Typhon

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Legion Logo.jpg Typhon

Legion Character Heavy Warbeast

Mk4 icon.png
Prime
This model is available in one Prime Army, Dragon's Host. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

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

This truly monstrous creature bears little resemblance to any beast arisen in nature. It is the organic consequence of a malevolent intelligence bent on creating weapons spawned of its own blood, flesh, and bone. All three of its heads move of their own accord, seeking victims to rip apart with their powerful jaws or breathing out concentrated streams of superheated ash.

Basic Info

Typhon
Missing Info
Typhon.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 6
STR 11
MAT 7
RAT 5
M.A. N/A
DEF 13
ARM 18
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 5
THRS 9
HP 32
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST 18
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good. Click here for a newbie-friendly recap, or click here for the full rules.

Abilities

  • Eyeless Sight symbol.jpg Eyeless Sight
  • Gunfighter symbol.jpg Gunfighter
  • Soulless symbol.jpg Soulless
  • Bond [ Thagrosh ] - If this model begins the game in Thagrosh's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. When this model is forced to use Regeneration while bonded to Thagrosh and in his control range, instead of rolling to determine how many damage points this model removes, this model and Thagrosh can each remove up to 3 damage points
  • Circular Vision - Models never gain a back strike bonus against this model.
  • Multiple Heads [3] - This model can make 3 initial attacks each Combat Action, using any combination of ranged or melee attacks. This model loses one initial attack for each of its aspects that are currently crippled. This model cannot be forced to buy additional ranged attacks.
  • Regeneration [d3] - This model can be forced to remove d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.

Weapons

Blight Breath
Gun icon.jpg  RNG   ROF   AOE   POW 
SP 8 1 (★) - 14
  • Fire dam symbol.jpg Damage Type: Fire
  • Variable number of initial ranged attacks - Refer to the Multiple Heads rule.
Bite
Sword icon.jpg  RNG   POW   P+S 
1 6 17
  • Variable number of initial melee attacks - Refer to the Multiple Heads rule.
  • Critical Pitch - On a critical hit against a model with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The model thrown does not deviate. The POW of collateral damage is equal to the STR of this model.

Animus

COST RNG AOE POW DUR OFF
Excessive Healing

1 SELF - - Round No
The spellcaster gains Rapid Healing for one round.
Rapid Healing - When this model is damaged by an enemy attack, immediately after the attack is resolved remove d3 damage points from it.

Theme Forces


Thoughts on Typhon

Typhon in a nutshell

Typhon is quite simply put, an absolute powerhouse. Like many Legion warbeasts, he's fairly powerful, versatile, expensive, has a slew of special rules, and trades durability to acheive all of these things. Unfortunately, he also pays for it with a confusing lack of pathfinder. Especially for a beast that is huge, scary, and has a lot of limbs. Don't let it deter you though: Typhon is arguably the strongest and most flexible beast Legion can field, and also one of the coolest (if you like dragon hydras). The Multiple Heads rule is what truly makes Typhon shine. Three initial attacks and the choice of each initial to be a solid MAT high POW melee strike OR a decent RAT/POW 8" spray allows Typhon to deal with just about any scenario. Lots of infantry? Sprays for days. Big target? Melee to your heart's content. Backing this up is the power of the Fury mechanic on one of the few warbeasts in Hordes with a FURY stat of 5. While most beasts settle for 3 or 4, Typhon cranks it up to 11. Typhon can put out an absurd amount of attacks just by himself, and with gunfighter to boot he can set up many opportunistic sprays on models your opponent may have thought were safe. It's sometimes not a bad idea to charge a hard target, spray squishy models behind it with the other initials, and finish the turn by chewing the melee target to pieces.

While his animus may be SELF range only, it's still a solid animus. Typhon's base ARM may not be great, but the healing can be thought of as an "effective" +2 ARM on a large enough spread of rolls. It also is amazing against a series of small attacks as doing 1-3 points with each attack is essentially irrelevant. This can make Typhon much harder to remove than his ARM values may suggest. Plus, his higher than average DEF means average attackers may miss a swing or two, adding further to his survivability. To top it all off, with his aformentioned best in class FURY and Rapid Healing's low cost he's very likely to severely damage (or kill) his quarry and still have the space to spare for defenses, something that other beasts like the Carnivean cannot. If you can stack a DEF or ARM buff on top of Typhon's animus, your opponent has to put a disproportionate amount of effort into killing Typhon, lest he continue wreaking havoc.

Typhon is balance by his highest cost for a heavy beast in the faction, and is hampered by lack of pathfinder. Like many Legion beasts, accurate shooting is still something to worry about too. Despite that, he will almost always perform if you keep him safe.

Combos & Synergies

Thagrosh

  • Thagrosh1 - Usually, Typhon is your first choice for a list with him. He is the most expensive beast you can bring back with Dark Revival if you're looking to maximize the value of your feat. Death Shroud is basically +2 ARM in melee, and Fog of War keeps him at effective DEF15 against shooting on the advance. He's a perfect centerpiece model for his +2 STR upkeep as well. Eight P+S 19 attacks is not to be trifled with. Thanks to Attuned Spirits Thags can also drop a free Wraithbane from the Naga onto Typhon, if you really want to wreck a spell-protected enemy.
  • Thagrosh2 - Dragon's Blood stacks nice with Rapid Healing - especially if you cast Aggravator earlier. The enemy will likely won't bother shooting Typhon at all - unless they set up a trap for him. Manifest Destiny helps the whole battlegroup as well, and a Scourge on a key target means usually Death Sentence, if Typhon can follow up.

Children of the Dragon combos

Consider warlocks with RAT and mobility fixing, so Typhon do the most work he possibly can.

  • Fyanna2 brings almost everything Typhon wants as well. A +3 DEF boost on the feat helps him survive past his expiration date while dug in the front lines, and she can ensure basically anything will die if she puts Fury on him, as it brings him to P+S20. Admonition can help him stay a little safer on non-feat turns. Overtake is a little less useful since he'll probably be killing infantry with a stray spray, but it can't hurt to have.
  • Abby2 - She offers him a solution for his lack of pathfinder with her feat, and buffs basically every stat on him except RAT. On her feat turn, he's SPD8, RNG2 P+S19 at MAT9, and has wings. He is a great target for her ARM buff, and Psycho Surgery helps keep him alive even longer when combined with Regeneration and Rapid Healing.
  • Abby1 - Playing God elevates the threat of Typhon onto new levels. Flying over your enemy lines with the actual SPD of the Angelius, while hitting as hard as the Archangel is truly a sight to behold. Or just simply cast Wild Aggression on it, and spend all your FURY to damage boosts and extra attacks (if you don't want to spray around).
  • Rhyas1 - Typhon can be a great Rapport target, as it buffs his RAT as well as his MAT. It also gives him a longer leash from Rhyas's tiny control range. Getting up to nine attacks on the feat with the additional teleport is nothing to sneeze at either.
  • Vayl2 is Legion's other warlock who can let Typhon overcome his greatest weakness: no pathfinder. Boundless Charge offers him pathfinder, something that most Legion beasts don't care about, but Typhon gets the whole package from her. She also offers DEF debuff which helps both his MAT AND RAT.
  • Bethayne2 Transmutation gives him much needed Pathfinder and a 15/18 defensive statline is quite amazing as well, as are P+S 19 bites. With the animus and feat up, if he takes damage you can transfer it away and still Rapid Heal, as Typhon still counts as being damaged.

General combos

  • Seraph - Threat extension + attack roll fix? Yes please.
  • Naga - Incorporeal models, and units with Blur, Quicken, Arcane Shield and the like won't escape your sprays and blows.
  • Mekanoshredder - free charge + threat extension and pathfinder while charging construct models.

Drawbacks & Downsides

  • A glaring lack of pathfinder in a faction known for native pathfinder or wings on even their most basic infantry.
  • Lower than desired ARM value for a heavy warbeast of his price value, and also vulnerable for pop&drop tricks.
  • Multiple heads does not get around the Gunfighter rules and their restrictions when charging. If you charge and leave no models in Typhon's melee range, you can't just keep on spraying at other models (You'd need Dual Attack for that).
  • High cost.
  • Grievous Wounds and likewise effects (Entropic Force, etc.) can shut down Rapid Healing, completely negating the point of casting it.

Tricks & Tips

  • Critical Pitch is optional. Do not trigger it if you want to whack the target with follow-up attacks - unless you intend to drop a spray on its head from your initials, that is.
  • Hyper Aggressive from Thagrosh2's Aggravator works, even if you healed back the lost damage points with Rapid Healing.

Other

Trivia

  • Released in Hordes: Metamorphosis (2009)
  • It's TyPHON, not TyPHOON.
    • His name is based on Greek Mythology, not a Pacific Ocean storm system.
    • In Greek the meaning of the name Typhon is: A child of the Titans.

Other Legion models

Legion Logo.jpg       Legion Index       (Edit)            
Battlegroup & Similar
Warlocks

Absylonia1 - Absylonia2 - Anamag - Bethayne1 - Bethayne2 - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Lylyth4 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2

Other Warbeast Controllers

Beast Mistress - Blight Archon - Thagrosh0

Lesser Blight Wasps - Shredder - Harrier - Mekanoshredder - Stinger
Light Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph
Heavy

Angelius - Azrael - Carnivean - Golab - Neraph - Proteus - Ravagore - Scythean - Typhon - Seraph - Zuriel

Gargantuans Archangel - Blightbringer
Units, Solos, & Battle Engines
Units

Blackfrost Shard - B.N. Archers - B.N. Hex Hunters - B.N. Legionnaires - B.N. Raptors - B.N. Scather Crew - B.N. Swordsmen - B. Rotwings - B.O. Warmongers - B.O. Warspears - Chosen - Grotesque Banshees - Grotesque Raiders - Hellmouth - Ice Witches - Strider Blightblades - Strider Scouts - Spawning Vessel - Virtue Host

Solos

Ammok - Annyssa Ryvaal - Beast Mistress - Blight Archon - B.N Shepherd - B.N. Sorceress - B.N. Warlord - Craelix - Forsaken - Fyanna1 - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - Thagrosh0 - Virtue Champion - B.O. Warmonger War Chief - Yssylla

Battle Engines Throne of Everblight
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Minions
Refer to Who Works for Whom and/or Category: Legion of Everblight Minion
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
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Rules Clarification : Pitch      (Edit)

  • If you Pitch on a charge attack, then the throw damage will be boosted (but not collateral damage).
  • Throw ( Edit )
     
    • If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.
  • Collateral Damage
    • Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
      • It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
      • It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
      • It doesn't matter if the attacker has crippled weapon systems or aspects.


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Rules Clarification:  : Warbeast      (Edit)
(Click Expand to read)

See also the Warbeast page for a recap of the core warbeast rules.
  • Forcing
    • If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)
  • Animi
    • A single Animus can be on several models at the same time. (Infernal Ruling)
    • Unlike in Mk2, in Mk3 if a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)
    • An animi cast by a warlock is an animi and a spell. (Infernal Ruling)
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
  • Frenzy (Edit)
    • You cannot trigger optional abilities (such as Cleave or Sprint). (Infernal Ruling)
    • You must trigger compulsory abilities (such as Consume) ... except for compulsory abilities that also generate an extra attack (such as Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)
    • A warbeast may not make an Assault shot as part of a Frenzy activation.
    • If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Ruling)
    • If a frenzying warbeast can't reach its charge target (because the charge lane is blocked by terrain, etc) then it will make a failed charge and end its activation. (Locked thread)
    • If a frenzying warbeast has two melee weapons with the same POW, it can choose which one to use. (Infernal Ruling)
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Rules Clarification : Eyeless Sight      (Edit)

  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
  • Blind vs Eyeless Sight (Edit)
    • If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
    • Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.
  • Anti-Cloud abilities vs Burning Earth (Edit)
If you make a piece of terrain "Burning Earth" it counts as a cloud effect in addition to it's original type. This has 2 odd rulings:
  1. If any part of the terrain piece is "hit" by an ability that makes clouds expire (such as Gale Winds) then the entire terrain piece is taken off the table. (Infernal Ruling)
  2. If a model can ignore clouds but not the original terrain type, they don't ignore the terrain. For instance if you have a burning forest, then Eyeless Sight can't see through the forest. (Infernal Ruling)
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Rules Clarification:  : Gunfighter      (Edit)
(Click Expand to read)

General
  • You cannot Aim if you start your activation in melee. (Infernal Confirmation)
  • A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).
  • If you have a Gunfighter stuck in melee and the Gunfighter wants to shoot a friendly model, then you can only do so if that friendly is within the Gunfighter's melee range. Also, if that friendly model is engaged by an enemy, that friendly model will always get the +4 DEF bonus (because the point of origin of the attack, the Gunfighter, is not "in melee" with the friendly model).

Targeting

  1. Outside of melee
    • If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
  2. In melee, but didn't charge
    • If it didn't charge, it can target anyone it's "in melee" with.
    • This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
    • If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
  3. Charged into melee
    • If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
    • If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
    • However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
  4. Other targeting notes
    • Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee.
    • If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
    • Gunfighter doesn't change the RNG of your gun, it just provides you an ability to use it while in melee and imposes some targeting restrictions.
      • If you're affected by a debuff that reduces your RNG to 1", that will further limit who you can target.
      • If you're affected by a debuff that reduces your RNG to 0", you cannot make attacks (refer 'Weapon Statistics', page 19 of rulebook).

Attack Roll

  • You use the Gunfighter's RAT for the attack roll.
  • Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
  • How the +4 DEF bonus for "being in melee" works with Gunfighters is:
    • they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
    • they never ignore it vs friendlies, because you cannot be in melee with a friendly target.

Incorporeal Gunfighters

  • Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
  • If they engage you then you're in melee and your target selection is limited to just models in melee (as explained above).

Gunfighter + an AOE weapon

  • If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
  • If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.

Gunfighter + a spray weapon

  • Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
  • If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.

Units of Gunfighters

  • If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
  • Redirected attack:
    • If they're still engaged, their initial attack (s) must be vs someone in their melee range.
    • If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
    • If they're unengaged, they are now free to shoot anyone within the gun's normal range.

Other interactions

  • Gunfighter vs Point Blank (Edit)
    • If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
    • These two abilities are subtly different, but it's an important difference.
    • Gunfighter allows you to make ranged attacks while in melee.
    • Point blank allows you to make melee attacks with your ranged weapon.
      • Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
      • Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
    • Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
      • Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
      • Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
  • Gunfighter vs RNG modifiers (Edit)
    • Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
    1. If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
    2. If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
    3. If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
    (Infernal Ruling)

Rules Clarification : Soulless - None yet. (Edit)

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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).
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Rules Clarification : Circular Vision      (Edit)

  • This only prevents the normal bonus afforded from back strikes. It does not prevent things such as Backstab, which simply requires being in the rear arc.
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Rules Clarification : Multiple Heads      (Edit)

  • When you stack this ability with Black Spot, the free attacks can be either melee or ranged regardless of what type the other attacks you've made are. (Infernal Ruling)
  • When you charge, the clause "can make any combination of melee and ranged attacks" has a bit of a weird interaction with the charging rule "must make a melee attack vs the charge target". This is further compounded by the fact that one Multihead model is a Gunfighter (Typhon) which has its own issues with charging.
  • Desert Hydra
    • When it charges it can make 4 spray attacks (out of its 5 heads) and must make 1 melee attack, barring crippled aspects. The ranged attacks can occur before or after this melee attack.
    • If the charge target is destroyed or otherwise removed before the melee attack, the Desert Hydra still cannot use that attack to make a 5th spray, it must be a melee attack.
    • (Infernal Ruling)
  • Typhon
    • The Gunfighter rule lets Typhon use all his heads to make ranged attacks, but places restrictions on what his initial ranged attacks can target.
    • When a Gunfighter model charges, its initial ranged attack(s) can only target models in its own melee range.
    • Bought ranged attacks, if any, can target anyone in melee or, if they're all dead, anyone at all.
    • See the Gunfighter article for a more detailed explanation.

Rules Clarification : Regeneration - None yet. (Edit)


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Rules Clarification : Rapid Healing      (Edit)

  • A warlock with Rapid Healing can transfer damage to a warbeast, then still trigger Rapid Healing because they're still considered to have been damaged.