Difference between revisions of "Deneghra, the Soul Weaver"

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(Theme Thoughts)
(Theme Thoughts)
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{{Header|[[Black Industries]]}}
 
{{Header|[[Black Industries]]}}
  
Not a bad choice if you want to run Jack-heavy. Quite a few soul-gathering models are available in this theme:
+
Her preferred theme. Lots of soul collecting models, and it makes her jacks tougher, which she runs quite effectively thanks to Soul Weaver.
* [[Malice]], [[Withershadow Combine]], [[Iron Lich Overseer]], '''[[Soul Trapper]]''', [[Soulhunters]], [[Hellslinger Phantom]], [[Pistol Wraith]], [[Skarlock Thrall]]
+
* [[Ol' Grimm]] - Pretty much an autoinclude with her. He collects souls and can shoot twice a turn at base POW 12, so he's excellent with Scourge and Mortality.
 +
* The [[Hellslinger Phantom]] and [[Pistol Wraith]]s function similar to Ol'Grim, but have lower range, less POW and no Apparition to assist aiming.
 +
* [[Deathjack]] - DJ can cast the spells of its warcaster, with exceptions of course, see it page for clarification. Important for her is that he can cast Ghost Walk, Scourge and Mortality and hits like a freight train against Mortality targets.
 +
* [[Bloat Thrall Overseer Mobius]] - He's got a decent gun, which obviously works well with her debuffs.
 +
* [[Withershadow Combine]] - They do a whole lot for her; Puppet Master to nail an important Mortality, a free upkeep of Grave Wind and Spell Slave to cast extra Ghost Walks.
 +
* [[Soulhunters]] - Incorporeal and Ghostly makes them very mobile and let them ignore many obstacles. They also collect souls, like the name implies.
  
 
{{Header|[[Ghost Fleet]]}}
 
{{Header|[[Ghost Fleet]]}}
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There are multiple solos in the theme ([[Hellslinger Phantom]], [[Ol' Grim]], [[Pistol Wraith]]) that can collect souls, allowing Deneghra to use Soul Weaver each turn while there are models to kill!
 
There are multiple solos in the theme ([[Hellslinger Phantom]], [[Ol' Grim]], [[Pistol Wraith]]) that can collect souls, allowing Deneghra to use Soul Weaver each turn while there are models to kill!
  
{{Header|Other themes}}
+
{{Header|Mercenaries}}
  
The other themes have fewer soul-gathering options, however the [[Harrower]] warjack can go in any theme.
+
* [[Asphyxious4]] - Gaspy needs no introduction, being a notoriously powerful model. Grave Winds on him makes him annoying to remove and he has a Soul Taker ability.
 +
* [[Princess Delores Graciela]] - A unit worth of shooting condensed into one model to abuse Mortaliy, have Gaspy4 bring a Toro along so you can include her and she has a burly bodyguard that enjoys MAT 7 by her Veteran Leader and Carapace from the Black Industries theme.
  
 
===Battlegroup ===
 
===Battlegroup ===

Revision as of 15:14, 21 June 2022

Cryx Logo.jpg Deneghra, the Soul Weaver

Cryx Cavalry Battle Engine Warcaster

Deneghra, the Soul Weaver takes to the skies to terrorize her foes. Atop her nightmarish winged necromechanikal mount she blots out the sun, casting a long shadow over those destined to die by her command. She gathers the souls of those slain in her presence, twisting them to her malevolent will. Such is her mastery that she can send these tormented spirits to empower her machines or tear their essence apart to weave a torrent of withering magic.

Basic Info

Deneghra3
Missing Info
34105 DeneghraTheSoulWeaver WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Huge
SPD 9
STR 5
MAT 6
RAT 4
M.A. N/A
DEF 15
ARM 18
CMD 9
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 23
F. Field N/A
WJP +27
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

Battle Engine - All battle engines share the same special rules, most notably being immune to a bunch of stuff. Click here for the long version.

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 - Hell Gate

Deneghra immediately gains seven soul tokens.

Abilities

  • Cavalry symbol.jpg Cavalry
  • Construct symbol.jpg Construct
  • Flight symbol.jpg Flight
  • Undead symbol.jpg Undead
  • Reposition [5"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 5", then its activation ends.
  • Soul Taker: Cull Soul - This model can gain soul tokens. When a living enemy model is destroyed within 2" of this model, this model gains the destroyed model's soul token. After this model replenishes its focus during your next Control Phase, replace each soul token with 1 focus point.
  • Soul Weaver - Once per turn at anytime during its activation, this model can remove soul tokens from one friendly Faction model in its command range and place them on itself.
  • Soul Mastery - At any time during its activation, this model can spend soul tokens to use one of the following effects for each token spent:
    • Arcane Spirits - This model can cast a spell with COST 3 or less without spending focus.
    • Vengeful Spirits - Choose a warjack in this model's battlegroup that is in its command range. The warjack gains up to 3 focus points.

Weapons

Spells

COST RNG AOE POW DUR OFF
Ghost Walk

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

2 6 - - Upkeep No
Target friendly Faction model gains +2 DEF and Poltergeist.
Poltergeist - When an enemy model misses a model with Poltergeist with an attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.
Mortality

3 10 - - Round Yes
Target model/unit suffers -2 DEF and ARM, loses Tough, and cannot have damage removed from it. Mortality lasts for one round.
Scourge

4 8 3 13 - Yes
Models hit by this attack become knocked down.

Theme Forces

Recent Changes

2021.10 Mega Update

  • +2 ARM
  • +5 hitboxes

Thoughts on Deneghra3

Deneghra3 in a Nutshell

Deneghra 3 is a curious amalgamation of abilities, mixing together the debuff-happy tendencies of her previous incarnations with some unique, and effective, defensive options.

Although her board control is less than impressive, she brings a personal presence to the battle field which can’t be ignored. With a base threat of 14" and the ability to self-buff to DEF 17 with Poltergeist (combined with the fact that it cannot become stationary or knocked down), there is a significant portion of the field that will struggle to get her dead. Casting spells via Soul Weaving also means it’s realistic that she can sit at DEF 17 and several focus points for damage reduction and is still able contribute. Just watch out for Eiryss.

Spell thoughts

Her spell list, whilst short and lacking a spammable offensive nuke, is not to be dismissed lightly. Mortality is an incredible spell and, considering her Soul Weaving abilities, can be applied liberally to an enemy force in a way that Crippling Grasp cannot. Additionally, her ability to ride-by to apply Mortality reduces her reliance on arc nodes if you’re feeling more inclined to fill her list with cheap bodies/shooting to exploit the effects of Mortality.

  • Ghost Walk can be casted by a Skarlock Thrall as usual.
  • Grave Wind aids Deneghra's personal survivability in the late game, or that of a key model early on.
  • Mortality is her spammable spell.
  • Scourge is an expensive knockdown but very useful for assassination.

Feat thoughts

Her feat is there for Soul Mastery, pure and simple. Imagine this, you have 7 beatstick jacks about to make contact with the enemy. You pop your feat, use Vengeful spirits 7 times, and send 21 focus down the enemy throat. And that's just one possibility.

Drawbacks & Downsides

  • Huge bases are always a problem - both getting shot at and trying to move around the battlefield.
    • Denny has Grave Wind to help with the first point (and triggering Poltergeist is great)
    • Denny has Flight and Ghost Walk to help with the second point.
  • Her Soul Weaving ability may be a list-building trap, be careful that you don't have too many different collectors and end up with a dribble of souls on a large number of models. Ideally you want to have the greatest number of souls on a single model to maximise Soul Weaving's usefulness.
  • It can be tempting to go overboard taking souls from friendly models. But remember that if you don't use a Soul Mastery ability, they're just going to turn into boring old focus next round. It may be wiser to leave the soul token where it is until you need it.
  • Activation order for Denny3 armies could get tricky. You need to first activate your soul gatherer(s), get them into position, then activate some of your army to kill the enemy and feed souls to the gatherer(s), then activate Denny3 to take the souls from gatherer and use them, then activate the army that benefited from Denny's work.
  • Despite being awesome looking, the dragon effectively does nothing. A POW 12 impact attack and a poor RAT spray? Boo. Especially since Deneghra lost Venom in the process.
  • Deneghra is not a 'jack caster. Sure, Vengeful Spirits allows her to fuel more jacks, but she's got no Terminal Velocity, Infernal Machine, Perdition, ... nothing to really get them going. And outside of feat turn, you're going to be lucky to fuel them heavily.
  • Soul collecting is critical for your battle plan. If you face a list with few, or no soul (jack-casters, or most of the Legion's battlegroup pieces), you can easily end up hunting for solos/support pieces.

Tips & Tricks

  • If any enemy models have soul collection abilities, they're competing with your collection and they become your priority number one. Denny needs those souls for herself, dammit.
  • Turning souls into 3 allocated focus is more efficient than letting it turn into 1 focus next round (via Cull Soul). Unless you really need that additional focus for damage reduction in the next round.
  • Sticking Mortality on a beast and hitting it just enough to take out key systems (like spirit) can be an effective play if you don't have the resources to fully kill it this turn - the beast will be unable to heal and be substantially reduced in effectiveness. Or, if you want to be extra mean, take out the spirit and Scourge it down. Then enjoy as they sit on their ass for a turn.

List Building Advice

Strategy

Deneghra3 is a versatile caster that can play relatively well in multiple parts of the game. She has a good attrition game with her Mortality spam game, she has a good assassination game her SPD 9, Ghost Walk and Scourge, and she has a good scenario presence as well with her personal mobility and her preferred army choices. But she does not excel in any part of the game either, so instead of having a predefined plan each game, you'll have to adapt your gameplan to your opponent's weaknesses.

When selecting an army for Denny3, ask yourself the following questions about every model.

  1. Does it collect souls?
  2. Does it carry an arc node?

If your answer to both of these questions is "no", consider the selection carefully.

Building to exploit Mortality is also a valid way to go. Similar to Deneghra1, she enjoys having Nyss and a variety of shooting to blow debuffed models away at range.

Theme Thoughts

    Black Industries    

Her preferred theme. Lots of soul collecting models, and it makes her jacks tougher, which she runs quite effectively thanks to Soul Weaver.

  • Ol' Grimm - Pretty much an autoinclude with her. He collects souls and can shoot twice a turn at base POW 12, so he's excellent with Scourge and Mortality.
  • The Hellslinger Phantom and Pistol Wraiths function similar to Ol'Grim, but have lower range, less POW and no Apparition to assist aiming.
  • Deathjack - DJ can cast the spells of its warcaster, with exceptions of course, see it page for clarification. Important for her is that he can cast Ghost Walk, Scourge and Mortality and hits like a freight train against Mortality targets.
  • Bloat Thrall Overseer Mobius - He's got a decent gun, which obviously works well with her debuffs.
  • Withershadow Combine - They do a whole lot for her; Puppet Master to nail an important Mortality, a free upkeep of Grave Wind and Spell Slave to cast extra Ghost Walks.
  • Soulhunters - Incorporeal and Ghostly makes them very mobile and let them ignore many obstacles. They also collect souls, like the name implies.

    Ghost Fleet    

Mortality does amazing things for guns, and Ghost Fleet has them for days. Given the low RAT and POW of Revenant Crew, Mortality really makes their output far beyond what it should be. Will recursion for days, Deneghra can play a long attrition game that is hard for a lot of opponents to deal with. Add to this Deneghra has Scourge, you can very easier put multiple POW12 shots into a knocked down 'caster.

There are multiple solos in the theme (Hellslinger Phantom, Ol' Grim, Pistol Wraith) that can collect souls, allowing Deneghra to use Soul Weaver each turn while there are models to kill!

    Mercenaries    

  • Asphyxious4 - Gaspy needs no introduction, being a notoriously powerful model. Grave Winds on him makes him annoying to remove and he has a Soul Taker ability.
  • Princess Delores Graciela - A unit worth of shooting condensed into one model to abuse Mortaliy, have Gaspy4 bring a Toro along so you can include her and she has a burly bodyguard that enjoys MAT 7 by her Veteran Leader and Carapace from the Black Industries theme.

Battlegroup

Nightmare is Deneghra's pet warjack that she can bring in any theme.

She can run a LOT of 'jacks if she has the souls to fuel them; at least two Harrowers are essential; Malice can also keep your soul supply in good shape (in the 2 themes she's allowed).

An alternative would be to skip Harrowers and instead have soul-gatherers that transfer the souls via Denny + Venegeful Spirits to focus-hungry jacks (Leviathans, Harrowers, Malice, Reapers).

Lastly, Nightmare is Deneghra's pet warjack that she can bring in any theme. He is often considered over-costed for his abilities, but still.

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. Warjack: Barathrum
  2. Warjack: Deathripper (x2)
  3. Solo: Satyxis Blood Priestess
  4. Solo: Gerlak
  5. Solo: Axiara
  6. Unit: Blighted Trollkin Marauders + CA
  7. Unit: Satyxis Blood Witches + CA

This list is really just a standard Scourge of the Broken Coast list, with Deneghra3 tacked on. It doesn't interact with her Soul Mastery at all, but it does give her Sucker! to bump up her survivability.

Other

Trivia

  • Released in the Warmachine: Reckoning book (2015).
  • Nicknames = Denny3, Dragonera, Dragon3ra

Other Cryx models

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

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

Warcaster attachments

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

Other Warjack Controllers

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

Light

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

Heavy

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

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

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

Solos

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

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

Video Battle Reports

Rules Clarifications

RC symbol.png

Rules Clarification : Corrosion      (Edit)

  • If you deploy in corrosion hazard terrain (Acid Pool), then you get corroded before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.
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.")


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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 : Battle Engine      (Edit)

  • The main differences between battle engines and the other huge bases are:
    • They can be placed, and they can move outside their Normal Movement (such as Dodge).
    • They can benefit from Advance Deployment, Incorporeal, and Stealth.
    • They can't make ranged attacks while in melee.
      At least not by default; but many battle engines have Gun Platform, Dual Attack, or similar.
    • Unlike Colossals and Gargantuans, your opponent can take control of your battle engine. There are very few such abilities that work on this model type, though.
  • Being a huge-based model, a Battle Engine can never gain the DEF bonus from concealment ... but it can still have concealment and thereby trigger Prowl.

Huge Base (Edit)

But this bonus doesn't apply to slams triggered by normal attacks (such as Critical Smite or the Hurricane's Thunder Charge ability).
Also, simply being on a huge base triggers a bunch of rules scattered throughout the rulebook, click to read them.   [Show/Hide]

From the 2020.02 edition of the core rules (Edit)

Fields of Fire
Page 37 A huge-based model’s front arc is marked on its base. Its front arc is further divided into two 90° fields of fire. These fields of fire determine which models a huge-based model can target with its weapons, depending on the location of those weapons. Weapons located on a huge-based model’s left side (L) can be used to target only models in its left field of fire, and weapons located on its right side (R) can be used to target only models in its right field of fire. Weapons with locations “S,” “H,” or “—” can be used to target models in either field of fire. If any part of a model’s base is on the line separating the left and right fields of fire, the model is considered to be in both fields of fire.
Concealment, Cover, LOS
Page 49 Concealment & Cover - Huge-based models never gain the DEF bonuses from concealment or cover.
Page 60 Clouds - Cloud effects do not block line of sight to huge-based models.
Page 87 Forests - Forests do not block line of sight to huge-based models.
Huge-Based models in melee
Page 54 - Huge-based models never gain the Target in Melee DEF bonus.
Page 65 - Combined Ranged Attacks cannot target a model in melee unless it has a huge base.

Rules Clarification : Construct - None yet. (Edit)

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

 
  • Flight doesn't ignore:
    • Impassable terrain.
    • Most hazards. The exception is they do ignore Acid Bath and Burning Earth as long as they don't land in them.
    • Templates that stay in play and do damage to models moving through them (such as a Scather).
    • Free strikes.
  • Trampling with a flying model (Edit)
    • Flight allows you to trample "over" medium- and larger-bases.
    • Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
      • Unless, of course, you have an exception like Blade Rush.
  • Flight on a Cavalry model (Edit)
    • Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
  • 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.

Rules Clarification : Undead - None yet. (Edit)

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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.

Rules Clarification : Cull Soul - None yet. (Edit)
Rules Clarification : Soul Weaver - None yet. (Edit)

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Rules Clarification : Soul Mastery      (Edit)

  • A Soul Master can spend as many souls as it likes to gain as many effects as it likes.
  • 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)

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

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Rules Clarification : Vengeful Spirits      (Edit)

  • A warjack cannot go over its normal focus limit (which is 3 for most jacks) as a result of Vengeful Spirits. Refer to the Cortex rules.


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Rules Clarification : Ghost Walk      (Edit)

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Rules Clarification : Ghostly      (Edit)

  • Ghostly doesn't let you move through other models, just terrain.
  • Ghostly doesn't let you ignore damage from hazardous terrain. (Infernal Ruling)
  • Ghostly ignores Windswept terrain penalties. A model with both Flight and Ghostly will move through Windswept terrain at full speed. (Infernal Ruling)
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Rules Clarification : Grave Wind      (Edit)

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Rules Clarification : Poltergeist      (Edit)

  • If the attack is out of range, Poltergeist is still triggered. This is because an out of range attack misses automatically, and an auto-miss is still a miss.
  • If a single attack misses multiple Poltergeists (for instance a Thresher), then you get to resolve the pushes in any order you choose (after the last thresher attack is resolved).
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Rules Clarification : Mortality      (Edit)

  • Mortality prevents models removing damage, but it doesn't prevent secondary effects associated with that heal rule (if there are any). For example:

Rules Clarification : Scourge - None yet. (Edit)