Una the Skyhunter

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Circle Logo.jpg Una the Skyhunter

Circle Blackclad Warlock

During her time tending the far-flung griffon roosts of the Circle, Una developed an unparalleled affinity with the winged beasts and now employs them to cut down opponents without mercy. Having refined her arcane command over the elements, she is able to call upon the howling gales and updrafts of the highest mountain peaks to shape the flow of battle.

Basic Info

Una2
Missing Info
Una2.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR {{{str}}}
MAT 5
RAT 6
M.A. N/A
DEF 15
ARM 15
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY 7
THRS N/A
HP 15
F. Field N/A
WJP {{{wjp}}}
WBP +29
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.
  • Bird of Prey - While in Una's control range, Griffon warbeasts in her battlegroup gain Flank [Another Griffon in Una's battlegroup]. (Flank [ Another Una Griffon ] - When a model with Flank makes a melee attack against an enemy model in the melee range of another Griffon in Una's battlegroup, the model with Flank gains +2 to attack rolls and gains an additional damage die.)
  • Hawker - While in this model's command range, warbeasts in its battlegroup with Flight gain Sprint. (Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, a model with Sprint can immediately make a full advance, then its activation ends.)

Weapons

  • Wind Strike - 10" range, POW 10 ranged attack
    • Magical dam symbol.jpg Damage Type: Magical
    • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
    • Reload [2] - This model can spend fury to make up to 2 additional ranged attacks with this weapon during its Combat Action. It can make one additional attack for each fury spent.
  • Talonstrike - 2" reach, P+S 9 melee attack (or, How did you make the mistake of getting Una in melee?)

Spells

COST RNG AOE POW DUR OFF
Hand of Fate

2 6 - - Upkeep No
Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll.
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.
Twister

2 10 3 10 Round Yes
The AOE is a cloud effect that remains in play for one round.
Wind Wall

3 SELF (★) - Round No
The spellcaster cannot make ranged attacks after casting this spell, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of the caster, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.

Feat: From on High

  1. Friendly Circle models with Flight currently in Una's control range gain +2 SPD for one turn.
  2. Also, while in Una's control range friendly Circle light warbeasts with Flight cannot be targeted by melee attacks for one turn.

Theme Forces

Thoughts on Una2

Una2 in a nutshell

Before Una, the Griffons were seen as middling light warbeasts. She gets rid of all of their weaknesses and turns everything up to 11. Her army list basically writes itself: bring Griffons and bring a lot of them. She functions equally well as a combined arms warlock; Hand of Fate and Mirage are both excellent spells on units. Although not personally hardy or hard-hitting, her gun can be used to unjam your lines and offers a bit of control as well.

Feat thoughts

Her feat is useful for allowing your birds to get the alpha on the enemy, especially in conjunction with Hunter's Mark and/or Mirage. On a cursory glance, the second part essentially grants Parry, but its application is a bit more nuanced, making them immune to out-of-activation attacks by the enemy such as Defensive Strike and Counter Charge. Although it won't come up every game, it's still something to be considered.

Spell Thoughts

  • Hand of Fate is an excellent offensive buff. Put it on your favorite warbeast or unit and watch them wreak havoc. It's especially potent on models with lots of attacks, such as the Storm Raptor and Tharn Wolf Riders.
  • Mirage is both an efficient threat extender and allows for whatever it's on to disengage from the enemy, as places don't provoke free strikes.
  • Twister is a weak nuke with board control aspects. You're usually better off shooting her gun, but you can also use it to interfere with enemy movements with careful applications of the spell.
  • Wind Wall grants Una and whatever is closest to her protection from non-magical shooting. It's great for her personal safety and escorting key pieces up the board.

Drawbacks & Downsides

  • Not very impressive with anything that's not a Griffon. Note the Storm Raptor is not a griffon, so he doesn't get Flank, Sprint, or half the feat.
  • She gives Sprint in a relatively low range. Beware of exposing yourself to try to use it.
  • Kaya the Wildheart runs griffons almost as well as Una2 does and all other warbeasts better (although has no unit support from Mirage and Hand of Fate).
  • The griffons need flank to damage heavies. It means you need to bring a lot of them, and losing them early means a huge loss in hitting power.

Tricks & Tips

  • Her gun is awesome. Shoot it every time you have range. Just don't go crazy spending her fury reloading or boosting with it, she can die easily
  • A Scarsfell with flank, primal, and hand of fate will be Mat 10 3D6 (drop lowest), and P&S 14 4D6 (drop lowest, with 5D6 on a charge), with max 6 attacks. 2 Scarsfells can kill a heavy, 3 can take down a colossal

List Building Advice

Strategy

  • Her feat and special rules call for bringing plenty of griffons. Scarsfell Griffins are favored due to their animus, Stealth, and three initial attacks.
  • She has an assassination with her beasts flying straight over the enemy skirmish screen to charge their caster.
  • Her lights hit well above their weight class, meaning she attritions well against small model count armies
  • Windwall means that she can usually advance with impunity. Just watch out for magical guns.
  • Although much of her kit is geared toward griffins, Mirage and Hand of Fate are both excellent force multipliers for infantry, allowing her to be run in combined arms forces.

Theme Thoughts

    The Bones of Orboros    
Not a good theme for her, as there are no flying Construct warbeasts as of this article's writing.

    The Wild Hunt    
Mirage is helpful for speeding up Warpborn Skinwalkers, while Hand of Fate can help deal with the relatively low POW of the infantry. It's especially useful on Reeves, further decreasing the chances of low rolls for big CRAs. You can either go infantry heavy or play a more balanced list split evenly between infantry and griffins.

    The Devourer's Host    
Una likes turning up already good infantry into powerhouses, and Tharn are quite powerful already.

  • Tharn Ravagers really appreciate Mirage, adding onto their non-linear threat alongside Vengeance. Hand of Fate is great on them as well, especially for when you're going for large Overtake chains.
  • Tharn Wolf Riders threat an impressive 16" in melee with Mirage, and their high volume of attacks makes them great targets for Hand of Fate.
  • Brighid & Caul both appreciate Hand of Fate. Additionally, Wind Wall can keep the two safe, especially Caul.
  • You can put Hand of Fate and Divine Inspiration from the Tharn Blood Shaman on Lord of the Feast to make him blend all but the hardest targets he gets on.

    Call of the Wild    
Una can play this theme very effectively with a swarm of griffins and/or a Storm Raptor. Free/reduced cost animi are great on all the birds, and the bonus to go first can really let you get up the field.

    Secret Masters    
Una can use this theme decently. Hand of Fate works well on Druids of Orboros and the Cesltial Fulcrum, though you might lack the points for hitting power against high ARM lists. She doesn't use Minions especially well, but can protect them with Wind Wall.

Army

  • Scarsfell Griffon - Does everything well. Is difficult to kill with guns thanks to Stealth and high DEF, gets to hide behind forests thanks to Tracker, and has 3 initials, meaning it can strike up to 6 times.
  • Rotterhorn Griffon and Razorwing Griffon - The two other griffons deal with infantry better than the Scarsfell. They are often considered inferior, however, bringing one or two can be helpful depending upon your tastes.
  • Storm Raptor - With the recent changes to it, the Raptor becomes a model for consideration under Una. Her feat buffs its threat range, and Hand of Fate is especially good on it for both melee and ranged attacks. It also works on its Plasma Nimbus, making it potentially more costly for your opponent to assault.
  • Gorax Rager - For when you want to put Primal on one of your Griffons and let a flanking griffon hit like a heavy. Really useful for a feat-fuelled charge to assassinate a caster.
  • Shifting Stones - Always useful Fury management, and can help Una get around as well.
  • Lanyssa Ryssl, Nyss Sorceress - Because Hunter's Mark rocks. See also Blackclad Wayfarer
  • Pureblood Warpwolf - Wraithbane on a griffon can help overcome targets that are buffed with spells

Other

Trivia

Released 2016.11

Other Circle models

Circle Logo.jpg       Circle Index       (Edit)
Battlegroup & Similar
Warlocks Baldur1 - Baldur2 - Bradigus1 - Grayle1 - Iona1 - Kaya1 - Kaya2 - Kaya3 - Kromac1 - Kromac2 - Krueger1 - Krueger2 - Mohsar1 - Morvahna1 - Morvahna2 - Tanith1 - Una2 - Wurmwood1
Lesser Warlocks

Krueger0 - Una1

Warlock Attachment

Druid Wilder - Tharn Blood Shaman

Light Argus Moonhound - Winter Argus - Wild Argus - Gorax Rager - Razorwing Griffon - Rotterhorn Griffon - Scarsfell Griffon - Wold Wight - Woldwatcher - Woldwyrd
Heavy Gnarlhorn Satyr - Riphorn Satyr - Shadowhorn Satyr - Feral Warpwolf - Pureblood Warpwolf - Warpwolf Stalker - Wold Guardian - Woldwarden
Brennos the Elderhorn (Satyr) - Ghetorix (Warpwolf) - Loki (Warpwolf) - Megalith (Woldwarden)
Gargantuans Storm Raptor - Woldwrath
Units, Solos, Battle Engines, & Structures
Units Druid Mist Riders - Druids of Orboros & CA - Reeves of Orboros & CA - Sentry Stone & Mannikins - Shifting Stones & CA - Stoneward & Woldstalkers - Tharn Bloodtrackers & Character UA - Tharn Bloodweavers & CA - Tharn Blood Pack - Tharn Ravagers & CA - Tharn Wolf Riders - Warpborn Skinwalkers & CA - Wolves of Orboros & CA
Brighid & Caul - Death Wolves
Solos

Blackclad Stoneshaper - Blackclad Wayfarer - Bloodweaver Night Witch - Chuck Dogwood - Druid Wilder - Gallows Grove - Kogan the Exile - Krueger0 - Lord of the Feast - Reeve Hunter - Primal Archon - Shivers - Tharn Blood Shaman - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - Una1 - War Wolf - Wolf Lord Morraig

Battle Engines & Structures Celestial Fulcrum (Engine) - Well of Orboros (Structure)
Theme Forces
Secret Masters - The Bones of Orboros - The Devourer's Host - The Wild Hunt
Minions
Refer to Who Works for Whom and/or Category: Circle Orboros Minion
This index was last updated: 2021.10

Video Battle Reports

Rules Clarifications

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Rules Clarification : Feat: From on High


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Rules Clarification : Attack Type and/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
  • If your target can only be targeted by certain kinds of attack (ie a Menoth warjack with Passage), you can first choose the correct Attack Type (ie Magical Damage vs Passage) and then that allows you to target it. The Attack Type selection and target declaration both occur at Step 1 (Refer Appendix A). (Infernal Ruling)
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Rules Clarification : Snipe      (Edit)

  • Although Snipe the spell and Snipe the Attack Type are two different "sources", they are multiple instances of the same effect. As such, they're not cumulative. Refer to the "Rule Priority" section of the core rulebook.
  • Snipe does not affect the range of weapons that use the Spray template, or one's which have RNG = CTRL.

Rules Clarification : Black Penny - None yet. (Edit)

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Rules Clarification : Thunderbolt      (Edit)

  • If you have multiple effects that resolve on "hit" (such as Thunderbolt & Electro Leap), then you get to choose the order.
    • Thus, you could trigger Electro Leap first (and bounce from their initial position), then move them via Thunderbolt.
    • Or trigger Thunderbolt first, move them, and then Electro Leap (and bounce from their final position).
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
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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:  : 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:  : Warlock      (Edit)
    (Click Expand to read)

     
    • 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)
    (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 : Bird of Prey      (Edit)

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    Rules Clarification : Flank      (Edit)

    • You can gain the Flank bonus vs knocked down/stationary models (refer to the latest Errata).
    • Melee range is measured from your front arc so you cannot trigger Flank on models in your back arc.
    • The target enemy doesn't need to be in the Flanker's LOS, just their melee range.
      • Most of the time if something is in your melee range then it is so close it's in your LOS too, and the difference is meaningless.
      • But if you have 2" reach and you're jammed up in B2B with a bunch of closely-spaced enemies, you'll find your LOS is blocked. In this case, you might be able to trigger Flank on an enemy model that is "hiding" behind that front row of jammers, even though you don't have LOS to it.
    • Flank is not tied to a specific weapon, so Mount attacks and Power Attacks can benefit as well.
    • If you have two sources of Flank they are still giving you the bonus from the Flank rule so do not stack. (Infernal Ruling)
    • If the target moves in/out of the Flanker's melee range between the attack roll and the damage roll (for instance if you throw it) then you need to reassess whether you get the Flank bonus for the damage roll. (Infernal Ruling)
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    Rules Clarification : Hawker      (Edit)

    • If an enemy spell/ability makes you lose Flight, then you'll also lose Sprint.
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    Rules Clarification : Sprint  and/or Run & Gun     (Edit)

    • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
    • Run & Gun won't trigger if you RFP the model, but Sprint will.
    • 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.


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    Rules Clarification : Hand of Fate and/or Manifest Destiny and/or Signs & Portents     (Edit)

    • This buff affects any damage roll that is caused by a model, not just normal attacks. For instance, it can affect the damage roll when a Berserker explodes via Unstable. (Infernal Ruling)
    • 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 : 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.

    Rules Clarification : Twister - None yet. (Edit)
    Rules Clarification : Wind Wall - None yet. (Edit)