Difference between revisions of "Aptimus Marketh"

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{{Skornebox|{{Skorne}} {{Extoller}} {{Character}} {{Solo}} - ([[Attached|Warlock Attachment]])}} [[Category: Model]]
 
{{Skornebox|{{Skorne}} {{Extoller}} {{Character}} {{Solo}} - ([[Attached|Warlock Attachment]])}} [[Category: Model]]
 +
{{4P|n=2 Prime Armies|'''Army of the Western Reaches''' and '''Exalted'''}}
  
 
''Aptimus Marketh is one of the most accomplished extollers in the Skorne Empire. He is so focused on the arts of ancestral magic that he prefers the company of venerated ancestor spirits housed within sacral stones to that of his living peers. Though somewhat aloof, his magical prowess is unmistakable and Aptimus Marketh is frequently sought out to lend his skill to the most worthy of skorne warlocks.''
 
''Aptimus Marketh is one of the most accomplished extollers in the Skorne Empire. He is so focused on the arts of ancestral magic that he prefers the company of venerated ancestor spirits housed within sacral stones to that of his living peers. Though somewhat aloof, his magical prowess is unmistakable and Aptimus Marketh is frequently sought out to lend his skill to the most worthy of skorne warlocks.''
  
 
=Basic Info=
 
=Basic Info=
{{SOM}}
 
 
{{Infobox-Model
 
{{Infobox-Model
 
| name  = Aptimus Marketh
 
| name  = Aptimus Marketh
Line 17: Line 17:
 
| hp    = 5
 
| hp    = 5
 
| cmd  = 8
 
| cmd  = 8
| cost  = 5
+
| cost  = 4
 
| fa    = C
 
| fa    = C
 
}}
 
}}
* {{Attached|Marketh|warlock}}
+
* {{Attached|model|Faction|warlock}}
  
 
===Abilities===
 
===Abilities===
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* {{Winds of Death}}
 
* {{Winds of Death}}
  
===Recent Changes===
 
2018.12 Exalted Errarta
 
* Gained Gunfighter, Harmonious Exaltation, and the evil eye
 
* Lost [[Soul Powered]].
 
* Added to the list of allowed models in Imperial Warhost
 
  
 
=Thoughts on {{PAGENAME}}=
 
=Thoughts on {{PAGENAME}}=
Line 70: Line 65:
 
* [[Lord Assassin Morghoul]] has Mortality, practically Marketh's perfect spell. Flesh Hooks used at the right time can keep a heavy out of the game for an entire turn while he also has one spell to upkeep.
 
* [[Lord Assassin Morghoul]] has Mortality, practically Marketh's perfect spell. Flesh Hooks used at the right time can keep a heavy out of the game for an entire turn while he also has one spell to upkeep.
 
* [[Lord Arbiter Hexeris]] has three upkeep spells, two of them defensive. He also has two 3-cost offensive spells in [[:Category:Ashes to Ashes|Ashes to Ashes]] to clear infantry and [[:Category:Hellfire|Hellfire]] as a decently powerful single target zap.
 
* [[Lord Arbiter Hexeris]] has three upkeep spells, two of them defensive. He also has two 3-cost offensive spells in [[:Category:Ashes to Ashes|Ashes to Ashes]] to clear infantry and [[:Category:Hellfire|Hellfire]] as a decently powerful single target zap.
 +
* [[Beast Master Xekaar]]'s Mortality is powerful and Xekaar finds casting it himself too dangerous. Deadweight isn't bad either, and you occasionally upkeep pursuit.
 
* [[Xerxis, Fury of Halaak]]'s Stranglehold is beautiful and his feat makes it likely to do enough damage to cause a forfeit. He also has 2 upkeeps spells that he likes to upkeep if Marketh has souls to spare. Harmonious Exhaltation lets Xerxis camp more in cases where he's cycling upkeeps and/or casting animuses.
 
* [[Xerxis, Fury of Halaak]]'s Stranglehold is beautiful and his feat makes it likely to do enough damage to cause a forfeit. He also has 2 upkeeps spells that he likes to upkeep if Marketh has souls to spare. Harmonious Exhaltation lets Xerxis camp more in cases where he's cycling upkeeps and/or casting animuses.
* [[Supreme Aptimus Zaal]] has three friendly upkeep spells and can channel souls right where he wants them while keeping Marketh safe. Hex Blast is another smallish AoE, with some usefulness. Sacrificing Marketh to dispel [[:Category:Battle-Charged|Battle-Charged]] or another major upkeep can be game-winning.
+
* [[Dominar Morghoul & Escorts]] has two upkeep spells and a ranged Blind attack that can utterly shut down enemies.
  
 
Casters who only moderately synergise with Marketh. Most casters in this category the problem is too much of a good thing, and your 5 points (lets be real, your Requisition slot) are often better spent elsewhere:
 
Casters who only moderately synergise with Marketh. Most casters in this category the problem is too much of a good thing, and your 5 points (lets be real, your Requisition slot) are often better spent elsewhere:
* [[Archdomina Makeda|Makeda1]] provides the Lash which allows you to reposition on a simple hit. This can be game winning at the right time but the right time isn't that often. She also has an upkeep spell in Quicken.
+
* [[Archdomina Makeda|Makeda1]] provides the Lash which allows you to reposition on a simple hit. This can be game winning at the right time but the right time isn't that often. She also has an upkeep spell in Quicken. Harmonious Exaltation = one free Jackhammer.
* [[Supreme Archdomina Makeda|Makeda2]]'s Prostration is a rare example of a two cost spell that is worth casting with Marketh (especially when facing any sort of DEF-skew), thanks to the auto-knockdown on hit. He also upkeeps Storm Rager, and she needs all the Fury she can get especially if she's going to either cast Dash or even Deflection.
+
* [[Supreme Archdomina Makeda|Makeda2]]'s Prostration is a rare example of a two cost spell that is worth casting with Marketh (especially when facing any sort of DEF-skew), thanks to the auto-knockdown on hit. He also upkeeps Storm Rager, and she needs all the fury she can get especially if she's going to either cast Dash or Deflection.
 
* [[Dominar Rasheth]]'s Breath of Corruption is both an offensive AoE and a way to protect your army via clouds, although Marketh needs to get uncomfortably close to cast it. Despite it and two upkeeps, he's marginal here since Rasheth already has so much fury.
 
* [[Dominar Rasheth]]'s Breath of Corruption is both an offensive AoE and a way to protect your army via clouds, although Marketh needs to get uncomfortably close to cast it. Despite it and two upkeeps, he's marginal here since Rasheth already has so much fury.
* [[Beast Master Xekaar]]'s Mortality is powerful and Xekaar finds casting it himself too dangerous. Deadweight isn't bad either, and you occasionally upkeep pursuit.
 
 
* [[Tyrant Xerxis]] has two upkeep spells for Marketh. Xerxis unfortunately has no magical nukes, which seriously caps Marketh's ranged output.
 
* [[Tyrant Xerxis]] has two upkeep spells for Marketh. Xerxis unfortunately has no magical nukes, which seriously caps Marketh's ranged output.
 
* [[Lord Tyrant Zaadesh]] has two upkeep spells and can gain Harmonious Exaltation. And if he needs to be used in combat there's evil eye. Just make sure you have the souls for the upkeeps.
 
* [[Lord Tyrant Zaadesh]] has two upkeep spells and can gain Harmonious Exaltation. And if he needs to be used in combat there's evil eye. Just make sure you have the souls for the upkeeps.
 +
* [[Supreme Aptimus Zaal]] has three friendly upkeep spells and can channel souls right where he wants them while keeping Marketh safe. Hex Blast is another smallish AoE, with some usefulness. Sacrificing Marketh to dispel [[:Category:Battle-Charged|Battle-Charged]] or another major upkeep can be game-winning. On the other hand he normally simply cuts out the middle man and takes the souls for himself to spend on upkeeps and The Exalted is quite capable of countering spells via Supreme Guardians
  
 
It's also worth calling out themes.
 
It's also worth calling out themes.
* [[Disciples of Agony]] doesn't offer anything specifically for Marketh, but the casters with which he synergises the best ([[Morghoul1]], [[Jalaam]], and the Mortality twins [[Morghoul2]] & [[Xekaar]]) all prefer this theme. There is a plenitude of cheap troop options in this theme to provide Marketh with souls, notably [[Farrow Valkyries]] using Shield Guard.
+
* [[Disciples of Agony]] doesn't offer anything specifically for Marketh, but the casters with which he synergises the best ([[Morghoul1]], [[Jalaam]], and the Mortality twins [[Morghoul2]] & [[Xekaar]]) all do well with this theme. There is a plenitude of cheap troop options in this theme to provide Marketh with souls, notably [[Farrow Valkyries]] using Shield Guard.
* [[Exalted]] is a theme all about Skorne's soul mechanic. As a soul user, this is Marketh's best theme ignoring caster. He synergises very well with [[Supreme Guardian]]s & [[Immortals]], as a reliable source of souls for upkeeping or boosting. This is also [[Zaal2]] & [[Makeda3]]'s preferred theme, two casters who almost always will bring Marketh.
+
* [[The Exalted]] is a theme all about Skorne's soul mechanic - but there is often extreme competition for souls, meaning that for some casters [[Despoiler]], who comes out of your warbeast points and only costs ten points more than Marketh while having significant damage output, can be a better pick. Marketh synergises very well with [[Supreme Guardian]]s who can feed him the right number of souls.  
* [[Master of War]] is not really Marketh's natural home. You'll bring him here to support your warlock if you have to, and there's quite a short list of warlocks who prefer Marketh to other options they might be taking. Worth noting is that Marketh provides up to three boostable Magical attacks per turn, in a theme which otherwise limits its magic to warlock.
+
* [[Masters of War]] is not really Marketh's natural home. You'll bring him here to support your warlock if you have to, and there's quite a short list of warlocks who prefer Marketh to other options they might be taking.
 
* [[Winds of Death]] is a fine fit for Marketh. He is a spellslinger at core, which slots in smoothly with Winds' preference for gunline lists. [[Jalaam]] & [[Morghoul2]] both play well in this theme, as does [[Hexeris2]]. Affordable, boostable guns are worth taking in almost any shooting list.
 
* [[Winds of Death]] is a fine fit for Marketh. He is a spellslinger at core, which slots in smoothly with Winds' preference for gunline lists. [[Jalaam]] & [[Morghoul2]] both play well in this theme, as does [[Hexeris2]]. Affordable, boostable guns are worth taking in almost any shooting list.
  

Latest revision as of 22:34, 22 June 2023

Skorne Logo.jpg Aptimus Marketh

Skorne Extoller Character Solo - (Warlock Attachment)

Mk4 icon.png
Prime
This model is available in 2 Prime Armies, Army of the Western Reaches and Exalted. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

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

Aptimus Marketh is one of the most accomplished extollers in the Skorne Empire. He is so focused on the arts of ancestral magic that he prefers the company of venerated ancestor spirits housed within sacral stones to that of his living peers. Though somewhat aloof, his magical prowess is unmistakable and Aptimus Marketh is frequently sought out to lend his skill to the most worthy of skorne warlocks.

Basic Info

Aptimus Marketh
Missing Info
Aptimus Marketh.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT 6
RAT 5
M.A. N/A
DEF 13
ARM 13
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST 4
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock
  • Attached - Before the start of the game, attach this model to a friendly Faction warlock for the rest of the game. Each Faction warlock can have only one model/unit attached to it.

Abilities

  • Gunfighter symbol.jpg Gunfighter
  • Ghost Shield - This model gains +1 ARM for each soul token currently on it.
  • Magic Ability [ 7 ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
  • Soul Taker: Gatekeeper - This model can collect soul tokens. When a living friendly Faction model is destroyed while in this model's command range, this model gains the destroyed model's soul token. This model can have up to three soul tokens at any time. This model can spend soul tokens for the following:
    • Strength of Death - During its Combat Action, this model can spend soul tokens to boost one attack or damage roll for each token spent.
  • Soul Tap - If this model is in its warlock's control range during your Control Phase, the warlock can spend soul tokens on this model to upkeep one spell for each token spent.

Weapons

  • Spirit Eye - 8" range, POW 6 ranged attack

Spells

COST RNG AOE POW DUR OFF
Harmonious Exaltation

(★ Action) CMD - - (★) -
Target this model's warcaster/warlock. If it is in range, once this turn when the warcaster/warlock casts a spell, reduce the COST of the spell by 1.
Spell Slave (★ Action) or (★ Attack) Stats vary every time

This model must be in its warcaster/warlock's control range to make the Spell Slave special action. When it does, it casts one of the spells on its warlock/warcaster's card with a COST of 3 or less. This model cannot cast upkeep spells or spells with a RNG of SELF or CTRL. When casting an offensive spell, Spell Slave is a magic attack. Use this model's Magic Ability score when making magic attack rolls.

Theme Forces


Thoughts on Aptimus Marketh

Aptimus Marketh in a nutshell

Aptimus Marketh is an interesting support piece. On the one hand he provides your caster with a free upkeep and Spell Slave for an additional support spell, on the other he has a pretty substantial set of boostable attacks, at a fairly reasonable range. While a lot of his power (free upkeep, Spell Slave for support spells/nukes) is warlock-dependent, the things he provide are so good he can be pretty much an auto-include with a lot of warcasters, and is almost always at least worth a consideration. Few Skorne warlocks have too many fury, and almost all of them have at least one worthy damage spell.

Combos & Synergies

Other than liking a source of cheap souls nearby to power him up (Praetorian Karax, Immortals, any of Disciples of Agony's cheap troop options), and a +2 bonus to hit courtesy of the Immortal Vessel, the main thing that matters is which spells he has the ability to cast; with some warlocks, he's amazing, but with others he's got little to do other than Harmonious Exaltation and use his Evil Eye.

Casters that synergise particularly well with Marketh, through combination of fury shortages & good spell lists.

  • Master Tormentor Morghoul is the caster with the example of a two cost spell that's worth using Marketh to cast. Abuse is amazing and because it's a support spell, Marketh can cast it safely. (Upkeeping Admonition isn't that common however as it's normally expired). Torment is also a nasty nuke and a gotcha on Warlocks which, while not great when cast from Morghoul, has a good chance to hit when boosted from Marketh. If it damages, the target can't transfer making assassinations a whole lot easier.
  • Primus Jalaam has Deadeye which Marketh can cast safely, and uses three upkeeps (although Resourceful upkeeps 1-2 of them for free already). If you have anything at all worth Deadeyeing this is almost a perfect choice.
  • Makeda3 without Marketh cannot cast both Incite and Deathbringers if she upkept Bulwark. With Marketh she can and will even have 1 fury left if you had a soul for the upkeep. Just remember that Eliminator moves the spellcaster, so it would be Marketh. On the rare occasions you want to cast offensively with him (either on feat turn or out of desperation) Bladed Gale is much more effective.
  • Lord Assassin Morghoul has Mortality, practically Marketh's perfect spell. Flesh Hooks used at the right time can keep a heavy out of the game for an entire turn while he also has one spell to upkeep.
  • Lord Arbiter Hexeris has three upkeep spells, two of them defensive. He also has two 3-cost offensive spells in Ashes to Ashes to clear infantry and Hellfire as a decently powerful single target zap.
  • Beast Master Xekaar's Mortality is powerful and Xekaar finds casting it himself too dangerous. Deadweight isn't bad either, and you occasionally upkeep pursuit.
  • Xerxis, Fury of Halaak's Stranglehold is beautiful and his feat makes it likely to do enough damage to cause a forfeit. He also has 2 upkeeps spells that he likes to upkeep if Marketh has souls to spare. Harmonious Exhaltation lets Xerxis camp more in cases where he's cycling upkeeps and/or casting animuses.
  • Dominar Morghoul & Escorts has two upkeep spells and a ranged Blind attack that can utterly shut down enemies.

Casters who only moderately synergise with Marketh. Most casters in this category the problem is too much of a good thing, and your 5 points (lets be real, your Requisition slot) are often better spent elsewhere:

  • Makeda1 provides the Lash which allows you to reposition on a simple hit. This can be game winning at the right time but the right time isn't that often. She also has an upkeep spell in Quicken. Harmonious Exaltation = one free Jackhammer.
  • Makeda2's Prostration is a rare example of a two cost spell that is worth casting with Marketh (especially when facing any sort of DEF-skew), thanks to the auto-knockdown on hit. He also upkeeps Storm Rager, and she needs all the fury she can get especially if she's going to either cast Dash or Deflection.
  • Dominar Rasheth's Breath of Corruption is both an offensive AoE and a way to protect your army via clouds, although Marketh needs to get uncomfortably close to cast it. Despite it and two upkeeps, he's marginal here since Rasheth already has so much fury.
  • Tyrant Xerxis has two upkeep spells for Marketh. Xerxis unfortunately has no magical nukes, which seriously caps Marketh's ranged output.
  • Lord Tyrant Zaadesh has two upkeep spells and can gain Harmonious Exaltation. And if he needs to be used in combat there's evil eye. Just make sure you have the souls for the upkeeps.
  • Supreme Aptimus Zaal has three friendly upkeep spells and can channel souls right where he wants them while keeping Marketh safe. Hex Blast is another smallish AoE, with some usefulness. Sacrificing Marketh to dispel Battle-Charged or another major upkeep can be game-winning. On the other hand he normally simply cuts out the middle man and takes the souls for himself to spend on upkeeps and The Exalted is quite capable of countering spells via Supreme Guardians

It's also worth calling out themes.

  • Disciples of Agony doesn't offer anything specifically for Marketh, but the casters with which he synergises the best (Morghoul1, Jalaam, and the Mortality twins Morghoul2 & Xekaar) all do well with this theme. There is a plenitude of cheap troop options in this theme to provide Marketh with souls, notably Farrow Valkyries using Shield Guard.
  • The Exalted is a theme all about Skorne's soul mechanic - but there is often extreme competition for souls, meaning that for some casters Despoiler, who comes out of your warbeast points and only costs ten points more than Marketh while having significant damage output, can be a better pick. Marketh synergises very well with Supreme Guardians who can feed him the right number of souls.
  • Masters of War is not really Marketh's natural home. You'll bring him here to support your warlock if you have to, and there's quite a short list of warlocks who prefer Marketh to other options they might be taking.
  • Winds of Death is a fine fit for Marketh. He is a spellslinger at core, which slots in smoothly with Winds' preference for gunline lists. Jalaam & Morghoul2 both play well in this theme, as does Hexeris2. Affordable, boostable guns are worth taking in almost any shooting list.

Drawbacks & Downsides

  • Spell Slave has "hidden" restrictions, governed by the rulebook definition of "spellcaster", "spellcaster's control range", and "spellcaster's battlegroup". These can make some special effects of certain spells simply not work when Marketh tries casting them.
  • The restrictions on Spell Slave (including the "hidden" restrictions) result in him mainly casting offensive spells, and he is a fragile model to put within 8 inches of an army. Most enemies will swat him the next turn.
  • He can't benefit from the Craft Talisman ability of Cyclops Shaman nor cast through arc nodes. Don't expect support from Marketh to be able to reach anywhere near as far as your caster can.

Tricks & Tips

  • Frequently the best use of souls on him is to boost the to hit and damage rolls of spells he casts.
    • This notably makes it more efficient to apply Mortality with Marketh than with either Morghoul2 or Xekaar, since you can spend otherwise useless souls instead of valuable warlock fury.
  • Warbeasts are friendly living faction models and so he can use their souls.
  • Don't forget the Annihilating Gaze - especially not when facing a gargantuan or casters with high native STR.

Other

Trivia

Released in Forces of Hordes: Skorne (2010)

Other Skorne models

Skorne Logo.jpg       Skorne Index       (Edit)
Battlegroup & Similar
Warlocks Hexeris1 - Hexeris2 - Jalaam1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Rasheth1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (Lesser Warlock) - Makeda0 (Lesser Warlock)
Lesser

Agonizer - Aradus Scarab - Reptile Hounds - The Terrorizer

Light Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm
Heavy

Aradus Sentinel - Aradus Soldier - Archidon - Chiron - Bronzeback Titan - Despoiler - Molik Karn - Rhinodon - Tiberion - Titan Cannoneer - Titan Gladiator - Titan Sentry

Gargantuans Desert Hydra - Mammoth
Units, Solos, & Battle Engines
Units

Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - Legends of Halaak - Nihilators - Paingiver Beast Handlers - Paingiver Bloodrunners - Praetorian Ferox - Praetorian Karax - Praetorian Keltarii - Praetorian Swordsmen - Tyrant Commander & Standard Bearer - Venator Catapult Crew - Venator Flayer Cannon Crew - Venator Reivers - Venator Slingers

Solos

Abidan the Keeper - Ancestral Guardian - Aptimus Marketh - Extoller Novitiate - Extoller Soulward - Hakaar the Destroyer - Immortal Vessel - Makeda0 - Mortitheurge Willbreaker - Paingiver Bloodrunner Master Tormentor - Paingiver Task Master - Tyrant Rhadeim - Venator Dakar - Void Spirit - Zaadesh1

Battle Engines Siege Animantarax - Supreme Guardian
Theme Forces
Disciples of Agony - Masters of War - The Exalted - Winds of Death
Minions
Refer to Who Works for Whom and/or Category: Skorne Minion
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

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.")

Rules Clarification : Annihilating Gaze - None yet. (Edit)

RC symbol.png

Rules Clarification : Ghost Shot      (Edit)

  • Ignore LOS (Edit)
    • Since you ignore LOS, you can target models in your back arc. (Infernal Ruling)
  • Although you ignore concealment/cover, you don't ignore any other bonuses models get "from" them (such as Prowl).
  • You don't ignore Stealth's "auto-miss" rule.


RC symbol.png

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

General
  • You cannot Aim if you start your activation in melee. (Infernal Confirmation)
  • A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).
  • If you have a Gunfighter stuck in melee and the Gunfighter wants to shoot a friendly model, then you can only do so if that friendly is within the Gunfighter's melee range. Also, if that friendly model is engaged by an enemy, that friendly model will always get the +4 DEF bonus (because the point of origin of the attack, the Gunfighter, is not "in melee" with the friendly model).

Targeting

  1. Outside of melee
    • If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
  2. In melee, but didn't charge
    • If it didn't charge, it can target anyone it's "in melee" with.
    • This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
    • If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
  3. Charged into melee
    • If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
    • If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
    • However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
  4. Other targeting notes
    • Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee.
    • If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
    • Gunfighter doesn't change the RNG of your gun, it just provides you an ability to use it while in melee and imposes some targeting restrictions.
      • If you're affected by a debuff that reduces your RNG to 1", that will further limit who you can target.
      • If you're affected by a debuff that reduces your RNG to 0", you cannot make attacks (refer 'Weapon Statistics', page 19 of rulebook).

Attack Roll

  • You use the Gunfighter's RAT for the attack roll.
  • Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
  • How the +4 DEF bonus for "being in melee" works with Gunfighters is:
    • they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
    • they never ignore it vs friendlies, because you cannot be in melee with a friendly target.

Incorporeal Gunfighters

  • Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
  • If they engage you then you're in melee and your target selection is limited to just models in melee (as explained above).

Gunfighter + an AOE weapon

  • If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
  • If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.

Gunfighter + a spray weapon

  • Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
  • If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.

Units of Gunfighters

  • If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
  • Redirected attack:
    • If they're still engaged, their initial attack (s) must be vs someone in their melee range.
    • If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
    • If they're unengaged, they are now free to shoot anyone within the gun's normal range.

Other interactions

  • Gunfighter vs Point Blank (Edit)
    • If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
    • These two abilities are subtly different, but it's an important difference.
    • Gunfighter allows you to make ranged attacks while in melee.
    • Point blank allows you to make melee attacks with your ranged weapon.
      • Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
      • Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
    • Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
      • Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
      • Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
  • Gunfighter vs RNG modifiers (Edit)
    • Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
    1. If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
    2. If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
    3. If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
    (Infernal Ruling)
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Rules Clarification : Attached      (Edit)

  • Attached models are not (normally) part of the warcaster's/warlock's battlegroup. (Infernal Ruling)
(You need the Companion rule to become part of the battlegroup).
  • Thus, attachments are not affected by battlegroup-only effects such as Energizer (unless they're a Companion).

Rules Clarification : Ghost Shield - None yet. (Edit)

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Rules Clarification : Harmonious Exaltation      (Edit)

  • If the warcaster/warlock is affected by multiple COST-altering abilities (such as Lamentation which doubles cost) then follow the math rules: double/halve before adding/subtracting. (Infernal Ruling)
    • For example, a warcaster with Harmonious Exaltation and Lamentation casting a COST 3 spell would pay [3x2] - 1 = 5 focus.
  • Harmonious Exaltation can, in fact, lower the COST to zero. (Infernal Ruling)
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Rules Clarification : Magic Ability      (Edit)

  • Combat Action
Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
  • You must complete your movement before you use a MA.
  • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
  • You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
  • You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
  • You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Non-Combat Action
There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
  • Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
  • Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
  • Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
  • Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.
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Rules Clarification:  : Spell Slave      (Edit)
(Click Expand to read)

Explanatory Note

This Rules Clarification is very similar to the ones for Necromancy and Geomancy (since all 3 are very similar abilities). Where Spell Slave is unique, the text has been coloured blue.

Who does the casting

  • It is the model with Spell Slave that does the casting, not the warcaster. (Infernal Ruling)
    • It's not anything simple like "the warcaster gets an extra spell" during the warcaster's activation.
    • Nor is it the "Spell Slave acts like an arc node". (On that note, Spell Slaves can't use arc nodes).
    • Any buffs/debuffs currently on your warcaster/warlock are completely irrelevant to the Spell Slave's casting.
  • For stuff that interacts with spellcasters (such as Witch Hunter) it is the location of the Spell Slave that matters, not the location of the warcaster.
    • If the Spell Slave is within an area of "models cannot cast spells within this area" effect, it cannot cast spells. Regardless of where your warcaster is.
    • If the warcaster is within an area of "models cannot cast spells within this area" effect, that has no effect on what the Spell Slave can do.

When/how does a Spell Slave cast

  • Spell Slaves use their Magic Ability to perform either a (★ Attack) or (★ Action).
    • Because you use your Combat Action to do (★ Attack) or (★ Action) you must complete your movement before casting a spell (unlike warcasters).
    • Typically, you cannot cast a spell after charging, because instead you must use your Combat Action to make a melee attack.
    • If you forfeit your action, or are affected by a enemy abilities that prevents you using your action, you will be unable to cast spells.
    • After casting a spell, a Spell Slave's activation ends (unlike what happens when your warcaster casts spells) because it has now completed both its move and its action.
  • Spell Slaves do not pay the full cost of a spell, so are unaffected by stuff which changes the COST of a spell; such as Lamentation. (Infernal Ruling) or Scaverous's feat (Infernal Ruling)

What spells can they choose to cast

  • A Spell Slave cannot cast spells with a range of SELF or CTRL or with a COST more than 3, or that are an UPKEEP.
    • In addition to this, a Spell Slave is heavily limited by the definition of 'Spellcaster'. Specifically:
      1. Spell Slaves can't cast spells that use the phrase "Spellcaster's battlegroup" because (most) spell slaves aren't in the battlegroup.
      2. Spell Slaves cannot benefit from anything that occurs in the 'Spellcaster's CTRL area' because they don't have one. (Infernal Ruling)
        For instance, a Spell Slave that casts Excarnate will not be able to summon a new grunt.
      3. Spell Slaves cannot benefit from spells that give the caster Focus. Such benefits are limited to models with the 'Focus Manipulation' rule, which only warcasters have.
        For instance, a Spell Slave that casts Siphon Bolt would still take focus from the enemy, but won't gain any focus itself.
      4. Sometimes a Spell Slave can cast a cast a spell, but they will miss out on some of the benefits of the spell (as described above)
    • A Hordes Spell Slave cannot cast animi, because they're not "spells on the warlock's spell card".

How can they boost the spell

  • You can not use focus that is on the warcaster to boost spells that the Spell Slave casts. (refer rulebook section on using focus to boost: only the model with focus on it can spend it, and only during its own activation)
  • Spell Slaves can only boost if they have a special rule allowing them do so - for instance, the Skarlock Thrall can spend soul tokens on spells via its 'Strength of Death' ability.

Other

  • The Spell Slave doesn't gain any buffs/abilities that are on your warlock/warcaster (such as True Sight).
  • The Spell Slave cannot channel spells through arc nodes. You can only channel through nodes in your CTRL area, and none of the three models have a CTRL area.
  • The Spell Slave can use spells like Annihilation to gain enemy souls. But generally they will be unable to use the soul tokens so they will stay on the Spell Slave for the rest of the game (doing nothing). (Infernal Ruling)

Rules Clarification : Gatekeeper - None yet. (Edit)
Rules Clarification : Strength of Death - None yet. (Edit)
Rules Clarification : Soul Tap - None yet. (Edit)