Rhyas, Sigil of Everblight

From Warmachine University Archive
Jump to navigation Jump to search

Mk4 has been announced, and we need to talk about what it means for the future of this website.

Please join the discussion either on the WMU Facebook Group or the Talk:Main Page area of this wiki.

Legion Logo.jpg Rhyas, Sigil of Everblight

Legion Blighted Nyss Warlock

Rhyas was the more bold and brutal of physically identical sisters, as powerful and swift with a blade as her sister proved with chanted syllables of arcane power. Rhyas is now among the upper tier of Everblight's chosen and she obeys the dictates of his Prophet. She is the Sigil of Everblight and her blade carves runes of blood across the flesh of her enemies.

Basic Info

Rhyas1
Missing Info
Rhyas1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR 6
MAT 8
RAT 6
M.A. N/A
DEF 16
ARM 14
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 16
F. Field N/A
WJP {{{wjp}}}
WBP +30
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock
  • 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 - Tide of Blood

  1. Rhyas and friendly Faction models activating in her control range gain one additional melee attack during their Combat Actions.
  2. The first time a friendly Faction model damages an enemy model with a basic melee attack during its Combat Action while in Rhyas' control range, immediately place the attacking model anywhere B2B with the damaged model.
Tide of Blood lasts for one turn.

Abilities

  • Parry symbol.jpg Parry
  • Pathfinder symbol.jpg Pathfinder
  • Acrobatics - This model can advance through other models if it has enough movement to move completely past their bases. This model ignores intervening models when declaring its charge target.
  • Channeler [Saeryn] - While this model is in Saeryn's control range, Saeryn can channel spells through this model. (requires a 2+ warlock game)
  • Riposte - When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one basic melee attack against the attacking model.
  • Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.

Weapons

Antiphon
Sword icon.jpg  RNG   POW   P+S 
2 7 13

Spells

COST RNG AOE POW DUR OFF
Dash

2 SELF - - Turn No
The spellcaster and friendly Faction warrior models activating in its control range gain +1 SPD. While in the spellcaster's control range, friendly Faction warrior models gain Parry. Dash lasts for one turn.
Occultation

2 6 - - Upkeep No
Target friendly Faction model/unit gains Stealth. Models are not affected while out of formation.
Rapport

2 6 - - Upkeep No
(1) Target warbeast in the spellcaster's battlegroup can use the spellcaster's MAT and RAT in place of its own. (2) When checking to see if the affected warbeast is in its controller's control range, double the range.

Theme Forces

Recent changes

2021 October Errata

  • Gains +1 FURY

Thoughts on Rhyas1

Rhyas1 in a nutshell

Rhyas1 is a melee assassin, focusing mainly on supporting warrior models. She can stride through the battlefield unobstructed thanks to Parry and Acrobatics, and cut down her assailants with frightening efficiency. Her unaided threat range is 12", and screening models mean nothing to her - apart of blocking her landing zone for a critical target. After cutting someone down, she can get back to safety with Sprint. The reason she's not the first choice into any competitive list is the fact that her assassination game relies heavily on a critical effect.

She wants a fast, and self-relying army with melee infantry focus in order to get the most out of her spells, and at least one solid beast to be a target for Rapport. As a ninja, she relies on her high DEF to stay alive, with all its inherited weaknesses. Have no illusion; once you committed yourself for assassination, and failed, there will be a very short end-game thereafter. This all-in style game makes her a really active warlock, who is fun to play, but is hard pressed to climb her way to the highest tiers of competitive Legion play.

  • Antiphon - A very formidable weapon, and one of the deadliest critical effect, Decapitation on it. That makes you always want to boost the attack rolls - especially during assassinations. Spirit Eater is an often maligned ability but gives you excellent edge against warbeasts and Hordes armies in general. Occasionally it can also severely mess with the opponent's fury management, forcing them to rely on Spirit Bond and/or cutting themselves for the required amount of FURY.
  • Sprint - Rhyas is among the rare casters in the Legion, who has no ways to deal with Incorporeal models at range - neither with gun, nor with spells. With Sprint, you can deal with flanking solos or lightly armored targets, and get back to relative safety in the process.
  • Riposte - The main deterrent for melee assassinations especially with Wrong Eye's Star Crossed and/or the Counterblast animus. Pretty amusing if you get a critical when someone tries to take a swing at her.
  • Channeler - A fluffy ability that only comes up in a prohibitively large two-caster game and only if your other caster is Saeryn1. If you want to fully exploit this, try playing her epic incarnation instead.

Spell thoughts

  • Dash - Legion has very few ways to boost the warrior models' threat range - Dash is probably one of the best of them. This cheap spell helps out your infantry's advance immensely with Parry and an extra SPD can make already quick Legion warrior models crazy fast. It may also enable your own assassination run. While your feat is on, you can deliver 6 attacks after casting this spell that is a prospect that enemies may rightfully fear and respect.
  • Rapport - It lets a beast of your choice benefit from Rhyas's very good MAT and decent RAT, but also keep that beast at double her control range - very useful for spreading your resources more effectively, or pushing incredibly deep with an assassination. Prime targets for Rapport include Typhon or a Carnivean but Angelius is going to like it as well (they all benefit from the MAT and RAT buff), but just about any other beast can appreciate this spell.
  • Occultation - Legion in general is not famed of its resilience - this one will solve the issue of an important Raptors, Swordsmen or Chosen unit getting shot to pieces before reaching their target.

Feat thoughts

The feat has 2 parts and are working independently from each other:

  • you get the extra attack if you activate the model within Rhyas' control area
  • you get the teleport part if the model that causes damage with its attack is in Rhyas' control area

Both part have several things to take care of - see Tips and Tricks. The feat allows your army to get a lot of job done, but it may severely tax your deathclock in timed games.

While the place effect from her feat requires you to stay base to base with the target you damage, it doesn't mean you have to keep attacking it. You can use this to your advantage by throwing an angry Scythean into the enemy's front line, then teleporting behind it and spending the rest of your attacks on delicious second wave or support models. The place effect can also enable assassinations from further than might be expected. Caster hiding behind some jacks? No problem, just smack one and then teleport behind it and go to town. This is especially effective if you commit your Rapport beast to do the job. They'll be swinging at elite MAT, and get a bonus attack to help seal the deal. With the extended control range on Rapport, you have to worry less about leaving Rhyas's control range too. If you want to ensure the damage consider using the Blighted Nyss Sorceress' Blight Storm action.

Finally, this feat works well against single-wound, Tough-enhanced troops, like the Trenchers in Cygnar's Gravediggers theme (if they don't have some form to ignore knock-down after a successful Tough check, that is). Your first damaging hit triggers the check, and your extra feat attack finishes them on a successful damage roll, or you can swing upon another target.

Drawbacks & Downsides

  • The usual high DEF, low ARM troubles - if she gets stationary or knocked down, she's done.
  • Heavy reliance on a critical effect for personal assassination potential. Also struggles against armies who deny charges and/or melee attacks.

Tips & Tricks

  • When using Rapport, watch out for spells and abilities that might strip upkeep spells from your warbeast - there's hardly a more frustrating scenario than losing control over your wrecking-ball beast that's now trapped behind enemy lines with no access to forcing. A Shepherd with her Beast Master ability can occasionally help you out, if that happens.

Feat tricks and tips

The first half is rather simple, it's an additional attack:

  • It is useful if your model lot its initial attacks (for example due to a Stagger effect) but you still cannot use it if you need to sacrifice your Combat action.
  • It comes without forcing or spending Fury which can come handy if you are under an effect that stops forcing.
  • It is an additional attack thus you cannot "spend" it on additional (★) Attacks like Combo Strike or Thresher.

The second half has more caveats:

  • It is the first attack that also damages so if you fail to crack armour with the first hit, a later one can still trigger the place effect.
  • The teleport does not get triggered on (★) Attack, only on basic melee attacks. You can still trigger it with your feat's extra attack though.
  • The feat placement is not worded as an optional ability (there is no "can" or "may"), you must place your model B2B on the first damage from a basic melee attack. Though most of the time you want to do just that, sometimes the only valid position is the back arc of a model, pulling your models uncomfortably close to the enemy.
    • If you are unable to make a valid placement, the model stays where it is and does not get another chance.
    • Be on the lookout not to place your troopers outside the unit leader's command bubble and your warbeasts outside their controller's control range with the teleport.
    • There are corner case situations where your enemy can use it against you: for example you charge with your Nyss Swordsman a Virtue Champion standing in the middle of a Scather template. You stay 1" away from your target in order to remain unaffected by the template. However, if you damage him, you immediately have to teleport in B2B and you cannot avoid the coming 1 point corrosion damage.
  • When you dropped your feat, remember, that models have to activate within her control to get the extra attack, and they also have to be within CTRL when damaging the target to trigger placing. Use this to your advantage, especially with models who have 2" melee range, or Chain Strike.

List Building Advice

Strategy

Rhyas constantly poses a non-negligible assassination threat with her personal presence - the longer the battle lasts the more dangerous she will be. Enemies will often place their warcasters 13"+ away from her to avoid her blade since very few things can counter her attack run - making her an effective tool to bully casters out of scenario.

Outside of that she typically aims for a few quality beasts and capable melee models to get the job done. Tide of Blood allows credible attrition swings while Dash and Occultation both keep your warriors safe from retaliation. Outside that she has no damage or accuracy buffs to help out her army so tailor your army likewise (preferably with self-supporting models).

Theme thoughts

    Children of the Dragon    

This makes the best of the Nyss units readily available, and her pet warbeast, Zuriel often forms the basis of it, along with Azrael.

  • Swordsmen - Good core infantry for Rhyas to field. With their UA, they can get up to three attacks on feat turn, two of them with back strike bonus. Occulation helps them survive the trip up the board, though drifting AOE can still prove fatal even with this tactic. They generally do enough damage without outside support as well.
  • Raptors are also excellent Occultation targets, and can do a lot of damage on the feat as they also are weapon masters. They're also much easier to deliver with impressive threat ranges. The same is true to their de-facto UA, Annyssa Ryvaal.
  • Ice Witches or Yssylla - Critical Effect on your Sword. Puppet Master. You get the picture. In Themes where the Witches are not available, Eilish can be in their stead.
  • Virtue Hosts and Virtue Champions - They are excellent workhorses that don't need much caster input. Perfect for Rhyas.
  • Throne of Everblight - Teleporting huge bases around with the feat is a hoot, even if finding a proper landing spot can be iffy. A teleporting throne with its 4" melee range can give an incredible extra threat range - and one more attack to trigger Necrophage.
  • Blackfrost Shard - Rhyas has no damage buff, making them an auto-include for her anywhere they are available.

    Ravens of War    

Raven's allow her to take both Zuriel and Golab, the two best beasts in the faction and grants you Blighted Nyss Sorceress & Hellions for extra battlegroup efficiency.

  • Hellmouths can drag enemies closer, including casters, which Rhyas loves for her assassination run. They also enjoy Dash to get into the back arc of the enemy for a grip attack.
  • Rotwings decrease DEF, get +1 MAT from Golab and they have flight, so you can run one up next to your assassination target to increase your odds of ending the game somewhat. With Blight Storm from Nyss Sorceresses and Sniper from Strider Deathstalkers they should also have an easy time getting Finisher attacks.
  • Fyanna the Lash - Get behind and enemy, then have her throw them towards Rhyas. Dash makes her even faster.

    Oracles of Annihilation    

  • Throne of Everblight, Ice Witches, ,Virtues and the Blackfrost Shard are also here.
  • Thagrosh0 - He can cast friendly faction animi for free, even those coming from beats in another controller's battlegroup, meaning you can have three instances of Slipstream in one turn for example, if you give the Seraph to a Blight Archon and have the Archon, Seraph and Thags all cast it. He alone can also cast the Mekanoshredder's Full steam on up to 6 models from turn 2.
  • Blighted Nyss Hex Hunters - They love Thags's Blight Burst as it prevents Shadow Bind from being shaken and Dash from Rhyas means they have a total threat range of 12.5" before the feat.
  • Proteus - Chain Strike and Pull lets Proteus drag enemy models closer, then debuff them with Crawling Chaos, enabling assassinations.

    Primal Terrors    

This is some sort of nod toward one of her Mk2 theme force. Effectively SPD6 Ogruns with access to Parry are no joke and they have their own built-in fixes for accuracy and even damage to some degree. Ogruns under her command, and Occultation goes a long way of helping the Warmongers reach the enemy without suffering too much casualties on the way up.

  • Chosen of Everblight - Keep the most expensive cavalry in the game alive for a longer time and also make debuff casting on them harder with Occultation.
  • Blighted Ogrun Warmongers - Dash gives a respectable 16" with Gorag's minifeat and Vengeance, and a general 11" charge range that is not bad for a base SPD5 unit. They become absolute meat grinders under her feat, the extra attack keeping your berserker train going - just watch out with the positioning.
  • Hellmouths and Thagrosh0 are also in this theme.

    Support Models - Various Themes    

  • Blight Archon - An all important piece for any Legion list the Archon provides Rhyas with +1 to hit, making her MAT 9, as well as Impending Doom, which can pull enemy casters closer for an assassination, or free up space for a crucial feat teleport. Dash on the Archon is also extremely useful as it has Flight already. The Archon is no slouch in combat either. Giving it a Mekanoshredder, Seraph or Neraph lets you cast their animi without straining Rhyas's Fury, and provide important threat extension to her.
  • Succubus - You have 2 great upkeeps that are unlikely to be swapped around too much - a succubus can not only upkeep one for free but also put out an on-demand cover to keep Rhyas safe.

    Minions    

  • Eilish can give out Puppet Master and Dispel.
  • Hermit - Damage fix on a stick, just try to keep up with the rest of the army.

Battlegroup

  • Zuriel is her pet warbeast she can take in any theme. It doesn't get a lot of stat improvement from Rapport, but gets default Stealth in your CTRL area. Usually your first choice for her unless you put him on a Blarchon.
  • Carniveans - Arguably get the most out of Rapport, since it boosts their MAT and RAT the most, and they can take advantage of both of these. A Scythean can potentially be a better target for Rapport though, even without benefiting from a RAT boost, as their assassination potential on feat turn is much higher thanks to Murderous and a longer melee range.
  • Blightbringer - Rhyas has no damage buff for her troops at all, so the Dragon's Breath is a welcome addition to her arsenal. It can neither move via the feat, nor be sped up by Dash, but Rapport overwrites its terrible MAT and RAT values. Withering Ash makes a MAT 10 assassin out of her.
  • Seraph - Slipstream is often crucial for assassination runs, while its shot not only lowers the enemy's DEF, but increases the chance of your criticals as well. To mess with threat ranges, you might also want to consider the Neraph/Afflictor, Angelius, Hellmouth, Proteus, or even Fyanna for those crucial extra inches.
  • Nephilim Soldier - Rhyas appreciates a couple of extra inches due to the Overtake animus while slicing up targets. If you're more about safety though, you should consider a Nephilim Protector both for its animus and Guard Dog though - DEF18 in melee is a credible protection and will likely trigger Riposte. Just make sure that your enemies can't dispel the animus, neither attack you with spells/Gunfighter against which Riposte won't get triggered. In those cases try to rely on Zuriel's Dodge animus instead.
  • Raek - Yup, that's a 48" diameter CTRL area if you mix Rapport with Extended CTRL range. And MAT 8 headbutts all but ensure assassinations.
  • Mekanoshredder - Your cheapest threat extender against mechanical targets - near mandatory to any list.
  • Angelius - Few warlocks can produce such movement shenanigans with the Angelius as Rhyas. The first thing you'll cast on it will probably be Rapport to keep this beast inside your CTRL area and to boost its average RAT and MAT. Then between the feat, Repulse and side-step you can play pinball with your opponent who will definitely have hard time second-guessing where your beast will end up. Just a few ways to utilize the Angelius' mobility during feat turn:
    • Charge in, Bite your target, teleport behind (if in a Sorceress' Blight patch, the damage is guaranteed), Side-step, then punch something beefy with your Tail Strike.
    • Charge in, attack, teleport behind, Sidestep, cast Repulse to clear a huge area.
    • Charge in, Bite, teleport behind, Sidestep, Tail Strike, Sidestep, Bite from Feat. Or just stop at Step 4 to threaten something with a nasty free strike if it has 1" melee.
    • Want to get something 6" closer to your lines? Charge, teleport, Repulse, then rinse and repeat with a Nephilim Bloodseer.
    • Still hungry for more? Enter the Blight Archon, and go nuts with Impending Doom (put the Angelus under his care only if you're OK with missing out on Rapport though).

Support

  • Blight Archon - The Archon and Rhyas is really a match made in (blighted) heaven: ARM buff, outsourced battlegroup management, and one of the nastiest threat extender in the game in the form of Impending Doom. Really, one is a no-brainer for her list, and 2 are not out of consideration either. +1 To attack rolls also makes her effective RAT 9 (not for Rapport though) which is nasty.
  • Blighted Nyss Shepherd - Tiny CTRL area has its own problem; one of them is checking constantly not to run/charge too far with your beasts where you cannot force them. The Shepherd's aura will ease this, and occasionally helps you with Fury management if your beasts ran a bit too hot. The Forsaken can also play this latter role.
  • Blighted Nyss Sorceress - Aerial Coordination is always useful, but more importantly, Blight Shroud will guarantee that the models will be able to teleport during feat since they'll damage the opponent in the AoE, no matter what.

Starting a 25 point Brawl list

In 2021.01 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here. Please note that due to point adjustments since then this list may be off by a few points (brackets include the actual point value):

Theme - Ravens of War

Rhyas, Sigil of Everblight: [+30 WBP]
Craelix, Fang of Everblight: [Free] (5 pts)
Grotesque Assassin: [3 pts]
Strider Deathstalker: [3 pts]
Feralgeist: [2 pts]
Blighted Rotwings (Min unit): [6 pts]

Total RRP: USD $212 (based on PP's online store prices 2021.05)

For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

  • Released in Hordes: Evolution (2007)
  • Rhyas' sword, Antiphon, probably got its name after the ancient Attic orator and statesman of the same name, who lived in the 5th century BC. In 411 he helped the rise of the Four Hundred, a group of oligarchs, who initiated a coup and threw down the democratic order in Athen for a short while. Later he was executed for his deeds.

Video Battle Reports

Other Legion Models

Legion Logo.jpg       Legion Index       (Edit)            
Battlegroup & Similar
Warlocks

Absylonia1 - Absylonia2 - Anamag - Bethayne1 - Bethayne2 - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Lylyth4 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2

Other Warbeast Controllers

Beast Mistress - Blight Archon - Thagrosh0

Lesser Blight Wasps - Shredder - Harrier - Mekanoshredder - Stinger
Light Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph
Heavy

Angelius - Azrael - Carnivean - Golab - Neraph - Proteus - Ravagore - Scythean - Typhon - Seraph - Zuriel

Gargantuans Archangel - Blightbringer
Units, Solos, & Battle Engines
Units

Blackfrost Shard - B.N. Archers - B.N. Hex Hunters - B.N. Legionnaires - B.N. Raptors - B.N. Scather Crew - B.N. Swordsmen - B. Rotwings - B.O. Warmongers - B.O. Warspears - Chosen - Grotesque Banshees - Grotesque Raiders - Hellmouth - Ice Witches - Strider Blightblades - Strider Scouts - Spawning Vessel - Virtue Host

Solos

Ammok - Annyssa Ryvaal - Beast Mistress - Blight Archon - B.N Shepherd - B.N. Sorceress - B.N. Warlord - Craelix - Forsaken - Fyanna1 - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - Thagrosh0 - Virtue Champion - B.O. Warmonger War Chief - Yssylla

Battle Engines Throne of Everblight
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Minions
Refer to Who Works for Whom and/or Category: Legion of Everblight Minion
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

Rules Clarification : Feat : Tide of Blood

  • Place the attacking model before removing the damaged model from the table. (Infernal Ruling)


RC symbol.png

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

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

Rules Clarification : Weapon Master - None yet. (Edit)
Rules Clarification : Decapitation - None yet. (Edit)
Rules Clarification : Spirit Eater - None yet. (Edit)


RC symbol.png

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.


RC symbol.png

Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
RC symbol.png

Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Parry - None yet. (Edit)

RC symbol.png

Rules Clarification : Pathfinder      (Edit)

RC symbol.png

Rules Clarification : Acrobatics      (Edit)

  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
RC symbol.png

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
RC symbol.png

Rules Clarification : Riposte      (Edit)

  • You can't resolve Riposte from a free strike because, by definition, the attacker is in your rear arc and thus you can't target them.
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, you can choose whether to dodge or riposte first. Appendix A Step 13 applies here, because the controller of the model being attacked is not the active player.
RC symbol.png

Rules Clarification : Sprint  and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
  • Run & Gun won't trigger if you RFP the model, but Sprint will.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.


RC symbol.png

Rules Clarification : Dash      (Edit)

  • Non-warrior casters (such as Skarre3) will benefit from the extra SPD, but not Parry.

Rules Clarification : Parry - None yet. (Edit)

RC symbol.png

Rules Clarification : Occultation      (Edit)

RC symbol.png

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.
RC symbol.png

Rules Clarification : Rapport      (Edit)

  • Stacks with Extended Control Range, quadrupling the effective control range (Infernal ruling)
  • Using the MAT/RAT is always optional.
  • Buffs that improve the caster's accuracy but not their MAT/RAT do not flow down to the warbeast. For instance: if the caster is MAT 8 and gets +1 to hit from Veteran Leader, the warbeast is only MAT 8.
  • Primal plus Rapport (Edit)
    • If a warbeast has both Primal and Rapport cast on it, then you can either:
      • Use the warbeast's MAT plus the bonus to MAT from Primal, or
      • Use the current MAT of the warlock but it will miss out on the Primal bonus.
      • (Infernal Ruling)