Zevanna Agha, The Fate Keeper (Grymkin)

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Zevanna Agha, The Fate Keeper (Grymkin)
Grymkin Battle Engine Warlock

"Strands of fate I twist and weave, and many will be left to grieve."

Having released the godlike Defiers from Urcaen to suit her own ends, Zevanna Agha has many plans in motion. Only time will reveal her true goals, but for now she is content to join in the chaos the grymkin bring. Her hope is that those fated for greatness will be strengthened by the crucible of the Wicked Harvest and that the Defiers will aid in forestalling an otherwise imminent doom.

Basic Info

Old Witch3
Missing Info
Old Witch3.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Huge
SPD 6
STR {{{str}}}
MAT 5
RAT 6
M.A. N/A
DEF 12
ARM 19
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY 7
THRS N/A
HP 20
F. Field N/A
WJP {{{wjp}}}
WBP +27
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.
  • Battle Engine - All battle engines share the same special rules, most notably being immune to a bunch of stuff. Click here for the long version.
  • Pathfinder symbol.jpg Pathfinder
  • Dual Attack - This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
  • Old School - Despite being a Grymkin warlock, this model has a feat and does not use Arcana cards.
  • Repairable - This model can be targeted with Repair special actions as if it were a construct model.
  • Arcane Machinery - Once per turn at any time during its activation, this model can use one of the following effects. Arcane Machinery effects last for one round.
    • Arcane Calibrations - Reduce the COST of each spell this model casts this activation by 1.
    • Divinator - While in this model's control range, models in its battlegroup can reroll failed attack rolls. Each roll can be rerolled only once as a result of Divinator.
    • Hellhole - Return to play d3 friendly destroyed Faction Grunts. Models return with 1 unmarked damage box. Place the returned Grunts completely within this model's command range, in formation, and within 3˝ of another model in its unit. Returned Grunts must forfeit their Combat Actions the turn they are returned to play.
    • Range Amplifier - When this model casts a spell and is the point of origin of the spell, it gains +5" RNG.
    • Vexing Alignment - Increase this model's control range by 4".

Weapons

  • Carrion Crows - 12" range, (★) AOE, gun that does no damage.
    • Magical dam symbol.jpg Damage Type: Magical
    • Black Wings - If this attack misses, nothing happens. On a direct hit against an enemy model, center a 4" AOE on the model hit. The AOE is a cloud effect and hazard that remains in play for one round. Living and undead models in the AOE when it is placed suffer Blind for one round. Enemy living or undead models entering or ending their activation in the AOE suffer 1 point of magical damage. This model is not affected by Black Wings. (Blind - A model suffering Blind cannot make ranged or magic attacks, suffers -4 MAT and DEF, and cannot run, charge, or make slam or trample power attacks. It must forfeit either its Normal Movement or Combat Action during its next activation. Blind can be shaken.)
  • Stomp (x2) - 2" reach, P+S 15 melee weapons.

Spells

COST RNG AOE POW DUR OFF
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.
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.
Respawn

3 6 - - Upkeep No
When target large-based or smaller warbeast in the spellcaster's battlegroup is disabled by an enemy attack at any time except while it is advancing, place it anywhere completely within 3" of its current location. Remove 1 damage point from each aspect, then Respawn expires.
Scourge

4 8 3 13 - Yes
Models hit by this attack become knocked down.
Windstorm

3 SELF Control - Round No
(1) While in the spellcaster's control range, enemy models' range weapons with a RNG greater than 8 suffer -5 RNG on affected ranged attacks to a minimum of 8. (2) When an enemy AOE ranged attack deviates from a point in this model's control range, after determining the deviation distance, you choose the deviation direction. (3) Windstorm lasts for one round.

Feat: Hour of Reckoning

The Old Witch gains the benefit of all 5 of her Arcane Machinery effects this activation.

Theme Forces

Thoughts on Old Witch3

Old Witch3 in a nutshell

Her playstyle appears to be running large numbers of cheap heavies and boosting their accuracy and hitting power.

Old Witch2 and Old Witch3 are very similar (they even use the same physical model!), with the only differences being:

  • #2 is a Khador warcaster, #3 is a Grymkin warlock.
  • #3 has a rule that lets it use a feat despite being a Grymkin.
  • One of their spells has a different name, but it's effectively the same spell (it just swaps the word "warjack" for the word "warbeast").
  • One of their Arcane Machineries is actually different:
    • #2 has Power Magnifier which gives warjacks extra focus
    • #3 has Hellhole which returns Grymkin troops to play

Maximising her feat & spells

Gaining all the effects will greatly simplify decisions on feat turn, even if it is not particularly inventive, but the Old Witch only has two offensive spells to begin with; Curse of Shadows and Scourge.

Her feat will allow her to cast her short RNG, high-cost offensive spells and shoot her Carrion Crows to further debuff the enemy before sending in a heavy which will now have no issue hitting its target at -4 DEF and -2 ARM.

  • Boundless Charge - Boundless Charge is a great way to enhance the threat range and offensive output of your Beasts. Cage Ragers particularly like this spell, as with it they actually charge further than they run and get pathfinder too. While Boundless Charge is always a welcome addition to a caster's spell list, Zevanna uses it particularly well. With Arcane Calibrations, she can cast it for 1 fury. It's entirely possible for her to put Boundless Charge on every model in a unit of Neigh Slayers, for example. Between Range Amplifier and channeling through Cage Ragers, Zevanna has no trouble getting this spell to where it needs to go.
  • Curse of Shadows - Curse of Shadows is a deceptively powerful spell. On face, it's a -2 arm debuff. This is great for cracking armor. But models afflicted with Curse of Shadows also can't make free strikes, and your models can move through them. This makes Curse of Shadows a potent solution to jam, and allows for some surprising offensive plays. With both Curse of Shadows and Boundless Charge, it can be hard for an opponent to screen key models from Zevanna's heavies. The rerolls from Divinator make Zevanna a very accurate spellslinger, and is a great combination with a do-or-die spell like Curse of Shadows. Be aware that Curse of Shadows is an upkeep, so there's no point in casting it multiple times.
  • Respawn - Beware Grievous Wounds and RFP effects which prevent this from triggering. Respawn triggers on disabled, so it is not prevented by abilities like snacking that trigger on boxed. Respawn places the beast anywhere completely within 3", which is often enough distance to get out of melee with whatever just disabled it. When combined with any of the Grymkin's anti-shooting abilities, it can be very difficult to kill a heavy with Respawn. As such, this spell can be used to set up advantageous trades. By putting a heavy with Respawn in threat range of the enemy, you offer your opponent a very difficult choice: if they ignore it, it will charge them next turn. If they engage, they may fail to kill it and lose one of their heavies in return.

Zevanna is also uniquely well equipped to use Respawn because she can spend corpses off of Cage Ragers to upkeep it for free, and she can recast it for 2 fury with Arcane Calibrations. While Respawn and Reconstruct are not usually as strong in practice as they appear to be on paper, the ease at which Zevanna can cast and maintain Respawn late into the game makes it a potent tool in her arsenal.

  • Scourge - Any model hit by Scourge is knocked down. It doesn't have to be directly hit, and it doesn't have to be an enemy model. With Divinator and her gun, Zevanna has the most accurate Scourge in the game. With Range Amplifier and her natural mobility, Scourge has an extremely long threat range (6" walk, 13" cast for 19" total range, or 22" with a charge, or 24" with a Boundless Charge charge). With Arcane Calibrations, Zevanna can cast Scourge twice, or cast Scourge, boost to hit, and follow up with a Curse of Shadows. Any caster that can be knocked down has to have a plan for surviving a Scourge on Zevanna's feat turn.
  • Windstorm - This spell shuts down guns. Because of her huge base, Zevanna's windstorm covers a truly impressive amount of the board. With Vexing Alignment, all enemy models within 18" of her get -5 range to their non-spray guns. You also get to choose the direction of any enemy AoE deviations. To deal with this, enemies either have to come in close to get into their reduced range, or try to back up out of the Windstorm. The former tactic puts them into reach of the melee-centric Grymkin, while the latter puts you in an advantageous spot on scenario. Projecting Windstorm forward is one of the key reasons to play Zevanna as a front-to-midline caster. Most games, Zevanna is going to cast Windstorm every turn, and she'll use Arcane Calibrations to make it more affordable.

Windstorm combos very well with other control elements, like Arcane Vortex on the Cage Rager.

Drawbacks & Downsides

  • She is on a huge base and has very low DEF for a caster; Windstorm will shorten enemy ranged threat ranges, but she is a sitting duck to either RNG 15+ guns or ones that get close enough.
  • Her RAT and MAT is very low meaning getting hits with her will rely on Divinator failed attack rerolls and her Carrion Crows' Blind effect.
  • Of all the current Grymkin warlocks she is the only one who doesn't get to use the Arcana, the most characterful trait of the faction.

Tricks & Tips

  • Curse of Shadows allows cavalry models to continue moving through enemy models that they failed to kill with impact attacks.
  • Despite the Repairable and Battle Engine rules, she's still a living model, and thus affected by rules and abilities which interact with such models (Life drinker, Bleed, Butcher 3's feat, Poison, Annoyance, Burning Ash, etc.).

List Building Advice

Strategy

Zevanna Agha is flexible enough to support attrition, scenario, or assassination based strategies. Broadly, there are two types of Zevanna lists: ones that play in Dark Menagerie and ones that bring Lord Longfellow.

Theme Thoughts

    Dark Menagerie    
Zevanna runs a very tough beast brick and plays an attrition-centric game. If you can restrict your opponent to a melee-on-melee fight, your cheap Grymkin heavies will usually carry the day. If your opponent attempts to backup to keep shooting outside of Windstorm, scenario becomes an option. Zevanna will often find her beasts outnumbered or swarmed by cheap troops. When this happens, ARM 21 will keep her army safe as it slowly and methodically dismantles the enemy. Zevanna's gun is excellent at controlling units, and Curse of Shadows allows her army to move around or through them in safety. Between Boundless Charge and Curse of Shadows, it's easy to catch an opponent off guard by charging long distances through huge swaths of their army.

  • See also the #Battlegroup section, which is applicable to both themes but more relevant for this one.

    Bump in the Night    
Zevanna's assassination game becomes much stronger. With access to Lord Longfellow, Frightmares, and Hollowmen, Zevanna can put out a lot of damage at range. On feat turn, Zevanna can knockdown and/or blind almost any caster. Longfellow can follow up with 2 Finisher, Fortune Hunter shots. Longfellow's Finisher ability puts the enemy in a particularly bad spot - if they don't soak or transfer the damage from Scourge or any incidental shooting before Longfellow activates, Longfellow will be rolling 4D6 for damage.

Between Curse of Shadows and Wraithbane, it's possible to run Zevanna in Bump in the Night without missing Enrage too badly. When she does, she can get Lord Longfellow and Trapperkin for free. Witchwood is also a tempting solo to get for free so that you can line up models for perfect Carrion Crow placements.

  • Hollowmen have a particularly strong synergy with Zevanna. Because they have Eyeless Sight they can't be blinded by Carrion Crows and they see through the cloud, so they don't have to be taken into account when firing Zevanna's gun. Unfortunately, Zevanna needs to directly hit an enemy model for the 4" AoE to be placed, so don't try to shoot your own Hollowmen in the back. Windstorm also makes it much harder for the enemy to scalpel out the Lantern Man, so the Hollowmen can keep adding to their number as the game goes on.
  • Piggybacks are also very strong with Zevanna. Windstorm allows them to run in early turns without fear of being shot to death, and Hellhole returns them to play if your opponent manages to kill them. Between Zevanna and the Twilight Sisters, you return 4 piggybacks on the average turn.
  • Trapperkin can make surprising plays with Zevanna. Windstorm protects them while they get into position, and Curse of Shadows allows them to walk through or around models to get to back arcs. With Boundless Charge, the Trapperkin threats 12.5". Remember that while Curse of Shadows makes it much easier to charge someone in the back, you can't charge directly through someone, then turn around to stab them.
  • Because Zevanna can cast up to 7 Boundless Charges a turn, her Dread Rots and Neigh Slayers are also particularly threatening. One interesting strategy is to charge with 3 of your Neighslayers, reposition away and then have your hollowmen shoot them in the back. Then Zevanna activates Hellhole and brings 1d3 back, and the Twilight Sisters bring back the rest.

Battlegroup

  • Cage Ragers get a lot out of Boundless Charge, and Zevanna likes having a reliable channeller. The combination of the control elements of Windstorm and Arcane Vortex is difficult for most armies to deal with. When the enemy closes, Zevanna and her Cage Ragers are all at ARM 21 under the Death Knell's aura. Wraithbane and Curse of Shadows stack, in the sense that both can be relevant to the same attacks, and Zevanna's birds or Scourge can help fix the Cage Ragers' mat.
  • Skin and Moans are also turned up to 11 with Zevanna. With Boundless Charge they threaten 12" and they don't have to force for Lurker to gain Pathfinder. Zevanna sometimes likes to have Lurker as well, so she can hit a key target with her guns and then back up to safety.
  • Gorehounds deserve a mention because with Arcane Calibrations Zevanna can put Lightning Strike on herself for free. Scrapjack's stomps hit surprisingly hard (pow 15) so if you can find a target that mat 5 can hit, it's not too difficult to set up hit and run plays.
  • Frightmares are an excellent addition to Zevanna's army. She can cast their animus, See in the Dark, for free with Arcane Calibrations and she appreciates the help in landing Carrion Crows. Fightmares also add a boostable gun that helps deal with infantry and enable the assassination.
  • One or two Crabbits are never a bad idea, but most of the time Windstorm will keep Zevanna safe so you can take free Gremlin Swarms instead. If you expect to play into extremely long range shooting, however, even one Crabbit can make a big difference.


Other

Trivia

  • Released with the Grymkin Faction launch (2017.06). She was released simultaneously with Old Witch2, who is a Khador warcastee. In fact they use the same physical model and 95% the same in-game rules.
  • Although she isn't the first character to change factions, she is the first (and so far only) one to jump between the Warmachine rules set and the Hordes rules set.

Video Battle Reports

Other Grymkin models

Grymkin Logo.jpg       Grymkin Index       (Edit)
Battlegroup
Warlocks

The Child - The Dreamer - The Heretic - The King of Nothing - The Wanderer - Old Witch 3
Arcana
Warlock Attachment: Baron Tonguelick

Warbeasts

Lesser: Crabbit

Light: Frightmare - Gorehound - Rattler

Heavy: Cage Rager - Clockatrice - Skin & Moans

Gargantuan: Slaughterhouse

Units, Solos, & Battle Engines
Units

Dread Rots - Hollowmen - Mad Caps - Malady Man - Murder Crows - Neigh Slayers - Piggybacks - Twilight Sisters

Solos

Baron Tonguelick, Lord of Warts - Cask Imp - Defiled Archon - The Four Horseymans - Glimmer Imp - Grave Ghoul - Gremlin Swarm - Isiah, Dread Harvester - Lady Karianna Rose - Lord Longfellow - Trapperkin - Weird Wendell - Witchwood

Battle Engines Death Knell
Theme Forces Minions
Dark Menagerie - Bump in the Night Refer to Category: Grymkin Minion
This index was last updated: 2021.08

Rules Clarifications

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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 : Black Wings      (Edit)

  • The original attack can inflict Blind on friendly models.
  • In a full mirror match (Old Witch vs Old Witch), they can't Blind or hurt each other with Black Wings.
  • Templates that do damage (Edit)   [Show/Hide]
    • Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
      • A hazard is a terrain element
      • Damage from a hazard template is never considered to be from the model or weapon/spell that put it into play. So hazards never gain special rules of the weapon/spell (such as a Damage Type or Poison), nor does it gain special rules of the model (such as Hand of Fate).
      • Damage from a non-hazard template is considered to be from the model that put it in play. So non-hazards do get stuff like Hand of Fate. (Infernal Ruling)
      • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance)
      • Damage from a non-hazard is also not from an attack. Instead it will be a Special Action (Covering Fire), or a "instead of making an attack, place a template" (Creeping Barrage), or etc.
     
    • Damage templates from spells is complicated:
      • (Infernal Ruling)
      • Spells that leave templates that are not hazards (such as Razor Wall) do Damage Type: Magical.
      • Spells that leave templates that are hazards (such as Breath of Corruption) follow the rules for hazards, which are most likely not magical damage but it varies by the hazard.
      • The initial damage when you place the template, if any, is Damage Type: Magical.
      • For example, Breath of Corruption's initial POW 12 corrosion damage roll is Damage Type: Magical in addition to Damage Type: Corrosion. But the hazard that is put into play from Breath of Corruption is not Damage Type: Magical, just Damage Type: Corrosion.
     
    • By default, when you put a template into play it doesn't do damage to models they overlap. The exceptions are templates that are created by an AOE weapon, and templates that explicitly say they do damage when they're placed.
    • A model which is "placed" also counts as "entering" an area, so the template will damage any one who teleports/spawns into it, too.
    • If two templates are overlapping, a model that enters them will take two points of damage.
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Rules Clarification : Blind      (Edit)

  • Blind prevents magic attacks. However spell-casters, spell slaves, etc can still cast non-offensive spells.
  • Blind vs Eyeless Sight (Edit)
    • If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
    • Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.


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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 : Battle Engine      (Edit)

  • The main differences between battle engines and the other huge bases are:
    • They can be placed, and they can move outside their Normal Movement (such as Dodge).
    • They can benefit from Advance Deployment, Incorporeal, and Stealth.
    • They can't make ranged attacks while in melee.
      At least not by default; but many battle engines have Gun Platform, Dual Attack, or similar.
    • Unlike Colossals and Gargantuans, your opponent can take control of your battle engine. There are very few such abilities that work on this model type, though.
  • Being a huge-based model, a Battle Engine can never gain the DEF bonus from concealment ... but it can still have concealment and thereby trigger Prowl.

Huge Base (Edit)

But this bonus doesn't apply to slams triggered by normal attacks (such as Critical Smite or the Hurricane's Thunder Charge ability).
Also, simply being on a huge base triggers a bunch of rules scattered throughout the rulebook, click to read them.   [Show/Hide]

From the 2020.02 edition of the core rules (Edit)

Fields of Fire
Page 37 A huge-based model’s front arc is marked on its base. Its front arc is further divided into two 90° fields of fire. These fields of fire determine which models a huge-based model can target with its weapons, depending on the location of those weapons. Weapons located on a huge-based model’s left side (L) can be used to target only models in its left field of fire, and weapons located on its right side (R) can be used to target only models in its right field of fire. Weapons with locations “S,” “H,” or “—” can be used to target models in either field of fire. If any part of a model’s base is on the line separating the left and right fields of fire, the model is considered to be in both fields of fire.
Concealment, Cover, LOS
Page 49 Concealment & Cover - Huge-based models never gain the DEF bonuses from concealment or cover.
Page 60 Clouds - Cloud effects do not block line of sight to huge-based models.
Page 87 Forests - Forests do not block line of sight to huge-based models.
Huge-Based models in melee
Page 54 - Huge-based models never gain the Target in Melee DEF bonus.
Page 65 - Combined Ranged Attacks cannot target a model in melee unless it has a huge base.
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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification:  : Dual Attack      (Edit)
(Click Expand to read)

* If you fail a charge, then you do not get to make ranged attacks.
  • If you have multiple ranged attacks and/or melee attacks, you can intermingle them in any order. (Infernal Ruling)
  • You can charge, make a ranged attack, then make your charge melee attack. Even though you made a ranged attack, that doesn't change the fact that your first melee attack is the charge attack. (Infernal Ruling)
  • You must complete all initial attacks before buying attacks. You can't go: Make an initial melee attack, then buy a melee attack, then make an initial ranged attack. (Locked Thread)
  • Dual Attack doesn't let you mix initial attacks with a (★) attack. Dual Attack only lets you make either:
    1. Initial melee attacks and initial ranged attacks.
    2. Power attack and initial ranged attacks.
      Any other combination of (★ Attack) and initials is disallowed. See this thread for full explanation and links to relevant Infernal Rulings.
    • You could theoretically make a special melee attack and then buy additional ranged attacks (or vice versa) ... but the core rules say "The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any" so the special attack would have to explicitly allow a swap - and I'm unaware of any that do so.
  • There is no penalty for shooting an enemy you are in melee with.
  • Your ranged attack(s) can target a model you are not in melee with. (Infernal Ruling)
  • Dual Attack & Drag ( Edit )
    • This is pretty-much limited to just the Prime Axiom under Syntherion, or the Swabber, Galleon or Prime Axiom under Aurora2
    • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
    • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
    • If you didn't charge then ... just go nuts. There's no restrictions that I know of.
  • Dual Attack & Slam/Trample ( Edit )
Power Attack Slam and Trample combine your Normal Movement and Combat Action, and how this works with Dual Attack is:
  • Slam: You must resolve the movement, the attack, and moving the slammed model. Only then can you make initial ranged attacks.
  • Trample: You must resolve the movement, the attacks, and the free strikes. Only then can you make initial ranged attacks.
  • (Infernal Ruling)

Rules Clarification : Old School - None yet. (Edit)
Rules Clarification : Repairable - None yet. (Edit)

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Rules Clarification : Arcane Machinery      (Edit)

  • 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)
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Rules Clarification : Arcane Calibrations      (Edit)

  • When combined with other abilities that change COST (such as Lamentation) use normal maths: double/halve irst, then add/subtract. (Infernal Ruling)

Rules Clarification : Divinator - None yet. (Edit)

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Rules Clarification : Hellhole      (Edit)
Return/Add to Play - Typical (Edit)

  • If you're returning/adding multiple models simultaneously, they are placed sequentially. Often this will let you leapfrog the "within 3" of [x]" requirement.
  • If you're adding models to a unit, then typically there is no limit and you can go over the unit's starting size. However, some abilities do have a limit (such as Stir the Dead)
    If you're returning models to a unit, then you're limited by how many there are in the "dead but not removed from play" pile.
        (See Add, Return, and Remove From Play for further detail.)
  • If you're adding more models than you started with, then in a Tournament you must physically own the correct models - proxies are not allowed in tournaments. (Locked thread)

Return/Add to Play - Other Units (Edit)

  • "Return to Play" and "Add to Play" are quite simple if you only return models to your own unit (like Blood-Bound) or only return independent models (like Thagrosh1's feat). But if you're returning/adding models to other units, then click to read more.   [Show/Hide]
    • If you can return multiple troopers at once, they don't all have to be the same unit. Spread the love around.
    • Troopers must return to their original unit. Even if you have two units of the same type (such as two units of Convergence Eradicators) then you can't have 4 die from unit [A] and return them all to unit [B].
    • If your rule is something like "return d3 models to units within CMD range" (Old Witch3) then it is d3 models total, not d3 models to each and every unit.
    • If your rule is something like "spend 1 soul to return 1 Grunt" (Enigma Foundry) then it doesn't matter where the souls came from originally. Think of them like currency, in this case.
    • You can Return models even after a unit is reduced to just Attachments (Weapon or Command)
      • If your Return ability lets you return a Leader or Officer model, then they will immediately become the unit commander and redefine the "in formation" bubble.
      • If your Return ability only allows Grunts, then the Grunt will not be field promoted when he arrives.
        This means that, in the unusual scenario where the Leader model has different wargear to the Grunts (such as Cygnar Stormguard), then that wargear is effectively 'lost'.
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Rules Clarification : Range Amplifier      (Edit)

  • Note that spells arced or channeled through other models do not gain any bonuses from Range Amplifier. The spell-caster must be the origin of the spell to gain the +5 range.

Rules Clarification : Vexing Alignment - None yet. (Edit)


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Rules Clarification : Boundless Charge      (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 : Reconstruct and/or Respawn     (Edit)

  • Note it heals 1 box of each system/aspect. Not 1 off each damage column/spiral.
  • Colossals/Gargatuans cannot be the target of this spell as they are not "large base or smaller".

Rules Clarification : Scourge - None yet. (Edit)

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Rules Clarification : Windstorm and/or Sandstorm and/or Fleeting Storm     (Edit)

  • Range Modifiers (Weapons) (Edit)
    • If a weapon puts down a template "within X inches" (such as Covering Fire) then you can't change that, because it's not a RNG. (Infernal Ruling)
    • If a weapon's RNG is reduced to zero, it cannot be used to make attacks. Refer to 'Weapon Statistics', page 19 of the core rulebook.
    • If a weapon has RNG = CTRL then you can't add or subtract to that range, because CTRL is not a number. (Infernal Ruling)
  • 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)
  • See also Range Modifiers (Spells)