Lord Arbiter Hexeris

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Skorne Logo.jpg Lord Arbiter Hexeris

Skorne Warlock

Through cunning, raw power, political acumen, and tactical genius, Lord Arbiter Hexeris has furthered his own schemes while simultaneously strengthening the Skorne Empire. The lord arbiter’s occult knowledge goes well beyond the lore of the skorne, and no enemy arcanist is safe from his vampiric thirst for mystical secrets. To oppose him in battle is to be sapped of arcane power as he steals and transforms the energies of his foes.

Basic Info

Hexeris2
Missing Info
Lord Arbiter Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 8
MAT 7
RAT N/A
M.A. N/A
DEF 15
ARM 16
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY 7
THRS N/A
HP 17
F. Field N/A
WJP {{{wjp}}}
WBP +27
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 : Arcane Reaver

Lord Arbiter Hexeris has studied arcane power in all its forms, and his hunger for supremacy over the will of his enemies cannot be denied. By opening his hand he invokes a hungry vortex of vampiric energy that siphons all souls, all arcane energy, and all rage from the field to empower his own formidable might.

Immediately remove any number of soul tokens, fury points, and focus points from non-warcaster, non-warlock models in Hexeris's control range. For each each token or point removed, place 1 fury point on Hexeris. Hexeris cannot exceed his current FURY in fury points as a result of Arcane Reaver.

Abilities

Weapons

Gulgata
Sword icon.jpg  RNG   POW   P+S 
2 6 14
  • Magical dam symbol.jpg Damage Type: Magical
  • Thresher (★ Attack) - This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range. Thresher attacks are simultaneous.

Spells

COST RNG AOE POW DUR OFF
Ashes to Ashes

3 8 (★) 10 - Yes
If target model is hit, the d3 nearest enemy models within 4" of it suffer a POW 10 fire damage roll. These additional damage rolls are not considered to have been caused by an attack. Ashes to Ashes damage rolls are simultaneous.
Banishing Ward

2 6 - - Upkeep no
Enemy upkeep spells and animi on target friendly model/unit immediately expire. Affected models cannot be targeted by enemy spells or animi.
Black Spot

3 8 - - Upkeep Yes
(1) Target enemy warrior model/unit suffers -2 DEF. (2) When a friendly Faction model destroys one or more affected models with a basic melee or ranged attack during its Combat Action, immediately after the attack is resolved it can make one additional melee or ranged attack. Attacks gained from Black Spot cannot generate additional attacks from Black Spot.
Cloak of Ash

2 6 - - Upkeep No
Target friendly Faction model/unit gains Ashen Veil. Models are not affected while out of formation.
Ashen Veil - A model with Ashen Veil has concealment. Living enemy models without Immunity: Fire suffer -2 to attack rolls while within 2" of a model with Ashen Veil.
Hellfire

3 10 - 14 - Yes
Models disabled by Hellfire cannot make a Tough roll. Models boxed by Hellfire are removed from play.

Theme Forces

Recent Changes

No changes since 2019.05

Thoughts on Hexeris2

Hexeris2 in a Nutshell

Lord Arbiter Hexeris is a spellslinger who can channel through his entire battlegroup. He has two primary spells (Ashes to Ashes and Black Spot), both of which are anti-infantry, some anti-magic tech, and the ability to run really hot on feat turn. His feat spell assassination isn't amazing but can catch your opponent off-guard.

Spell thoughts

  • Ashes to Ashes - is a unit annihilator, and really useful for getting at hard to reach squishy solos by bouncing attacks off of models in front of them.
    • being able to get 4 of them off on feat turn is a serious threat to infantry heavy lists.
  • Banishing Ward - is a defense for high value targets, frequently a Siege Animantrarax or a gargantuan.
  • Black Spot - is a mainline spell that can make ranged combatants really scary. It's a good spell for unit annihilation and sometimes an interesting buff. Remember it can only go on warriors.
  • Cloak of Ash is a buff for high DEF models to become even more obnoxious to hit, if skorne had infantry with Prowl they would also be fantastic targets but at current it mainly is used to help deliver a unit of praetorians or make Venators a pain to remove at range.
  • Hellfire is cast for its removal from play effect. Shooting 4 in one turn during the feat turn can also spell curtains for a knocked down enemy caster. It's also used as his assassination spell because you can cast it four times on feat turn.

Feat thoughts

Arcane Reaver is much more versatile than it first seems.

  • In its most basic form it gives Hexeris2 an ultra-turn of running beasts very hot, taking Fury from them and slinging a few extra spells. Nothing complex, just raw power.
    • That said many unwary casters have been cut down by four Hellfires/Ashes to Ashes, chaneled through a beast that ran behind their caster. Basically that is its go-to application against Warmachine armies as they tend to run low on excess Focus, save for some very rare exceptions (Goreshade4, for example).
    • By adding Future Sight from the Cyclops Savage and/or Telemetry from the Immortal Vessel you can make your spell casting very accurate.
  • You can still strip junior warcasters / lesser warlocks from their Focus/Fury they spared for transfer or overboost.
  • In its advanced form you can severely mess with the enemy's resource management against Hordes armies. They'll have to clear up all the fury on board, running their warbeasts on a relatively short leash, lest risk either frenzying or leeching from themselves. As the game goes on, the enemy will likely to lose fury management tools, and though Spirit Bond can give them Fury, it is unlikely they'll be able to leech back to full without cutting. That can be especially painful for fragile warlocks with high FURY and expensive spells (like Vayl1), and somewhat less threatening for Resourceful warlocks (like Absylonia1).
  • Finally, you can look for ways to snatch soul tokens as well - it can be a potential tool against several armies who rely on souls to fuel their recursion engines (like Supreme Guardians), or use it to boost (Sacral Vault, Pistol Wraith, etc.). Sadly, it won't have much use against Infernals, as most of the souls end up on the Masters, but you can still strip it off from the Infernal Gate and the like.

Drawbacks & Downsides

  • Offensive spell slingers can be teched against.
  • He lacks damage and movement buffs.
  • There is a lot of anti-infantry tech in the game - and his spells don't really do much to anything else.
  • His gimmick at the start of Mk3 used to be that he, Dominar Rasheth, and arguably Void Seer Mordikaar, used to be the only people who could channel. Rasheth's a better spell slinger. But more importantly since then the Immortal Vessel was added to three out of four Skorne themes, with the other getting the Blind Walker. (And if you just want to get rid of upkeeps the Cyclops Shaman and Thrullg give any caster access to this tech).
  • He does almost nothing to support his infantry or beasts (except for a couple of upkeep spells) and isn't really a super-solo.

Tips & Tricks

  • Remember that Black Spot can only target warrior models. It's a common mistake to try putting it on illegal targets.
  • His feat can allow four Ashes to Ashes in a turn, and as a fury management feat it's pretty good.
  • Run your light warbeasts into the enemy's back arcs to gain additional accuracy on channeled spells.
  • With the mobility of the Razor Worm, he is amazing at taking out enemy support.
  • A feat-and-Hellfire assassination isn't the best assassination, but it can catch opponents who aren't paying attention.
  • Although Hexeris already likes to run a big battlegroup, his Ashen Veil can make him work well with Wrong Eye & Snapjaw and their Star Crossed spell to stack Def buffs.
  • Battlegroup controller like junior warcasters and warlock are not warcasters/warlocks. You totally can pillage their camped fury and focus before blasting them to oblivion.
  • Note: Hexeris2's feat can only remove as much Fury/Focus/Souls from the board as Hexy can place on himself. This has been the subject of an Infernal ruling. (See Rules Clarifications below.)

List Building Advice

Strategy

Lord Arbiter Hexeris is primarily an attrition warlock with a back-pocket assassination from his feat (and like most back pocket assassinations the threat is normally the important part). He seriously boosts ranged combat and makes handling infantry easy, but with no damage buff he normally likes some high powered models to break enemy armour.

One of Hexeris' key abilities is his Black Spot spell that allows his army to shred infantry. His feat is nothing to write home about, but it does let him run surprisingly beast heavy and between Black Spot, Ashes to Ashes, and the ability to throw them around like water he frequently provides enough infantry casting against a balanced list that you just need your army to take down heavies.

He simply wants guns in general. All faction guns are a good candidate for abusing Black Spot.

  • Winds of Death feels like his natural theme - the Animantarax and Skorne's main guns work really well together. He can struggle to crack armour in this theme without help from beasts though.
  • Disciples of Agony is Skorne's battlegroup theme, and also includes the Animantarax. It's has a huge amount of potential as it has almost everything Hexeris likes, including a lot of new choices for him in the form of minion beasts.
  • Masters of War is a slightly offbeat choice although you can get a lot of work out of Hexeris and Cataphract Incindiarii (although many would say you get about as much out of Venators).
  • The Exalted lacks guns, beasts, and his favourite battle engines. He can’t get a lot of work done here.

Common models

  • Aptimus Marketh - with three upkeeps and two non-upkeep three cost offensive spells Marketh works very well with Hexeris2
  • Siege Animantarax - Black Spot is amazing with the Animantarax, allowing "laundering" attacks as you poke infantry with the Animantarax's spear and turn that into club tail attacks.
  • Immortal Vessel - telemetry bot for an offensive spellslinger.
  • Extoller Soulward - Eyeless Sight on a stick
  • Archidon - long leash, flight, and sprint make for a great arc node
  • Razor Worm - Long Leash, Eyeless Sight, and Advance Deployment make for a truly great arc node.
  • Basilisk Drake - Drakes love black spot, and anyone who helps them run hot.
  • Heavies of all sorts to smash armour. Especially the Titan Cannoneer to convince people not to put infantry near heavies.
  • Beasts with guns: Mammoth, Hydra; you name the gun, it's good with Black Spot.
  • Hermit of Henge Hold goes well with any spellslinger, especially one who doesn't have a damage buff/ARM debuff. When taking a huge based model Mad Visions helps keep them alive.
  • Cyclops Savage if you are dedicating a turn to aggressive spell slinging future sight makes sure you operate at peak efficiency.

Theme Thoughts

    Winds of Death    

As Skorne's main shooting theme the Lord Arbiter is normally played in Winds of Death; although he can play in Masters of War.

  • Venator Slingers - One shot into the infantry you've black spotted, then a Flare onto the heavy. Slingers are highly effective. Shots into Black Spotted infantry, then using the extra attacks for Erosion shots on high-value Construct models is also good.
  • Venator Reivers - Can waterfall attacks and hurt heavies.
  • Venator Dakar - 2 weapon master shots? Yes please! If you're taking a bunch of Venator models, then this solo certainly contributes with Veteran Leader.
  • Venator Flayer Cannon Crew - shooting that either hurts heavies or works really well with Black Spot.

    Disciples of Agony    

Hexeris normally needs to start with two Animantaraxes as he doesn't have that much fury (which isn't a problem; Hexeris lists used to frequently have two turtles in Winds before this theme came out).

  • It's the only theme not to allow the Immortal Vessel or Extoller Soulward. You can of course take the Bog Trog Mist Speaker for Eyeless Sight.
  • There are a lot of very interesting minion shooting beasts like the Gun Boar, Road Hog and Ironback Spitter. He runs a good Dracodile, especially with the support that Skorne usually brings in DoA, such as the Agonizer or the Basilisk Krea. There's something to be said for Black Spot + a blinding SP10 with good POW.
  • Hexeris may not support melee infantry that much - but the Paingiver Task Master does, and Minions have some good infantry. Farrow Brigands don't benefit from the extra shot from Black Spot, but certainly appreciate the -2 DEF debuff.

    Masters of War    

    The Exalted    

It's difficult to find synergy between Hexeris2 and this theme other than the inclusion of the Immortal Vessel. MAT 6 Immortals do appreciate a DEF debuff, but Hexeris does not do anything to speed them up or increase their damage output.

  • Cloak of Ash helps deliver Immortals, especially with the Advocate's Grave Mist ability active.

Other

Trivia

Released in Hordes: Domination (2011)

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

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Rules Clarification : Feat: Arcane Reaver

  • Hexeris can't exceed his current FURY stat as a result of his feat. He can't remove more tokens than he gains. (Infernal Ruling)


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

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

  • Thresher is a special attack. If you make additional attacks, they will be a single basic attack (you cannot buy additional special attacks).
  • Thresher is optional.
  • All attacks generated are Special Attacks.
  • Thresher will hit friendly models.
  • Simultaneous melee attack (Edit)
There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
      Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities:   [Show/Hide]
Targeting/Timing
  • To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • The attacks are effectively multiple separate attacks.
    • If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
  • The attacks are simultaneous.
    • If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
    • You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
Charging
  • If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
  • If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
Triggering other abilities
  • Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
  • Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
  • If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
  • If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)


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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.

Rules Clarification : Vampiric Harvest - None yet. (Edit)

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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)
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Rules Clarification : Channeler  and/or Arc Node     (Edit)
General

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

Channeling in melee

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

Channeler - LOS

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

Caster - Attack roll

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

Stealth - It affects both LOS and the attack roll

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


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Rules Clarification : Ashes to Ashes      (Edit)

  • The original attack is not fire damage.
  • Spells that "arc" (Edit)
    • For spells that cause damage to "leap" or "arc" to adjacent models (Chain Lightning, Eruption of Spines, Ashes to Ashes, etc) ...
    • The damage is from a spell, so it is magical damage. (Infernal Ruling)
    • Steamroller flags are models, and so are eligible to be leaped to/from (although they won't be damaged by the spell). (Infernal Ruling)
      • Check whether your spell specifies "enemy model" or just "model", because as of Steamroller 2017 flags are not enemy or friendly.

Rules Clarification : Banishing Ward - None yet. (Edit)

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Rules Clarification:  : Black Spot      (Edit)
(Click Expand to read)

* Black Spot only triggers from basic attacks. Power Attacks, (★ Attack)s, and Chain Attacks will not trigger it.
  • If you destroy multiple models in an attack (such as with a spray or AOE) you only get one free attack, due to the "destroyed one or more" wording.
  • In a CRA, only the attack leader is actually making an attack, so only he will gain a free attack from Black Spot and all the other participants gain nothing.
    • The free attack he gains is a normal attack, not a free CRA (although he can use the free attack as part of a whole new CRA with different participants, if you want.)
  • The type of attack that is generated by Black Spot
    • The wording of "make one additional melee or ranged attack" is a bit unclear on what the intent is, but the Infernal Ruling is:
      Essentially, Black Spot doesn't impose any restrictions on the type of attack you make ... but neither does it lift any restrictions you already have.
    • Thus a model can be in one of these cases:
      1. If you have a special rule that lets you make both ranged and melee attacks in the same activation, and as many as you like (such as Dual Attack) then any Black Spot attacks you get can be either ranged or melee, your choice.
      2. If you don't have a special rule allowing unlimited amounts of both, then any Black Spot attacks you generate have to be the same type as what you started with.
      3. Special cases:
        • Abilities that let you make a single attack of the opposite type to your normal attacks (eg Kill Shot, Quick Work, Assault, etc).
          Because they only allow 1 opposite attack, these abilities count as case #2.
          For example, you make an initial melee attack, trigger Kill Shot, and get a free ranged attack. This ranged attack then kills a Black Spotted model and you get another free attack. The Black Spot free attack has to be another melee attack.
        • Abilities that let you make unlimited attacks of the opposite type (eg Drag). If you successfully trigger Drag, it counts as case #1. If you're unsuccessful, it's case #2.
        • Gunfighter and Point Blank are case #2.
This combo can lead to an infinite number of attacks, but it depends on your dice.
  • Case A (Fail): Make initial ranged attack, destroy the target with the ranged attack.
Drag does not trigger.
Black Spot does trigger, and the free BS attack must be a ranged attack because you don't have any rule that gets around the core rule "models cannot make both ranged and melee attacks during the same activation" (unless you have Dual Attack).
The free BS attack cannot generate any more free BS attacks.
  • Case B (Success): Make initial ranged attack, damage the target with the ranged attack.
Drag triggers, and now you have gotten around the core rule about mixing attack types. (Infernal Ruling)
Destroy the dragged model with a melee attack, and trigger Black Spot. The free BS attack can be either ranged or melee.
So you make a ranged attack and try to Drag another one to restart the sequence.
Theoretically, if you keep managing to damage + Drag targets with the free ranged attacks, and destroy + Black Spot them with the free melee attacks, you never run out of free attacks.
  • Attack-Generating Abilities (Edit)
    • From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
    • If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
    • If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)
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Rules Clarification : Cloak of Ash      (Edit)

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Rules Clarification : Ashen Veil and/or Swarm     (Edit)

  • The concealment bonus and the attack roll penalty stack with each other. If a living model targets you with a gun/spell, and they're within 2" of you, they effectively suffer -4 to the attack.
  • The attack roll penalty applies to all types of attacks.
  • The attack roll penalty applies even if the enemy model is trying to target something completely different.

Rules Clarification : Hellfire - None yet. (Edit)