Omodamos, The Black Gate

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Infernal Logo.jpg Omodamos, The Black Gate

Infernal Master

All infernal masters are adept at battle, but more than any other, Omodamos embraces combat as the essence of his being. This master is a juggernaut of destruction, a force of unnature, and a being whose arrival presages slaughter and endings. He is called the Black Gate, for he eschews negotiations and contracts, preferring to tear souls directly from the slain and send them howling into the Outer Abyss. His arrival on Caen affords ample opportunities to inflict chain reactions of destruction and suffering, a pleasure denied him in the outer realms. Where Omodamos strides, reality weakens and buckles, flinching back as if afraid.

Basic Info

Omodamos, The Black Gate
Missing Info
Omodamos.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 5
STR 9
MAT 8
RAT N/A
M.A. N/A
DEF 14
ARM 18
CMD 12
ESSENCE 6
FOCUS N/A
FURY N/A
THRS N/A
HP 19
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP +30
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

Infernal Master - This model is the Infernal equivalent of a warcaster or warlock. They have a number of unique rules (which you can read here), but fulfil the same role; namely, being really awesome at everything.

Feat - Shadows of Annihilation

  1. Omodamos immediately casts Locked Horns (see his spell list) without spending essence.
  2. Additionally, Omodamos and friendly Infernal models activating in his control range gain +2 SPD and Ghostly.
    Ghostly - A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. It cannot be targeted by free strikes.
Shadows of Annihilation lasts for one turn.

Abilities

  • Pathfinder symbol.jpg Pathfinder
  • Hellhounds - When a horror in this model's battlegroup destroys a living enemy model with a melee or ranged attack, while the horror is in this model's control range, this model gains the destroyed model's soul token regardless of the proximity of other models.
  • Soul Taker: Cull Soul - This model can gain soul tokens. When a living enemy model is destroyed within 2" of this model, this model gains the destroyed model's soul token. After this model replenishes its essence during your next Control Phase, replace each soul token with 1 essence point.

Weapons

Flail (x2)
Sword icon.jpg  RNG   POW   P+S 
2 6 15

Spells

COST RNG AOE POW DUR OFF
Breath of Corruption

3 8 3 12 (Corrosion) Round Yes
Models hit suffer a POW 12 corrosion damage roll. The AOE is a cloud and a hazard which stays in play for one round, and does 1 point of corrosion damage to models entering or ending their activations in it.
Flashing Blade

1 SELF - - - No
The spellcaster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.
Locked Horns

3 SELF Control - Round No
While in the spellcaster's control range, friendly Faction models gain Unyielding. Locked Horns lasts for one round.
Unyielding - A model with Unyielding gains +2 ARM against melee damage rolls.
Synergy

2 SELF Control - Upkeep No
While in the spellcaster's control range, models in this model's battlegroup gain a +1 cumulative bonus on melee attack and melee damage rolls for each other model in the battlegroup that hit an enemy model with a melee attack this turn while in the spellcaster's control range. This cumulative bonus cannot exceed +3.

Theme Forces

Recent Changes

2021.10 Mega Update

  • +2 Horror Points

Thoughts on Omodamos, The Black Gate

Omodamos, The Black Gate in a Nutshell

Omodamos is gonna punch your face in with his huge flails. Featuring the lowest Essence stat, Omodamos is a monster in combat, with some additional soul collecting features which can help him offset his lower Essence stat (but depending on the match-up, may not). Omodamos should be front and center (or perched behind a line of bodies), ready to go in and toughen up his Horrors once push has come to shove. And when push comes to shove, Omodamos should be able to go in there and punch something right in their big, dumb face. Synergy is... a good spell! It should really ramp up the hitting and damage potential of his Horrors. Locked Horns is a new signature spell that makes his army a lot tougher to remove in melee combat. Breath of Corruption is also a useful nuke for clearing out the chaff.

Hellhounds is Omodamos' Soul Collecting feature, which allows all his Horrors to pass Souls back to him. Obviously, this won't always work out depending on the army your opponent brings (just like all the Masters, to be honest), but should oftentimes give him an additional couple souls to work with. Ghostly can open up new attack avenues.

Omodamos should definitely be making decisions between playing a bit safer and summoning more Horrors, or playing more forward, either summoning and staying on a fairly low camp, or not summoning and feeling more secure. Omodamos should be at his most dangerous when he has collected a bunch of souls so that he can do both!

Conceptually, Omodamos is a big, beefy, punchy dude who builds a big army around him and pushes it at his enemy. He is the hardiest of the Masters and he makes his army around him a lot tougher in combat. He should be making difficult decisions around casting, summoning, playing forward, or playing safer, depending on the situation.

Spell thoughts

Your spells help you disperse enemy units and bolster your army's offense and defense.

  • Breath of Corruption
    • This is a good spell, though expensive when you only have 6 Essence - Full damage (not halved blast damage), a 3" cloud effect, and can damage models hiding behind buildings.
    • If you somehow get enough Essence for multiple casts, it's not a bad spell to assassinate high DEF targets with. By casting it through an arc-node that is within 4" of the target, deviation will always hit, even when you miss.
    • Even though the spell is good, it's probably not something you cast much. Omo's army focuses on melee, and since you probably didn't start the game with a Foreboder, you'd have to sacrifice a solo to get one. Your other spells synergize better with Omo's general strategy.
  • Flashing Blade
    • A melee spell that can be very potent if the enemy manages to get a bunch of models onto Omo, or you're playing him aggressively. It can be cast multiple times as well, both before and after advancing, meaning he can cast it to remove jamming infantry, advance, and then clear more off of a control point.
    • It is not an actual attack, so you can still cast it if you sacrificed your combat action to get up from Knockdown.
    • With his 2" reach, you're clearing an area of table bigger than a huge base.
    • Don't forget to use your two initial attacks along with this spell!
  • Locked Horns
    • Half of your essence to make melee even more unappealing for your opponent. Given the low HP of your horrors, this is very helpful, but you'll probably wait to use it until you get it free with your feat or you have extra essence from souls.
    • Note that you can "do it all" if you plan for it. Lord Roget will decrease Locked horns to 2 Essence. +1 Essence to upkeep Synergy. Finally, summon your horror for the turn while standing within 8" of an Infernal Gate and its cost will go down to 3. You camp nothing, but that can be worked around with placement and ignored if you grab some souls.
  • Synergy
    • This spell rewards you for doing what you're already doing by letting you do it even better. It could not possibly have a better name.
    • Soul Stalkers are great for helping ramp up the spell, given how quick they are. Desolators will certainly get you a stack, since you'll be spraying your main kill target for the debuff before sending in the big hitters.
    • The big hitters are Tormentors and Omo himself. With just Synergy and Delolator spray, your Tormentors are hitting for 22, and Omo's Flashing blade is a 6" wide, POW 20 blender of destruction. (Aim for living models for even more souls!)

Feat thoughts

Omo's feat is designed to do two things: 1. Help you get the Alpha and 2. Help you survive the enemy's retaliation.

+2 SPD and Ghostly helps you get positioned and cover the final push to your dinner...uh...opponent. Getting Locked Horns is perfect for dealing with their backlash...assuming anything is left to lash back...

Drawbacks & Downsides

    • SPD 5. Pathfinder offsets this nicely, but he's big and strong and it's occasionally fun to run him up to smash face...and frustrating when that takes a lot longer than you want.
    • Essence 6. It's okay, but he's so close to having his cake and eating it, too. At 6, he has to pay very close attention to the balance between spells and summoning.
    • He's enormous, so there's no hiding him behind your heavies and hoping the enemy forgets where he is...

Tricks & Tips

  • When deploying your troops with summoning in mind, keep 1 or 2 solos that you expect to sacrifice early at the very front of the line. Surround them with at least 3 cultists. On turn 1, you activate the solo first and move it as far forward as you can into a good position (based on whether or not you're using abilities turn 1), then use Omo to summon a horror from that solo after getting him as far up the table as you can. Next, you activate the cultists, who move up to the new horror and load it with Essence. You activate the horror last, walking it into a strategically useful spot to await the next turn.
    • Do not block movement lanes with your cultists! It's very easy to do when trying to fit the proper number on a horror to max its Essence, but remember that they do their best work from up to 3" away.
  • Speed 9 ghostly soul stalkers...WITH SYNERGY

List Building Advice

Strategy

Move up, calculate distances you need to land at to get the best shot at the alpha, load up Synergy, use your feat, and rush in. You don't have to focus on assassination, just drastically reduce the number of strong-hitting models on the other side of the table. With them gone, the retaliation won't really matter.

In a game of attrition, some opponents assume they can easily beat you because of your need to sacrifice solos for summoning and models for Essence, but you have advantages, there, too. Every turn, you're able to customize your forces to best suit the current situation. Success demands that you utilize that. It also demands that you move your rear and get to work because cultists don't last forever.

Army

Omodamos is your horror-centric Master. He appreciates utility and power and rewards it with more power.

  • Cultist Band: Probably your only units. They are far more important than many realize. You want at least two units, though whether they're min or max is dependent on how many points you're building at and your playstyle. Play with 1-3 units of varying sizes, both with and without Dark Sentinels and Orin until you find what fits your preferences. One strategy that works well is to have 1 unit available for healing heavies that have been mixing it up and replenishing their essence, a second unit charged with filling up any heavies Omo summons, and possibly a little unit for Regna if she's along for the ride.
    • Orin2: A solid choice that gives you access to Knowledge of the Damned (rerolls) and Arcane Vortex to protect against spells. The former is nowhere near as useful as it is with other Infernals lists, since the primary killing part of your list will have Synergy. Arcane Vortex however is useful in almost every matchup.
    • Dark Sentinels: There are two ways to purchase DSs for a unit of Cultists; 1x DS with a Min unit for 7 points, effectively trading a regular Cultist body for the harder hitting power & range of the DS, or 3x DSs for a req point. You’re almost always better off with any Marked Soul than 2-3 DSs for which you have to pay a full 4 or 6 points.
  • Infernal Gate: Very good for all Infernal lists. Omo likes it because it helps him preserve his limited Essence pool, helps deliver models, and correct poor placements. It provides a bit of ranged support, and critically tends to perform better when going second and getting a further 3” forward.
  • Alain Runewood: Ranged support, +1 to starting roll, horror delivery, and a to-hit buff for your horrors. 5 points is a steal. If you don't need the hit buff, he's an easy solo to use for summoning.
  • Eilish2: Puppet Master is great. He's also extremely easy to get far up the field thanks to our theme's repo 3" and his Gate Walker ability.
  • Princess Regna: She makes it into virtually all of my lists over 30 points. Anti-ranged and an easy source of sacrificial light horrors to occupy the enemy while the real threat approaches.
  • Lord Roget d’Vyaros: Every list wants this guy. His simple, but worthy, task is to help conserve Essence on your Master and explode into a big meaty monster when the time is right. With Omo, often one of your first sacrifices.
  • Nicia2: You basically see her in every Dark legacy list, not because she's a good model (she is) but because she runs 14" turn 1 and then turns into a Tormentor.
  • Umbral Guardian: Guardians are good models, to be sure, but are not auto-include. Regna also helps against ranged attacks, and Guardians can't be used for summoning. Don't be caught with them on the side of the table waiting for shots that never come.
  • Valin Hauke: Also a great model, and also not auto-include. Omo's main force (your heavies) are all already immune to knockdown. He's also expensive. Tactician is useful, but can be a crutch. It's better to learn how to play without it via proper positioning.
  • The Wretch: A bit of a rockstar. Up to 3 per list, really cheap, and Ancillary Attack, giving a horror an extra attack. Can even be used to slightly get around the "no combat step" penalty to new horrors. At least two is great to help punch through tough enemies, but three is great for the cheap summon fodder.

    Battlegroup    

  • Foreboder: Nope.
  • Lamenter: Virtually never in your starting list, works great as a distraction from Regna. It's fast, it flies, and Soul Parasites coupled with Dodge makes it harder to get rid of than people give it credit for.
  • Shrieker: Mostly for ranged cover fire and to nuke whole bands of low-DEF units with Admonisher. Occasionally sent to back up Nicia to remove troubling solos.
  • Soul Stalker: Often ignored in favor of our other heavies, it is actually pretty great in the right situations. It's our fastest heavy and the only one with pathfinder. Stealth helps it get to its target a bit safer, Coil is very useful. If you can get a Desolator's debuff spray on the target first, you can safely boost the Constrict initial attack and then auto-hit with the next 4 Bites at POW 17. You're not taking out a colossal with it (or even a Khador heavy), but it's a great tool against low ARM, high DEF targets. Also, don't forget that they'll go virtually anywhere they please under Omo's feat (and it's easy to get caught up in that and forget Omo's 12" CTRL range).
  • Desolator: Dezi is wonderful. Single box units? Gotcha. Armor cracking? Done. Stealth or Incorporeal models got you down? Get back up. Your core buffing model, and able to slap some damage around in the process. You'll always have 1, probably 2, but rarely 3.
  • Tormentor: The beef. POW 19 after Dezi, POW 22 after Synergy. Unlike Soul Stalker, Tori absolutely can take out a colossal with a little luck from the dice. Two of them will do it with enough left over to share the pain with anything else nearby.

There are no bad choices for this Master's army (with the exception of the Foreboder...it's a trap!). More than any other faction, Infernals has an abundance of utility models that perform multiple roles, and your job is to cram as many of them as possible into your list. Then, as the battle evolves, so will your army.

Other

Trivia

  • Released with the Faction launch (2019.06)
  • Affectionately known as Omnomnom during the CID for all of the souls he ate.

Other Infernal models

Infernal Logo.jpg       Infernal Index       (Edit)
Unique Rules : Masters, Horrors, Essence, & Summoning
Battlegroup
Infernal Masters Agathon - Omodamos - Zaateroth
Attachment (1) Lord Roget d'Vyaros
Master Infernalist Princess Regna
Lesser Foreboder Heavy Desolator - Soul Stalker - Tormentor
Light Lamenter - Shrieker Colossal Guardian of Souls - Harvester of Souls
Units, Solos, & Structures
Structures Infernal Gate
Solos

Eilish1 - Eilish2 - Great Princess Regna Gravnoy (Master Infernalist) - Hermit of Henge Hold - Lord Roget d'Vyaros (Attachment) - Lynda the Forgotten - Nicia2 - Orin1 - Saxon Orrik - Runewood2 - The Wretch - Umbral Guardian - Valin Hauke, The Fallen Knight

Units

Croe's Cutthroats - Cultist Band - Griever Swarm - Howlers

Theme Forces Mercenaries
Dark Legacy - Hearts of Darkness J.A.I.M.s

This index was last updated: 2021.07

(1) - Note that an Infernal Master Attachment is not part of the battlegroup, they are merely listed there for convenience.

Rules Clarifications

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Rules Clarification : Infernal Master      (Edit)

  • General
    • ESSENCE or ESS (uppercase) is the stat printed on the model's card. Essence (lowercase) refers to how many essence points a model currently has.
    • Your CTRL area is double your ESSENCE stat, not double your essence points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability (see below), but with the extra restriction that you can't use them on the same turn you run even before you run.
  • Replenishing Essence
    • Can vs Must: Replenishing is optional (it uses the word can) and the model chooses either Sacrificing or Leeching, as per the Essence manipulation rule. If it chooses Sacrifice, it must sacrifice a model.
    • The "sacrifice a non-soulless model" technically means any model lacking the soulless icon, so you could sacrifice a warjack etc. However there is a temporary TO Ruling saying you can only sacrifice models that produce a soul token when they are destroyed. (Tournament Organiser Ruling)
  • Transferring Damage
    • If both the master and the horror are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the horror before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the horror. (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)

Rules Clarification : Inscrutable - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Hellhounds      (Edit)

  • "Regardless of proximity" soul takers (Edit)
    • The model which ignores distance doesn't always get the soul. Abilities which say you "can't" collect souls (such as Soul Ward) trump it, due to the general rule that "can't trumps can".
    • If there are multiple models that all have the "regardless of proximity" clause, then you randomise who the soul goes to. (Infernal Ruling)

Rules Clarification : Cull Soul - 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.")

Rules Clarification : Chain Weapon - None yet. (Edit)


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Rules Clarification : Breath of Corruption      (Edit)

  • Damage Type (Edit)
    • This spell does elemental damage in addition to magical damage, not instead of magical damage. (Infernal Ruling)
  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)
    • Models that are immune to blast damage have no defence vs this spell/weapon.
  • 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.
  • Hazardous Clouds (Edit)
    • A hazard, by definition, is a terrain effect. If a template is both a cloud and a hazard it will not block sprays as per the errata (2017.09) to spray attacks. (Infernal Ruling)
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    Rules Clarification : Flashing Blade      (Edit)

    • Flashing Blade is an unlimited spell.
    • Flashing Blade is optional.
    • All attacks generated are basic attacks.
    • Flashing Blade will not 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 : Locked Horns      (Edit)
    Rules Clarification : Unyielding - None yet. (Edit)

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    Rules Clarification : Synergy      (Edit)

    • Synergy is not retroactive. Synergy must be cast (or upkept from the previous cast) before any attacks will start adding to the bonus. (Infernal Ruling)
    • You gain +1 bonus per model that hits. Not +1 per attack that hits.
    • The Synergy bonus affects other battlegroup models. The currently active model doesn't benefit from any bonus that it earns.
    • Frenzy attacks can contribute to the Synergy bonus.
    • It is possible to earn Synergy bonuses during the opponent's turn, if they're letting you get lots of free strikes.
    • If you have lots of out-of-activation attacks (such as the aforementioned free strikes), you may create a bookkeeping nightmare thanks to the "only get bonuses from other model's attacks" rule. Good luck!


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    Rules Clarification : Ghostly      (Edit)

    • Ghostly doesn't let you move through other models, just terrain.
    • Ghostly doesn't let you ignore damage from hazardous terrain. (Infernal Ruling)
    • Ghostly ignores Windswept terrain penalties. A model with both Flight and Ghostly will move through Windswept terrain at full speed. (Infernal Ruling)