Vayl, Disciple of Everblight

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Feora2 (theme thoughts) Imperatus (Dawnguard and non-vyros combos)

Legion Logo.jpg Vayl, Disciple of Everblight

Legion Blighted Nyss Warlock

Nyss refugees will forever condemn the perfidious Vayl Hallyr as the agent who paved the way for Thagrosh’s blighted dominion. This sorceress provided the Prophet with the start of his army by corrupting thousands of her people into the Legion’s terrible fold. Unlike most, her body has changed little in the shadow of Everblight — some would say because she was a monster long before receiving a shard of the dragon’s athanc.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
STR {{{str}}}
MAT {{{mat}}}
M.A. N/A
DEF 15
ARM 14
ESSENCE {{{essence}}}
HP 15
F. Field N/A
WJP {{{wjp}}}
WBP +27
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Immunity: Cold - This model does not suffer cold damage.
  • Snow-Wreathed - This model has concealment.
  • Dark Sentinel - Once per turn, when an enemy model advances and ends its Normal Movement within 5" of Vayl, a friendly Legion warbeast within 5" of Vayl can immediately make a full advance followed by a basic melee or ranged attack targeting that enemy model. This attack is fully boosted.
  • Talion - Once per turn when Vayl suffers damage from an enemy attack, she can spend 1 fury point to transfer up to 5 points of that damage to an enemy warbeast in her CTRL range but must suffer all the remaining damage herself.


  • Oraculus - 8" range, POW 8 ranged weapon.
    • Damage Type: Magical - This weapon deals Magical damage.
    • Guided - Attacks from this weapon automatically hit.
    • Spellbound - Vayl can channel spells through a model hit by an attack with this weapon this turn.



Frost Field

2 6 - - Upkeep -
Target model/unit gains Chiller.
Chiller - While within 2" of this model, enemy models suffer -2 DEF unless they have Cold Immunity.

3 8 3 14 (Cold) (★) Yes
Hoarfrost causes cold damage. On a critical hit, models in the AOE become stationary for one round unless they have Immunity: Cold.

4 SELF Command - Turn -
Friendly Faction models gain +2 to attack and damage rolls against enemy models while those enemy are within the caster's command range. Incite lasts for one turn.

2 6 - - Upkeep -
Immediately after the caster completes her Normal Movment, target warbeast in her battlegroup can advance up to 3" directly towards the caster.

2 10 - 10 (★) - Yes
Add +1 to the damage roll for each fury point on the target model.

Feat - Cat & Mouse

At the end of your turn, each other friendly Legion model in Vayl's control range can make a full advance. Models cannot be targeted by free strikes during this movement.

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Tip !
Vayl herself does not benefit from her feat.

Theme Forces

Themes for any-and-all warlocks (Edit)

Thoughts on Vayl1

Vayl1 in a nutshell

Vayl1 is an incredible force multiplier, and typifies the high risk, high reward play style of Legion and Hordes as a whole. On her spell list alone, before you even think about bringing support models, she can give her army two accuracy buffs and a damage buff via Frost Field and Incite. Incite is especially powerful as her entire army benefits from its effects and can seriously crush even the most armored and evasive of foes.

Vayl1 also lives and dies by the Legion high mobility and signature Alpha Strike, and brings a bit of hit and run to the table (through her feat and Leash) as well to keep her force alive long enough to do it again.

Her strong offensive game comes at a price, however, as she also is a great example of Legion's "Glass Cannon" trait. She has dangerously vulnerable defensive stats, and in order to get the absolute most out of her damage potential she must play very aggressively forward (despite her best in class FURY stat), making an enemy assassination a very constant threat.

Despite a loss to her toolbox (Rampager) and feat (she does not benefit from her feat) in the edition change, the buff to Incite and general preservation of her play style looks to keep her as one of Legion's strongest casters.

  • Oraculus - Make good use of the Oraculus' Spellbound trait for the few times you may want to toss out a Hoarfrost or Malice. It can turn any model into a channeler, so feel free to shoot your own stuff in the back, or an enemy model that can see into his own back lines.
    • Snipe from a Nephilim Bolt Thrower can help apply the effect from safer distances or on harder to reach back line models.
    • Despite its low POW, it can be a good way to kill off a dangerous high DEF, low ARM solo like Eiryss1/2 in a pinch.
  • Snow-Wreathed - Helps make Vayl a little harder to kill at range, though bear in mind there are a non-insignificant number of ways to get around or trivialize concealment. Plus, it doesn't work in melee. Anything that can boost will not have much trouble even though her base DEF is respectable. Either way, it allows her to rely less on terrain to stay safe against most guns and spells.
  • Dark Sentinel - The best defense is a good offense. Keep a strong pet nearby to neuter any would-be assassins.
    • Typhon can get some fun shenanigans with a fully boosted spray, and can even clip a few other enemies if the angle is right. He also can fish for a Critical Pitch (roughly 40% on a boost against average DEF), which can shut down the enemy's attack altogether.
    • Proteus and his drag got a lot more useful in the new edition, and not only is a Dark Sentinel attack from him decent enough with the double boost, he can also drag the enemy model out of melee with Vayl completely.
    • An Angelius is not recommended as a Dark Sentinel pet. His armor piercing attack only works during his activation, and therefore not in this situation.
    • Zuriel is a bit lackluster, but there is some merit to using Precision Strike to attempt to break a system before the enemy attacks. That said, at his low P+S this may be easier said than done.

Feat thoughts

Vayl1's feat is a generally a feat best used early, and on a turn you know you will be able to get a powerful Incite-backed alpha strike. The key is maximizing as much damage as possible, and using the free-strike immunity to back off and get a second huge punch the following turn. That said, Vayl sadly does not benefit from her own feat, which means she will need to be kept very safe on the following turn since she will be so close to the enemy (remember, Incite is CMD Range, not Control Range). It can be tempting to pull your entire army away and strike twice, but this can potentially end in a sudden assassination run on Vayl. Instead, back away with most of your army (especially harder hitting warbeasts), but have a small portion of your force use the feat movement to jam the enemy hard. Models with flight and high SPD stats can fly right over the enemy's second wave and allow you to force free strikes, back strikes, block charge, and tie up boostable guns, lessening the threat against Vayl. Keep a good beast nearby her to use for Dark Sentinel in case the opponent has a way to slip through the cracks.

Spell thoughts

  • Frost Field - Frost Field is good to cast early on a unit that will get up the field fast and tie up high DEF chaff or screens.
    • Grotesque Banshees - Brings their RAT up to respectable levels if they can get close enough to their spray targets.
    • Raeks - Incredibly mobile, and Bounding Leap can spread the DEF penalty into normally hard to reach locations.
    • Hellmouth - Not necessarily the first choice for this spell, but their forward position can spread Chiller sooner than some options. Additionally, there's the potential to spawn a fresh tentacle behind enemy lines for some more unexpected debuff application.
    • If offered the opportunity, a small, maneuverable model like a Harrier can be a good vector to enable an assassination on a high DEF caster
  • Hoarfrost - Not a popular spell in Vayl's arsenal, as it's not cheap and Incite already takes up a lot of resources. It's not bad if you find a need for small AOE spot removal, but Legion has access to plenty of solid AOE guns. Relying on the critical effect is not recommended, but can come in handy in a pinch if something must absolutely be made stationary.
  • Incite - With DEF 15, ARM 14, and only a 9" range Incite is a spell that needs to be planned and cast with care. A good Incite is the most powerful spell on her list but a bad one leaves her twisting in the wind.
  • Leash - Great for extending threat ranges in the early game, okay for disengaging in the late game. Pick your favorite warbeast and get it up the field a little faster. Make sure you cast it at the start of Vayl's first turn so it can benefit immediately.
  • Malice - Another corner case spell, partially because it's one of those wonder "vs. Hordes only" spells. Against Warmachine, it's an overcosted Arcane Bolt. Against Hordes, it's a corner case "you camped a lot of FURY and don't have a transfer target so here's a hilariously strong and unnecessary nuke." Can be useful on a heavy that maxed out and needs a little extra to get blown up, but usually the job is better served by liberal application of Incite.

Drawbacks & Downsides

  • Vayl is incredibly squishy, and requires an aggressive game plan
  • Vayl's game plan is straightforward, and it's easy for an opponent to stay out of Incite range, if you don't play forward.
  • She has no melee weapon and doesn't have Gunfighter - making her effectively Unarmed.
    • She can't declare charges to get an extra 3" movement after casting spells.
    • She can't engage other models in melee and prevent them shooting. She can't make free strikes.

Tricks & Tips

  • Treat Incite with care - it's both won and lost Vayl a lot of games.
  • Nothing says you have to hit enemy models with the Oraculus to channel through them. Hitting your own models works.

List Building Advice


Her main method of winning is attrition using her mobility options and Frost Field to trade early, and then using Incite to bring the hammer down. Incite can also turn pot-shots at the enemy into full blown assassinations on careless enemy casters.

Thanks to the changes to Incite to include all friendly faction models, Vayl has a lot more army construction options available to her. Some solid combos have been discussed above, but there are a few more standout selections worth considering for her army.

Theme thoughts

Children of the Dragon

  • Succubus - Incite is a very costly spell, and leaves Vayl vulnerable. With two upkeeps out, she does not have much camp for transfers after casting it. The succubus can help mitigate that, and also brings a cloud to hide behind to block LOS.

Oracles of Annihilation

  • The Succubus, mentioned above, can also be taken in this theme.

Ravens of War

  • Scouts/Blightblades - Decently cheap choices for Frost Field. Advance Deploy and/or Ambush can deliver the effect from unexpected angles. Scouts have decent spot removal potential, while Blightblades can dent lights and apply Grievous Wounds. Both are excellent jammers for their cost as well.
  • Grotesque Banshees/Assassin - These guys are great with Vayl1. Between Incite and Chiller, you get ten quite accurate sprays with solid threat ranges for a relatively lean point cost. The assassin is optional, but makes the Banshees incredibly reliable to deliver and can deal with enemy solos quite well himself.
  • Hellmouth - The new poster child of Legion armies out the gate of Mark III, Hellmouths make Incite much safer. Rather than take the pain to the enemy's doorstep, why not bring the enemy to you? A pair of these can drag in a collection of models to safely apply Incite.

Primal Terrors

  • The Hellmouth, mentioned above, can also be taken in this theme and since the CID it's been an all-round powerful theme.

None in particular. Just the usual suspects for the usual reasons.


  • Nephilim Bolt Thrower - If Vayl had kept Rampager, the NBT would be an autoinclude to guarantee safe application. As it stands, he's still worth considering as he has a good gun and Far Strike can definitely help Vayl make a channeler where and when she needs it.
  • Nephilim Protector - The new Protector is a great companion for any squishy warlock. He can help keep her safe from lucky shots and make her harder to hit in melee if your Dark Sentinel buddy didn't shut down the attack themselves.
  • Seraph - The Flare effect from a Seraph is less useful for Vayl with her already impressive MAT buff skew, but Slipstream is always worth considering. It can help guarantee an alpha strike for a key beast as usual, but also can pull Vayl back after Incite to keep her safer.




Other Legion Models

Legion Logo.jpg       Legion Index       (Edit)            
Battlegroup & Similar
Warlocks Absylonia1 - Absylonia2 - Anamag - Bethayne - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2
Other Warbeast Controllers Beast Mistress
Lesser & Packs Lesser Warbeasts: Shredder - Harrier - Stinger - Warbeast Packs: Blight Wasps
Light Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph
Heavy Angelius - Carnivean - Neraph - Ravagore - Scythean - Seraph
Azrael - Golab - Proteus - Typhon - Zuriel
Gargantuans Archangel - Blightbringer
Units, Solos, & Battle Engines
Units 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
Blackfrost Shard
Solos Beast Mistress - B.N Shepher - B.N. Sorceress - B.N. Warlord - Forsaken - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - B.O. Warmonger War Chief
Ammok - Annyssa Ryvaal - Fyanna the Lash - Craelix
Battle Engines Throne of Everblight
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Refer to Who Works for Whom and/or Category: Legion of Everblight Minion
This index was last updated: 2018.10

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.")
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Rules Clarification : Guided      (Edit)

  • Attacks which are out of range will auto-miss, even with Guided. Refer to Appendix A: Range is measured at Step 3, and Guided resolves at Step 4.
  • Guided does not 'get around' Stealth. Refer to "Attacks That Hit or Miss Automatically" in the main rulebook.
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Rules Clarification : Spellbound      (Edit)

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Rules Clarification : Channeler and/or Arc Node     (Edit)
Channeler - LOS

  • You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
    • If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS.

Caster - Attack roll

  • You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
    • If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the dice roll.

Stealth - It affects both LOS and the attack roll

  • Since Stealth has both a LOS modifier (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed) things get a little complicated.
  • If only the channeler ignores stealth, then all stealth models count as intervening models and block LOS, but the caster will auto-miss models more than 5" from the channeler.
  • If only the caster ignores stealth, then only models within 5" of the channeler block LOS, but the caster won't auto-miss no matter what you target.
  • If both channeler and caster ignore Stealth, it works as you'd expect.
  • Stealth Examples     [Show/Hide]
    • Caster has Eyeless Sight, channeler does not.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model does not count as an intervening model, as per the normal Stealth rules.
        • Attack roll - If you attack it then you don't auto-miss, as the attacking model has Eyeless Sight.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model doesn't block LOS
        • Attack roll - Doesn't auto-miss
    • Caster hasn't got Eyeless Sight, channeler does.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model counts as an intervening model, because the model drawing LOS ignores Stealth.
        • Attack roll - If you attack it then you will auto-miss, as the attacker doesn't ignore Stealth.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model blocks LOS, so you can't target the rear model.
        • Attack roll - N/A

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

  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury 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 warlocks 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 Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • 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)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • 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. 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.)
    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 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 : Cold - None yet. (Edit)
Rules Clarification : Snow-Wreathed - None yet. (Edit)

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Rules Clarification : Watcher and/or Guardian Beast and/or Dark Sentinel     (Edit)

  • A Colossal/Gargantuan cannot benefit from the movement, but they do get to make an attack. One is not conditional on the other. (Locked thread)
  • Guardian Beast is being errata'd to include the words "you can choose", same as Watcher. (Infernal Ruling)
  • If you choose not to use it the first time it is triggered, you can save it for when it next gets triggered. It's not a "use it or lose it" ability.
  • Dark Sentinel only
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Rules Clarification : Talion      (Edit)

  • Talion only changes what type of model you can transfer to, it doesn't change any of the other transfer rules. So you can't transfer to a warbeast that is full of fury. (Infernal Ruling)

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Rules Clarification : Frost Field      (Edit)
Rules Clarification : Chiller - None yet. (Edit)

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Rules Clarification : Hoarfrost      (Edit)

  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.

Rules Clarification : Incite - None yet. (Edit)
Rules Clarification : Leash - None yet. (Edit)
Rules Clarification : Malice - None yet. (Edit)