Wurmwood, Tree of Fate & Cassius the Oathkeeper

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Wurmwood, Tree of Fate
Circle Warlock
Cassius the Oathkeeper
Companion Blackclad Solo

The enigmatic Circle blackclad Cassius the Oathkeeper is bound to serve the ancient Wurmwood, Tree of Fate. Wurmwood passes harsh judgment on all who fall beneath its branches, harvesting their souls to fuel Cassius’ magic. Those who stand against the Circle Orboros face an unpredictable battlefield, as whole forests spring fully-grown from the earth, entrapping enemies within their deadly green depths.

Basic Info


Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD Immobile
MAT {{{mat}}}
M.A. N/A
ARM 18
CMD 10
ESSENCE {{{essence}}}
HP 20
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. Click here for a newbie-friendly recap, or click here for the full rules.

Feat : Black Roots

Wurmwood's command range becomes a forest. Enemy models that become knocked down while in Wurmwood's command range suffer 1 damage point. Black Roots lasts for one round.


  • AD symbol.jpg Advance Deployment
  • Eyeless Sight symbol.jpg Eyeless Sight
  • Arcane Vision - This model can target models in its back arc with spells.
  • Circular Vision - Models never gain a back strike bonus against this model.
  • Ghost Shield - This model gains +1 ARM for each soul token currently on it.
  • Immobile - This model has no Normal Movement or Combat Action, cannot become knocked down or be moved, and is automatically hit by melee attacks.
  • Just a Tree? - This model is not a living model and while it has concealment, it gains stealth.
  • Soul Taker: Altar of Sacrifice - This model can gain souls. When a living model is destroyed in this model's command range, this model can gain the destroyed model's soul token. This model can have up to three soul tokens at any time. After this model leeches during your next Control Phase, replace each soul token with 1 fury point.


  • Unarmed - This model has no weapons.


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.
Dark Path

2 Control - - - No
Dark Path can only be cast while Cassius is Wurmword's control range. Immediately place Cassius completely within 2" of Wurmwood or place Wurmwood completely within 2" of Cassius. A model cannot advance this turn after being placed by Dark Path.

4 8 (★) 12 - Yes
If this attack misses, nothing happens. If it hits, before making the damage roll, push models within 3" of the model hit 3" directly toward it in the order you choose. Then center a 3" AOE on the model hit. Models hit suffer a POW 12 damage roll. Models boxed by Hellmouth are removed from play.
Rapid Growth

2 Control 4 - Upkeep No
Place the 4" AOE completely within the spellcaster's control range. The AOE is a forest that remains in play as long as its upkeep is paid.

2 10 - 11 (★) Yes
A model damaged by Stranglehold forfeits either its Normal Movement or its Combat Action during its next activation, as its controller chooses.


Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 14
ARM 16
ESSENCE {{{essence}}}
HP 10
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • AD symbol.jpg Advance Deployment
  • Pathfinder symbol.jpg Pathfinder
  • Prowl - While this model has concealment, it gains stealth.
  • Steady - This model cannot become knocked down.
  • Fury Bound - While in Wurmwood's control range, this model can spend fury on Wurmwood to make additional melee attacks or to boost attack or damage rolls. It can make one additional attack or boost one roll for each fury point spent.
  • Channeler [Wurmwood, Tree of Fate] - While this model is in Wurmwood, Tree of Fate's control range, Wurmwood can channel spells through this model.
  • Companion [ Wurmwood, Tree of Fate ] - This model is included in any army that includes Wurmwood, Tree of Fate. If Wurmwood is destroyed or removed from play, remove this model from play. This model is part of Wurmwood's battlegroup.


Sword icon.jpg  RNG   POW   P+S 
1 6 12
  • Magical dam symbol.jpg Damage Type: Magical
  • Fertilizer - When a living or undead model is boxed by an attack made with this weapon, center a 3" AOE on the boxed model and then RFP it. The AOE is a forest that stays in play for one round.

Theme Forces

Recent Changes

2021.10 Mega Update

  • Prowl replaced with Just a Tree? - WW is not a living model anymore
  • Added to Secret Masters

Thoughts on Wurmwood

Wurmwood in a nutshell

The sentient tree and his human meat-puppet is considered one of Circle's strongest warlocks; entire armies can be shut down by Black Roots, and that's a very nice spell selection that can shred infantry swarms with Hellmouth and break armor with Curse of Shadows while getting up to mayhem. Since Wurmwood has zero movement he relies upon Cassius for channeling and to move via dark path.

One key reason for selecting it is that, between its feat and ability to summon forests, it's the best protection Circle has against gunlines.

Feat thoughts

Its feat is a powerful control effect against almost every army in the game. Most models with Pathfinder can't see through forests, and the same is true for those with guns. Even those guys with Tracker or with guns that do have Hunter often still can’t handle the stealth Granted from Prowl or Treewalker. You can use its feat to escort your forces up the board and throw the enemy into disarray, especially if they can't move through rough terrain easily. Although dealing damage to models that are knocked down isn't exactly world-shattering, it does help deal with Tough models that make their rolls.

Spell thoughts

  • Curse of Shadows is a good ARM debuff, and can also help get your own models out of combat by casting it on whatever is engaging them. You can also walk into the back arcs of the enemy model(s) for that sweet backstrike bonus.
  • Dark Path is what allows Wurmwood to move around, and is probably the most important spell on Wurmwood's card. You can also use it as something of a "threat extender" with its spells by putting Wurmwood in front of Cassius after moving him; just be sure it's in a safe position for it.
  • Hellmouth is one of the most flexible and powerful spells in the game. Besides its potent infantry clearing and RFP, it also pulls models toward the target.
    • You can put a cheap "target" model 2.99" in front of your heavy, cast it at that target, and pull the heavy forward.
    • Or do the same thing, but put the cheap target 2.99" in front of an enemy.
    • Or do the same thing, but put the cheap target 2.99" behind your heavy (that has already activated) and pull it back, away from retaliation.
  • Rapid Growth is also flexible, serving to block LOS, slow down models without Pathfinder, and providing concealment for your models; this is especially useful given the amount of models with Prowl in Circle.
  • Stranglehold has a powerful control effect, forcing enemy models damaged by it to essentially give up half their activation. Use it on the enemy's high-point cost models like Behemoth and Battle Engines. If you want to ensure it lands, cast Curse of Shadows on the target first.

Drawbacks & Downsides

  • Wurmwood can be very vulnerable with terrible defensive stats. An enemy that can get into melee with him can kill him quickly.
    • Luckily, with prowl and souls on him, it is nigh-unkillable at range
  • Anything that shuts down channeling almost entirely shuts down the tree. Wurmwood wants to be nowhere near the front lines.
  • If Cassius and his shifting stones die, the tree has no possible way of moving. Keep them safe.

Tricks & Tips

  • Because of premeasuring, you can line up friendly models in order to use hellmouth to draw enemy heavies closer. Mannikins from sentry stones are excellent for this, and can provide up to 6" of extra range.
  • Tough becomes a huge liability during the feat. Trolls especially should be concerned.
  • Battle Engines are especially susceptible to Stranglehold, so long as you can damage them. Really, the higher-costed the enemy model, the better (usually) with the exception that it does not work on Colossals/Gargantuans

List Building Advice


Wurmwood wins via attrition, using his feat, Rapid Growth, and Stranglehold to shut down enemy forces while using Curse of Shadows and Hellmouth to weaken their models. It's a rare enemy that can land an alpha on him due to his spells and feat, so it's not uncommon to be able to systematically shut down your opponent's tools one by one. Keeping Cassius safe should be your first priority; fortunately, he's rather survivable, and Wurmwood comes with the tools needed to keep him safe against most threats.

  • As Wurmwood's abilities and spells don't discriminate based on friendly or Friendly Faction models, feel free to bring in Minion units - their souls work just as well for fueling it.
  • He wants to include enough infantry for their souls.
  • He likes anything with Pathfinder. So, basically, all of Circle.

Theme thoughts

    The Bones of Orboros    

  • Being able to Geomancy Stranglehold via Woldwardens can allow you to shut down opposing battlegroup-heavy lists.
  • Curse of Shadows is greatly appreciated for increasing the Wold's damage output, and Wurmwood's feat and Rapid Growth protects your slow models from shooting.

    The Devourer's Host    

  • Curse of Shadows ups the hitting power of all your units. Additionally, it allows them to walk out of combat with whatever is engaging them, especially important for Bloodtrackers and Tharn Wolf Riders.
  • Both Rapid Growth and feat are easy ways to trigger Treewalker on male Tharn (Ravagers, Blood Pack, White Mane), increasing their DEF and allowing the Blood Pack to fire through them with impunity.
  • Tharn Bloodweavers are the cheapest models per point in theme, useful for providing souls for Wurmwood.
  • Ghetorix is an excellent heavy hitter independent of damage buffs and is one of the most survivable living warbeasts available to Circle. Wurmwood appreciates Spiny Growth for an extra layer of ARM, able to go up to ARM 23 when it has 3 souls on it.

    The Wild Hunt    

Wurmwood lacks an accuracy buff, while Wolfsworn hit accurately but not hard, and are relatively cheap. This makes them a good fit for one another.

  • Reeves of Orboros appreciate the protection Wurmwood can provide them via his feat and Rapid Growth. Curse of Shadows increases their damage output and allows them to walk out of combat with whatever is engaging them.
  • Warpborn Skinwalkers greatly appreciate Curse of Shadows; with it and Gang, they go to MAT 8 POW 16.
  • War Wolves enjoy being able to run through models affected by Curse of Shadows to get to their Sic'em target.
  • Wolves of Orboros also appreciate Curse of Shadows, especially with their mini-feat. They're the cheapest infantry unit in the theme, so provide a good source of souls for Wurmwood if your opponent neglected to bring any of their own (very selfish of them).

    Secret Masters    
Since the 2021.10 dynamic update Wurmwood was added to Secret masters. More information on new combos that result from this will follow with time and experience.

    Support Models & Minions; Various themes    

  • Gallows Grove - you're going to be channeling a lot of spells. The more ways the merrier.
  • Shifting Stones are useful for moving Wurmwood when you don't want to use Dark Path or if Cassius has been killed.
  • Swamp Gobber Bellows Crew provide clouds to trigger Prowl on Wurmwood and Cassius.


As Wurmwood provides both an offensive buff with Curse of Shadows and protection against the enemy by Strangleholding dangerous enemy models and using Rapid Growth and his feat, he can build his battlegroup however he wants. The Warpwolf Stalker likes easy access to Prowl, and Sprinting back behind a forest after destroying a heavy is both satisfying and incredibly frustrating for the opponent. Ghettorix in Devourer's Host or The Wild Hunt is self-sufficient, being both a heavy hitter and (relatively) survivable; additionally, Spiny Growth pushes Wurmwoods survivability up. As noted above, Woldwardens (and Megalith in Bones of Orboros) are able to Geomancy Stranglehold, allowing you to shut down the opposing battlegroup and battle engines unless the enemy has an incredibly high ARM or anti-magic available; additionally, their animus lets Wurmwood activate Prowl on itself.

The Wild Argus is a useful light warbeast. As Wurmwood doesn't provide an accuracy buff, Doppler Bark can help against high-DEF living enemy models. Additionally, Wurmwood can put it in interesting places if he runs Cassius first and uses Dark Path. Although this will most likely leave Wurmwood in range of the enemy model, it can open up an assassination against the enemy warcaster/warlock. Plus, you know, the tree gets to bark.

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.

  1. Warbeast: Megalith
  2. Warbeast: Woldwarden
  3. Solos: Blackclad Stoneshaper (x2)
  4. Solos: Gallows Grove (x3)
  5. Solo: Blackclad Wayfarer
  6. Unit: Sentry Stone & Mannikins
  7. Unit: Shifting Stones (x2)



  • Released in Forces of Hordes: Circle Orboros (2010)
  • In MK 2, it was Cassius who was the "warlock" (having the Fury score, spells, and feat) while Wurmwood was the solo. The developers have stated that the present incarnation of Wurmwood is how they originally wanted it to have been in MK 2.

Video Battle Reports

Other Circle models

Circle Logo.jpg       Circle Index       (Edit)
Battlegroup & Similar
Warlocks Baldur1 - Baldur2 - Bradigus1 - Grayle1 - Iona1 - Kaya1 - Kaya2 - Kaya3 - Kromac1 - Kromac2 - Krueger1 - Krueger2 - Mohsar1 - Morvahna1 - Morvahna2 - Tanith1 - Una2 - Wurmwood1
Lesser Warlocks

Krueger0 - Una1

Warlock Attachment

Druid Wilder - Tharn Blood Shaman

Light Argus Moonhound - Winter Argus - Wild Argus - Gorax Rager - Razorwing Griffon - Rotterhorn Griffon - Scarsfell Griffon - Wold Wight - Woldwatcher - Woldwyrd
Heavy Gnarlhorn Satyr - Riphorn Satyr - Shadowhorn Satyr - Feral Warpwolf - Pureblood Warpwolf - Warpwolf Stalker - Wold Guardian - Woldwarden
Brennos the Elderhorn (Satyr) - Ghetorix (Warpwolf) - Loki (Warpwolf) - Megalith (Woldwarden)
Gargantuans Storm Raptor - Woldwrath
Units, Solos, Battle Engines, & Structures
Units Druid Mist Riders - Druids of Orboros & CA - Reeves of Orboros & CA - Sentry Stone & Mannikins - Shifting Stones & CA - Stoneward & Woldstalkers - Tharn Bloodtrackers & Character UA - Tharn Bloodweavers & CA - Tharn Blood Pack - Tharn Ravagers & CA - Tharn Wolf Riders - Warpborn Skinwalkers & CA - Wolves of Orboros & CA
Brighid & Caul - Death Wolves

Blackclad Stoneshaper - Blackclad Wayfarer - Bloodweaver Night Witch - Chuck Dogwood - Druid Wilder - Gallows Grove - Kogan the Exile - Krueger0 - Lord of the Feast - Reeve Hunter - Primal Archon - Shivers - Tharn Blood Shaman - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - Una1 - War Wolf - Wolf Lord Morraig

Battle Engines & Structures Celestial Fulcrum (Engine) - Well of Orboros (Structure)
Theme Forces
Secret Masters - The Bones of Orboros - The Devourer's Host - The Wild Hunt
Refer to Who Works for Whom and/or Category: Circle Orboros Minion
This index was last updated: 2021.10

Rules Clarifications

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Rules Clarification : Feat : Black Roots

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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.
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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. 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)
(Click Expand to read)

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 : Advance Deployment      (Edit)

  • Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)
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Rules Clarification : Eyeless Sight      (Edit)

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

Rules Clarification : Arcane Vision - None yet. (Edit)

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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 : Ghost Shield - None yet. (Edit)

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Rules Clarification : Immovable and/or Immobile and/or Buried     (Edit)

  • There is no functional difference between "cannot move" and "cannot be moved".
    Even if you gain bonus movement (such as Dodge) via a spell or theme benefit, you still can't move. (Locked thread)
  • Witchwood only:
    • Since the Witchwood doesn't have Normal Movement, it can't gain the Aiming bonus.
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Rules Clarification : Prowl and/or Just a Tree?     (Edit)

  • Whether you can trigger this ability is a bit awkward;
    • As long as you have concealment you get Stealth ... even if the attacker ignores concealment (such as with Hunter).
    • If you're standing in a cloud, and the attacker "ignores clouds for LOS" (such as Bird's Eye) you get Prowl/Tree.
    • If you're standing in a cloud, and the attacker "ignores clouds completely" (such as Alchemical Mask) you don't get it. (Infernal Ruling)
    • Similar for standing in a forest.
  • If a debuff removes Stealth, Prowl/Tree do not reapply stealth... But this ruling is being rechecked. (Infernal Checking)
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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 : Altar of Sacrifice      (Edit)

  • You can go over your current FURY stat as a result of Altar.
  • You can kill your own troops and gain the souls. The rule just says "destroyed", it doesn't say "destroyed by an enemy attack". (Altar of Sacrifice, indeed).

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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 : Dark Path and/or Spirit Shift and/or Unseen Path     (Edit)

  • You can cast this spell multiple times and play "leap frog".
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Rules Clarification : Hellmouth      (Edit)

  • If this spell misses a target in melee, then you still re-roll vs a randomised other model before it truly "misses" and has no effect.
  • Basically, you apply all re-rolls before determining whether you have a hit or miss.
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)

Rules Clarification : Rapid Growth - None yet. (Edit)

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Rules Clarification : Stranglehold      (Edit)

  • If a warbeast is affected by this spell and then frenzies, that negates Stranglehold - A frenzy is an activation, and beasts that frenzy always ignore effects that require them to forfeit Movement/Action.

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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 : Fertilizer      (Edit)

  • Fertilizer is not optional. You just goddam love planting trees.

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Rules Clarification : Pathfinder      (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)

Rules Clarification : Fury Bound - None yet. (Edit)

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

  • It is possible to channel a spell with a range of CTRL. The control range is still measured from the caster though, so channeling it has zero effect ... unless you've got something like Empowered Arc Node or Reaction Drive. Stuff like that can trigger. (Infernal Ruling)

Channeling in melee

  • A channeler that is engaged by an enemy model can not channel.
  • A channeler that is engaging an enemy model can channel. (For example, the channeler is standing in the enemy's back arc.)

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 (but not to the DEF bonus).

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 (but not to the LOS).

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

Rules Clarification : Companion - None yet. (Edit)

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