Feora the Forsaken

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Protectorate Logo.jpg Feora the Forsaken

Protectorate Warcaster

She plotted and schemed for years ... YEARS! She was to be the next Hierarch, she was to rule the Protectorate! It was her destiny!

Or at least, that’s what Feora thought. Then the Infernals came, and all those years of backstabbing and manipulation just went ... kablooey.

While the world crumbles, her rage swells. With nothing left to control, she has but one purpose. One thing fueling her infinite well of hatred and spite.

She’s gonna watch the world burn.

Basic Info

Feora4
Missing Info
Feora4.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 7+ (★)
MAT 7
RAT N/A
M.A. N/A
DEF 15
ARM 17
CMD 9
ESSENCE {{{essence}}}
FOCUS 6 / 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
(★) Her STR goes up by +1 for each ANGER token. Her FOCUS goes up by +2 when she gets to 5 ANGER.
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Riot Quest - Although this model has rules which allow it to be played in Warmachine and Hordes, it was primarily designed for the Riot Quest boardgame. RQ is set in an alternate and/or future timeline where the Infernals won the war. Some of the RQ models are slightly more goofy than their WMH equivalents.

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: Burnt Out

Enemy models currently within 3" of one or more warjacks in Feora's battlegroup currently in her control range suffer an unboostable POW 13 fire damage roll and the fire continuous effect.

Abilities

  • Fire Imm symbol.jpg Immunity: Fire
  • Field Marshal [Aggressive] - Warbeasts/warjacks in this model's battlegroup gain Aggressive. (Aggressive - A model with Aggressive can run or charge without spending focus/fury.)
  • Hatred - During your Maintenance Phase, place one ANGER token on this model. This model gains +1 STR for each ANGER token on it. Additionally, while this model has five or more ANGER tokens, it gains +2 FOCUS.
  • Resourceful - This model can upkeep spells on models in its battlegroup without spending focus/fury.
  • Spite - When a spell or special rule on an enemy model causes one or more of this model's upkeep spells to expire, the enemy model suffers 1 damage for each ANGER token on this model and the Fire continuous effect.
  • Watch the World Burn - While in this model's control range, enemy models lose and cannot gain Immunity: Fire.

Weapons

  • Flamesaw - 1" reach, POW 5, P+S 12 (plus ANGER) melee weapon

Spells

COST RNG AOE POW DUR OFF
Death March

3 6 - - Upkeep No
Target friendly Faction unit gains +2 MAT and Vengeance.
Vengeance - During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.
Firestarter

2 6 - - Upkeep No
Target a model in the spellcaster's battlegroup. That model's melee and ranged weapons gain the Fire continuous effect.
Hellwrought

2 6 - - Upkeep No
Target warjack in the spellcaster's battlegroup gains +2 ARM and Retaliation.
Retaliation - If a model with Retaliation was damaged by an enemy attack during the last round, during your Maintenance Phase it can advance up to 3" and make one basic melee attack.
Road to War

3 SELF Control - Upkeep No
When a friendly Faction model in the spellcaster's control range destroys one or more enemy models with a melee or ranged attack during its activation, immediately after the attack is resolved one warjack in the spellcaster's battlegroup that is in its control range can advance up to 3". A warjack can advance as a result of Road to War only once per turn.
Scorn

2 10 - 13 - Yes
When an enemy model is hit by this attack, Feora gains one ANGER token.

Theme Forces

Thoughts on Feora4

Template:Recent Release

Feora4 in a nutshell

Pure aggression with Fire and Blood Feora4 likes to burn things and get in your face with 2 different Vengeance granting spells. Faithful Masses is a great theme for her as Hand of Vengeance stacks with her Warjack buff nicely.

With 4 upkeep spells and 6 focus she is prone to upkeep hate and anything that dispels she also has no way to keep herself or support infantry alive so attrition is something she struggles into.

Feat Thoughts

Her feat can unjam her jacks from the infantry or do some extra damage after their charge and/or road to war movement. Might not do much againt heavy infantry and even shieldwalled models have a chance to survive... and jacks will more or less just ignore it. The POW value can get to more respectable values thanks to buffs like Eye of Menoth and Fuel for Flames but that will mostly just enhances it's role instead of expanding it and that role is mostly infantry hate.

Spell Thoughts

  • Firestarter is great when you deny models immunity fire but if you are cycling it you are not going to be casting Scorn as much as you would want see fiora2 for a good run down of targets for this spell.
  • Death March - it's great on Idrians, which are available in any theme, but not really anywhere else. Because it is the only spell you can’t use Resourceful on it is likely to be the one you do not want to cast turn 1. If you dont't run Idrians, just don't cast it and save her a focus.
  • Hellwrought - an odd spell in a faction where the choice exist, often you will find that in the early turns your warjack will not trigger Retaliation at all unless the model has shield guard and/ or is ignored by the choir’s Hymn of Passage. +2 armour however is never anything to turn your nose up at.
  • Road to War - coupled with aggressive this makes for a highly mobile focus efficient force.
  • Scorn - almost mandatory to cast as many times as you can, as soon as you have enough tokens you have more focus to play with and your enemy will be punished more for dispelling your upkeeps.

Drawbacks & Downsides

  • Her personal threat range is very static, savvy opponents will keep their caster out of her 10" charge range so her melee assassination will almost never be live.
  • Spell hate shuts her down very hard. If you cannot spend your second turn flinging Scorns to get her to FOCUS 8, she is pretty underwhelming.
  • She has only 1 spell that benefits infantry.
  • She may make models lose their resistance to fire but some models like the Wold Wight and Northkin Fire Eaters won’t mind that much.

Tricks & Tips

  • She gains +1 STR on her first turn, so she effectively starts at STR 8.
  • Hatred has no limit - at the end of the game she has the potential to assassinate casters or kill heavies

List Building Advice

Strategy

Text.

Theme Thoughts

    Models in Multiple Themes    

  • Hierophant - She'll always want one. Conduit and Exaltation help her with casting as many Scorns as possible.
  • Choir of Menoth - A max unit or even two min units depending on how many jacks you have. And you'll want quite a few.
  • Idrian Skirmishers - A max unit with CA is the best target for Death March you can find and they trigger RtW like nothing else.
  • Menite Archons - Strong, independent models who deny enemy soul collection and provide a damage buff to fire damage rolls. All good!
  • Wracks - You'll want as much focus as possible so you can cast Scorn as much as possible.
  • Vassal of Menoth - Her Field Marshal, Resourceful and Empower make her crazy focus efficient. Enliven, RtW and Hellwrought meanwhile will make her jacks deceptively mobile.
  • Severius0 - Eye of Menoth is vital for her so she can cast at FOCUS 7 early on and throw down in melee at MAT 8, so she doesn't miss as often
  • Exemplar Warder - Bodyguard is a great rule for a caster who wants to get work done in the late game and Shield Guard is a great rule for a caster who doesn't want to be shot at in the early game

    Creator's Might    

One advantage of this theme is it allows all of the support pieces listed above, and can even have two Archons. The second advantage is that she will start the game with her upkeeps in place, and she has 4 upkeeps so that's a huge amount of focus saved. Put an arc node in her battlegroup and spend all that saved focus on flinging Scorns out, and maximise her ANGER.

    Mercenary models    

  • Hermit of Hengehold - As always he brings a slew of great abilities Feora makes excellent use of. First and foremost he allows her to cast at FOCUS 8 (9 with Sevy0) early on which should make the majority of her Scorns connect. Later he can buff the damage output of her troops - Idrians love shooting at POW 15 against their Prey target - or negate an attack roll against an important solos or hersaelf

As an Infernalist

The big benefit for her here are the free upkeeps turn one, plus the free focus her jacks generate from the Accumulator: [Soulless] theme benefit. With that and Aggressive her jacks become extremely efficient. The downside is she can only bring 3 protectorate solos along, and no Archons.

  • You can get the free focus from Howlers who will greatly appreciate the +2 MAT from death march, and from Umbral Guardians who protect her with Shield Guard.
  • Valin Hauke will give her immunity to pop n' drop tricks.
  • Runewood2 lets her move on the enemy turn, as another layer of safety and makes her more likely to go first.
  • Regna - Deceleration makes her pretty tanky into shooting. A summonded Lamenter stacked with the buff from an Exemplar Warder also makes her very dodgy.

Battlegroup

Hand of Judgment is her pet warjack that she can take in any theme.
  • Hand of Judgement - The Hand is her pet warjack which she can take in any theme. It buffs fire damage and spreads the fire around with it's spray thanks to boosted ranged attack rolls from their bond.
  • Revenger - She wants to get to cast those Scorns asap, and the Revenger is the cheapest Arc Node in faction, which can also run 10" for free under her field marshal (the name also goes well with her vengeance theme).
  • Guardian - The other, more hard hitting Arc Node, but it only runs 8" and is a tad expensive given you want her nodes to play forward, same goes for the Blessing of Vengeance. On the other hand Hellwrought puts it at ARM 21 and DEF 12 against charges, to they might survive a turn after being used as an arc-node.
  • Dervishes - They are probably the best jacks for her, other than Hand and Revengers, as they are able to go deep into enemy lines with Side Step and Parry on top of all her movement tricks. Put Fire Starter on one of it because it's free anyway and once they get tangled down, pop your feat and melt everything around them.
  • Redeemer - Fire Starter is great on its 3" AOE, because Fire Starter sets everything hit on fire. So even models immune to blast damage are in danger from its gun because the
  • Devout - Shield Guard works well with Hellwrought and Feora has very few ways to protect herself on the approach.
  • Repenter - They are great at spreading the fire and love being able to aim while still moving 3" with RtW, but you can probably do better with simple Dervish spam.
  • Judicator - She is actually one of the caster who doesn't really care for the second best colossal in the game as her movement effects are wasted on it. Fire Starter or +2 ARM from Hellwrought are nice enough on it, though.

Other

Trivia

  • Released 2020.05

Other Protectorate models

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

Amon - Cyrenia - Durant2 - Durst - Feora1 - Feora2 - Feora3 - Feora4 - Harbinger - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Reclaimer1 - Reclaimer2 - Reznik1 - Reznik2 - Severius1 - Severius2 - Thyra - Vindictus

Warcaster attachments Hierophant - Madelyn Corbeau (Mercenary)
Other Warjack Controllers BGC Durant1 - Severius0
Marshals Bastion Seneschal - Reclaimer Gatekeeper
Light

Blessing of Vengeance - Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant

Heavy

Avatar of Menoth - Blood of Martyrs - Castigator - Crusader - Eye of Truth - Fire of Salvation - Guardian - Hand of Judgment - Indictor - Reckoner - Sanctifier - Scourge of Heresy - Templar - Vanquisher

Colossal Judicator - Revelator
Units, Solos, Battle Engines, & Structures
Units

Choir of Menoth - Daughters of the Flame - Deliverer Sunburst Crew - Deliverer Skyhammers - Exemplar Bastions - Exemplar Cinerators - Exemplar Errants - Exemplar Vengers - Flame Bringers - Flameguard Cleansers - Holy Zealots - Idrian Skirmishers - Initiates of the Wall - Knights Exemplar - Temple Flameguard - Visgoth Juviah Rhoven & Honor Guard
Ranking Officer CA: Attendant Priest

Solos

Allegiant of the Order of the Fist - Champion of the Order of the Wall - Covenant1 - Covenant2 - Deliverer Arms Master - Exemplar Warder Elias Gade - Exemplar Warder - Exemplar Bastion Seneschal - Exemplar Errant Seneschal - Hand of Silence - Hierophant - High Exemplar Gravus - High Paladin Dartan Vilmon - Initiate Tristan Durant - Knights Exemplar Seneschal - Menite Archon - Nicia, Tear of Vengeance - Paladin of the Order of the Wall - Pyrrhus, Flameguard Hero - Reclaimer Gatekeeper - Scrutator Potentate Severius - Vassal Mechanik - Vassal of Menoth - Wrack

Battle Engines & Structures Vessel of Judgment (BE) - Shrine of the Lawgiver (Structure)
Theme Forces
Exemplar Interdiction - Guardians of the Temple - The Creator's Might - The Faithful Masses - Warriors of the Old Faith
Mercenaries
Refer to Who Works for Whom and/or Category: Protectorate of Menoth Mercenary
This index was last updated: 2021.11

Rules Clarifications

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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 : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire 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.
  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)

Rules Clarification : Aggressive - None yet. (Edit)

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Rules Clarification : Hatred      (Edit)

  • You get the +2 FOC (the stat) as soon you get 5 ANGER tokens, but you don't get +2 focus points until your next turn, when you replenish focus. (Locked Thread)

AND EVERYTHING *

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Rules Clarification : Resourceful      (Edit)

  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Spite      (Edit)

  • Censure vs Spite (Edit)
    • Censure is resolved first, because it is an active player effect.
    Say Feora4 has four upkeeps in play when Censure is cast. She chooses to let 3 expire, and takes damage (as per Censure) to keep one in play.
    The caster of Censure heals the same amount that Feora got damaged (as per Censure).
    Now you resolve Spite, and the caster of Censure takes one damage per ANGER token on Feora.
    (Locked thread)

Rules Clarification : Watch the World Burn - None yet. (Edit)


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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 : Critical Shred      (Edit)

  • Shred only triggers during your Combat Action, so not on free strikes, countercharges, etc.


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Rules Clarification : Death March      (Edit)

  • This spell cannot be cast on independent models, only on units.
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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • Vengeance is not an activation. It does not prevent the model/unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Units only
    • Out of formation models cannot make Vengeance moves nor Vengeance attacks.
    However if the unit commander uses their movement to bring the Grunts back into formation, then they can move and attack.
    • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
    • If you manage to spawn new models during the Maintenance Phase (such as with Reconstruction or Blood-Bound) then those new models can also make Vengeance attacks. (Infernal Ruling)
    • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
      • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
      • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
    • Granted [ Vengeance ]
      • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
      It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
      It is not "If you get damaged, you get Vengeance next turn."
      • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
  • Triggers
    • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
    • If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)
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Rules Clarification : Firestarter      (Edit)

  • Since it only applies to weapons, it won't affect Power Attacks.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire 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.
  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
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Rules Clarification : Hellwrought      (Edit)

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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • Vengeance is not an activation. It does not prevent the model/unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Units only
    • Out of formation models cannot make Vengeance moves nor Vengeance attacks.
    However if the unit commander uses their movement to bring the Grunts back into formation, then they can move and attack.
    • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
    • If you manage to spawn new models during the Maintenance Phase (such as with Reconstruction or Blood-Bound) then those new models can also make Vengeance attacks. (Infernal Ruling)
    • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
      • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
      • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
    • Granted [ Vengeance ]
      • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
      It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
      It is not "If you get damaged, you get Vengeance next turn."
      • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
  • Triggers
    • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
    • If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)
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Rules Clarification : Road to War and/or Warpath and/or Rites of Torment     (Edit)

  • Note that this spell triggers when a model is destroyed. RFP attacks might interfere with it.
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Rules Clarification : Scorn      (Edit)

  • When Scorn is cast, only a friendly Feora will gain an ANGER token. From page 7 of the 2020.02 edition of the core rules: when a model’s rules reference another model by name, the model referenced is assumed to be a friendly model.