Adeptis Rahn

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Retribution Logo.jpg Adeptis Rahn

Retribution Shyeel Warcaster

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.

Among the most powerful arcanists born in a generation, Adeptis Rahn Shyeel is a master of force manipulation and arcane science. His movements send ripples through the air, and with but a thought he can generate storms of kinetic force capable of rending metal and bursting flesh. With a wave of his hand men and machines alike are swatted aside as easily as gnats, and it is just as effortlessly that he brushes away entire volleys of incoming fire.

Basic Info

Rahn1
Missing Info
Rahn1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR 7
MAT 6
RAT N/A
M.A. N/A
DEF 15
ARM 16
CMD N/A
ESSENCE {{{essence}}}
FOCUS 8
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
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 : Arcane Alignment

While in Rahn's control range, friendly Faction models gain +2" RNG to their non-channeled spells, and their magic attack rolls and magic damage rolls are boosted. Arcane Alignment lasts for one turn.

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Tip !
The feat only applies to spells. Weapons with Damage Type: Magical don't count as magic attacks. See LPG - Magic vs Magical.

Abilities

  • Force Mastery - This model gains Blast Resistance, does not suffer collateral damage, and cannot become knocked down. When an enemy AOE ranged attack deviates from a point in this model's control range, after the deviation distance is rolled you choose the deviation direction. (Blast Resistance - A model with Blast Resistance gains +4 ARM against blast damage.)

Weapons

Balance
Sword icon.jpg  RNG   POW   P+S 
2 6 13
  • Magical dam symbol.jpg Damage Type: Magical
  • Beat Back - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.

Spells

COST RNG AOE POW DUR OFF
Chain Blast

3 10 3 12 - Yes
After determining the point of impact for this attack, roll deviation for an additional 3" AOE from that point. Models in that AOE are hit and suffer a POW 6 blast damage roll.
Force Blast

3 Control - - - No
Target a model in the spellcaster's battlegroup that is in its control range. Enemy models currently within 2" of the target model are pushed 4" directly away from it in the order you choose.
Force Hammer

4 10 - 12 - Yes
Instead of suffering a normal damage roll, a non-incorporeal model Force Hammer hits is slammed d6" directly away from the spell's point of origin and suffers a POW 12 damage roll. Collateral damage from this slam is POW 12.
Polarity Shield

2 6 - - Upkeep No
Target friendly Faction model/unit gains Polarity Field. Models are not affected while out of formation.
Polarity Field - A model with Polarity Field cannot be charged or slam power attacked by a model beginning the charge or slam in its front arc.
Telekinesis

2 8 - - - (★)
Place target model completely within 2" of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires an attack roll. A model can be placed by Telekinesis only once per turn.

Theme Forces


Thoughts on Adeptis Rahn

Adeptis Rahn in a nutshell

Rahn is a flexible spell slinger that is one of the most fun casters to play with. He can really mess with your opponent's army, and with the combination of his spells it is easy to set up assassinations or stall the enemy until an opening appears. If you want a caster who can manipulate the battlefield and your enemy's figures too, have a good combination of offensive magic and defensive spells and innate abilities, then Rahn is your guy. Force Mastery is basically a Force Field spell, which is always on, and keeps him safe from most pop&drop assassination tricks. He can also keep the squishier (and usually elusive) elements of his army relatively safe from blasts, as you direct the distance of scattering to cause the least damage.

Spell thoughts

  • Chain Blast - An expensive but strong spell. Retribution is full of Magical Damage sources, so this one will probably only be cast if there is a group of low ARM infantry clumped together.
    • With Arcane Secrets from Sylys Wyshnalyrr, this spell can put serious damage into infantry.
    • Also excellent on the assassination as it is possible to throw out 2 of these fully boosted after a Telekinesis.
  • Force Blast - An excellent, though expensive, unjamming tool for your army.
    • If you combine it with other push tricks, like Repulsor Field on the Helios, enemy forces can end up way out ot their desired position.
    • The distance is a flat 4", not an "up to" amount, so watch out where the models will end up.
  • Force Hammer - Another favoured tool for assassination. The spell's POW is not huge, but knocking down targets is always fun.
    • If the enemy doesn't provide you with suitable models for slamming, run up your own model, and sacrifice him for the greater good.
    • Slamming a model into a same sized or larger base makes them take an extra die of damage, meaning this POW 12 can put in some work.
  • Polarity Shield - Cast on either hard targets that your opponent out-threats, like high ARM low SPD infantry, Trident or colossi.
    • On ranged units it can often give you another round of shooting, but chances that are the enemy will just run to jam you in then.
    • Low ARM high DEF infantry with stealth also like it - since Force mastery keep them safe from AOE's, they become unassailable by charges too.


  • Telekinesis is possibly the strongest spell in the game. Here are some general tips applicable to any caster: (Edit)
    • Battle Engines can be placed (unlike other huge-based models).
    • Enemy model out of your charge range? Move your own model 2" forward. Still too far away? Move the enemy 2" closer. That's a 4" threat range extender!
    • Move enemy models 2" straight backwards, so they don't have range to charge/attack you next turn. While you're at it, spin them around so they can't declare charges and so you get the back strike bonus.
    • Move models out of your charge lanes, or to open up LOS.
    • Move enemy models out of scenario zones.
    • Is there an enemy 'jack or 'beast right at the edge of control range? TK them away from their controller so they can't Power Up or manage Fury next turn. Turn them around so they might occasionally frenzy into the enemy lines.
    • Is there an enemy unit with most of the troopers right at the edge of formation range? TK the commander away from his troops so they're out of formation.
    • Do enemy models get a bonus for being B2B? You can stop that.
    • TK your own caster forwards or backwards to be more threatening or more cowardly.
    • TK enemy models into range of your passive debuffs (such as Dark Shroud), then gang up on them.
    • TK enemy models into hazards to force them to take damage.
    • Move friendly models out of melee before they activate, to avoid free strikes.
    • Run an arc node up, cast your spell, then TK the node itself backwards to keep it safer for next turn.
    • Or run an arc node up, cast TK on the node itself to move it forwards, to gain +2" range on your follow-up spell.
      This is especially useful if advancing the node those last 2" would trigger something nasty like Garryth2's feat.
    • Adjust a model's position to line up a perfect slam with Force Hammer.

Feat thoughts

Plain and simple: anything that casts spells will shoot farther, deadlier and more accurate. Even on Rahn himself that would be awesome, but considering that you probably built your army around spellcasters, even humble POW 10 attacks become quite threatening. When it comes down the table, the end-game is near.

Drawbacks & Downsides

  • Anti-magic abilities can pull the fangs out of his tricks. Be vary with Arcane Suppression, Arcane Vortex, or feats, like Reznik1's or Garryth's
  • Magic-resistant enemies with Sacred Ward, Spell Ward, and the like will cause a lot of headache. Watch out for Doom Reavers or Protectorate jacks under Hymn of Shielding.
  • Armies with Slam/Push/Place resistance are bad match-ups for him (Doomshaper3, Nemo3, Khador clamjacks, etc).

Tricks & Tips

  • Cast TK on your arc node after you channel something, to keep it safe for next turn.


List Building Advice

Strategy

His main method of winning is assassination, with a back up plan of scenario if all else fails. With spells like TK and Force Hammer, Rahn can set up an assassination run like no other. His feat allows tons of boosted spells from him and his army of Battle Mages, Magisters, and Artificers. These spells hurt, and all have movement shenanigans that add to his own jank. Players can scalpel out a caster that was thought to be safe. Opening up LOS with TK or slamming a heavy over the caster, then pulling the caster in with battle mages and TK is the game winning combo that has made him feared. If your opponent is playing too carefully, you can also use the same tools, along with force blast to keep the zones clear for scoring.

Rahn shines with models that have magic attacks as they will get the most out of his feat. Otherwise he can provide lots of moving the enemy around that can create clear shots and charge lanes for the rest of the Retribution's arsenal.

Theme thoughts

    Forges of War    

Rahn will mostly be taken in this theme because it allows Battle Mages etc, who synergise with his feat.

  • Battle Mages - the cornerstone of most Rahn armies, especially in Forges of War theme. Beside pushing around the enemy, their Force Bolt gets a good kick on Rahn's feat.
  • House Shyeel Artificer - A good 'Jack Marshal that can keep their jacks shields topped off and can provide defensive buffs to nearby models. He also has a solid magic attack to benefit from Rahn's feat. Force Wall buffs Rahn's DEF to new heights against shooting.
  • House Shyeel Magister - A grown up battle mage, with a few extra tricks. If you are building a Rahn list with intent to assassinate, the slams and 2" Whip Snaps these solos can provide are worth consideration.

    Defenders of Ios    
This is also a very good theme for Rahn. Unrestricted access to his favourite jacks, a few models to benefit from his feat and lots of excellent infantry. The squishy solos here will love the protection from blasts.

  • Priest of Nyssor - The main model to benefit from his feat with a fully boosted spray on feat turn, other than Lanyssa and himself. They also grant pseudo Veteran leader to other Nyss in your amry.
  • Ryssovass Defenders - They are already blst immune, but love being made unchangeable by Polarity Shield and a 10-man unit can apply it in ways sigular models or small units like Battle Mages cannot.
  • Aelyth Vyr + 1 to hit for all your Nyss, stacking with the Priests buff.
  • House Ellowuyr Swordsmen or House Ellowuyr Wardens have Cleave which can be potentially hilarious with Force Blast pushing enemy models into each other.
  • House Ellowuyr Warden Executioners also have Cleave, but also have Chain Attack: Vortex Blast for extra placement effects.

Defenders allows unrestricted acess to Partisans, so condier:

  • Hermit - Loves being TK'd forward to apply his debuffs, all of which Rahn loves.
  • Lanyssa - Also benefits from priests and Aelyth here.
  • Sylys - See below.
  • Void Archon - Collects souls, protects souls, loves Force Plast and TK for excellent spray angles and applies an ARM debuff.
  • Scythe - Goes solo or infantry hunting in a forest and does not need any input from Rahn, but loves the blast protection nonetheless. With the Nyss support solos she is also base RAT 9.

    Shadows of the Retribution    

If you are willing to go outside of Forges of War, Mage Hunter's of both flavours can be utilized to good effect.

  • They have weaknesses against AOE's, but with their innate stealth causing most AOE's to miss, and Rahn's force mastery's ability to determine with way the AOE will deviate, they will definitely be a lot safer.
  • They are good targets for Polarity Shield, buying the MHSF another turn of shooting or making the MHI a fast moving anti-infantry jam unit.

    Support models - Various themes    

  • Sylys Wyshnalyrr - Free upkeep, boost to a magic attack & damage roll, bonus magic range - he fits perfectly in any Rahn list.
  • Lanyssa Ryssyl. On a feat turn she has boosted Hunter's Mark to aid it sticking, plus an 18" threat range on the spell to help Rahn's jacks charge in from afar. Alternatively, she can Ice bolt from further and has more chance of landing the Crit Stationary on the feat turn.
  • Elara1 - Ghostly on a stick is vital in almost any army and Elara runs Discordia better than Rann himself if you are in Forges. Otherwise give her Moros, two Harpies or a Gorgon.

Battlegroup

Discordia is his pet warjack that he can take in any theme.
  • He needs at least one arc node to make use of his spell list from afar.
    • Consider the Chimera and the Phoenix - or Hemera and Hypnos if you're willing to go out-of-theme.
    • Hemera gets special mention, as it can tame the cost of your expensive spells.
  • Discordia is his pet warjack that he can take in any theme. It keeps on going until it is completely destroyed is the cornerstone of many defensive formation, especially for firebases made from shooty units.
  • Sphinx - A great inclusion for him for extra spell range and it hits surprisingly hard in melee, too!
  • Helios - Making one of the toughest colossals un-chargeable is a great anchor for scenarios. Plus, adding his tractor beam into his bag of battlefield manipulation is just more icing on the cake with the added bonus of having a heavy hitter. Using TK to open up LOS to a caster, then going fishing with his gun is a game winning tactic.
  • Gorgon - a speed de-buff and force lock will ensure that the enemy will only go to places you allow them to do so. Force Hammering a heavy, then debuffing it's speed can great mess with it's fury economy and prevent it from getting its hands on something you care about.
  • Manticore - Place a Covering Fire template, then have Rahn or his Battle Mage buddies push, pull, slam or place targets in to it to damage them.

First Purchases

Arc Nodes are just about essential to Rahn's game plan. He wants to have the ability to apply his spells wherever he wants, and to have access to many angles of attack for Force Hammer and Telekinesis. There are a few options for Arc Nodes in Retribution.

The Chimera is a fairly cheap and exceedingly mobile light Arc Node with Apparition. With the 2" place and a 12" run, you can apply Telekinesis 22" away from the Chimera's starting position, or 24" if you want to Telekinesis the Chimera itself after it runs. Apparition also helps to prevent the Chimera from being engaged before it makes its run.

There are some heavy Arc Node options available in the Phoenix, Hypnos and Hemera. Hypnos and Hemera are only available in Defenders of Ios and Legions of Dawn respectively, and heavy Arc Nodes are harder to apply than the Chimera, so a Chimera would be the best recommendation.

After that you will want to decide which theme you want to play him in: In Defenders you have access to less models benefiting from his feat, but more models that are good. A Sphinx and the Nyss boat (Lanyssa, Scythe, Ryssovass, Aelyth Vyr and a Priest of Nyssor) can be a good investment for Defenders. In Forges you will want House Shyeel Arcanists, a House Shyeel Magister, House Shyeel Artificer and a few units of Battle Mages.


Other

Trivia

Released in Forces of Warmachine: Retribution of Scyrah (Novermber 2009)

Video Battle Reports

Other Retribution models

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

Elara2 - Falcir1 - Garryth1 - Garryth2 - Goreshade4 - Helynna1 - Issyria1 - Kaelyssa1 - Ossyan1 - Rahn1 - Ravyn1 - Thyron1 - Vyros1 - Vyros2

Warcaster attachments Fane Knight Guardian (Retribution) - Sylys Wyshnalyrr (Retribution) - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Elara1 (BGC) - Sentinel Scyir ('Jack Marshal) - Artificer ('Jack Marshal)
Light Warjacks Aspis - Chimera - Gorgon - Griffon - Harpy - Siren
Moros
Heavy Warjacks

Aeternae - Banshee - Daemon - Discordia - Hemera - Hydra - Hypnos - Imperatus - Manticore - Phoenix - Sphinx

Colossal Hyperion - Helios
Units, Solos, & Battle Engines
Units

Cyelna & Nyss Hunters - D Destors - D Invictors - D Sentinels - Heavy Rifle Team - H Halberdiers - H Riflemen - HE Swordsmen - HE Wardens - HS Arcanists - HS Battle Mages - HV Electromancers - MH Infiltrators - MH Strike Force - Ryssovass Defenders - Spears of Scyrah - Stormfall Archers
Special: Eiryss3 (CA) - Soulless Escort (WA)

Solos

Aelyth Vyr - Arcanist Mechanik - D Destor Thane - D Sentinel Scyir - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - Elara, Tyro of the Third Chamber (1) - Fane Knight Guardian - Fane Knight Skeryth Issyen - Ghost Sniper - Hermit of Henge Hold - HE Warden Executioner - HS Artificer - HS Magister - Houseguard Thane - Lanyssa Ryssyl, Nyss Sorceress Lys Healer - MH Assassin - Narn, Mage Hunter of Ios - Nayl - Priest of Nyssor - Scythe - Soulless Voidtracer

Battle Engines Arcantrik Force Generator - Dawnguard Trident
Theme Forces
Defenders of Ios - Forges of War - Legions of Dawn - Shadows of the Retribution
Mercenaries
Refer to Category: Retribution of Scyrah Mercenary
This index was last updated: 2021.04

Rules Clarifications

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

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

  • You cannot use Beat Back if you destroy the target; because you can't advance towards a model that is no longer on the table. (Infernal Ruling)
  • You can trigger Beat Back even if the model is no longer in your melee range after the attack. For instance, if you used a Pitch to throw it away, you can still Beat it Back. (Locked thread)
  • The free advance doesn't depend on the target being pushed, but it is dependent on you trying to push them:
    • If you try to push something which Cannot Be Pushed (such as a Colossal), then it won't move and then you can advance directly towards it.
    • If you choose not to push your target, then you choose not to trigger Beat Back, so you don't get to advance.
    • (mk2 Ruling)
  • Beat Back can be used to push larger models.
  • 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)


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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)
(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 : Force Mastery      (Edit)
Rules Clarification : Blast Resistance - None yet. (Edit)


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Rules Clarification : Chain Blast      (Edit)

  • The second AOE does magical blast damage, given that it is caused by a spell.
  • Additional AOE (Edit)
    • The special rule states what the blast damage POW is - you don't need to halve it a second time.
    • If the deviation distance is short and the AOEs end up overlapping a model, that model will take a damage roll for each AOE it's in.
    • The distance of the second deviation is a d6 roll, unless the rule on the card specifies otherwise (Infernal Ruling).
    • If you have an ability to reroll deviation (such as Artillerist) then you can reroll each additional AOE independent of the others.
    • If the deviation direction of the additional AOEs is limited (such as Bounce) then the direction of the reroll is limited too. (Infernal Ruling)
    • The additional AOEs are treated as if they "came from the weapon" exactly the same as the first AOE.
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Rules Clarification : Force Blast      (Edit)

  • 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)
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Rules Clarification : Force Hammer and/or Thunder Strike     (Edit)

  • An Incorporeal model will be damaged by this spell, but not slammed.
  • The slam distance for the spell is not halved vs larger models - that only applies to a Slam Power Attack.
  • See also the rules clarifications on slamming.
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Rules Clarification : Polarity Field and/or Polarity Shield and/or Polarity Wall     (Edit)

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Rules Clarification : Telekinesis      (Edit)

  • If an enemy model with 2" melee range was B2B with you before the Telekinesis, it will still be exactly 2" away afterwards and thus will still engage you (unless you move completely out of their front arc).
  • Being placed into an area counts as entering that area. So you'll take damage from acid clouds etc if you're dumb enough to teleport into them.
  • You can change the facing of the model that you place. In fact that's one of the main uses of the spell.