Wraith Witch Deneghra

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Cryx Logo.jpg Wraith Witch Deneghra

Cryx Warcaster

Mk4 icon.png
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.

Undeath has amplified Deneghra’s twisted manners of treachery and deceit, her cruelty, and her lust. She can only feel a tempestuous rage and act against those in her path, wantonly seeking victims to crush and kill at the behest of her master. However, it does nothing to ease her worries or fill the void left by her vacant soul.

Basic Info

Deneghra2
Missing Info
Deneghra2 2016.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR 5
MAT 6
RAT N/A
M.A. N/A
DEF 16
ARM 15
CMD N/A
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat : Web of Shadows

Choose d3 + 3 friendly non-warcaster Faction models currently in Deneghra’s control range. The chosen models gain Incorporeal for one round.

Abilities

  • Parry symbol.jpg Parry
  • Undead symbol.jpg Undead
  • Soul Taker: Cull Soul - This model can gain soul tokens. When a living enemy model is destroyed within 2" of this model, this model gains the destroyed model's soul token. After this model replenishes its focus during your next Control Phase, replace each soul token with 1 focus point.
  • Wraith Walker - At the end of your Control Phase, this model can gain Incorporeal for one round unless it gained Incorporeal during the last round.

Weapons

Eclipse
Sword icon.jpg  RNG   POW   P+S 
2 7 12
  • Magical dam symbol.jpg Damage Type: Magical
  • Dark Banishment - When this model hits an enemy model with this weapon during its activation, after the attack is resolved you can place the enemy model anywhere completely within d6 + 3" of its current location. A model can be placed by Dark Banishment only once per turn.

Spells

COST RNG AOE POW DUR OFF
Breath Stealer

2 10 - - Round Yes
Target model/unit suffers -2 SPD and DEF for one round.
Curse of Shadows

3 8 - - Upkeep Yes
Target model/unit suffers -2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base.
Damnation

2 8 - - Upkeep Yes
(1) Warjacks in the spellcaster's battlegroup can charge or make slam power attacks against target model without spending focus. (2) They can ignore forests and cloud effects when determing LOS when declaring a charge or slam attack against the affected model. (3) They gain +2" movement and Pathfinder when resolving charges or slam power attacks targeting the affected model.
Hellmouth

4 8 (★) 12 - Yes
If this attack misses, nothing happens. If it hits, before making the damage roll, push models within 3" of the model hit 3" directly toward it in the order you choose. Then center a 3" AOE on the model hit. Models hit suffer a POW 12 damage roll. Models boxed by Hellmouth are removed from play.
Shadow Step

2 SELF (★) - (★) No
(1) Enemy models currently within 2" of the spellcaster suffer Shadow Bind for one round. (2) Additionally, you can then place the spellcaster anywhere completely within 3" of its current location. (3) Shadow Step can be cast only once per activation.
Shadow Bind - A model suffering from Shadow Bind suffers -3 DEF, and for one round when it advances it cannot move except to change facing. Shadow Bind can be shaken.
Venom

2 8" spray - 10 (Corrosion) - Yes
Venom deals Corrosion Damage. Models hit suffer the Corrosion continuous effect.

Theme Forces


Thoughts on Deneghra2

Deneghra2 in a nutshell

Classic Sculpt

Deneghra2 is a toolbox caster with a variety of debuffs and offensive spells that allow her to answer many questions on the table. Breath Stealer lets her handle high def models, while Curse of Shadows allows her to stop jamming units and provides a nice ARM debuff. Her feat is flexible, able to be used offensively to bypass enemy front lines, or defensively to avoid counterattack from an enemy with few magical weapons. She lacks the large swings of Deneghra1, but she can operate much further behind the lines. Between Hellmouth, Shadow Step, and Dark Banishment, she has a lot of movement tricks at her disposal.

Feat Thoughts

  • The feat can be offensive and/or defensive and thus the timing of the feat is incredibly important. Not only do you want to make sure you feat on a turn when you can maximize its effectiveness, but you must also be careful to activate Deneghra at the right time during the feat turn. You want to activate Deneghra after the models you want to apply the feat to defensively (models that want to attack, then become incorporeal), and before the models you want to feat on offensively (modes that will use the feat to enable an alpha).
  • Planning the feat turn is further complicated by the fact that you will have between 4 and 6 feat targets; include a contingency plan for best/worst-case scenarios.
  • The feat can be used to maximize the effectiveness of the spell Damnation, making it very difficult to eliminate LOS/charge lanes from a warjack in Deneghra's battlegroup.
  • Using spells, offensive or otherwise, do not cause incorporeal to drop. As such, models such as Cephalyx Overlords, the Withershadow Combine and Deathjack can cast spells while affected by the feat and remain incorporeal.
  • Many lists do not have more than one or two sources of magic weapons. Spreading out feat targets can force your opponent to make a difficult decision on where to apply them.

Spell Thoughts

  • Breath Stealer - Provides a defense debuff that can be applied to multiple targets. Applying this spell to the right models can also enable an alpha against important targets or allow for more aggressive positioning on the scenario - maintain a good awareness of threat ranges to maximize effectiveness.
  • Curse of Shadows - As well as a decent armor buff, this spell is arguably far more valuable due to the additional movement shenanigans it provides to a Deneghra 2 list. Just one example: Apply to a model/unit with magic weapons and your feat targets can still go through/around it without taking free strikes.
  • Damnation - An impressive threat extender, this spell is a large part of why Deneghra 2 is often taken with a large and/or high-quality battlegroup. The threat saturation possible with the proper application of Damnation can leave your opponent with few places to put their high-value models (including their Warlock/Warcaster!). However, spells/effects that prevent charges can make this spell next to worthless.
  • Hellmouth - Invariably considered one of the best spells in the game, with the cost to match. Probably the best infantry clearing spell in the game as it can catch infantry over a wide area with a POW 12. If your opponent spreads out infantry to avoid its effects, consider using one of your own models (a Machine Wraith is a prime example) as your Hellmouth target. With proper application, Hellmouth can also be up to a 3" threat extender and/or used to move models out of scenario or into killbox range. This is especially effective when, again, using your own models as a target for the spell.
  • Shadow Step - A high-risk spell with effects that potentially mitigate that risk. Applying to a clump of melee heavy infantry can not only lock them in place but provide something of a wall to hide behind. As it does not require a roll to hit, it is a very reliable defense debuff that requires some careful thought on how and when to apply it safely.
  • Venom - Venom is a cheap and effective infantry clearer. Often overshadowed by Hellmouth in Deneghra 2's spell list, it has a place against stealth models or high armor, single wound infantry.

Drawbacks & Downsides

  • Her armor will make her squishy but her defense means it will be hard to hit her, but with her wounds she won't last long.
  • If you don't place her right when you do the spells, you will leave her wide open to the enemy.

Tricks & Tips

  • Deneghra can use Dark Banishment to put an enemy heavy out of action for a turn. Charge the enemy heavy, stop her charge move 2" away from the heavy, and Dark Banish it 4" to 9". Then Shadow Step 3" backward. The enemy heavy will now be 9" to 14" away from Deneghra and, since Dark Banishment is a place effect, it will be facing the wrong way. It now can't charge anything, and most heavies do not have enough SPD + weapon range to walk 9" back to Deneghra and hit her.
    • If the enemy heavy is particularly slow or you rolled particularly high on the Banish, you can skip casting Shadow Step.
    • Just watch out for enemy spells that can change the enemy's LOS before it activates (such as Jumpstart or Locomotion). That would let it get its LOS back and then charge Deneghra.

    The Deathjack Cannon    

This trick leverages Hellmouth to increase DJ's threat range. It could be any warjack, but DJ is the most worthwhile.

  • Give DJ 2 focus
  • Run a drudge 2.99" in front of DJ, directly towards the enemy you want to charge (the enemy caster, normally).
  • Move arc nodes where you need them.
  • Cast Damnation on the enemy target
  • Cast Hellmouth on the Drudge, pushing DJ into base contact and doing chip damage to him.
  • Feat on DJ.

Result: DJ threats 14.99" (6 base, 3 charge, 2 Damnation, 1 reach, 2.99 Hellmouth), and arrives at his target with 5 focus to spend. He ignores LOS when declaring the charge, and ignores terrain and most free strikes during the charge.

You can also "Double Cannon" it with DJ himself casting Hellmouth at a second drudge before he charges. You lose 4 focus to get a 17.98" threat range.

Note: You cannot push Incorporeal models with Hellmouth.

    The Scoot & Scoop    

Deneghra herself has a long bomb assassination vector. It's a do or die option, though, because it puts her in a horrible board position.

  • Start the turn Incorporeal.
  • Find a charge target such that Deneghra can finish her charge within 5" of the enemy caster.
  • After charging, before attacking, cast Shadowstep to get within 2" of the enemy caster.
  • Bop 'em on the head and teleport them 4 to 9" into the ever-loving arms of your army.
  • Total threat range is 15" (10 charge, 3 Shadowstep, 2 reach).

If you're a little bit crazy, you can extend it to a 17.99 or 20.98 threat range by using a Hellmouth Cannon. You may need to cannon Deneghra herself (unless she is incorpoteal), although the damage roll will hurt her a lot (unlike DJ).

This trick can also be used at slightly less risk vs warjacks/warbeasts that have charged your lines, or are about to charge. Catapulting stuff you don't want to deal with out of the way, out of scenario zones, even out of their owner's CTRL range ... it's pretty funny.

List Building Advice

Strategy

She likes to assassinate the enemy.

Theme thoughts

    Black Industries    

  • Deathjack allows 2 Hellmouths a turn, this can create new assassination angles. Casting Hellmouth on a different model to drag the enemy warcaster a few inches closer can lead to clutch caster kills.
  • The Withershadow Combine can upkeep Curse of Shadows or Damnation. Puppet Master to help out important Hellmouths is great. Spell Slaves lets them caster Breath Stealer and Venom.
  • Soul Hunters - Cavalry and Curse of Shadows are a winning combination, because it lets the Hunters ride through an enemy unit and lets them make impact attacks with impunity, the -2 ARM on the targets also helps of course.
  • Mechanithralls love hit- and damage-fixers and the brutes can protect her squishy self.
  • Kharybdis - It already has the longest threat range for a heavy in the faction, so Damnation makes that even better.
  • Barathrum is still the best (character) heavy in the faction and Damnation is an excellent spell to make it even better. It doesn't need much input besides that, so it's great for Denny.

    Dark Host    

  • Bane Riders love to make impact attacks on units with Curse of Shadows. It means that if the impact fails to kill the target, it doesn't block their charge lane.
  • Deathjack is also in this theme.
  • Desecrators are a solid non-character heavy that gain the extra perk of free focus in this theme. Since you cannot bring Khary or Bara in this theme you have to make do with them.

    Scourge of the Broken Coast    

This one is a little weirder. On paper, Deneghra likes self-sufficient infantry that don't need much help. She DEFINITELY likes Gang Fighter on her warjacks.

  • This theme allows Kharybdis to be taken in her battlegroup, who can give her a cloud each turn to hide behind. Kharybdis also really enjoys threat extension. He can be taken with Aiakos if you want to alleviate Denny's focus strain, while getting another heavy.
    • Kharybdis' large melee threat means that he can capitalize on Gang Fighter, especially one applied by Denny herself (see the "Scoot & Scoop" above).
  • Black Ogrun Smog Belchers and Dirge Seers allow for clouds, too.
    • A small note for Dirge Seers: If one casts Guidance on Denny2, she can arc a spell (preferably Hellmouth) into stealthed models.
    • If you want to cast a spell through a cloud wall, you must cast Guidance onto the arc node itself.
  • Between Barathrum and Kharybdis (if bonded to Aiakos), you can have two heavy hitters that are incredibly well-deliverable, something that SotBC can struggle with.
  • An oddly satisfying-yet-highly-risky run involves feating on and running Stalkers and any heavies into range of the enemy warcaster. The enemy will find that they must commit resources to dealing with them. Any that are left alive can make a fully-loaded assassination run with Deneghra running/charging to supply Shadow Bind and Gang Fighter to the enemy warcaster.

    Support models -Various Themes    

  • Machine Wraiths are amazing. They contest zones, capture flags, and in this case, they allow you to laser-guide your Hellmouths into the optimal position.


    Mercenaries    

  • Doctor Stygius - He's an excellent spell slave, meaning he can caster Venom and Breath Stealer.
  • Saxon Orrik can help make up for Deneghra2's lack of ghost walk.
  • Asphyxious4 - A damage fixer, mobile cloud wall, and personal contribution similar to a heavy warjack that teleports away after inflicting carnage, all at no input from Denny. Pulling enemy models into his clouds can be a real hoot, too.

Battlegroup

Nightmare is Deneghra's pet warjack that she can bring in any theme.
  • Nightmare is Deneghra's pet warjack that she can bring in any theme, which doesn't mean you should, though. It's a strong contender for worst jack in the faction, maybe even the game if the Berserker chassis or the Seether did not exist. 18 points for a beat stick heavy is too much, especially if for the same price you can get Deathjack, or Barathrum for 5 points less.
  • Deathrippers are cheap arc nodes. She needs them cause five of her six spells are offensive.
  • A Corruptor is a good utility jack, anti-infantry mostly, that can potentially create an arc node.

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.

  1. Warjack: Deathjack
  2. Warjack: Deathripper (x2)
  3. Solo: Master Gurglepox
  4. Solo: Hellslinger Phantom
  5. Unit: Mechanithralls + Brute Thrall (x3)
  6. Unit: Asphyxious4
  7. Warjack: Slayer

Other

Trivia

Video Battle Reports

Other Cryx models

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

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

Warcaster attachments

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

Other Warjack Controllers

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

Light

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

Heavy

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

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

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

Solos

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

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

Rules Clarifications

RC symbol.png

Rules Clarification : Feat: Web of Shadows

  • If an incorporeal warjack tramples, but doesn't contact any models and thus doesn't make any trample attacks, then it does not lose incorporeal. (Infernal Ruling)
RC symbol.png

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

Damage & Debuffs
  • All spells do magical damage. Refer to the latest errata.
  • If a weapon or spell does multiple types of damage (such as Chain Lightning doing Electricity damage), then you'll still be hurt by the spell. "Incorporeal" is not the same as "has immunity to all damage types". (Infernal Ruling)
  • "Mundane" weapons can still apply debuffs to Incorporeal models, even though they can't damage them. For instance, an Ironclad could hit an Incorporeal model with a Tremor Attack and knock the incorporeal model down; Small-based Incorporeal models can be Consumeed, etc. (Infernal Ruling)

Incorporeal models moving

  • If an incorporeal model declares a charge, then they stay incorporeal until they actually make an attack. So, for example:
    • If they're Countercharged after finishing their own charge movement, they will be Incorporeal while resolving the Countercharge attack.
    • If they fail the charge, they will stay Incorporeal.
  • Entering hazards: "Enters or ends its activation" can only be triggered once each turn.
    • If the Incorporeal model begins its activation outside the hazard, moves into the hazard and loses Incorporeal, it would not take any damage from ending its activation in the hazard.
    • If the Incorporeal model begins its activation inside the hazard, stays inside the hazard, and loses Incorporeal, it would take damage from ending its activation in the hazard.
    • (Infernal Ruling)
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.


Moving through an Incorporeal model

  • A model that is pushed into an Incorporeal model will go all the way through, only if the push is large enough to get all the through. If the push is too short, the moving model will "bounce back" to where they first started overlapping the incorporeal model. (Infernal Ruling)
  • The core rules that allows models to be pushed through the Incorporeal model will override any ability/spell that uses the phrase "is pushed until it contacts a model" (such as Grip, Drag, and Catch). (Infernal Ruling)
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.

Other

  • Incorporeal models can engage enemy models. They can't make free strikes or bodyblock enemies, but they do prevent enemy models making ranged attacks, and everyone gets the 'Target in Melee' bonus.
  • 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)


RC symbol.png

Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
RC symbol.png

Rules Clarification : Dark Banishment      (Edit)

  • Although the "can place" is permissive you don't have the option to roll the distance for the place, see what the result is, then decide not to place the model (in order to hit it again and try for a better roll). You don't roll dice for abilities you aren't using. (Locked thread)


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

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

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

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


RC symbol.png

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.

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

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Rules Clarification : Wraith Walker      (Edit)

  • Continuous effects expire as soon as you use Wraith Walker, because Incorporeal models are immune to them.
  • However you can't use WW until your Control Phase, and the damage occurs during the Maintenance Phase, so you will suffer at least one round of damage.
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Rules Clarification:  : Incorporeal      (Edit)
(Click Expand to read)

Damage & Debuffs
  • All spells do magical damage. Refer to the latest errata.
  • If a weapon or spell does multiple types of damage (such as Chain Lightning doing Electricity damage), then you'll still be hurt by the spell. "Incorporeal" is not the same as "has immunity to all damage types". (Infernal Ruling)
  • "Mundane" weapons can still apply debuffs to Incorporeal models, even though they can't damage them. For instance, an Ironclad could hit an Incorporeal model with a Tremor Attack and knock the incorporeal model down; Small-based Incorporeal models can be Consumeed, etc. (Infernal Ruling)

Incorporeal models moving

  • If an incorporeal model declares a charge, then they stay incorporeal until they actually make an attack. So, for example:
    • If they're Countercharged after finishing their own charge movement, they will be Incorporeal while resolving the Countercharge attack.
    • If they fail the charge, they will stay Incorporeal.
  • Entering hazards: "Enters or ends its activation" can only be triggered once each turn.
    • If the Incorporeal model begins its activation outside the hazard, moves into the hazard and loses Incorporeal, it would not take any damage from ending its activation in the hazard.
    • If the Incorporeal model begins its activation inside the hazard, stays inside the hazard, and loses Incorporeal, it would take damage from ending its activation in the hazard.
    • (Infernal Ruling)
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.


Moving through an Incorporeal model

  • A model that is pushed into an Incorporeal model will go all the way through, only if the push is large enough to get all the through. If the push is too short, the moving model will "bounce back" to where they first started overlapping the incorporeal model. (Infernal Ruling)
  • The core rules that allows models to be pushed through the Incorporeal model will override any ability/spell that uses the phrase "is pushed until it contacts a model" (such as Grip, Drag, and Catch). (Infernal Ruling)
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.

Other

  • Incorporeal models can engage enemy models. They can't make free strikes or bodyblock enemies, but they do prevent enemy models making ranged attacks, and everyone gets the 'Target in Melee' bonus.
  • 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)
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Rules Clarification : Shadow Bind , Force Hold, Force Lock, Quagmire, and/or Crawling Chaos     (Edit)

  • Models affected by this ability may still advance 0" and thus abilities that trigger on "ends their movement within ..." or "after this model advances ..." will still trigger (for example Slipstream, Countercharge, etc).
  • Models may still be placed, so abilities like Apparition will still work.
  • The restriction applies to all advances: normal activation, bonus in-activation (like Overtake), and out-of-activation (like Energiser).
  • Shadow Bind only
    • If you manage to free strike a charging model and Shadow Bind it, their charge movement ends because they can no longer advance. At that point, you check whether their charge movement was successful or not.

Rules Clarification : Breath Stealer - None yet. (Edit)

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Rules Clarification : Curse of Shadows      (Edit)

  • There is no distinction in the spell between friendly and enemy; neither in the targeting restrictions or in the 'who can move through them' effect.
  • You can't move through affected models during involuntary movement (pushes & slams) because that's not an advance.
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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Rules Clarification : Damnation and/or Dog Pile     (Edit)

  • The bonus movement and ignoring LOS only applies for the charge movement. Not on Sprint moves etc.
  • Pathfinder (Edit) - Pathfinder does not apply to involuntary movement (pushes & slams). (Infernal Ruling)
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Rules Clarification : Hellmouth      (Edit)

  • If this spell misses a target in melee, then you still re-roll vs a randomised other model before it truly "misses" and has no effect.
  • Basically, you apply all re-rolls before determining whether you have a hit or miss.
  • 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)

{{RC Shadow Step}}

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Rules Clarification : Venom      (Edit)

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