The Witch Coven of Garlghast & the Egregore

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Cryx Logo.jpg

Witch Coven of Garlghast
Cryx Warcasters
The Egregore
Companion Solo

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

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

The witches of the Coven are seldom separated, and their powers are tied to their interwoven relationship. Wrapped in darkness and strange wind, their power reaches its true apex when the sisters ritualistically encircle the Egregore and enter a perfect conjunction. Though individually each sister lacks the raw destructive power of a Cryxian warwitch, together their conjoined magic enables them to see the patterns of fate connecting the present to the future and grants them the strength to reach out and twist those patterns into new shapes conforming to their desires.

Basic Info

Witches

Witches
Missing Info
Coven.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 4
MAT 5
RAT N/A
M.A. N/A
DEF 16
ARM 13
CMD N/A
ESSENCE {{{essence}}}
FOCUS (★)
FURY N/A
THRS N/A
HP 8 each
F. Field N/A
WJP +26
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
(★) See their "Coven" rule
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat - Nightfall

While in the Coven's control range, enemy models have their LOS reduced to 5". Nightfall lasts for one round.

Abilities

  • Arcane Nexus - When this model casts a spell, the Egregore is the spell's point of origin. This model must have LOS to the target, but the Egregore does not. All LOS modifiers are based on this model's LOS. This model can channel spells normally.
  • Coven - An incredibly wordy rule (Long version here). Short version: (1) The witches are separate warcasters with separate activations but they count as a single warcaster for most effects (number of attachments, upkeeps, FA, etc); (2) They share a single focus pool that 'resides' on Egregore and is equal to 3x the number of witches in play; (3) Their control range is measured from Egregore; (4) Egregore can't be affected by 'focus-reducing' abilities.
  • Perfect Conjunction - a Perfect Conjunction is established any time the Egregore is completely within the triangular area between all 3 witches. During a Perfect Conjunction, magic attack rolls made by one of the Witches are automatically boosted.

Weapons

Spells

COST RNG AOE POW DUR OFF
Curse of Shadows

3 8 - - Upkeep Yes
Target model/unit suffers -2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base.
Ghost Walk

2 6 - - Turn No
Target friendly Faction model/unit gains Ghostly for one turn.
Ghostly - A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. It cannot be targeted by free strikes.
Infernal Machine

2 6 - - Upkeep No
Target warjack in the spellcaster's battlegroup gains +2 SPD and Murderous.
Murderous - A model with Murderous gains an additional die on melee attack rolls against warrior models.
Occultation

2 6 - - Upkeep No
Target friendly Faction model/unit gains Stealth. Models are not affected while out of formation.
Stygian Abyss

3 10 - 12 (★) Yes
On a critical hit, the model hit suffers Blind for one round.
Blind - A model suffering Blind cannot make ranged or magic attacks, suffers -4 MAT and DEF, and cannot run, charge, or make slam or trample power attacks. It must forfeit either its Normal Movement or Combat Action during its next activation. Blind can be shaken.
Veil of Mists

2 CTRL 4 - Upkeep No
Place a 4" AOE cloud effect anywhere completely within the spellcaster's control range. This AOE does not block friendly Faction models' LOS. While in the AOE, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them.

Egregore

Egregore
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR 1
MAT {{{mat}}}
RAT N/A
M.A. N/A
DEF 13
ARM 17
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1 (★)
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
(★) See its "Sympathetic Link" rule
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Construct symbol.jpg Construct
  • Pathfinder symbol.jpg Pathfinder
  • Stealth symbol.jpg Stealth
  • Black Mantle - While B2B with a model with Black Mantle, friendly Faction models gain Stealth.
  • Circular Vision - Models never gain a back strike bonus against this model.
  • Companion [ Witch Coven of Garlghast ] - This model is included in any army that includes Witch Coven of Garlghast. If the Witch Coven of Garlghast is destroyed or removed from play, remove this model from play. This model is part of the Witch Coven of Garlghast's battlegroup.
  • Steady - This model cannot become knocked down.
  • Sympathetic Link - When this model would suffer damage, it can spend 1 focus point to reduce the damage by 5. Assign the remaining damage to one or more Witch Coven of Garlghast models, divided as you choose. Coven models cannot spend focus points to reduce this damage. A Witch cannot be assigned more damage than she has unmarked damage boxes. This model does not suffer that damage.

Weapons

  • Unarmed - This model has no weapons.

Theme Forces


Thoughts on the Coven

The Coven in a nutshell

The Coven are a real ball to play. They are difficult to learn yet highly rewarding once you master them. The Coven are delivery specialists, their toolkit is geared towards getting your army into the enemy line intact. Without exception every one of their spells improves mobility somehow or reduces enemy shooting capabilities.

Different combinations of spells can be used to get around seemingly impenetrable defenses. Ghostwalk lets units charge around Free-Strike zones with impunity. Curse of Shadows let's them dive deeper. Extend that reach with Infernal Machine. Run past another wall of models with Veil of the Mists.

Another aspect to consider is the impressive spell assassination power of the Coven with their almost-always-boosted boosted magic attacks and the second-best focus score in the entire game (second only to the Harbinger of Menoth). The Coven's control area is frankly enormous, combined with Cryx's access to high speed arcnodes (made even higher by Infernal Machine), any model relying on defense to stay alive within 28" of your arcnodes is in imminent danger of death.

Just as important as the Coven's capabilities are their crippling weaknesses. First off they are easy as hell to kill, seriously though. Secondly they do nothing in melee by themselves.

Second off, the Coven should win once they deliver your army. When you hit the enemy, you need to execute an Alpha Strike, wipe out enough enemies so that the counter attack is unable to break you.

Coven's special rules, translated for Newbies

The Coven have a huge number of tricky rules with some odd interactions. They're fully covered in the #Rules Clarifications section below, but to recap the main mistakes new players trip up on.

1) They are not a unit.

They are 3 warcasters and 1 solo. They do not activate together. You could activate a Witch, cast spells, then activate some of your army, then activate the next Witch and cast more spells, and so on.

This is a bit like getting to activate your warcaster three times each turn. That is what makes the Coven unique and powerful, and it has been their "thing" ever since they were released in mk1.

Why aren't they a unit? By default all models in Warmachine are independent models with separate activations, except units. Nothing on the Coven's card says they are a unit.

2) Casting spells

If you channel a spell, both the arc node and the Witch casting the spell need to be in Egregore's control range. Otherwise channeling works as normal.

But if a Witch casts a non-channeled spell, it gets weird. The Witch needs to be in Egregore's control range and have LOS to the target, but doesn't need to be in range. The Egregore needs to be in range of the target, but doesn't need LOS.

3) Egregore is a solo

Even though your control range is measured from Egregore, he is not a warcaster. He is a solo (which is useful for Steamroller scenarios).

Also, because Egregore isn't the model that casts spells or use the feat, he can run on the same turn you do those things.

Feat thoughts

Nightfall is an incredible feat. The best way to use this feat is to cover your advance as the lines close. Abuse the fact that enemy models can't declare charges vs models more than 5" away, because they can't see them. Even though they can still walk and attack, the extra 3" movement and +d6 damage that a charge normally gives you is essential to many army compositions, and by denying it you gain access to alpha strike capabilities.

Timing is critical to this feat and it is best used in the early game. Turn 2, maybe 3 at most.

Lastly, note that the feat affects all LOS, not just LOS to your models. You may be able to stop your opponent from casting spells/buffs on their own models, too.

Spell thoughts

Your spells curtail your enemies shooting, improve your movement, or sometimes both. Given the Coven's massive control range and feat, you are all but guaranteed to get the jump on the enemy.

  • Curse of Shadows
    • Place it on an armored target you need to be remove, a jamming unit you want to ignore, or on a clumped group of enemies you want to surround and crush.
    • You can use it to move through enemies and get the back strike bonus, but this is often incompatible with doing a charge (due to the "must keep charge target in melee range" clause).
  • Ghostwalk - Does what it says on the tin.
  • Infernal Machine - This spell is more useful for the SPD bonus than the Murderous bonus, and is going to have two major uses:
    1. Get your heavy-hitting warjacks to their destination.
    2. Rush arcnodes into threatening locations. Combine with other spells to push them deeper into enemy lines.
  • Occultation - Normally cast on a vulnerable or high-value target on the first turn, and let it drop off when the lines have closed.
  • Stygian Abyss - This is the only nuke spell the Coven has. While it is somewhat humble in terms of it's power, Perfect Conjunction makes the critical effect likely. Also, with a FOCUS stat of 9, even high-DEF models can easily be sniped off the board.
  • Veil of the Mists - This spell has pretty great utility. Block line of sight early game to protect your valuable units on approach. In the late game drop it on enemies to walk through other models to allow ingenious and wicked attack vectors.

Drawbacks & Downsides

  • The Coven is remarkably easy to kill.
    • Eregore has low defense, so heavy attacks don't need to be accurate to hurt the Coven.
    • Witches have low armor, so accurate attacks don't need to be heavy to hurt the Coven.
  • Apart from their feat helping deliver your army, they don't buff your army's survivability. Thus they can suffer in a drawn out fight.
  • The Witches often want stealth, but that forces them to be in B2B contact. AOE attacks can then hit all 4. With their low armor, even blast damage is threatening.
  • Analysis Paralysis: The sheer volume of combinations and possibilities the Coven is capable of means that they can potentially devour your clock in a tournament setting.
  • The rules interactions, dear lord the rules interactions. The number of times these girls have needed an Infernal Ruling is ridiculous - make sure you read all the Rules Clarifications (at the bottom of this page).

Tricks & Tips

Example 1
Egregore does not have LOS to the Lancer, but he is within range of it.
The Witch has LOS, and even though she is out of range she can cast a spell at the Lancer.
Even though the Witch is in the Lancer's back arc, it still gets its Shield bonus because the point of origin is Egregore, which is in its front arc.
Example 2
The top witch (purple) cannot cast a spell at the Lancer because she does not have LOS.
The right witch (blue) can cast spells and the Lancer will get the +2 DEF from the wall (because terrain bonuses are based on the point of origin) and it will get +2 ARM from its shield (because the origin is in its front arc) however it will not get the +4 DEF for being in melee (because the point of origin is in melee with it).
Note that Egregore is not channeling the spell, so the "cannot channel while engaged" rule doesn't apply.
Example 3
Kromac1 has casted Bestial, which means models within his control range (purple) cannot cast or channel spells.
The top witch cannot cast spells, but the right hand witch can cast spells and Egregore is close enough for those spells to be in range. Egregore is not channeling the spell, so is unaffected by Bestial.
  • To gain extra distance on the first turn, start by running Egregore and two Witches and having them run forward. Have the final Witch cast all your spells then charge a target beyond Ergregore (Stealth models don't block LOS). This way you can have 3/4 of your models run the first turn.
  • Infernal Machine on an arcnode allows for the Coven's highly accurate spells to reach insanely far. If the opposing caster relies on defense to stay alive, keep an eye out for the chance for the assassination.
  • If an enemy is trying to hold you back by body blocking your warjacks, they are probably in a relatively tight formation. Drop a Veil of the Mists to run right past them (Ghostwalk if you don't want to take Freestrikes).
  • The feat is measured from Egregore, but triggered during a Witch's activation. So you could feat, then activate Egregore and run him forwards to get more of the enemy affected. This is risky though, as it makes it easier for the enemy to attack Egregore.

Casting spells via Egregore

  1. Point of origin is measured from Egregore
    • This means the range of the spell is measured from Egregore.
    • Versus Stealth, if the target is more than 5" away from Egregore the spell will auto-miss. (Regardless of how far away the Witch is.)
    • Versus buffs that depends on the front arc of the target, for instance Shield, the target will only get that buff if Egregore is in the front arc.
  2. LOS is measured from the Witch that is active when you cast the spell.
    • This means intervening terrain that grants concealment/cover is based on where the Witch is.
    • Versus Stealth, if there are intervening Stealth models within 5" of the Witch then they will block her LOS.
  3. Egregore neither casts the spell nor does it channel the spell. This allows you to get around a few "anti-magic" tech.

List Building Advice

Strategy

A typical game is going to open with the Coven and their army running hard down the center pushing deep into the board. Place your spells wherever they are needed, Occultation against ranged infantry, Veil of the mists in LOS choke points, Infernal Machine on arcnodes or assault jacks, and throw the occasional Stygian Abyss through an arcnode to snipe solos. These spells should allow you to setup the board grossly in your favor.

Use your feat early, and move as aggressively as it allows you to. The LOS restriction should prevent enemy charges so, provided you stay out of their move plus melee range, you should be practically untouchable. Along with the setup of your previous spells, you should be in position to either obliterate the enemy or move so firmly on scenario the enemy is going to have to overreach like crazy.

The turn after your feat, leverage your position. Crash into their lines using superior positioning, you are going to have to. Once the delivery is complete, your advantage is going to wither remarkably fast. During this time the use of spells might change too. Curse of Shadows is going to be less about reducing armor and more about allowing you to walk through units. Ghostwalk is going to be less about terrain and more about avoid free strikes. Given how mobile the Coven's can make their jacks through free-strike immunity and two different spells that allow you to walk through other models, the game is more than likely going to end one way or another with one of your warjacks loaded with focus next to the enemy.

If you can't end on an assassination you the advantage you built in the first few turns should be gone by the fifth turn of the game. The Coven is going to be exposed and open as your lines suffer in a drawn out fight thanks to how easy it is to kill Cryx units in general. Perhaps your opponent played overly defensively and you can win on scenario, but usually desperation makes the other outcome much more plausible.

As a delivery specialist, all those awesome units you want to use but get shot on the way there are suddenly usable. Bane Warriors can have their stealth back. Getting the Kraken and Deathjack right in the middle of the enemy is far easier. Your units will reach farther and your enemies reach will be shorter. Units that are already fast will be able to charge very effectively on enemies.

Theme thoughts

The Witch Coven is a debuff caster with an anti-shooting feat, meaning that they are more or less theme independent.

It's common to use the Coven in an infantry-based theme where they can deliver Cryx's relatively fragile units across the board almost unscathed.

  • Black Industries'}} core selling point (Carapace for all jacks to survive shooting) is almost overkill on top of their anti-shooting feat.

Battlegroup

The Coven require at least one good warjack for Infernal Machine, but that doesn't narrow things down massively, and they also want a handful of arc nodes to land those curses of Shadows and boosted Stygian Abysses.

  • A Kraken can do work with them. It gets sped up with Infernal Machine, and Veil of Mist can let it "skim" over many models that would normally block it.

Other

Trivia

  • Originally released in Warmachine: Apotheosis (2005)
  • Helleana has her hands at her sides.
  • Morgaen has her hands over her head.
  • Selene has one hand on her head and one hand on her blade.
  • Sculptor: Jason Hendricks & Kev White

Other Cryx models

Cryx Logo.jpg       Cryx Index       (Edit)            
Battlegroup & Similar
Warcasters

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - Deathjack2 - Deneghra1 - Deneghra2 - Deneghra3 - Goreshade1 - Goreshade2 - Goreshade3 - Mortenebra1 - Mortenebra2 - Rahera - Scaverous - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Terminus - Venethrax

Warcaster attachments

The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Doctor Stygius (Partisan) - Madelyn Corbeau (Mercenary)

Other Warjack Controllers

Jack Marshals: Iron Lich Overseer       "Junior Warcasters": Aiakos1 - Asphyxious4 - Deneghra0

Light

Cankerworm - Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker

Heavy

Barathrum - Corruptor - Deathjack1 - Desecrator - Erebus - Harrower - Kharybdis - Inflictor - Leviathan - Malice - Nightmare - Reaper - Seether - Slayer

Colossal Kraken - Sepulcher
Units, Solos, Battle Engines, & Structures
Units

Asphyxious4 - Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - BO Boarding Party - BO Ironmongers - BO Smog Belchers - Blackbane's Ghost Raiders - Bloodgorgers - Marauders - Carrion Thralls - Cephalyx Drudges - Cephalyx Overlords - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates - Soulhunters - The Devil's Shadow Mutineers - The Withershadow Combine

Solos

Aiakos1 - Agrimony - Axiara - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Darragh Wrathe - Doctor Stygius - Deneghra0 - Gerlak - Hellslinger - Iron Lich Overseer - Machine Wraith - Master Gurglepox - Misery Cage - Necrotech - Ol' Grim - Pistol Wraith - Satyxis Blood Priestess - Satyxis Raider Captain - Scrap Thrall - Skarlock Thrall - Severa Blacktide - Soul Trapper - Warwitch Siren

Battle Engines & Structures Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Scourge of the Broken Coast
Mercenaries
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2021.11

Rules Clarifications - Coven Specific

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Rules Clarification : Egregore & Companion

  • Egregore's version of Companion lacks the "When the other model dies, this model is RFP'd" clause.
    • In a 2+ caster game he can outlive the Witches.
    • In a 1 caster game you'll lose on assassination if all the witches die. But he'll still be on the table as a contesting/controlling model for the purposes of tie breakers.


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Rules Clarification : Arcane Nexus      (Edit)

  • "This model can channel spells normally" means the Witch can use Arc Nodes and/or a Corruptor normally. It does not mean a Witch is an Arc Node that can channel.
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Rules Clarification : Coven      (Edit)

  • The most important thing
    • Although the Coven are considered a single warcaster for FA, focus pool, etc, they act as 4 independent models with 4 separate activations.
    • Each witch can cast spells during their own activation.
    • You can activate other parts of your army in between activating witches.
  • With abilities that heal "the warcaster" (such as the Corruptor's Distillation), you choose one witch to benefit. The heal doesn't get divided up between them. (Infernal Ruling)
  • If the Egregore is hit by something that "steals" focus (such as Energy Siphon) then Egregore doesn't lose any focus, but the attacker will gain a focus/fury anyway. (Infernal Ruling)
  • The Withershadow Combine can be attached to the Coven. (Infernal Ruling)
    • If the Withershadow Combine is attached, and any of the Witches have Admonia in their control range, the whole Witch Coven can upkeep 1 spell. The Coven can only benefit from Black Arts once - if three Witches have Admonia in their control range, they will only upkeep 1 spell for free. (Infernal Ruling)
  • The Witches all use the same battlegroup and are all part of the same battlegroup and are part of each other's battlegroup. (Infernal Ruling)
  • The specific Witch that casts an upkeep spell does not matter for "who" upkeeps it, and if the witch that casts an upkeep dies that spell does not go away (unless all of the witches are destroyed). (Infernal Ruling)
  • If the Coven takes Madelyn Corbeau, all three witches can be affected by Parlay at the same time. Egregore is unaffected because he is not a warcaster. (Infernal Ruling)
  • The Coven cannot get focus from a Misery Cage at all. Egregore can't take tokens from the cage because he is only a solo. RAW, a witch could get a focus token (and then be unable to spend it because they can only spend focus which is on Egregore, not on themselves) but it was ruled even that can't happen. (Infernal Ruling)
  • Coven & Steamroller 2017
    • Killbox is triggered if 1 or more witches is within 12" of your own table edge.
      If more than one witch is in the wrong place then your opponent only scores 2 CP, not 2 CP per witch.
    • Each witch can each control a separate scenario element simultaneously, as they are each a warcaster model.
    • Egregore is a solo, so it can control flags and contest zones.
Perfect Conjunction.jpg
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Rules Clarification : Perfect Conjunction      (Edit)

  • The triangle is measured to the outside of the Witches' base edge. In the screenshot, the Egregore is completely within the triangle.
  • The reference to "one witch" is just because only one witch can get the benefit at a time. Because, you know, they activate one at a time.

Rules Clarification : Black Mantle - None yet. (Edit)

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Rules Clarification : Sympathetic Link      (Edit)

  • If an enemy casts Dissolution, Egregore takes d3 for each upkeep spell in the control range of the enemy model with Dissolution. This is then divided to the Witches as per above. (Infernal Ruling)
  • If your opponent has an ability that deals damage "directly" to the warcaster (such as Feedback), it is effectively applied to Egregore, then divided to the Witches. (Infernal Ruling)

Rules Clarifications - Standard

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "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).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When 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.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • 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
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability 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)
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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 not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • 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.


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Rules Clarification : Unarmed      (Edit)

  • Since this model has no weapons it does not have a melee range.
    • This means it can't engage other models, declare charges, or make free strikes
    • Also it can't gain abilities that require a melee range (such as Ragman granting this model Dark Shroud).
  • However, other models that do have melee weapons can engage this model. So this model can still gain the "target in melee" shooting bonus.

Rules Clarification : Construct - None yet. (Edit)

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Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
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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.

Rules Clarification : Companion - None yet. (Edit)

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Rules Clarification : Steady      (Edit)

  • If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
    In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
  • Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
  • Steady models who make a tough check during an advance can continue advancing. (Locked Thread)
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Rules Clarification : Pathfinder      (Edit)


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Rules Clarification : Curse of Shadows      (Edit)

  • There is no distinction in the spell between friendly and enemy; neither in the targeting restrictions or in the 'who can move through them' effect.
  • You can't move through affected models during involuntary movement (pushes & slams) because that's not an advance.
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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Rules Clarification : Ghost Walk      (Edit)

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Rules Clarification : Ghostly      (Edit)

  • Ghostly doesn't let you move through other models, just terrain.
  • Ghostly doesn't let you ignore damage from hazardous terrain. (Infernal Ruling)
  • Ghostly ignores Windswept terrain penalties. A model with both Flight and Ghostly will move through Windswept terrain at full speed. (Infernal Ruling)
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Rules Clarification : Infernal Machine      (Edit)
Rules Clarification : Murderous - None yet. (Edit)

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Rules Clarification : Occultation      (Edit)

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Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
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Rules Clarification : Stygian Abyss      (Edit)

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Rules Clarification : Blind      (Edit)

  • Blind prevents magic attacks. However spell-casters, spell slaves, etc can still cast non-offensive spells.
  • 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.
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Rules Clarification : Veil of Mists      (Edit)

  • Friendly models can draw LOS through the cloud, but not through things in the cloud. For instance, if you place the Veil over a forest then the forest still blocks LOS. (Infernal Ruling)
  • You only need to "toe" the AOE to gain the Pathfinder and "move through" benefits.
  • If you're in the AOE, you can move through any model, not just other ones in the AOE. If you're not in the AOE, you can't move through anything even if they're in the AOE. Refer the Veil of Mists page for some diagram examples.
  • Unlike most "move through" abilities, Veil of Mists is not limited to just voluntary advances. It also allows involuntary movement (such as being pushed, slammed, or thrown). (Infernal Ruling)
  • Pathfinder (Edit) - Pathfinder does not apply to involuntary movement (pushes & slams). (Infernal Ruling)


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