in order to gain the Focus from Power Up, or make it eligible for allocation.
List Building Advice
Strategy
The Old Witch is kind of hard to master. Thanks to Cull Soul and Avatar of Slaughter she has some assassin potential against weaker casters and warlocks, but will be dispatched in no time if the enemy can get a bead on her. More useful are her board controlling and area-denial tricks, with which you can be really annoying in scenario games. Field of Talons is a very potent feat against units and solos - if they're not already within it, they will fear to tread into it. If they are already within they will be knocked down after moving so will be neutralized for at least one turn. Gallows, Weald Secrets, Apparition and Unseen Path will offer a huge amount of movement shenanigans, that can be used even better now thanks to pre-measuring.
The Old Witch is in the lucky situation, that she can synergize with nearly anyone. She can support infantry and warjacks alike, though with her support duties she will rarely have the focus in excess to fuel an overly large battlegroup.
Theme Thoughts
Winter Guard Kommand
- Winter Guard Infantry naturally, Iron Flesh goes a long way on them.
- Gun Carriage - with readily available Pathfinder from Weald Secrets, feel free to throw rough terrain templates around - your forces can charge through with full speed, while the enemy will be forced to bypass the patches.
- Sorscha0 - When taken in Winter Guard Kommand, she and Old Witch can provide layers upon layers of buffs for the lowly red pattriots. No Sleeping on the Job + Tough from Joe + Iron Flesh + Fog of War makes the Winter Guard surprisingly resilient against shooting, while Boundless Charge and Gallows increase the threat range of Scrapjack, who also gains Stealth from FoW.
- Give her a Rager, which is the second cheapest jack in Khador and also a Shield Guard, for another layer of protection.
- Kovnik Joe as mentioned he adds Tough to the above equasion which is essential to keep your guys standing. He also offers a limited damage fix with his +4 STR speech, something OW lacks.
Legion of Steel
Countercharging solos and Murder of Crows AOEs let you control the battlefield in a weird but surprisingly effective way.
- Iron Fang Uhlans after investing so many points into them they need to survive, iron flesh protects them from each other and stacks with wall of steel.
- Black Dragons putting Iron Flesh on them is likely overkill given their mini-feat but unlike their brethren they struggle with terrain and like Pathfinder.
Support Models
- Greylord Adjunct - should be considered mandatory with the old witch 1 more free upkeep, +2 range on spells and Blizzard to apply Prowl.
Mercenaries
- Sylys Wishnalyrr - to upkeep a second spell for free, and increase your chances with Gallows
- Saxon Orrik - a second source of Pathfinder will yield a surprisingly fast Khador force.
- Ragman and Aiyana & Holt - OW has no way to actually up the damage of her troops, which is a significant drawback. These guys help in that regard.
- Kayazy boys and girls enjoy Iron Flesh a bunch.
- Kayazy can be taken in the Jaws of the Wolf theme and not use up your Merc slot.
Battlegroup
Apparition is a great threat extender but not compared to what some other casters can do. Don't be tempted to run battlegroup heavy it based on just this.
- If you run a primarily ranged army, like in Winterguard Kommand, you will find a Spriggan very appealing due to its flare shot.
- Good old Juggernaut, since she has no damage fix she will want to have a heavy that can hit hard on its own.
- Long ranged guns like the Destroyer have more chance of aiming thanks to apparition.
- Kodiak don't hurt yourself but vent steam triggers prowl. A 12 inch run (sort of) is useful turn one.
Other
Trivia
- Her real(?) name is Zevanna Agha.
- Released in Warmachine: Apotheosis (2005)
- She iss inspired by the Russian folkloric figure Baba Yaga.
- She is an aspect of the god-mother Dhunia.
- She has launched and executed several (un-)successful schemes across the lore:
- Suggesting the idea of seceding from Khador to Ord to the people of Boarsgate, which resulted in their massacre at the hands of the Butcher. This weakened the barrier between Caen and Urcaen in that location.
- Saving the life of Vladimir during the first Thornwood War so he could have a child with Sorscha. Then sending him to die at the hands of Zaateroth at the battle of Hengehold, before he could have a child with Ayn Vanar.
- Using the crack in the barrier at Boarsgate to unleash the Defiers onto Caen, so they would kill the infernalists, resulting in the Infernals launching the Claiming in haste and liable to errors.
- Grooming Holden into a Defier-killer to keep them honest and under her control (failed).
- Sending Vladimir's and Sorscha's child to the Cyriss dimension through the gate at Hengehold, therefore bypassing the Prophecy that Khador would fall to ruin if the Tzepesci bloodline ended.
- She keeps a magic list of people who's fate she can't see and hopes to find a person on there who can keep the Grymkin Defilers in check. Her last "subject" was Holden who failed at killing The Heretic and was consequently turned into a Hollowman.
Video Battle Reports
Other Khador models
Rules Clarifications
|
Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
|
* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
- All spells have "Damage Type: Magical" (refer errata).
- This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
- and might be inherited by "lingering" secondary damage (see below).
- If a spell leaves a template in play that does damage to models that walk around in it, then:
- if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
- if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
- (Infernal Ruling)
- If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
|
|
Rules Clarification: : 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:
- 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 : 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 : Field Marshal (Edit)
- Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
- However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)
|
Rules Clarification : Great Power - None yet. (Edit)
|
Rules Clarification : Prowl and/or Just a Tree? (Edit)
- Whether you can trigger this ability is a bit awkward;
- As long as you have concealment you get Stealth ... even if the attacker ignores concealment (such as with Hunter).
- If you're standing in a cloud, and the attacker "ignores clouds for LOS" (such as Bird's Eye) you get Prowl/Tree.
- If you're standing in a cloud, and the attacker "ignores clouds completely" (such as Alchemical Mask) you don't get it. (Infernal Ruling)
- Similar for standing in a forest.
- If a debuff removes Stealth, Prowl/Tree do not reapply stealth... But this ruling is being rechecked. (Infernal Checking)
|
Rules Clarification : Stealth (Edit)
- Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
- You can target them with a charge.
- You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
|
|
Rules Clarification : Cull Soul - None yet. (Edit)
|
Rules Clarification : Warjack (Edit)
- The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
- Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
- A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
- Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)
Inert warjacks
- 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.
|
|
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 : Bond (Edit)
- Bonds are ineffective while the model is under your opponent's control. Refer the core rulebook.
- Bonds & Themes
- If a warjack/warbeast with a bond is in that caster's battlegroup, they can be taken in any theme force. Refer the core rulebook.
- This is true even if the caster isn't a full warcaster or warlock (this interaction changed as of 2018.06).
|
Rules Clarification : Companion - None yet. (Edit)
|
Rules Clarification : Prowl and/or Just a Tree? (Edit)
- Whether you can trigger this ability is a bit awkward;
- As long as you have concealment you get Stealth ... even if the attacker ignores concealment (such as with Hunter).
- If you're standing in a cloud, and the attacker "ignores clouds for LOS" (such as Bird's Eye) you get Prowl/Tree.
- If you're standing in a cloud, and the attacker "ignores clouds completely" (such as Alchemical Mask) you don't get it. (Infernal Ruling)
- Similar for standing in a forest.
- If a debuff removes Stealth, Prowl/Tree do not reapply stealth... But this ruling is being rechecked. (Infernal Checking)
|
Rules Clarification : Stealth (Edit)
- Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
- You can target them with a charge.
- You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
|
|
|
Rules Clarification : Avatar of Slaughter (Edit)
|
Rules Clarification : Berserk (Edit)
- Berserk attacks will generate even more Berserk attacks. You keep going until you miss, something survives, or you run out of targets.
- Berserk grants an additional attack which by definition can only occur during your Combat Action. Therefore Berserk doesn't work on free strikes, impact attacks, etc.
- "Immediately" means you can't save it until later in your activation. Berserk must be resolved at step 14 of the attack sequence (refer Apdx A).
- You cannot use "Any Time" abilities while resolving the original attack, the Berserk attack, or between the attacks. Refer Apdx A.
- Berserk doesn't trigger during a frenzy. (Infernal Ruling)
- Berserk will not trigger if the target uses an ability to move the damage to another model (such as a warlock transfer).
- But it will trigger if they use an ability to move the attack to a different model (such as Grim Salvation).
- Berserk has a weird niche interaction with Agathon's abilities, which you can read here.
- Attack-Generating Abilities (Edit)
- From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
- If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
- If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)
|
|
Rules Clarification : Swift Hunter and/or Overtake (Edit)
- The free move must be resolved before other abilities that involve attacks (such as Quick Work or Berserk). Refer Step 12 vs 14 in Appendix A.
- This ability does not trigger off special attacks, only basic ones.
- An important difference:
- Swift Hunter can be triggered by any attack, including out-of-activation attacks.
- Overtake only works on attacks during your Combat Action. Even stuff like Impact Attacks won't trigger it.
- If you make a free strike during your Combat Action (for instance the enemy used a special rule to move during your Combat Action) you can trigger Overtake on that free strike. It still counts as being during your Combat Action. (Infernal Ruling)
|
|
|
Rules Clarification : Gallows (Edit)
- The target is pushed directly toward the point of origin, not the caster. This distinction is important if the spell is channeled.
-
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)
|
|
Rules Clarification : Murder of Crows (Edit)
- Despite being tied to a spell, the POW 8 is not magical damage. It's untyped damage.
-
Templates that do damage ( Edit) [Show/Hide]
- Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
- A hazard is a terrain element
- Damage from a hazard template is never considered to be from the model or weapon/spell that put it into play. So hazards never gain special rules of the weapon/spell (such as a Damage Type or Poison), nor does it gain special rules of the model (such as Hand of Fate).
- Damage from a non-hazard template is considered to be from the model that put it in play. So non-hazards do get stuff like Hand of Fate. (Infernal Ruling)
- Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance)
- Damage from a non-hazard is also not from an attack. Instead it will be a Special Action (Covering Fire), or a "instead of making an attack, place a template" (Creeping Barrage), or etc.
-
- Damage templates from spells is complicated:
- (Infernal Ruling)
- Spells that leave templates that are not hazards (such as Razor Wall) do Damage Type: Magical.
- Spells that leave templates that are hazards (such as Breath of Corruption) follow the rules for hazards, which are most likely not magical damage but it varies by the hazard.
- The initial damage when you place the template, if any, is Damage Type: Magical.
- For example, Breath of Corruption's initial POW 12 corrosion damage roll is Damage Type: Magical in addition to Damage Type: Corrosion. But the hazard that is put into play from Breath of Corruption is not Damage Type: Magical, just Damage Type: Corrosion.
-
- By default, when you put a template into play it doesn't do damage to models they overlap. The exceptions are templates that are created by an AOE weapon, and templates that explicitly say they do damage when they're placed.
- A model which is "placed" also counts as "entering" an area, so the template will damage any one who teleports/spawns into it, too.
- If two templates are overlapping, a model that enters them will take two points of damage.
Hazardous Clouds (Edit)
- A hazard, by definition, is a terrain effect. If a template is both a cloud and a hazard it will not block sprays as per the errata (2017.09) to spray attacks. (Infernal Ruling)
|
|
Rules Clarification : Weald Secrets (Edit)
|
Rules Clarification : Hunter (Edit)
- Although you ignore cover/concealment, you don't ignore "secondary" bonuses a model gets from it. For example, a model with Prowl will still gain Stealth from their concealment. (Infernal Ruling)
|
|
|
Note to Editors
To edit Scrapjack's tagged abilities, Click here
|