Thyra, Flame of Sorrow

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Protectorate Logo.jpg Thyra, Flame of Sorrow

Protectorate Warcaster

A fanatic assassin able to move between the bounds of life and death, Thyra, Flame of Sorrow is the peerless commander of the Daughters of the Flame. Her twin swords, Grief and Lament, weave a path of razor-edged destruction through the enemy ranks as she leads her sisters into battle. Thyra has become a living weapon of the Menite cause, her body and soul devoted to avenging the injustices carried out by those who oppose the Creator.

Basic Info[edit]

Thyra1
Missing Info
ThyraFlameOfSorrow.jpg
COST N/A
UNIT SIZE N/A
FA N/A
Warcaster 0
BASE Small
SPD 7
STR 6
MAT 8
RAT N/A
M.A. N/A
DEF 17
ARM 14
CMD N/A
FOCUS 6
FURY N/A
THRS N/A
HP 15
F. Field N/A
WJP +29
WBP N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities[edit]

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Acrobatics - This model can advance through other models if it has enough movement to move completely past their bases. This model ignores intervening models when declaring its charge target.
  • Parry - This model cannot be targeted by free strikes.
  • Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
  • Elite Cadre [Daughters of the Flame] - Friendly Daughters of the Flame models gain Vengeance. (Vengeance - During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.)
  • Overtake - When this model 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".

Weapons[edit]

  • Grief - 0.5" reach, P+S 11 melee weapon..
  • Lament - 0.5" reach, P+S 11 melee weapon.

Spells[edit]

Friendly Faction models gain +2 to melee attack rolls against enemy models in the caster's control range. Carnage lasts for one turn.
At the end of your turn, place Thyra anywhere completely within 6" of her current location.
Target friendly Faction model/unit gains Stealth. Models are not affected while out of formation.
Target friendly Faction model/unit gains +2 STR and Take Down. (Take Down - Models disabled by a melee attack made by a model with Take Down cannot make a Tough roll. Models boxed by a melee attack made by a model with Take Down are removed from play.)
If the target is damaged it must forfeit either its movement or its action next activation, as its controller chooses.

Feat - Shadows of Urcaen[edit]

Immediately place Thyra anywhere completely within 2" of her current location. When a friendly Protectorate model activates in her CTRL range, it also can be placed 2".

Thoughts on Thyra1[edit]

Thyra1 in a nutshell[edit]

Speed and Mobility. That's Thyra. She is fast, stealthy and hard to hit. She plays very differently to other Protectorate warcasters, and can be a surprise to opponents used to the more slower attrition heavy warjack game that Protectorate often brings. Thyra and her army is very good at assassination, but this isn't the sole way to win with her. The deep threat, unusual attack vectors and her fast speed (if taken with Daughters of the Flame et al, means the fight is taking place in the opponents half of the board, and she can place the enemy on the back foot in terms of scenario.

Understanding all the possible angles and movement vectors can take some time to master.

Feat thoughts[edit]

It's either a threat range and threat extender or when already engaged with the enemy you can teleport your troops past enemies for some surprising assassinations.

Spell thoughts[edit]

  • Carnage - A key spell for Thyra. A great MAT fixer - that is helping her army hit more accurately. Note the wording that it gives a bonus against targets in her CTRL, not a bonus to her warriors. This is important to remember as the enemy targets are likely to be an inch or so farther away than models in her army making the attacks.
  • Gates of Death - Another key spell. Not only can Thyra get up and do some damage, but she can escape again after. The wording on this spell is also crucial to how it is to be used: it says that she is placed at the end of your turn (not at the end of her activation). This means she can move up, cast Carnage, maybe kill a model or two herself (and move possibly further via Overtake). Then her army can activate and benefit from the spell too. Then when done she can be placed safely half a dozen inches away. The most important thing is don't forget!. As it is the last thing you do before handing the turn over to your opponent, they will be very gleeful to have Thyra more exposed and vulnerable.
  • Occultation - More stealth. What can be added to that simple fact? With Thyra and her Daughters of the Flame already stealthed, why not protect something else. The Blood of Martyrs for example. Although if you are taking the Choir of Menoth their Hymn of Passage helps protect them from non-magical shooting. Flamebringers make a good target for having stealth. A hard to shoot unit of them flying up a flank can give your opponent serious headaches. You can even cast Occultation on a battle engine, a stealthed Vessel of Judgment is worth it even just once just to see your opponent's expression.
  • Silence of Death - Not only does Thyra have a way to increase accuracy, but this spell helps boost damage output. For example, this spell on even just four Flamebringers can wreck a Retribution heavy. Also placed on a warjack makes them hit just harder too, giving her warjacks, along with the choir, very serious damage output.
  • Stranglehold - A utility spell, useful for limiting an enemy model, such as a warjack or warbeast. But likely won't be cast every game. It might help against an enemy caster, but if you are spending the focus to cast it and boost the attack roll, then that focus may have been better spent elsewhere. However, saying that it is her only offensive spell, but its POW is low, barely into double figures.

Drawbacks & Downsides[edit]

Anti-stealth tech makes Thyra sad. Casters such as Kara Sloan, and the Protectorate's own Sovereign Tristan Durant as well as the Revelator can ignore/remove stealth. This also goes for anything with Eyeless Sight, which means a lot of Legion models can shoot her from afar. This isn't necessarily a killer to her gameplay, as the high mobility of her army and the general high DEF is still hard to deal with. But it does mean Thyra herself has to be a little more circumspect and get behind cover or to safety, and maybe not play as far forward in such match ups (see the paragraph on the Vigilant above).

While her DEF is amazing, and even outrageous while standing on a hill or behind cover, her ARM is low and if knocked down could be easily assassinated herself.

Finally, while Thyra does have the tools to kill armour skewed lists, her armies tend not to be as good at it as other Protectorate casters/armies. She can still have a good game but if her army gets bogged down, it can be a bit of a glass cannon.

Tricks & Tips[edit]

  • Use Gates of Death to jump back behind your main forces or terrain after going forward. Remember that since it occurs at the end of your turn, you can still score with her on a flag or zone by moving her back.

List Building Advice[edit]

Strategy[edit]

  • Move fast, flank the enemy, and (usually) give an alpha, and then dance through or around the enemy troops to attack what you want when you want.
  • Thyra wants a predominately melee based army that can make the most of her abilities and spells, ranged options may help her deliver her army, but a shooting game doesn't really suit her.
  • Threaten assassination. If an enemy caster gets within 12" (sometimes more) of Thyra or the Blood of Martyrs they are risking getting mulched.
  • Score on Scenario. The enemy will often be defending from multiple threats from the front and flanks, playing carefully to avoid trivial assassination, and probably in their half of the board which gives Thyra and her solos good chances to score. Gates of Death is great at getting to a position to dominate a zone or flag.
  • Kill what you can. Avoid what you can't (yet). Units like the Daughters of the Flame excel at removing enemy infantry. Use them to kill everything they can, and then move deeper into enemy lines. Use mobility to keep away from enemy heavies where you can, and pick them off later, they will usually be slower and if they can't get into the fight, they can't kill much.

Theme Thoughts[edit]

The Creator's Might
As Thyra is mostly infantry-centric, you're unlikely to take her in this theme; Focus 6 and having three upkeeps limits the number of warjacks she can run. If you do take her in Creator's Might, it's best to take a Mercenary infantry unit along with warjacks on both Durant1 and Severius0.

Faithful Masses
Thyra offers quite a bit to this theme in the form of her upkeeps. Occultation is excellent on any unit, but especially Idrians - although Go to Ground is useful, it only lasts for one round, so having one unit with Stealth can help them survive longer. Additionally, her feat can let them disengage from enemies unless they're base to base or have greater than 2" melee reach. Her feat greatly adds to the non-linear movements of Paladin models with Righteous Vengeance, and Carnage makes them hyper-accurate. Finally, she appreciates the wall granted by the theme bonus, allowing her to stay even safer from melee and the shooting that can get through her Stealth.

Guardians of the Temple
Besides granting Vengeance to Daughters, she helps the entire army hit more accurately in melee, something it might have problems with otherwise. She loves turning cheap, durable Temple Flameguard into (relatively) accurate and hard hitting troops, and you can easily cycle Silence of Death onto another unit after sending one in. Flamebringers love Occultation to get up the field and also appreciate Strength of Death.

As a side note, Daughters brought back by the Shrine of the Lawgiver get to make Vengeance attacks. It adds another layer of utility to the structure besides providing a powerful gun.

Exemplar Interdiction
Thyra is one of the more likely candidates to run a combined arms approach to Exemplar Interdiction due to two of her upkeeps (Occultation and Strength of Death) only affecting one model/unit at a time. However, she runs Exemplars well no matter what your army composition. MAT 9 makes them unlikely to miss even the highest DEF, and putting your prize unit (such as Exemplar Bastions) under Occultation makes them more difficult and costly to dig out. The Exemplar Warder is a good solo in its own right and can make her nearly untouchable in melee at an impressive DEF 19. She also provides RFP in the form of Strength of Death, but keep in mind that if you put it on Knights Exemplar, they won't be able to make Cleave attacks due to the order of removing the enemy model.

All warjacks appreciate Blessed weapons, and Blood of Martyrs is no exception. Taking it and Fire of Salvation gives Thyra a powerful, flexible battlegroup with innate non-linear out-of-activation movement that gets enhanced by Thyra's feat.

Mercenaries

  • Madelyn Corbeau She can help make Thyra very survivable via Parlay - warriors (and that includes non battle-engine casters) will not be able to target her or Thyra with attacks. That is huge, meaning only constructs and beasts are really the only things that can attack the pair. It is possible to land Thyra in the middle of a unit of enemy warriors (or even the enemy caster!) and be safe from their attacks, and even get a model in combat bonus to DEF if something can actually target her with a ranged non-spray attack. Thyra in return can help keep Madelyn safe with Occultation to help protect her from ranged attacks from 'jacks and the like, and even then with Madelyn's Sucker! ability she can mitigate the hit if a friendly warrior is nearby. It isn't infallible, an enemy that can attack either from outside Madelyn's command, and ignore Stealth can still shoot them off the table, but it is a combo worth considering.
  • Anastasia Di Bray Well, a cheap solo with Ambush and Stealth. Her Espionage ability is very effective with Thyra and her army who move fast and will take the fight deep into the enemy's territory. Daughters of the Flame with their Acrobatics, and Flamebringers with their long movement distance will threaten the enemy caster even more. Even if she doesn't get to use her ability, the threat of it will keep the enemy caster constrained to the central 18" of the battefield.
  • Saxon Orrik If you need some Pathfinder (for example the Daughters of the Flame are fast but difficult terrain cramps their style), Saxon may be a better option than the more usual Rhupert Carvolo as he also has Stealth.
  • Eiryss1 or Eiryss2 Included to round out the list of models available to the Protectorate that move fast and have Stealth. They are harder to single out in an army that is as fast and hard to hit as they are. They can be included to add to Thyra's already significant assassination threats or to help disrupt enemy warjacks and control the flow of battle.

Battlegroup[edit]

  • Blood of Martyrs - Her pet warjack that she can take in any theme. It just does more of what Thyra loves to do, incredible mobility and unexpected vectors of attack. Its bond with her - it having Apparition - means it can move quicker up the battlefield, and almost keep up with the fast moving units in her army. It can also use this placement to get out of melee partly to help avoid free strikes, as it doesn't have Parry, but also to get in a good position to move or get into charge range or just better LoS. Its sidestepping ability helps get it into new positions, possibly into back arcs, or fully loaded it can cleave through up to five infantry. Under Thyra's feat and the bond, it gets two placements, even before it actually moves. That is hard to counter. Then, as if the sheer mobility of the 'jack isn't enough, it can get to outrageous accurace and damage bonuses. Its own innate Hand of Vengeance gives it a bonus to hit, and to damage. Then Thyra's Carnage spell increases the accuracy again. Then with Hymn of Battle from the Choir of Menoth, and Thyra's Silence of Death it gets two more significant bonuses to damage output. An effective MAT in double figures, and a P+S on its weapons means that it would hit a Stormwall with Arcane Shield and damage them with straight dice. This accuracy, mobility and damage powerhouse means it probably will not need to boost to hit enemy casters, and hitting even the hardiest casters at straight dice even after they use focus to mitigate damage. Oh, and finally as if all that wasn't enough, it has Grievous Wounds, so models hit cannot be repaired or healed and cannot make Tough rolls. Overall on feat turn it has a theoretical maximum threat range of 17" (Apparition + Thyra's Feat + Charge + Sidestep1 + Sidestep2 + Usual Heavy melee range). Just the threat of that should keep the enemy far far back, or well screened.
  • Sanctifier - A good choice with Thyra running Daughters and Flamebringers. Firstly, it relieves the pressure on Thyra's meagre Focus by being fuelled by the souls of the infantry. Secondly, if Thyra is running troop heavy, she does not want many warjacks in her battlegroup, and the combo of Blood of Martyrs and Sanctifier uses up her warjack points quite exactly. Thirdly the reach weapon and tech of the Sanctifier can be very helpful.
  • Vigilant - Works very well with Thyra. Especially in situations where her innate Stealth is not enough. In short you move Thyra up closer to the enemy, and cast Carnage to help hit her army hit the enemy. Run up the Vigilant to a good position and then at the end of your turn place Thyra behind the Vigilant through Gates of Death and gain cover from any ranged attacks. This will push her DEF to ranged and magic attacks into the 20s, and almost impossible to hit. Well, sprays will always hurt as they ignore cover, concealment and stealth.
  • Dervish - More along the sidestepping, high mobility theme. While nowhere near as good as the Blood of Martyrs, it is a reasonable addition to her force, both thematically, and in bringing more models with unexpected attack vectors. It does at least have [[Parry] which her character 'jack lacks.
  • Other 'jacks. None are specifically good or bad with Thyra. But should cover some of her weaknesses. If you feel you really need ranged options, the ubiquitous Reckoner can help. Slow 'jacks will likely get left behind though, and she tends to play faster and has no way to speed them, besides her feat. And with her lowish focus, she probably won't want a large battlegroup, much beyond her warjack points. A Redeemer could be useful to hang back and provide carpet bombing. Taking an arc node like the Revenger or Guardian (which is also a good fighter) to swap buff spells or cast Stranglehold could be good, although she's usually mobile enough between her native SPD and Gates of Death to get the spells where she needs them while remaining safe.

Other[edit]

Trivia[edit]

Originally released in the Warmachine: Wrath expansion (2011)

Theme Forces[edit]

Themes for any & all casters (Edit)

Other Protectorate models[edit]

Protectorate Logo.jpg       Protectorate Index       (Edit)            
Battlegroup & Similar
Warcasters Durst - Cyrenia1 - Feora1 - Feora2 - Feora3 - Severius1 - Severius2 - Amon - Reznik1 - Reznik2 - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Harbinger - Reclaimer1 - Reclaimer2 - Durant2 - Thyra - Vindictus
Warcaster attachments Hierophant - Madelyn Corbeau (Mercenary)
Other Warjack Controllers BGC Durant1 - Severius0
Marshals Bastion Seneschal - Reclaimer Gatekeeper
Light Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant
Blessing of Vengeance
Heavy Castigator - Crusader - Guardian - Indictor - Reckoner - Sanctifier - Templar - Vanquisher
Avatar of Menoth - Blood of Martyrs - Eye of Truth - Fire of Salvation - Hand of Judgment - Scourge of Heresy
Colossal Judicator - Revelator
Units, Solos, Battle Engines, & Structures
Units

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

Solos Allegiant - Champion of the Wall - Deliverer Arms Master - Exemplar Warder - Exemplar Bastion Seneschal - Exemplar Errant Seneschal - Hierophant (Attached) - Knights Exemplar Seneschal - Paladin of the Order of the Wall - Reclaimer Gatekeeper - Vassal Mechanik - Vassal of Menoth - Wrack
Elias Gade - Hand of Silence - Gravus - Vilmon - Durant1 - Nicia - Pyrrhus - Severius0 - Covenant
Battle Engines & Structures Vessel of Judgment (BE) - Shrine of the Lawgiver (Structure)
Theme Forces
The Creator's Might - Exemplar Interdiction - The Faithful Masses - Guardians of the Temple
Mercenaries
Refer to Who Works for Whom and/or Category: Protectorate of Menoth Mercenary
This index was last updated: 2019.02

Video Battle Reports[edit]

Rules Clarifications[edit]

Rules Clarification : Weapon Master - None yet. (Edit)

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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:  : 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. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • 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
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control rectangle zones and flags by himself.
    • However, to control a circular zone, the entire unit needs to be within the circle.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
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Rules Clarification : Acrobatics      (Edit)

  • 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.

Rules Clarification : Parry - None yet. (Edit)

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Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.
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Rules Clarification : Elite Cadre      (Edit)

  • Elite Cadre bonuses persist even after the model dies.
  • Elite Cadre bonuses can apply to teammates in multiplayer games.
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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
  • Vengeance is not an activation. It does not prevent the unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
  • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
    • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
    • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
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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.


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Rules Clarification : Carnage      (Edit)

  • The target needs to be in CTRL range. The location of the attacker doesn't matter.

Rules Clarification : Gates of Death - None yet. (Edit)

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Rules Clarification : Occultation      (Edit)

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Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.
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Rules Clarification : Silence of Death      (Edit)
Rules Clarification : Take Down - None yet. (Edit)

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Rules Clarification : Stranglehold      (Edit)

  • If a warbeast is hit by this spell and then frenzies, Stranglehold will expire during the Frenzy activation without achieving anything.