Vayl, Consul of Everblight

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Legion Logo.jpg Vayl, Consul of Everblight

Legion Blighted Nyss Warlock

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Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

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

As consul Vayl has achieved a position of regal authority, answering only to Thagrosh and Everblight himself and empowered to explore her mystical arts. She picks and chooses which conflicts require her personal intervention by peering into the mists of the future with her divinatory powers. Vayl has begun to unravel the mysteries of the athanc, and it was by this study that she modified her oraculus to resemble that perfection and then split it into three.

Basic Info

Vayl2
Missing Info
Vayl2.gif
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT {{{mat}}}
RAT 7
M.A. N/A
DEF 15
ARM 14
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 8
THRS N/A
HP 14
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
  • 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.

Feat - Dark Miracles

This activation, Vayl can cast each of her spells once without spending fury.

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Tip !
"Her spells" includes all the animi she has access to, not just the spells on her card. However if more than one beast has the same animus, she gets to cast the animus for free only once in total (not once per beast).

Abilities

  • Gunfighter symbol.jpg Gunfighter
  • Cold Imm symbol.jpg Immunity: Cold
  • Quick Draw - Once per round during your opponent's turn, when an enemy model within 10" of this model that is in its LOS targets this model with a ranged attack, this model can make a ranged attack against the enemy model before it makes its attack roll. If this model's ranged attack hits, the enemy model suffers no damage but its attack automatically misses.
  • Serenity - At the beginning of your Control Phase, before leeching, you can remove 1 fury point from a friendly Faction warbeast within 1" of this model.

Weapons

Oraculi
Gun icon.jpg  RNG   ROF   AOE   POW 
10 1 - 8
  • Magical dam symbol.jpg Damage Type: Magical
  • 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.
  • Spellbound - This model can channel spells through a model hit by an attack with this weapon this turn.

Spells

COST RNG AOE POW DUR OFF
Admonition

2 6 - - Upkeep No
When an enemy model advances and ends its movement within 6" of target model in the spellcaster's battlegroup, the affected model can immediately advance up to 3", then Admonition expires. The affected model cannot be targeted by free strikes during this movement.
Boundless Charge

2 6 - - Turn No
During its activation, target friendly Faction model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one turn.
Chasten

2 8 - 12 - Yes
Enemy upkeep spells and animi on target model/unit damaged by this attack expire.
Deadly Storm

3 10 3 13 (Cold) Round Yes
Deadly Storm deals cold damage. The AOE is a cloud effect that remains in play for one round.
Icy Grip

2 8 - - Upkeep Yes
Target warrior model/unit without Immunity: Cold suffers -2 DEF and cannot run or make special attacks.
Occultation

2 6 - - Upkeep No
Target friendly Faction model/unit gains Stealth. Models are not affected while out of formation.

Theme Forces


Thoughts on Vayl2

Vayl2 in a nutshell

Vayl2 is an offensive spellcaster. Her main schlick is threat range manipulation and DEF de-buff with the ever present threat of long range spell assassination to keep the enemy honest. With the right tools she can still quite reliably deliver an alpha strike, and thanks to the Oraculi, anything that can be hit by ranged attacks, can become her arc node. This allows her to set up threat vectors with peerless versatility, and often, kill the enemy caster. With Gunfighter she can now charge, but that shouldn't be used to anything but to willingly fail charges and get out of killboxes.

Feat thoughts

Vayl2's seemingly basic feat belies it's actual power. At full camp, she can launch up to five unboosted Chastens and a Deadly Storm, which against a low camping caster, can be very frightening despite the middling POW of each spell. For hardier targets, she can drop an extra spell to make some of the nukes boosted.

Of absolute importance is the animi - as she can cast each animus she has access to for free under her feat. This is huge for making her assassination potential even more potent. In a single turn, she can throw all the offensive nukes above (in whatever combination of boosts or not), and potentially:

  • Slipstream a beast that you cast Boundless Charge on for free
  • Give herself Far Strike to make a channeller from further away (make sure you resolve Slipstream first!)
  • Place a defensive buff on herself (Dodge, Spiny Growth, etc - make sure you took your Far Strike Oraculi shots first!)
  • Wraithbane a target that has to go toe to toe with an ARM buffed heavy, possibly the one that's also got Boundless Charge

It's not quite as amazing as it could be since Legion lacks some of the more powerful non-self animi that other factions have (Rush, Rage, Primal, and whatnot), but the fact that it allows her to cast these for free at all makes her feat turn incredibly efficient.

As far as timing of the feat, Vayl should just consider doing it whatever turn you expect to get the most out of it. Use it right after the lines clash when you can potentially recast Admonition effectively, while throwing a few extra Boundless Charges out on your second wave, or go all in for a mid-late game assassination. There's a lot of flexibility with getting all the extra spell casting she can get done.

A note on wording: Arcane Suppression does not add the +1 Fury cost to Vayl's "free" feat spells, as it is free not in the sense of costing 0 Fury, but "free" as casting "without spending Fury". The wording also allows you to circumvent any "no Fury spending" restriction, but not the "no casting" restriction, like Sevvy1s feat.

Spell thoughts

  • Admonition - Keep a beast relatively safe from enemy charges with this. Loses some traction against units who can sneak behind a beast and prevent landing zones, but on something with wings it's harder for an enemy to play around. Be careful to not fall for bait - some opponents will try to trick you into using Admonition early, and then sending the real threat after you once you've moved.
  • Boundless Charge - The Pathfinder aspect is a little lost on Legion (except for Typhon), but the additional movement and free charge are more than valuable enough. Additionally, it's not an upkeep spell and has no casting restrictions, so if you're feeling gutsy up to four models can benefit from this spell a turn.
  • Chasten - Upkeep removal, tied to damaging models. It is not always easy against high ARM targets, but it removes only enemy upkeeps and animi, so your Icy Grip stays on the target. Its low COST means you can cast it a few times a turn, and on feat turn a barrage of Chastens is surprisingly scary for many enemy casters to weather.
  • Deadly Storm - Your stronger nuke. Be vary of the cloud effect it leaves behind. See tricks and Tips for a run-down. If you didn't bring a Succubus, it can be worthwhile to cast this on an expendable friendly model in order to place the cloud exactly where you need it to break LOS. Vayl herself is immune to Deadly Storm's cold damage as a nice bonus.
  • Icy Grip - A nice MAT fixer, which due to the model/unit targeting restriction becomes an effective de-buff tool against warcaster / warlock units too. Usually the first thing you cast for free on feat turns when you're going for the assassination - except if your target is a battle-engine warlock. Great against jamming units, as they tend to run up to your lines, if they cannot charge you, and units with magic ability, as a magic attack is a special attack. As it is an enemy spell with no restriction upon formations, fell free to cast it onto out-of-formation models too; the entire unit will be affected by it.
  • Occultation - Always a great spell, with plenty of viable targets. When there's no better target during your feat, place it on yourself.

Drawbacks & Downsides

  • Vayl2 is very squishy - in fact squishier than Vayl1 as she lost perma-concealment but retains the same DEF and ARM values.
  • No offensive buffs for her army, and no DEF or ARM buff either.
  • Supporting her army can drain even her exceptional FURY stock. Camping enough transfers is tricky.
  • Vulnerable to anti-magic tricks (especially Arcane Vortex), and charge denials.

Tips & Tricks

  • Don't bother triggering Admonition vs a model with Countercharge. Because if you do, they'll trigger the countercharge and get two charge attacks vs you.
  • Remember place effects (like Slipstream, Telekinesis, or Leap) won't trigger Admonition.
  • It is easy to forget Serenity, but can be valuable, if the enemy tagged your nearby warbeast with attacks that can put excess Fury upon your already loaded beast.
  • Quick Draw is an extremely corner-case ability, since guns outside pistols usually shoot farther than hers. Also, Far Strike lasts for one turn, so you cannot rely on the extra distance against pistol shots and the like. However, once per round you can use it against a Gunfighter attack (as you have Gunfighter on yourself too).
    • Oddly enough, Quick Draw works on Spray attacks too.
  • When using Deadly Storm as an assassination tool, make sure you cast it last. Vayl doesn't have Eyeless Sight, so dropping a cloud on your target's head is a poor tactic. Even worse if your target has Prowl, and your channeller is standing more than 5" away - you just managed to give your opponent a free Stealth.
    • There's one scenario where you intentionally want to place it on an enemy - and quite a corner-case to be honest. If the enemy caster is being blocked by a model with Prowl (like a Witchwood the cloud triggers Stealth, and now, for your non-eyeless models it won't block LOS outside 5".
  • In case of mirror matches, you can expect some interesting interactions with Arc Nodes/Channelers and Eyeless sight. Arcing through Eyeless Sighted models will not exempt you from the attack roll modifiers, like concealment, or cloud, as Vayl herself is not ignoring these modifiers. It also won't cancel the auto-miss effect on her shots, if the target stands more than 5" away from the channeler. Read more on the clarification page.
  • When playing into Lamentation/Arcane Suppression, consider casting Chasten first into the model, who has these spells on itself. Damaging it will cause these spells to be immediately expired, so you can cast the rest of your spells for their normal cost.
  • As a footnote, she is among the 12 current casters and locks, who have Cold immunity, making her an ideal choice against several Khadorian or Trollkin lists, and Goreshade (especially his 4th incarnation).


List Building Advice

Strategy

Hit first, hit hard. Vayl2's games are usually make or break on delivering the alpha strike. Between Slipstream and Boundless Charge she can construct ridiculous threat distances, basically adding +4 to the threat range of the wrecker models in her army. If that fails, she still has assassination in her pocket through Spellbound and her feat, but against certain enemies (usually those with lots of mage resistance through spells like Lamentation, or Arcane Vortex) this is not an option. Anyone else must constantly be on the lookout for the threat vectors, as apart from a few exceptions, every model on the board, friend or foe is a potential arc node for Vayl.

Theme Thoughts

    Children of the Dragon    

  • Blackfrost Shard - Vayl2 desperately need damage buff, and your best source is this unit. They can often end up as your only units in Oracles of Annihilation for scoring circular zones in steamroller scenarios or if you simply want to go beast heavy.
  • Blighted Nyss Raptors with Occultation are a thing of beauty. Fast, mobile, strong, and hard to shoot cavalry are a great asset, and Raptors fit all of these molds to become an impressive flanking force in the early game, and give a Vayl list some weapon master muscle in the late game.
  • Azrael and Zuriel - the cornerstones of the Children of the Dragon theme force. Azrael also offers protection against Fire through his animus, which stacks nice with your stock Cold Immunity.
  • Typhon - mends the (irksome) lack of Pathfinder, and enables you up to 8 attacks with him.
  • Ice Witches - A Puppet Master can often be crucial for your assassination runs. The Witches Ice Cage is yet another MAT fixer for the rest of your army.

    Oracles of Annihilation    

    Ravens of War    

  • Raptors, mentioned above, can also be in this theme.
  • The Hellmouth can really disrupt enemy formations, and with Boundless Charge, your alpha strikers can play very safely back if desired. The Hellmouth tentacles are also incredibly useful as Oraculi targets for channelling, especially the fresh bodies as they can be placed out of melee and run to desired locations. Plus, they cannot be killed by Oraculi shots due to Impervious Flesh.

    Primal Terrors    

  • Hellmouth, mentioned above, can also be in this theme.

    Minions    

  • Eilish - An alternate Puppet Master source, if you're not taking Ice Witches.

Battlegroup

  • Nephilim Bolt Thrower - A near-auto include in her lists, as Far Strike helps the application of Spellbound Oraculi shots from a safe distance. Also useful, if the target stands beside the caster, slightly closer to you, than the warcaster. Since you can arc spells only in LOS, use Thunderbolt to push a model slightly back, then tag it with the Oraculi for arcing onto the caster (or, in the best case, into its back arc). This can be used to best effect with knockdown immune models, since a critical hit will make the model KD, and cannot be used for arcing.
  • Seraph - An extra 2" movement on top of Boundless Charge yields a great movement potential.
  • Nephilim Bloodseer - Crucial hit bonus through Telemetry, not only for you but for the rest of your spellcasters (Throne, the BFS, or the Hex Hunters as well. Also, it can be a third source for a Slipstream animus beside the Seraph and Vayl, quite possibly speeding up your entire frontline beasts.
  • Angelius - A Boundless Charge'd, Slipstreamed Angel can punch a hole in a heavy jack or beast from ridiculous ranges. If desired, a follow-up Repulsion and Admonition can help give it a lot of breathing room the following turn.
  • Archangel - Threats as far as an Angelius but hit much, much harder. Don't be fooled though, a concerted effort can still delete him from the table on the following turn if you don't tie up or cripple other threats.
  • Mechanoshreder - boundless charge stacks with the animus vs construct models, also on feat turn you can consider the animus as an extra free charge for 1 warbeast regardless of target
  • Raeks can get frighteningly far out with Vayl's control range combined with their Extended Control Range, and can threaten backline support and divert enemy resources. They also can keep casters honest with the threat of headbutts making assassinations all but inevitable.

Other

Trivia

Released in Hordes: Domination (2011)

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 : Feat : Dark Miracles

  • Vayl can cast each animi for free, once no matter the number of warbeasts carrying the animus. (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 : 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 : Spellbound      (Edit)

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Rules Clarification : Channeler  and/or Arc Node     (Edit)
General

  • It is possible to channel a spell with a range of CTRL. The control range is still measured from the caster though, so channeling it has zero effect ... unless you've got something like Empowered Arc Node or Reaction Drive. Stuff like that can trigger. (Infernal Ruling)

Channeling in melee

  • A channeler that is engaged by an enemy model can not channel.
  • A channeler that is engaging an enemy model can channel. (For example, the channeler is standing in the enemy's back arc.)

Channeler - LOS

  • You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
    • If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS (but not to the DEF bonus).

Caster - Attack roll

  • You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
    • If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the dice roll (but not to the LOS).

Stealth - It affects both LOS and the attack roll

  • Since Stealth has both a LOS modifier (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed) things get a little complicated.
  • If only the channeler ignores stealth, then all stealth models count as intervening models and block LOS, but the caster will auto-miss models more than 5" from the channeler.
  • If only the caster ignores stealth, then only models within 5" of the channeler block LOS, but the caster won't auto-miss no matter what you target.
  • If both channeler and caster ignore Stealth, it works as you'd expect.
  • Stealth Examples     [Show/Hide]
    • Caster has Eyeless Sight, channeler does not.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model does not count as an intervening model, as per the normal Stealth rules.
        • Attack roll - If you attack it then you don't auto-miss, as the attacking model has Eyeless Sight.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model doesn't block LOS
        • Attack roll - Doesn't auto-miss
     
    • Caster hasn't got Eyeless Sight, channeler does.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model counts as an intervening model, because the model drawing LOS ignores Stealth.
        • Attack roll - If you attack it then you will auto-miss, as the attacker doesn't ignore Stealth.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model blocks LOS, so you can't target the rear model.
        • Attack roll - N/A


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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:  : 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)

Rules Clarification : Cold - None yet. (Edit)

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Rules Clarification : Quick Draw      (Edit)

  • Since the Quick Draw is a ranged attack, you must obey all the normal rules for making a ranged attack: having LOS, not being stuck in melee with someone else, etc.
    • You must choose a weapon to make the Quick Draw attack. You can't just roll 2d6 and add your RAT and claim you have made a weaponless ranged attack with infinite range. (Infernal Ruling)
  • If the attacker is attacking multiple models (eg they're firing a spray) then the Quick Draw will only cause a miss against the Quick Drawer. It doesn't make the entire spray disappear.
  • Quick Draw occurs at step 2, before stuff like Sacrificial Pawn and Sucker!
  • Quick Draw vs Sacrificial Pawn (Edit)
    • If enemy "Model A" shoots you, and then you use Quick Draw against "Model A", but they use Sac Pawn to move your Quick Draw attack to "Model B" then ... Quick Draw has no effect (or rather, it affects "Model B" who isn't currently shooting you so is irrelevant). Point is, "Model A" can continue shooting you.
    • This won't happen with Shield Guard though (outside of a very low-probability scenario) because Shield Guard can only be triggered during an enemy turn.
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Rules Clarification : Serenity      (Edit)

  • Each model with Serenity can pick one warbeast to remove fury from, that is within range of the ability. They may pick the same or different warbeasts.
    So, for example, a warbeast with 4 Serenity models around it can have 4 fury removed from it. (Infernal Ruling)


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

* What does trigger Admonition
    • Admonition triggers off any advance, not just in-activation stuff. You could even trigger your Admonition off an enemy's Admonition!
    • Standing still but changing facing is an advance.
  • What doesn't trigger Admonition
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • You don't have to trigger Admonition the first time an enemy moves nearby - you can save it until it best suits you. (Infernal Ruling)

  • Countercharge during your own activation (Countercharge vs Admonition etc) ( Edit )
    • You can trigger Countercharge during your own activation, but only if an enemy model moves during your activation. For instance, you move towards a model who has Admonition and they trigger that to try to move away. (You do a normal move, they trigger admonition and move, you trigger countercharge from their admonition-move.)
    • However countercharge always counts as being out-of-activation, no matter when you trigger it. (Infernal Ruling)
    As a result, you can't trigger only-during-activation effects (such as Critical Shred & Sustained Attack).
    • On the other hand, you can potentially get two charge attacks (one for your normal charge, one for the counter charge). (Infernal Ruling)
      This ruling still applies even after the 2018.07 update (Infernal Re-ruling)
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • Countercharge Inception
    • If a model [A] has Countercharge, and it charges an enemy model [B] that has Countercharge and Admonition, then ...
      • Model [A] charges and triggers CC and Admo on [B]
      • Model [B] Admo moves but before it can resolve its own CC, it triggers CC on [A]
      • You now have two models that have triggered CC simultaneously. So the Active player gets to resolve their one first.
  • 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 : Boundless Charge      (Edit)

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Rules Clarification : Chasten      (Edit)

  • Anti-Upkeep vs a unit (Edit)
    • If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
    • It doesn't matter if the target is in formation or not. (Locked thread)
    • However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)
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Rules Clarification : Deadly Storm      (Edit)

  • Damage Type (Edit)
    • This spell does elemental damage in addition to magical damage, not instead of magical damage. (Infernal Ruling)
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Rules Clarification : Icy Grip      (Edit)

  • The restriction from making power attacks is not a typo, even though this spell can only target warrior models. (Infernal Ruling)
  • Being affected by Icy Grip does not prevent models from charging.
  • A model that receives a Press Forward order but has no enemy models to charge, can still pick the "run" option and then follow the rules for "must run but cannot run". (Which results in it making a normal advance and ending its activation).
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Rules Clarification : Occultation      (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.