Thyron, Sword of Truth

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Retribution Logo.jpg Thyron, Sword of Truth

Retribution Ellowuyr Warcaster

A master of House Ellowuyr’s unique swordfighting discipline, Thyron matches stillness with blurring speed. He is a tempest of sharpened steel, a paragon of Ellowuyr’s art of war. His command of his army is not unlike his technique with a blade. He stages quick bouts and feints with myrmidons and soldiers to draw out the opponent’s strength. When he perceives a weakness in the enemy line, he guides his army like a sword thrust directly at the enemy’s heart.

Basic Info

Thyron1
Missing Info
Thyron1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR
MAT 7
RAT N/A
M.A. N/A
DEF 15
ARM 16
CMD N/A
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +27
WBP {{{wbp}}}
IHP {{{ihp}}}
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

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Blade Shield - This model gains +2 DEF vs ranged attacks.
  • Cleave - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, immediately after the attack is resolved this model can make one additional melee attack. This model can make only one additional attack as a result of Cleave each activation.
  • Field Marshal [Cleave] - Warbeasts/warjacks in this model's battlegroup gain Cleave.
  • Riposte - When it is missed by an enemy melee attack, immediately after the attack is resolved this model can make one basic melee attack against the attacking model.

Weapons

  • Remembrance - 2" reach, P+S 13 melee attack

Spells

COST RNG AOE POW DUR OFF


Assail

2 6 - - Upkeep -
Target friendly Faction warjack can charge, slam, or trample for free and gains +2" when it does so. Also, if it does a slam, the slammed model is moved +2".
Ground Zero

3 SELF 5 13 - -
Center a 5" AOE on the caster. Each other model in the AOE is hit and suffers a POW 13 damage roll. Then, after all damage rolls, push enemy models d6" away.
Onslaught

2 SELF Control - Upkeep -
The caster and friendly Faction models that start their activation in the caster's control range gain Relentless Charge for one turn.
Relentless Charge - While advancing as part of a charge, a model with Relentless Charge gains Pathfinder.
Spellpiercer

2 SELF Control - Turn -
While in the caster's control range, friendly Faction models gain Blessed and Damage Type: Magical on all their weapons. Lasts for one turn.
Storm Rager

3 6 - - Upkeep -
Target friendly Faction warrior model gains +2 STR, MAT, and ARM and cannot be targeted by CRA or CMA.

Feat : Blades of Vengeance

For one turn, Thyron and friendly Retribution models beginning their activation in his control range gain Side Step and an additional die on melee attack rolls. (Side Step - When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.)

Theme Forces

Thoughts on Thyron, Sword of Truth

Thyron, Sword of Truth in a nutshell

Thyron is a support and melee assassination warcaster. He provides enormous buffs to models within his control range via Spellpiercer and Onslaught. Assail greatly expands his warjacks' threat range and focus efficiency. Storm Rager works wonders on any hard-hitting melee solo (Mage Hunter Assassin, Dawnguard Scyir, Houseguard Thane, Fane Knight Issyen, etc) and on Thyron himself. His Field Marshal gives a good bonus to his 'jacks when clearing infantry; though note that Cleave triggers off of destroying, not hitting, so make sure whatever you hit first stays down.

Thyron has decent defensive stats, high MAT, and good STR. Blade Shield makes him tough to hit at range without knockdown, and with Riposte, any enemy melee attack that misses Thyron allows him a free counterattack. This is not to say that you don't need to be careful with positioning; he's a medium-based model, which is hard to screen in Retribution, and knocking him down is an easy way to avoid his good DEF. He is absolutely legit in melee, boasting up to eight accurate and powerful Weapon Master attacks by combining Storm Rager and Cleave, which can bypass spell/animi DEF and ARM buffs with Spellpiercer if necessary.

Thyron is highly versatile. His spells give him options for supporting infantry, and a key to his proper use is learning which of his spells go on which models and when to use his control range buffs. Additionally, gauging when to allocate and when to camp focus can be just as important as positioning him for safety. He can affect the battle from a surprising distance, and sometimes standing back is his best defense.

Feat thoughts

Blades of Vengeance makes melee attacks highly accurate and lets models advance slightly after hitting in melee. Since it's army wide, his lists may want to capitalize on it, opting for melee units and Jacks. Any model that can get additional attacks in melee benefit greatly from Side Step. For instance, any 'jack in his battlegroup can combine Cleave and Side Step to great use, allowing them to move around before the second attack. This can remove troublesome UAs/ WAs or get in better position to knock out key targets that were beyond the initial charge range. In an ideal case, this can increase a 'jack's threat range by 4", using his initial attacks to clear warrior models in front of the intended target and side stepping to get closer to said target. Also, note that the control range limitation is only apparently so: all models activating within 12" of Thyron can leave that range and still benefit from the feat. Remember that it grants an additional die, meaning 'jacks can still boost their attack rolls if necessary.

Spell thoughts

Assail is a very good 'jack buff, increasing efficiency as well as charge range. On a Phoenix or Banshee, this usually means an extra attack. Combined with Onslaught for Relentless Charge, melee 'jacks can really tear into things. Assail also affects the Banshee's ranged slam, increasing the slam distance of small or med-based targets to a 3" minimum, 5" maximum! It's just one more thing for your opponent to think about - if there is a target between the Banshee and 3" of their caster...

Ground Zero, while a decent spell in and of itself, will rarely be used. Offensively, it can lead to decent infantry clearing. Defensively, however, you would have to survive the initial wave of attacks to get it off, so it's unlikely to be used in that capacity. Potentially, Thyron could charge a tightly knit unit of Warrior models, use his initial attacks, then cast it to wipe out a decent amount. Be careful he's not too far forward, as he will be open to retaliation!

Onslaught gives any friendly model in your control range Pathfinder on the charge. Probably good enough to be upkept, but it won't really need to be cast until the second turn, unless there are key pieces of terrain you need to charge over.

Spellpiercer, against armies that rely on defensive buffs, is a game changer. Remember, it only works against spells that increase DEF or ARM. If a spell grants an ability that increases DEF or ARM, it is not ignored.

  • Cryx: Let's you ignore all those annoying Ghostly or Incorporeal models, as well as Parasite.
  • Circle: No more annoying Forced Evolution on those DEF 14 Warpwolves or Inviolable Resolved Skinwalkers!
  • Cygnar: Loses out on that sweet, sweet Arcane Shield! Without it, Cygnar units, even Jacks, are quite squishy. Stormwalls/Hurricanes are in for some pain!
  • Khador: Tired of those Iron Fleshed troops causing all kinds of shenanigans?
  • Protectorate: This spell is HUGE against these heathens. It allows you ignore Holy Ward, Defender's Ward, and Inviolable Resolve (all very common in PoM).

Storm Rager is a fantastic buff. On turn one, it should be be cast on a Mage Hunter Assassin, Narn, Mage Hunter of Ios, or Fane Knight Skeryth Issyen for maximum use of the STR and MAT buffs. If an opportunity presents itself for assassination, casting it on Thyron himself offers a huge boost to damage. With Storm Rager (upkept for 5 Focus remaining, and assuming average rolls), Thyron will have a MAT 9, 29 damage charge, and 5 further 25 damage attacks. He's a monster. Defensively, it's useful to prevent combined attacks, and the extra ARM puts him on par with most heavies. That, plus the DEF from Blade Shield, make him fairly durable at range.

Drawbacks & Downsides

Thyron has limited focus and a lot of things he wants to do with it.

  • Camping can be vital for him to stay alive, but can be difficult if he needs to cast Spellpiercer or cycle an upkeep.

He is a medium based model, which can lead to difficult positioning to ensure he doesn't get killed.

  • While his DEF is very high against ranged attacks, a spell that knocks him down will lead to an early death!

Tricks & Tips

  • Thyron likes a lot of what the Fane Knight Guardian has to offer. The Guard Dog bonus (+2 Defense against melee attacks) makes him harder to kill, and helps him trigger Riposte more often. Shield guard can also protect him from hits from knockdown guns or any other deadly ranged weapon.
  • His Field Marshal: Cleave can boost your damage in an unexpected way if you are using a warjack with two different strength weapons. When your warjack charges a hard target, position so that you can use your smaller weapon on a squishier single-wound model if possible. Then, simply resolve your charge attack with your big weapon, use your little weapon to kill the single-wound model, Cleave with your big weapon into your charge target, and then spend the rest of your focus to buy attacks with your big weapon. Presto, all of your weapon attacks on the hard target were made with your big weapon and you didn't lose any attacks!

List Building Advice

Strategy

You will certainly want to capitalize on Field Marshal: Cleave, but it's not something required to build around. Any melee 'jacks/units work well with his feat. All told, he's pretty flexible when it comes to army composition, as Onslaught and Spellpiercer are army wide. Ranged units can do well with Spellpiercer, but Thyron's buffs lean toward melee.

Theme thoughts

Defenders of Ios
Thyron has access to his signature Swordsmen here, as well as both Fane Knights, Halberdiers for screeing, Nyss as roadblocks, back up shooting, as well as both battle engines.

  • House Ellowuyr Swordsmen Why stop at giving his jacks Cleave + Sidestep? These troopers have native cleave so they can carve through the enemy army.
  • Fane Knight Skeryth Issyen - He is exactly the kind of combat solo you want for the Storm Rager buff.
  • Houseguard Halberdiers can be a good screen for your Swordsmen, as they are prone to being shot off the board.
  • Heavy Rifle Teams provide Advance Move to Swordsmen at a budget.
  • Ryssovass Defenders are perfect roadblocks with their character solo and also do masisve targeted damage.
  • Aelyth Vyr, Blade of Nyssor is another great Storm Rager target and also brings Cleave for the feat.
  • Arcantrik Force Generator - It doesnt do much for his infantry, but if you are fond of Banshees (or any other combined arms mymirdon) with him, the AFG provides a range buff. It can also slam targets to enable assassiantions.

Legions of Dawn
He has access to elite infantry and cavalry here, as well as the two jack marshals and Imperatus, a quality melee jack. Also, interestingly, among Sentinels, the Scyir and his marshalled jack you can play an army where almost everything has effective Vengeance.

  • House Shyeel Artificer and Dawnguard Sentinel Scyir - Assail is perfect on marshalled jacks, as they can both charge and Crush! These dudes also provide exellent buffs to your units and the Scyir is also a great target for Storm Rager.
  • Dawnguard Destors - Under feat they roll 4 die on charge attack rolls, as they are cavalry, which also makes it extremly easy to set up Close Volley.
  • Dawnguard Destor Thane - The other great target for Storm Rager and he make the Destory beefier to boot.
  • Dawnguard Sentinels - They can take some punishment with the minifeat and then dish it out in return thanks to Vengeance and Weapon Master.
  • Imperatus - A quality jack that hits relatively hard in mellee

Shadows of the Retribution
Probably Thyron's worst theme, as most of hte units here have magic weapon and/or blessed already. Infiltrators under feat are nice, but that's about it.

  • Mage Hunter Assassin - Probably one of the best targets for Storm Rager. Too bad she's bound to a theme that does nothing for Thyron.

Forges of War
If you really, really want to maximise on his field marshal, you can field all the melee jacks in this theme. You can also have a Artificer marshal a jack as well.

  • House Shyeel Arcanists - You better stock up on these, as Thyron will need all the focus he can get to fuel a jack heavy army.
  • Arcanist Mechaniks - Also available in all other themes, but even more imperative here. Extra focus, or more melee hitting power, they do wonders for him!

Various Themes

  • Lys Healer - She gives him effective Steady.
  • Fane Knight Guardian - With Guard Dog and Total Devotion they push their respective defensive stats to ludicrous levels and he is also a Shield Guard if Thyrone is ever actually going to be hit.
  • Lanyssa Ryssyl She can speed everything up and lets jacks charge as well, which is great if you bought more than one marshaled jack. If combined with Assail on the same jack, that's +4" on your charges.

Battlegroup

Naturally, Thyron gravitates towars melee jacks, however, a good gun for unitlity purposes is never a bad idea.

  • Banshee - She's an expensive package, but for good reason. She packs a P+S 18, 2" sword which is excellent for Cleave, but also provides control with her slam gun and Wailing. Assail interestingly boosts the slam distance on the gun as well.
  • Hydra - She can hold on to her focus, which is great for a focus starved caster. Her P+S is comparatively low though, so she is better of being marshaled.
  • Manticore - The closest thing Ret has to a no-frills beatstick a la Ironclad and Juggernaugt. Unlike its cousins it needs to spend an extra focus to reach full melee potential though...
  • Phoenix - 2" and P+S 17 is nothing to sneeze at, especially not since it sets things on fire and unjams itself. The RAc Node part is wasted on Thyron though, unless you want to use it to put Storm Rager on a faraway model.
  • Daemon - P+S 16 is lower than most other heavy beatsticks, but tts gun bunches up targets for Side Step and Cleave shinanegance.
  • Gorgon - A single P+S 16 combostrike is great for a light jack. It also brings its own threat extension with apparition and some control features.
  • Griffon - It goes far with Pathfinder and Fleet, it his hard for a light jack and at 8 points it's a steal.
  • Aspis - You can never have enough Shield Guards, especially when things like the Lord of the Feast lurk about.

Other

Trivia

  • Sculptor = Doug Hamilton
  • Nicknames = Tyrone
  • Originally released in the Warmachine: Reckoning expansion (2015)

Other Retribution models

Retribution Logo.jpg       Retribution Index       (Edit)
Battlegroup & Similar
Warcasters Elara2 - Garryth1 - Garryth2 - Goreshade4 - Helynna1 - Issyria1 - Kaelyssa1 - Ossyan1 - Rahn1 - Ravyn1 - Thyron1 - Vyros1 - Vyros2
Warcaster attachments Fane Knight Guardian (Retribution) - Sylys Wyshnalyrr (Retribution) - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Elara1 (BGC) - Sentinel Scyir ('Jack Marshal) - Artificer ('Jack Marshal)
Light Warjacks Aspis - Chimera - Gorgon - Griffon - Harpy - Siren
Moros
Heavy Warjacks Banshee - Daemon - Hydra - Manticore - Phoenix - Sphinx
Discordia - Hypnos - Hemera - Imperatus
Colossal Hyperion - Helios
Units, Solos, & Battle Engines
Units Destors - Invictors - Sentinels - Heavy Rifle Team - Swordsmen - Arcanists - Battle Mages - Electromancers - Halberdiers - Riflemen - Infiltrators - Strike Force - Ryssovass Defenders - Stormfall Archers
Nyss Hunters - Spears of Scyrah
Special: Eiryss3 (CA) - Soulless Escort (WA)
Solos

Aelyth Vyr - Arcanist Mechanik - Destor Thane - Sentinel Scyir - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - Elara, Tyro of the Third Chamber (1) - Fane Knight Guardian - Fane Knight Skeryth Issyen - Ghost Sniper - Hermit of Henge Hold - Artificer - Magister - Houseguard Thane - Lanyssa Ryssyl, Nyss Sorceress Lys Healer - Assassin - Narn, Mage Hunter of Ios - Nayl - Priest of Nyssor - Soulless Voidtracer

Battle Engines Arcantrik Force Generator - Dawnguard Trident
Theme Forces
Defenders of Ios - Forges of War - Legions of Dawn - Shadows of the Retribution
Mercenaries
Units Lady Aiyana & Master Holt - Lynus Wesselbaum & Edrea Lloryrr
Solos

Dahlia Hallyr & Skarath - Eilish Garrity - Madelyn Corbeau, Ordic Courtesan - Void Archon

This index was last updated: 2019.05

Rules Clarifications

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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.")

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


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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. Units: Before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    2. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    3. 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).
    4. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    5. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    6. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    7. 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.)
    8. 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.

  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of 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 : Blade Shield - None yet. (Edit)

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Rules Clarification : Cleave      (Edit)

  • Cleave doesn't trigger off free strikes or Impact Attacks, since those occur outside of your Combat Action.
  • Despite "additional attacks" normally occurring only after all initial attacks are resolved, Cleave "interrupts" your initial attacks because it must be resolved immediately.
  • You cannot trigger an "Any Time" ability between the first attack and the Cleave attack, because Cleave occurs at Step 14 of Apdx A, and "Any Time" abilities cannot be triggered until after Step 14 is finished.
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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)
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Rules Clarification : Riposte      (Edit)

  • You can't resolve Riposte from a free strike because, by definition, the attacker is in your rear arc and thus you can't target them.
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, you can choose whether to dodge or riposte first. Appendix A Step 13 applies here, because the controller of the model being attacked is not the active player.


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Rules Clarification : Assail      (Edit)

  • If you're planning on casting this spell often, you should probably check out the Trample and Slam clarifications.
  • The extra slam distance applies to any slam the warjack causes, not just Power Attack Slams. For instance, it also applies to the Banshee's Force Cannon.
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Rules Clarification : Ground Zero      (Edit)

  • 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)
  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)
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    Rules Clarification : Onslaught      (Edit)

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    Rules Clarification : Relentless Charge      (Edit)

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    Rules Clarification : Spellpiercer      (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 : Blessed and/or Creator's Wrath     (Edit)

    • Blessed ignores buffs even if they're not directly on the target. For instance, Haley3's Temporal Distortion spell gives a DEF buff to everyone within 5" ... and Blessed ignores it. (Locked thread)
    • You only ignore the DEF/ARM buff if the spell directly adds to the stat. A spell which instead grants a separate non-spell ability, and the ability gives a DEF/ARM buff, would not be ignored. (Infernal Ruling)
      In this ruling, Blessed does not ignore the DEF from Ashen Veil, because the DEF bonus comes from Concealment, and not the spell itself.
    • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else].
      • For example, the spell Cloak of Ash grants concealment, and models with concealment gain +2 DEF. You would not ignore this DEF bonus.
      • For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.
    • The Mk3 Blessed icon resembles the old Mk2 Magical Weapon icon. Do not get them confused.
    • This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).

    Rules Clarification : Storm Rager - None yet. (Edit)


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    Rules Clarification : Side Step      (Edit)

    • You can't trigger Side Step by hitting friendly models.
    • You can't trigger Side Step from additional attacks that you buy, or out-of-activation attacks (such as free strikes).
    • If you have multiple initial attacks, you have to step after each one. You can't "save up" all your side steps then get a single big 4" or 6" move.