Vice Scrutator Vindictus

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Vice Scrutator Vindictus
Protectorate Scrutator Warcaster

No Menite alive is as concerned for the fate of heathen souls as Vice Scrutator Vindictus. Where others among the Protectorate see only a faceless sea of heretics, Vindictus sees potential devotees of the True Faith. Where others preach with words, Vindictus communicates with agony. The holy zealots who follow this unforgiving priest fight with the strength of fanatics and martyrs, adding to their own numbers with each strike. Vindictus travels far from the Protectorate’s borders, raising armies loyal to the Lawbringer and turning them against any of their countrymen foolish enough to resist the will of Menoth.

Basic Info[edit]

Vindictus1
Vindictus
SPD 6
MAT 6
DEF 15
ARM 16
FOCUS 6
HP 16
WJ Points +29
See also How to Read 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.)
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Call to Sacrifice [Holy Zealot] - If this model is disabled by an enemy attack, you can choose a non-disabled friendly Holy Zealot model within 5" of this model to be destroyed. If another model is destroyed as a result of Call to Sacrifice, remove 1 damage point from this model.

Weapons[edit]

  • Lawgiver - 1" reach, P+S 12 melee attack
    • Damage Type: Magical - This weapon deals Magical damage.
    • Blessed - Attacks with this weapon ignore spells & animi that add to the target's DEF or ARM.
    • Death Toll [Holy Zealot] - When this weapon boxes a living enemy warrior model during this model's Combat Action, RFP that model and add to play one Grunt to a friendly Holy Zealot unit in this model's command range. Place the Grunt in formation and in this model's command range. The Grunt must forfeit its Combat Action the turn it is put into play.
  • Solace - 1" reach, P+S 12 melee attack

Spells[edit]

Admonition - Cost 2, 6" range, Upkeep

Target a model in the caster's battlegroup. If an enemy model advances & ends its movement within 6" of that model, it can immediately advance up to 3" ignoring free strikes, but then Admonition expires.

Defender's Ward - Cost 3, 6" range, Upkeep

Friendly Faction model/unit gains +2 DEF & ARM. Models are not affected while out of formation.

Immolation - Cost 2, 8" range, POW 12

Does fire damage. Also, on a critical hit, it inflicts continuous fire

Penitence - Cost 3, 8" range, Upkeep

When target friendly Faction model/unit is damaged by an enemy attack, the attacker suffers 1 point of Fire Damage.

True Path - Cost 3

For one turn, Vindictus and friendly Faction warrior models/units starting their activation in his control range gain +2" for their Normal Movement and Pathfinder.

Feat - Divine Protection[edit]

For one round friendly Faction warrior models in Vindictus' control range can't be targeted by charges, slams, enemy spells, or non-magical ranged attacks.

Thoughts on Vice Scrutator Vindictus[edit]

Vice Scrutator Vindictus in a nutshell[edit]

Vindictus has a respectable denial and attrition game. He should be considered as your #1 choice when playing into enemy gunlines, or fast, hard hitting melee brawlers, like Doom Reavers, or Nyss Swordsmen. His spells help him and his army to stay alive, and navigate through the roughest terrain with ease.

He is in many ways "just" a delivery mechanism for his army. He can't do much on his own and has limited ways to support his boys when they get there, but is pretty good at getting them there on time and relatively safe/alive.

Thoughts on his feat[edit]

Vindictus' biggest selling point is his feat. It's like Swamp Pit on a bigger scale - shutting down most of the shooting, and thwarting enemy attempts to land the alpha strike on your lines. As there is still a couple of ways to bypass his feat (see Drawbacks), it is crucial to know the threat ranges and attack vectors of your enemy. Watch out for units, standing outside your feat zone too, as they can be targeted by sprays and AoE, or spells with secondary damages, like electro-leaps.

Thoughts on his spells[edit]

  • Admonition - It can be either a life-insurance on Vindictus, or a second-level threat for your opponent's close combat troops under your feat. As they cannot charge you, and must walk up on your lines, they will think twice to do that against a jack under Admonition.
  • Defender's Ward - an excellent defensive spell, found on many Protectorate casters. First cast it on your front line cannon fodder, then on second line unit that will get most heat next turn (can be also cast both heavy and light jacks if you just need to keep them on the table) or just throw it on Vindi himself as a lot of enemies will try to cheat you out from your well deserved attrition based victory by assassination. 15/16 with 16 HP is not hard to kill, 17/18 can really improve your chances for survival.
  • Immolation - a somewhat lackluster, but sufficiently cheap zap.
  • Penitence - This upkeep is a step-child of your Mk2 feat. You may want to cast it onto your own jamming troops, before launching them toward your opponent jamming units. They will either have to remove them with other units, committing excessive resources, or suffer the free strike from them upon ignoring them, or get the damage for destroying them. Either way, it is a boon for you. It also spells doom for single wound shooting units, trying to bring down your charging infantry.
  • True Path - Vindictus and his army will rarely, if ever going to be hindered by rough terrain patches, or spells, like Inhospitable Ground, or Rift.

Army[edit]

Vinny likes infantry as he does next to nothing for his 'jacks. He also likes infantry that can hold it's own in a fight as he lacks any MAT or POW buff to help them. He'll get them where they need to be, but then they are largely on their own.

As for theme forces -Exemplars and by extension the Exemplar Interdiction theme force and general idea of weapon master spam can suit him rather well, take a bunch of insane religious zealots, get couple more for free and get a bit more mileage from your 'jacks by giving them blessed weapons and get +2" on deploy.

-He can also run Faithful Masses rather well, infantry there is more numerous than "good" but jacks (touched bellow), possibly proper mercenary unit with attendant can help with armour cracking and such

-Guardians of the Temple can be used with similar reasoning with "better" units. Most of the units in the theme (TFG, Daughters, Flamebringers) take Defender's Ward really well and appreciate the feat, though the list lacks heavy hitters outside of warjacks.

-For the sake of completion, you CAN play him Creator's Might, there is just no good or semi-decent reason why would you ever do it.

As said previously, he doesn't do much for jacks besides focus (and even that can be issue sometimes given his multiple upkeeps and True Path), but you still have those WJPs. He likes his jacks to be either able to shoot, fulfill some utility role and mop up tougher enemy units after infantry, preferably via "2 reach blunt objects, as it makes life easier on you with all that infantry running around and extends their range. There's a couple lights he can use fairly well, but I usually tend to grab a couple of (preferably ranged) heavies (ie Reckoner) with small choir and call it a day. I am a good Menite and thus not very imaginative. Also i feel that he really prefers melee infantry (not that we have that much viable ranged ones) and thus benefits a great deal from jacks that can mitigate issues full pell-mell roster tends to bring. But if you don't fear this issue, you can jsut grab 3 crusaders which only costs you 2 points + choir and can really do a number for your attrition game as you are bringing ton of infantry and still have 3 potentially POW20 (22 if you're running faithful masses, oh and they are MAT8 now) heavies looming behind them just waiting for counter charge (as they'll not exactly alpha strike material), he is ultimately infantry caster so jacks should be used to address issues you feel your list can have, be it lack of ranged option, utility (well, in theory, protectorate jacks are not known for their elaborate rules, but castigator's full range of power attacks and ability to bypass enemy DEF, Indictors giant F you to front line casters or vigilant's blast damage immunity are few examples, also Flare) or just pure brute force (which is more in our playing field). He can TECHNICALLY make a use of colossals (especially Revelator), but given his reliance on his rather small control area which big base can mess up.


  • Daughters of the Flame - an excellent jamming unit, which really benefits from both Penitence and Defenders Ward.
  • Holy Zealots - not only because of Call to Sacrifice, but also because you can actually replenish their losses, if you get stuck in. Their rock-bottom DEF also makes them a tempting target for Penitence. BUT he really shouldn't be getting in melee range in most cases so approach with caution.
  • Exemplar Bastions or Exemplar Cinerators - they are slow, vulnerable to speed debuffs and shots from afar - that is all mitigated by Vindictus and Bastions with DEF15 on charge can be nasty surprise. They are also good unit to hide behind.
  • Rhupert nothing is more annoying, than damaging a squishy infantry under Tough, who walks it off, but you are getting killed by Penitence. Combine it with Protectorate's anti-knock down solos, or ability to give your front line +4 def against shooting together with higher ARM to protect from blast damage. He can also save you a lot of FOC if you only need pathfinder for only one unit. What's not to like?
  • Knights Exemplar These guys can really punch a hole in almost anything, especially when accompanied by Knights Exemplar Officer, Vindi can address both of their weak points by increasing their threat range from 9" to 11" and gives them reliable pathfinder, he can also bring their defensive capabilities from unimpressive 12/15(17) to 14/17(19) (especially good to keep UA alive) or just shut most ways to damage them for a turn.
  • Allegiant of the Order of the Fist Vindi can offset his lack of pathfinder, makes him move in more reasonable (for Protectorate anyway) speeds while in stance or can just turn him into fire and forget missile. He can also make him DEF20 while in stance, not as useful as it may sound but often hilarious.
  • Exemplar Errants make fairly good front line, they apparently don't need pathfinder anymore, but True Path still allows them to get into better positions and get few shots in before being horribly murdered by enemy charge while Defenders Ward can make them surprisingly hard to remove at once (especially if you brought Rupert Carvolo, see above) as DEF14 ARM18 are numbers where a lot of dedicated anti-infantry attacks start to struggle.
  • High Exemplar Gravus if you're going to bring a lot of exemplars, this guy is not a bad choice. He has a big no KD/stationary bubble to be able to chare and not get a ton of auto hits or jsut frustrate opponet with multiple tough rolls on single model. His weapon has dispel which is something Vindy himself lacks (and not much on PoM can really ironically provide) and he has has threat range 9/12" (depending if on horse or not) + 11/14 with true path so he can just take a swing at something to dispel some crucial upkeep. Also with full cask of should, he can still put out 4 MAT8 POW11 attacks with weapon master + POW12 impact, which can really make a difference in late game where there is not enough Exemplars worth supporting. (And if he gets a desperate pace CID had promised, basic Knights exemplar with 13" threat range and pathfinder seems like a ton of fun) all in all, this old warhorse is not to be put down yet.
  • Vigilant Devout He is not squishiest PoM caster, but that is not saying much in faction that is both notorious to being susceptible to assassinations and that also includes Severius, so he can still go down fairly well. Both Vigilant and Devout can help to keep him safe. Vigilant provides walking bunker (cover and blast immunity) to hide behind and/or infuriating late game object contester, especially if you can spare Ward for him- 14/23 can seem almost insurmountable in attrition heavy late games. Just watch out for slams, electro leaps and similar cheating maneuvers heathens tend to pull out. Devout provides spell imunity and shield guard and while being arguably less durable (having 3 points lower armour but 1 point higher DEF) he can get some work done with his pole axe if you have choir boy near by, MAT7 and POW15 axe might just be enough to finish off that annoying heavy and with 2 initials and defensive strike, he can rally do a number on infantry, and again late game light with DEF15 ARM20 can just make that defender's ward worth casting on him.
  • Reckoner Vindictus is not too fond of jacks, so just grabbing one or two of these is often a good choice, they don't need much of a buff besides a choir, can keep up better then crusader based jacks and as they won't be in a front lines, having a nice big gun is a good trait. And as Vindy can't improve accuracy of his troops, being able to flare up key enemy model before charging it is a good thing. Also, POW17(19) iron with 2" reach is allways nice thing to have. He can clean up the house and makes nice target for late game Defender's Ward, especially against hordes thanks to build in Ashen Veil. Also admonition can protect his exhaust pipe from being turned to scraps after taking a pot shot against speedier armies.
  • Templar has nice meaty ball on a long chain to bash things your infantry was too bussy to die on. Beat back is nice to give surviving infantry second chance to charge or scamper off and gives a bit more objective control. He has 21ARM with shield so he won't be shot down easily (especially with choir) and his shield guard can help to protect key models (such as Knight Exemplar UA, important solos or Vindi himself)
  • Hierophant and/or Wrack to shoulder some FOC strain.
  • Dervish cheap jack with high MAT and astounding mobility for it's faction definitely not an auto include but still stylish, with his side step, he can unjam your infantry, murder decent number of enemy troopers or put some harm in heavier targets with combo strike or just use that heavy to sling shot toward those juice, juicy support models PoM tends to have hard time dealing with in a lot of cases.
  • Visgoth Juviah Rhoven & Honor Guard for 9 points you'll get 2 guys that can either serve as one use (well, most likely one use) shield guard or cruise missile (MAT8 POW11 with WM and blessed can take care of a lot of annoying targets and Vindi gives them pretty decent threat range thanks to True Path) and one toolbox character that can get rid of those pesky animi and continuous effects (not that great with our infantry set on fire, but vital with your caster set on fire) give one model eyeless sight co he can charge that bastard behind cloud effects or shoot the sneaky heretic with (for example) Reckoner... and he still has fairly accurate fireball and battle wizard when brute force is required. Can be decent in Exemplar list (especially if they'll become exemplar unit for tier purposes) if you brought something(s) that can shoot, less worth the points anywhere else unless you really need shield guard and can't/won't take devout.
  • Deliverer Sunburst Crew Choired-up vanquisher cannon on wheels and extra range. If you want some cheap firepower (ie one that is not jack), they are decent choice, especially in PoM where most infantry guns are either inaccurate, short ranged or both. True path can help them to get where you need them in time and his feat can mean one extra turn of shooting so they have higher change of paying for themselves.
  • Sanctifier his probably most pillow fisted heavy in faction (technically Castigator has same POW but he has two initials on this value, so I say he wins by small margin of 2POW point), but he still has POW18 on his main weapon with choir help and thanks to his 2" reach possess top threat range for PoM jacks. What makes him worth considering is his soul collecting ability, which allows Vindictus to either camp his focus or recast his upkeeps and still benefit from fully loaded jack. They have no gun (big issue for me personally) but you can take two and just pay for choir from hard points.

Drawbacks, Downsides, & Bad Match-Ups[edit]

  • His melee game is strictly average, as well as his defense stats
  • His feat does not stop melee attacks outside charge, special attacks and many of the power attacks (Trample, Headbutt, Powerstrike or Throws). Spells, like Explosivo, also help bypassing his feat completely.
  • Lots of upkeep and expensive spells with an average focus pool - he is vulnerable to upkeep hate, as well as anti-magic tactics
  • No offensive boost for your army or for him

Tricks & Tips[edit]

  • Watch out for damages, that don't trigger Penitence, like collateral damage or electro leaps.

Other[edit]

Trivia[edit]

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]

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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).
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Rules Clarification : Death Toll      (Edit)

  • You can trigger the RFP even if there is no valid unit for you to add a Grunt to. (Infernal Ruling)
  • At least one model from the unit must be in your CMD range, as well as the Grunt you spawn.
  • There is no limit to how many models you can create simultaneously. For instance, if you have Death Toll on an AOE weapon, then you can create one Grunt for each model killed in the AOE.
  • You don't need LOS to the model(s) you spawn.

Rules Clarification : Chain Weapon - 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. 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 : Pathfinder      (Edit)

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Rules Clarification : Call to Sacrifice      (Edit)

  • This ability is optional.
  • This ability will be blocked by "anti-heal" effects (such as Grievous Wounds or Entropic Force).
  • This ability will not trigger if the model is disabled by damage rolls not coming from an ennemy attack (like Electro Leap, a continuous effect, or a friendly attack).


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

* What does trigger Admonition
    • Admonition triggers off any advance, not just in-activation stuff. You could even trigger your Admonition off an enemy's Admonition!
    • Standing still but changing facing is an advance.
  • What doesn't trigger Admonition
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • You don't have to trigger Admonition the first time an enemy moves nearby - you can save it until it best suits you. (Infernal Ruling)

  • Countercharge vs. Admonition (etc) ( Edit )
    • You can trigger Countercharge during your own activation - if a model with Admonition (or similar) uses it to (try to) move away.
      • You move, they trigger admonition and move, you trigger countercharge off their admonition-move.
    • In this scenario you may boost Countercharge attacks and trigger only-during-activation effects (such as Critical Shred & Sustained Attack) exactly as if you were in your activation (because you are).
    • Also, you can potentially get two charge attacks (one for your normal charge, one for the counter charge).
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.

Rules Clarification : Defender's Ward - None yet. (Edit)

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Rules Clarification : Immolation      (Edit)

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Rules Clarification : Fire      (Edit)

  • 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.

Rules Clarification : Penitence - None yet. (Edit)
Rules Clarification : True Path - None yet. (Edit)