Lylyth, Shadow of Everblight

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Legion Logo.jpg Lylyth, Shadow of Everblight

Legion Blighted Nyss Warlock

Lylyth has arisen from recent conflicts as the leading edge of Everblight's armies and has spread the dragon's shadow across the lands of western Immoren. She and her handpicked followers cut down any who oppose the Legion with unerring precision. Empowered to range far from the center of Everblight's power, Lylyth drives her advanced strike elements with peerless grace and lethality.

Basic Info

Template:SOM

Lylyth2
Missing Info
Lylyth2.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR
MAT 5
RAT 8
M.A. N/A
DEF 16
ARM 14
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 5
THRS N/A
HP 15
F. Field N/A
WJP {{{wjp}}}
WBP +28
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

Abilities

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
  • Eyeless Sight symbol.jpg Eyeless Sight
  • Pathfinder symbol.jpg Pathfinder
  • Stealth symbol.jpg Stealth
  • Range Amplifier - When this model casts a spell and is the point of origin of the spell, it gains +5" RNG.
  • Swift Hunter - When this model destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".

Weapons

  • Whisper - 12" range, POW 12 ranged weapon.
    • Magical dam symbol.jpg Damage Type: Magical
    • Reload [1] - This model can spend fury to make up to 1 additional ranged attacks with this weapon during its Combat Action. It can make one additional attack for each fury spent.
    • Snap Fire - When this model destroys one or more enemy models with a ranged attack with this weapon during its Combat Action, immediately after that attack is resolved this model can make one basic ranged attack with this weapon. Attacks gained from Snap Fire cannot generate additional attacks from Snap Fire.
  • Bow Blade - 0.5" reach, P+S 7 melee weapon.

Spells

COST RNG AOE POW DUR OFF
Mirage

2 6 - - Upkeep No
Target friendly Faction model/unit gains Apparition.
Apparition - During your Control Phase, place models with Apparition anywhere completely within 2" of their current location.
Pin Cushion

2 10 - - Upkeep Yes
Friendly Faction models gain an additional die on ranged attack and ranged damage rolls against target model/unit. Discard the lowest die of each roll.

Soothing Song - Once per turn, anytime during your activation phase except while activating a model, this model can spend 1 fury to remove up to 1 fury point from each friendly living Faction warbeast in this model's control range.

Feat - Decimation

For one turn, friendly Legion models in Lylyth's control range gain Gunfighter and can make one additional ranged attack during their activation.

Theme Forces

Thoughts on Lylyth2

Lylyth2 in a Nutshell

Lylyth2 is a ranged support caster, who prefers a like-minded army. She offers a simple, yet powerful feat, offering an extra ranged attack (much like at Haley1), and Gunfighter.

Compared to her first version, she lost Witch Mark, while retaining the low 5 FURY, making spellcasting much more difficult - even with the ever useful Range Amplifier. She also lacks the mobility of Lylyth3, but gained Stealth. Last but not least, this is her only incarnation where she has only ROF 1 on her bow, and must pay FURY for Reload.

Her personal combat output against tougher targets is slightly lower than before, but thanks to Snap Fire she can turn into a machine gun against light targets, while Swift Hunter provides her extra mobility. Just like her prime incarnation, eLylyth is really fragile. Actually, so brittle that even boostable blast damages are valid danger on her, if she has no FURY left for transfers.

Since the Themepocalyspe, Lylyth2 lost a lot of her power. The presence of Theme like Dark Industry, Forges of War and other anti-gunline Theme, or models like Crabbit that are cheap Shield Guard make her main thing (shooting) almost useless.

Feat thoughts

The feat's second shot affects everyone, warriors and beasts alike. The addition of Gunfighter is mostly a sidegrade, but has some decent, if niche applications outside of allowing jammed infantry to shoot back with their preferred weapon. It's probably best to feat early to leverage the power of your army shooting twice in a turn, but if you can't, the Gunfighter aspect can potentially dig you out of a tight space.

Unless a model's special rule stating otherwise, you can't choose to melee something and still get the feat attack. This applies to things like the Carnivean that charges with a melee weapon but has Assault, or a Bolt Thrower who tries to utilize Quick Work.

Spell thoughts

  • Mirage - This spell effectively replaced Pursuit (which happened to move over to Lylyth1). It's not quite as good for extending threat ranges, but useful in disengaging jammed guns as it is a place effect, so there's no free strikes to worry about. In the OoA theme you can start with upkeeps in play, leveraging the spell's placement right from Turn 1, while the Theme grants you free Apparition onto another unit.
  • Pin Cushion - Lylyth2's signature offensive spell. This functions much like Parasite on Lylyth1, a laser targeted missile. It helps the accuracy and damage of your guns. Turning this to raw numbers, it adds ~1,5 to your unboosted rolls, and ~1,7 to your boosted rolls (you can boost, as this is an additional die). Doesn't help much for fishing critical effects though, as you always have to discard the lowest dice roll.
  • Soothing Song - In most cases, Soothing Song is a bit of anti-synergy. It helps her run a larger battlegroup, but Lylyth likes to activate first to apply Pin Cushion on a fresh target. This means your battlegroup has not activated yet, and therefore has no fury to remove. This is especially true on feat turn, where she absolutely must activate first to maximize it's power.

Drawbacks & Downsides

  • She's a special order model.
  • As a Legion warlock, she's easy to kill if the enemy can get around her DEF.
    • Stealth can only keep her so safe. It doesn't prevent charges, intentionally drifted blast damage, and there are ways to ignore it in many factions.
  • Order of activation conflict. She wants to activate first most turns, but has a spell on her list that prefers her to go after her battlegroup.
  • Lack of melee presence. This is a list-specific issue, but her tendency to want guns means her army may be at a loss when the time comes to contest and control scenario objectives.
  • Her abysmal FURY stat means a small control range, which in turn means it's hard to cram her army into her feat while also be spread out to play scenarios.
    • Since she also lost Witch Mark from Lylyth1, she has to roll with her FURY stat instead of RAT in order to land that all-important Pin Cushion.

Tips & Tricks

  • Abilities and rules under the same name are applied only once, so the Apparition from so Mirage and the Oracles theme's are not cumulative.

List Building Advice

Strategy

Lylyth2 want to kill from afar, and thus her main win condition is mostly assassination. As stated above, the numerous anti-gunline techs that were handed out in early Mk3 makes her job very hard. She will also struggle against high ARM models, Tough models or even multiple wound models. Her army not being able to deal with these leave her no choice and go for the assassination. Depending on how you build your army, there is way around some of those problems and she can have other win conditions.

Lylyth2 wants guns. Lots of guns. All the guns. The more the better.

Theme thoughts

Overall, there is no real bad Theme for Lylyth2. Her issue comes from the playstyle she wants: a mixed gunline, which isn't that good at the moment.

Ravens of War
This Theme was her personal Theme in Mk2. Lylyth2 will like having Raptors and Deathstalker, but the Striders POW on the bow is too low to be useful. She has access to a few nice beasts, like the Nephilim Bolt Thrower and Naga Nightlurker, but miss out on the Ravagore. While she loves stopping opponent ambush, she really has no reasons to field Grotesques, so that benefice is lost. She also wants a versatile army and you might not be able to take all the free models. This Theme does allow her to bring an Archangel and this Gargantuan is all about shooting.

Children of the Dragon
This theme is a good theme for her. She has access to Nephilim Bolt Thrower and Azrael, and since the beasts give you free models you will be happy to take a few. She loses the Deathstalkers but instead, you have Nyss Archers. They do not fulfil the same role, but Nyss Archers under Lylyth2 feat can do either three POW 21 shots or 33 POW 10 shots. Remember that Zuriel, which is also available in this Theme, will be able to do a Spray for every model he kills under the feat thanks to Gunfighter and Quickwork.

  • A pair of Strider Deathstalkers can kill an entire unit of single wound infantry on their own during feat turn.
  • Archers with their CA can do eleven man CRA's up to three times on Lylyth's feat turn, or they can break up into smaller groups and rain death from above with a whole ton of smaller shots. They will invariably get exploded by a drifting AOE the following turn, but they probably did plenty of damage anyways.
  • Spell Martyr - Her FURY is so low, that even with boosting, she struggles to reliably hit targets above DEF 15. Eyeless Sight doesn't ignore cover, so a few Spell Martyrs come handy to be able to channel Pin Cushion from the best angle.

Oracles of Annihilation
This theme is great if you want to focus more on the assassination. Having access to all the beasts will let you tailor to exactly what you need, and with access to the Blackfrost Shard for the Kiss of Lyliss and the Ice Witches with Puppet Master, you can ditch out a lot a very precise hit.

Primal Terrors
Strangely enough, Lylyth2 can also work with this Theme. Her feat combine with Warspears can be very powerful (3 attacks per ogrun), and she also has access to all the beasts. She can team up with Golab to activate Finisher and allow the Blightbringer to shoot twice.

  • Warspears have a very fun and potentially powerful interaction with Lylyth's feat. Their Assault order does not differentiate between ranged and melee weapons, meaning on feat turn you can choose to charge using the thrown spear, instead of the melee spear. They will still get the Assault shot, a gunfighter thrown shot, and still allows them to take their bonus feat attack. Choosing the melee spear prevents the feat attack, as they lack dual shot.
    • All of the spear attacks are affected by Pin Cushion if it's on their target.
    • They can accidentally shoot each other if they miss any shots after the assault shots. Make sure they're on their Prey target from the Command Attachment for better accuracy.
    • Combine with a Blightbringer to make them kill harder and be harder to kill using the STR/ARM breath. As an added bonus, he can put his large AOE shot down twice on feat turn, giving the Warspears more flexible landing zones for the buff.
    • Carniveans can also do this trick, but it's probably not worth it as their melee potential is much higher. So can Stingers, but Stingers are pretty much garbage.

Battlegroup

  • Ravagores - They boast more than sufficient range, and scather with Arcing Fire. A pair of these can cover most of an enemy army in AOEs.
  • Seraphs - Sadly only get a single additional shot from her feat instead of another die roll. For that reason you'll probably only want to include them because of their animus.
  • Nephilim Bolt Thrower - The all-star of the Lylyth lists. Its gun is almost as powerful as a Ravagore bullet at the same range, just without the AOE. On feat turn, they get to Thunderbolt each shot, which is incredibly good for forcing enemies out of control zones. To top it all off, they give Lylyth herself ridiculous range on her bow with Far Strike. Since the feat also offers them gunfighter, they can help unjam other models. Walk/charge into melee using their gun and push the enemy once or twice.

Other

Trivia

Released in Hordes: Metamorphosis (2009)

Video Battle Reports

Other Legion Models

Legion Logo.jpg       Legion Index       (Edit)            
Battlegroup & Similar
Warlocks

Absylonia1 - Absylonia2 - Anamag - Bethayne1 - Bethayne2 - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Lylyth4 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2

Other Warbeast Controllers

Beast Mistress - Blight Archon - Thagrosh0

Lesser Blight Wasps - Shredder - Harrier - Mekanoshredder - Stinger
Light Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph
Heavy

Angelius - Azrael - Carnivean - Golab - Neraph - Proteus - Ravagore - Scythean - Typhon - Seraph - Zuriel

Gargantuans Archangel - Blightbringer
Units, Solos, & Battle Engines
Units

Blackfrost Shard - B.N. Archers - B.N. Hex Hunters - B.N. Legionnaires - B.N. Raptors - B.N. Scather Crew - B.N. Swordsmen - B. Rotwings - B.O. Warmongers - B.O. Warspears - Chosen - Grotesque Banshees - Grotesque Raiders - Hellmouth - Ice Witches - Strider Blightblades - Strider Scouts - Spawning Vessel - Virtue Host

Solos

Ammok - Annyssa Ryvaal - Beast Mistress - Blight Archon - B.N Shepherd - B.N. Sorceress - B.N. Warlord - Craelix - Forsaken - Fyanna1 - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - Thagrosh0 - Virtue Champion - B.O. Warmonger War Chief - Yssylla

Battle Engines Throne of Everblight
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Minions
Refer to Who Works for Whom and/or Category: Legion of Everblight Minion
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification:  : Magical Damage      (Edit)
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* 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 : Reload      (Edit)

  • You cannot mix melee attacks and ranged attacks in the same activation unless you have a special rule (such as Dual Attack). Reload does not get around this restriction.
    • A Trample Power Attack is a melee attack, even if you don't actually trample over anyone and make zero dice rolls. So you can't trample then Reload (unless you have something like Dual Attack).
  • You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)
  • If you have (x2) of a weapon with Reload (such as Caine1), the special rule will only be written on the card once. But you can reload both weapons to the max limit. (Infernal Ruling)
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Rules Clarification : Snap Fire      (Edit)

  • You can trigger Snap Fire multiple times if you have multiple attacks. The reference to "destroy one or more enemy models" is just for when this ability is tied to an AOE or spray weapon.


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Rules Clarification:  : Warlock      (Edit)
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  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
      There is no particular interaction between the Battle Engine rules and the Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
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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 : Eyeless Sight      (Edit)

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

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Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
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Rules Clarification : Range Amplifier      (Edit)

  • Note that spells arced or channeled through other models do not gain any bonuses from Range Amplifier. The spell-caster must be the origin of the spell to gain the +5 range.
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Rules Clarification : Swift Hunter and/or Overtake     (Edit)

  • The free move must be resolved before other abilities that involve attacks (such as Quick Work or Berserk). Refer Step 12 vs 14 in Appendix A.
  • This ability does not trigger off special attacks, only basic ones.
  • An important difference:
    • Swift Hunter can be triggered by any attack, including out-of-activation attacks.
    • Overtake only works on attacks during your Combat Action. Even stuff like Impact Attacks won't trigger it.
  • If you make a free strike during your Combat Action (for instance the enemy used a special rule to move during your Combat Action) you can trigger Overtake on that free strike. It still counts as being during your Combat Action. (Infernal Ruling)


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Rules Clarification : Mirage      (Edit)

  • The upkeep needs to be paid before you can get the Apparition move. Refer Step 4 vs Step 5 of "Control Phase" in the core rulebook.
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Rules Clarification : Apparition      (Edit)

  • Apparition is an "Other" Control Phase effect, so it happens at Step 7 of the Control Phase.
    • It happens after paying for upkeeps, Power Up, etc
    • If you have another "Other" Control Phase effect, you get to choose the order to resolve them.
  • If a model is B2B with you when you use Apparition then they will be exactly 2" away afterwards. So you'll still be in the melee range of anything with RNG 2 or higher.
  • Unit members must always be placed in formation. Refer to the "Placed" section of the core rulebook.
    • If a trooper can't be placed in formation (because it's more than 2" out of formation to begin with) then it can't be placed at all.
    • The unit commander is always "In Formation" by definition, so can be placed where it likes.
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Rules Clarification : Pin Cushion      (Edit)

  • Discard Die (Edit)
    • If you're discarding lowest or highest, you have to discard even if you want it for a critical hit.
    For instance: if you discard "the lowest die", need 6+ to hit, and roll a 3, 3, and a 4 ... then you must discard one of the 3s, and you'll end up with a non-critical hit with the 3 + 4.
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Rules Clarification : Soothing Song      (Edit)

  • You can remove fury from any friendly Faction beast, not just the ones in the caster's own battlegroup.
  • Soothing Song cannot be used during the caster's activation. The restriction is on a model, which includes the caster. (Infernal Ruling)


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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)