Primus Jalaam

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Skorne Logo.jpg Primus Jalaam

Skorne Venator Warlock

The northern reaches of the Skorne Empire are a wild untamed place where beasts like the hydra and mammoth roam—only the fiercest of skorne prosper here. Among them is Primus Jalaam, one of the greatest hunters of his people, a cunning warlock who feels no shame killing his enemies at a distance. He is as effective stalking intelligent prey as are the beasts of his homeland.

Basic Info

Jalaam1
Missing Info
Primus Jalaam.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 6
MAT 7
RAT 7
M.A. N/A
DEF 16
ARM 15
CMD 9
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 16
F. Field N/A
WJP {{{wjp}}}
WBP +28
IHP {{{ihp}}}
FA C
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 : Hide in Sight

The hunters under Jalaam's command are made elusive as a mirage shimmering over the vast desert plains of the east, and the enemy's efforts to target or strike them are rendered as clumsy and futile as those of the blind.

When an enemy model makes an attack roll against a friendly Faction model in Jalaam's control range, the enemy model rolls one less die. Hide in Sight lasts for one round.

Abilities

  • Pathfinder symbol.jpg Pathfinder
  • Tough symbol.jpg Tough
  • Hunter - This model ignores cover and concealment when making ranged attacks.
  • Prey - After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
  • Resourceful - This model can upkeep spells on models in its battlegroup without spending focus/fury.

Weapons

Reiver
Gun icon.jpg  RNG   ROF   AOE   POW 
12 2 - 10
  • Magical dam symbol.jpg Damage Type: Magical
  • Burst Fire - Gain +1 to damage rolls with this weapon against medium-based models, and +2 to damage rolls against large- and huge-based models.
  • Grievous Wounds - A model hit by this weapon loses Tough and cannot have damage removed from it for one round.
Blade
Sword icon.jpg  RNG   POW   P+S 
1 6 12
  • Damage Type: Magical
  • Grievous Wounds

Spells

COST RNG AOE POW DUR OFF
Artifice of Deviation

2 Control 5 - Upkeep No
Place a 5" AOE anywhere completely within the spellcaster's control range. While completely within the AOE, friendly Faction models gain cover. Enemy models treat the AOE as rough terrain.
Deadeye

2 6 - - Turn No
Target friendly Faction model/unit gains an additional die on each model's first non-spray ranged attack roll this turn.
Scavenger's Blessing

2 6 - - Upkeep No
Target model/unit gains Pathfinder and Prowl. Models are not affected while out of formation.
Prowl - While a model with Prowl has concealment, it gains stealth.
Vanish

1 SELF - - - No
Place the spellcaster anywhere completely within 3" of its current location. Vanish can only be cast once per activation.
Warpath

3 SELF Control - Upkeep -
When a friendly Faction model in the spellcaster's control range destroys one or more enemy models with a melee or ranged attack during its activation, immediately after the attack is resolved one warbeast in the spellcaster's battlegroup that is in its control range can advance up to 3". A warbeast can advance as a result of Warpath only once per turn.

Theme Forces

Recent Changes

2021.10 Mega Update

  • Gained +1 DEF
  • Became a Venator, which lets him get Veteran Leader from the Venator Dakar and ... that's about it.

Thoughts on Primus Jalaam

Primus Jalaam in a Nutshell

Jalaam is a master hunter, who is relatively low ranked in the Skorne army because he's a hunter and low caste. A spell to create cover, Deadeye, a spell for mobility, and one for him to hit and run create a nice little combination. He has a feat that is weak on beasts but the fantastic Warpath spell that encourages a at least few of them.

He has a normal (albeit magical) Reiver that he can shoot twice, but because he has Prey and gets to boost (with grievous wounds) his personal threat is often a lot more than people realise, even if he is unlikely to assassinate an enemy caster alone with 2 shots, denying healing can really mess with an opponents battle-plans.

As a faction Skorne’s ranged options are limited to the 2 weaker/ out of favour themes Winds of Death and Masters of War with this in mind its currently a better plan to treat Jalaam as a caster who delivers his army with anti ranged tech, rather than a gun-line caster, as that isn’t something skorne can leverage without a damage buff or 2.

Feat thoughts

Jalaam's feat is purely defensive and pretty effective for protecting infantry even if it does nothing for Titans. Remember that rolling all 1s always misses so even if you use it on Def11 immortals if your opponent can’t boost they still may not hit.

Spell thoughts

  • Artifice of Deviation keeps models safe both from shooting and from enemy charges if they lack pathfinder. Its a great defensive ability. Remember the ‘faction’ keyword when you have a mix of models in the AOE as it does not give cover to minions and this is easily forgotten in the heat of the moment.
  • Warpath gives him a solid beast game and some beast assassination threat.
    • Jalaam himself is a fantastic way to trigger this twice a turn as vanish and far strike give him a very long threat range.
  • Vanish is extremely flexible
    • Vanish lets him snipe and hide. Or just get a couple of shots off from downtown in the first round or two.
    • Vanish *also* can be cast before movement, to be in position to charge something. Remember, he hits harder in melee than at range.
    • He can Vanish, then Sprint - useful if you engage more people than you can kill.
  • Deadeye is really useful to land shots.
    • it’s best used on units but the only themes with eligible unit targets are Masters of War & Winds of Death
    • Marketh can hang back and cast this for you most turns via spell slave.
  • Scavenger’s Blessing is unique to Jalaam and mostly played for Pathfinder; with Prowls usefulness depending a lot on your opponent. Use it to keep models safe from shooting that aren't in the Artifice of Deviation.
    • On the turn you engage you can probably transfer it over to a warbeast and make use of his Resourceful rule. Prowl isn’t great at close range and you will only ever have so many casts of Rush a turn.
    • This spell can affect minions, but not many lack pathfinder. It Combos well with the Gatorman Posse and Dirge of Mists.

Drawbacks & Downsides

  • No anti-ARM tech. He just have to exploit the natural POW of his beasts or, occasionally, his troops.
  • Vanish, artifice of deviation, and his feat can keep him safe, but remember his base defensive stats are mediocre.

Tips & Tricks

  • He threats 13" in melee and he can be frightening in melee, especially vs his Prey target.
  • Don't be afraid of choosing the opposing caster as a prey. In case of doubt, it's better to prey a caster than to prey a heavy you won't easily kill, or a solo that can stay in the deployment zone.
  • His high DEF + his feat make him almost immune to free strikes.
  • If you Prey a large base then your gun is POW 14. If it's a heavy with low DEF, you've got good chances of hitting.
  • Even if you can't damage a model, you can shoot it to prevent it healing.
  • Deadeye being an extra dice means that the enemy needs to be very wary of any shooting warbeasts; DEF won't protect them at all. Like most assassinations it's a control effect that makes casters hide rather than in general kills them. Plus, putting this on a Mammoth is just hilarious.

List Building Advice

Strategy

Jalaam is mostly an attrition warlock; two boosted POW 12s are going to make enemy casters keep their head down but it won’t kill them in 1 turn. He can either win a shooting duel due to most of his models being under either Artifice of Deviation or Scavenger's Blessing or focus on a ranged battlegroup with melee infantry and utilise skorne’s naturally high damage output as a faction.

Theme Thoughts

Jalaam's preferred theme choices are slightly unexpected...

    Winds of Death    
You'd think the Venator warlock would want to go in the Venator theme, but actually Jalaam doesn't like Winds of Death too much. Venator Reivers and most Winds of Death staples really, really want a POW bonus that Jalaam doesn't have, and Deadeye doesn't help battle engines or artillery too much. There are still some things to do, especially with Venator Slingers, but casters like Rasheth1 or Morghoul2 will usually work better. Of course you can play a double Siege Animantarax based list and it'll be good. He also gains the veteran leader bonus from the Dakaar.

  • Venator Slingers Deadeye lets them land Flare or just kill infantry (with corrosion to drop tough infantry), and Artifice of Deviation prevents them dropping like flies. Scavenger's Blessing can also let them virtually ignore terrain.
  • Venator Reivers are extremely effective against infantry under Jalaam. The average 2 man deadeye CRA will hit def 17 on average and has a reroll if you miss. Versus any lower-stat infantry, a withering volley of individual rounds will wipe out units all the while triggering warpath after warpath. Their high accuracy means they can generally contribute to an assassination especially vs lower arm casters.

    Masters of War    
There's a strong case to use this theme. Cataphract Arcuarii and Cataphract Incindiarii both love Deadeye, and both Artifice of Deviation and Scavenger's Blessing are good to deliver your hard hitting infantry, and Praetorian are mostly DEF 13, meaning hard to hit under feat.

  • Cataphract Arcuarii really love Dead Eye on their weapon master shots, and really love hiding in the cover provided by Jalaam. (Incindiarii don't worry so much about missing).
  • Legends of Halaak are DEF 14 normally and DEF 16 in melee, under Jalaam’s feat models that can’t boost; even elite MAT models like Acosta can’t hit them.
  • Praetorian Keltarii are all but guaranteed to reach melee with him.
  • Praetorian Swordsmen can avoid being utterly melted under Artifice of Deviation, and are effective weapon masters under their mini-feat

    Disciples of Agony    
This is another natural choice, due to Warpath being a great spell for big battlegroups. Remember that you can take Tyrant Zaadesh, protect him and bring him in melee. Scavenger's Blessing works on minions, which can be particularly handy to protect Farrow Slaughterhousers or other minion units of choice.

    The Exalted    
With the Skorne update the only major synergy this theme provided (granting stealth to immortals with concealment) disappeared. In general Jalaam goes best with other lists and Immortals go better with other casters.

  • Void Spirits are Defence 14 and incorporeal, you can really turn their annoyance factor up to 11 on feat turn if you choose not to attack.
  • Despoiler an expensive investment but Dark Shroud can pay for itself when you lack a damage buff.

    Support models - Various themes    

  • Aptimus Marketh - Marketh is an interesting proposition and probably best when he's taken as a free solo. He can upkeep a maximum of 2 spells, and can cast only one usefully - but Deadeye is an excellent spell if you're playing with Cataphract Arcuarii. If Scavenger's Blessing goes on a battlegroup model or your ranged forces are decimated, Marketh becomes less appealing - but by that point in the game you probably have your use out of him and the enemy should still be wary of your Spirit Eye.

    Minions    

  • Wrongeye & Snapjaw - Although they don't benefit from Jalaam's feat themselves, Wrongeye can apply Star-Crossed to models which are, affected, which is pretty funny.
  • The Wastelander - Scavenger's Blessing can be put on him, giving him Prowl. So if he has concealment he will always be missed by ranged attacks forming a nice combo with his Take a Bullet and Deflect rules.

Battlegroup

  • Archidon - DEF 14 with dropping a dice to hit is impressively hard to hit for a warbeast. They also synergise with warpath, allowing them out-of-activation moves. Warpath from outside LOS into LOS, warpath after a sprint to be 10" away etc. Possibilities are limited to the imagination of the player using them.
  • Basilisk Krea - a deadeyed Krea hits DEF 18 on average rolls and has Eyeless Sight. It's yet another low-budget assassination from Jalaam or way of taking down a high DEF heavy warbeast, and with warpath it has a threat range of 17". And is good in general.
  • Basilisk Drake or Aradus Sentinel - although Deadeye doesn't work on sprays Warpath can offer some really interesting sprays down enemy lines. Also a Drake can spray then warpath to set up flanking for a Krea. This also allows Jalaam to cast the Drake's animus, Lurker, which lets Jalaam shoot, THEN move away to cover, a tactic your opponent may not see coming.
  • Titan Cannoneer or Cyclops Raider for Far Strike. Adding 4" to Jalaam's threat range for a single fury is strong enough it's almost automatic. Cannoneers are not to be underestimated in end game melee either, warpath makes them effectively speed 7, and Deadeye is extremely useful for sniping out enemy casters.
  • Aradus Soldier and Aradus Sentinel - advance deploying and Pathfinder work really well with Warpath. The Soldier is probably his best option for a heavy and the Sentinel has a good gun + animus for Jalaam.
  • Titan Gladiator or Terrorizer - Rush is a great animus that offers great threat ranges with warpath.
  • Aradus Scarab - digging in other lessers on feat turn makes them all but immune to guns. Watpath as always improves its really awful threat range.

Other

Trivia

  • A member of House Kevaar
  • Released in the Twelve Factions Of Xmas CID (2017.07)
  • He has a longer fluff blurb on PP's "extras" page.
  • In the story, he is probably one of the most practical and least ambitious of the Skorne. Because of this, don't expect to hear much of him.

Video Battle Reports

Other Skorne models

Skorne Logo.jpg       Skorne Index       (Edit)
Battlegroup & Similar
Warlocks Hexeris1 - Hexeris2 - Jalaam1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Rasheth1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (Lesser Warlock) - Makeda0 (Lesser Warlock)
Lesser

Agonizer - Aradus Scarab - Reptile Hounds - The Terrorizer

Light Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm
Heavy

Aradus Sentinel - Aradus Soldier - Archidon - Chiron - Bronzeback Titan - Despoiler - Molik Karn - Rhinodon - Tiberion - Titan Cannoneer - Titan Gladiator - Titan Sentry

Gargantuans Desert Hydra - Mammoth
Units, Solos, & Battle Engines
Units

Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - Legends of Halaak - Nihilators - Paingiver Beast Handlers - Paingiver Bloodrunners - Praetorian Ferox - Praetorian Karax - Praetorian Keltarii - Praetorian Swordsmen - Tyrant Commander & Standard Bearer - Venator Catapult Crew - Venator Flayer Cannon Crew - Venator Reivers - Venator Slingers

Solos

Abidan the Keeper - Ancestral Guardian - Aptimus Marketh - Extoller Novitiate - Extoller Soulward - Hakaar the Destroyer - Immortal Vessel - Makeda0 - Mortitheurge Willbreaker - Paingiver Bloodrunner Master Tormentor - Paingiver Task Master - Tyrant Rhadeim - Venator Dakar - Void Spirit - Zaadesh1

Battle Engines Siege Animantarax - Supreme Guardian
Theme Forces
Disciples of Agony - Masters of War - The Exalted - Winds of Death
Minions
Refer to Who Works for Whom and/or Category: Skorne Minion
This index was last updated: 2021.11

Rules Clarifications

Rules Clarification : Burst Fire and/or Volume Fire - None yet. (Edit)

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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 : Grievous Wounds      (Edit)

  • GW prevents "repairs" as well as "heals".
  • It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.
  • Does not affect models with the Massive rule.


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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 : Pathfinder      (Edit)

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Hunter      (Edit)

  • Although you ignore cover/concealment, you don't ignore "secondary" bonuses a model gets from it. For example, a model with Prowl will still gain Stealth from their concealment. (Infernal Ruling)
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Rules Clarification : Prey      (Edit)

  • When you declare your Prey target, it has to be used on a model that is currently on the table. You can't use it on models that are in Ambush, Burrow, etc. (Infernal Ruling)
  • If you have both Prey and Ambush, then you declare your Prey target at the normal time (even though the Prey-er isn't currently on the table). (Infernal Ruling)
  • Prey bonuses apply to "non-attack" damage, such as Electro Leap. (Infernal Ruling)
  • If you hit your Prey target, but your attack is "shifted" to a non-Prey model (via Shield Guard etc) then you don't get the damage bonus vs the new target.
  • If a model with Prey can return to play, then:
    • If the Prey target is still alive when the Prey-er returns, then it stays as your Prey target.
    • If the Prey target died while the Prey-er was off the table, you get to pick a new Prey target when you return to play.
    • This is based on a MK II ruling.
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Rules Clarification : Resourceful      (Edit)

  • 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 : Artifice of Deviation      (Edit)

  • "Treat Open Terrain as..." (Edit)
    • This ability doesn't change the terrain type, just how models treat it. (In comparison to, say, Rapid Growth which creates a forest.)
    Because it doesn't change, models that get a benefit for being near terrain (ie the Earthborn Dire Troll) need to instead be inside the affected area to gain the benefit. If it's outside the area, then from its current point of view the area is open terrain.
    • If you have two overlapping effects like this (such as "treat open as rough" overlapping with "treat open as shallow water"), the area is treated as both terrain types.
    • If you then have a model that ignores one of the overlapping effects (such as Amphibious trying to treat shallow water as open terrain) they'll still suffer the effect they're not ignoring. (Infernal Ruling)
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Rules Clarification : Deadeye      (Edit)

  • If you cast Deadeye on yourself after making your first ranged attack, it will have no effect. It buffs your first attack, not your next attack.
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Rules Clarification : Scavenger's Blessing      (Edit)

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Rules Clarification : Prowl and/or Just a Tree?     (Edit)

  • Whether you can trigger this ability is a bit awkward;
    • As long as you have concealment you get Stealth ... even if the attacker ignores concealment (such as with Hunter).
    • If you're standing in a cloud, and the attacker "ignores clouds for LOS" (such as Bird's Eye) you get Prowl/Tree.
    • If you're standing in a cloud, and the attacker "ignores clouds completely" (such as Alchemical Mask) you don't get it. (Infernal Ruling)
    • Similar for standing in a forest.
  • If a debuff removes Stealth, Prowl/Tree do not reapply stealth... But this ruling is being rechecked. (Infernal Checking)
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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.

Rules Clarification : Vanish - None yet. (Edit)

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Rules Clarification : Road to War and/or Warpath and/or Rites of Torment     (Edit)

  • Note that this spell triggers when a model is destroyed. RFP attacks might interfere with it.