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No Menite alive is as concerned for the fate of heathen souls as Vice Scrutator Vindictus. Where others among the Protectorate see only a faceless sea of heretics, Vindictus sees potential devotees of the True Faith. Where others preach with words, Vindictus communicates with agony. The holy zealots who follow this unforgiving priest fight with the strength of fanatics and martyrs, adding to their own numbers with each strike. Vindictus travels far from the Protectorate’s borders, raising armies loyal to the Lawbringer and turning them against any of their countrymen foolish enough to resist the will of Menoth.
Basic Info
| Vindictus1 |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Small |
| SPD |
6 |
| STR |
6 |
| MAT |
6 |
| RAT |
N/A |
| M.A. |
N/A |
| DEF |
15 |
| ARM |
16 |
| CMD |
N/A |
| ESSENCE |
{{{essence}}} |
| FOCUS |
6 |
| FURY |
N/A |
| THRS |
N/A |
| HP |
16 |
| F. Field |
N/A |
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| WJP |
+29 |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
N/A |
| UNIT SIZE |
N/A |
| COST |
N/A |
| N/A |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Warcaster - All warcasters 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 - Divine Protection
While in Vindcitus' control range, friendly Faction warrior models cannot be targeted by charges, slam power attacks, enemy spells, or non-magical ranged attacks. Divine Protection lasts for one round.
Abilities
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Pathfinder
- Call to Sacrifice [ Holy Zealot ] - If this model is disabled by an enemy attack, you can choose a non-disabled friendly Holy Zealot model within 5" of this model to be destroyed. If another model is destroyed as a result of Call to Sacrifice, remove 1 damage point from this model.
- Vindictive - When a spell or special rule on an enemy model causes one or more of this model's upkeep spells to expire from a friendly model/unit, this model can immediately cast the expiring spell(s) on another friendly model/unit without spending focus.
Weapons
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| Lawgiver
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RNG
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POW
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P+S
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1
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6
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12
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Blessed
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Damage Type: Magical
- Death Toll [ Holy Zealot ] - When this weapon boxes a living enemy warrior model during this model's Combat Action, RFP that model and add to play one Grunt to a friendly Holy Zealot unit in this model's command range. Place the Grunt in formation and in this model's command range. The Grunt must forfeit its Combat Action the turn it is put into play.
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| Solace
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RNG
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POW
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P+S
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1
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6
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12
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Chain Weapon
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Damage Type: Magical
- Death Toll [ Holy Zealot ] - When this weapon boxes a living enemy warrior model during this model's Combat Action, RFP that model and add to play one Grunt to a friendly Holy Zealot unit in this model's command range. Place the Grunt in formation and in this model's command range. The Grunt must forfeit its Combat Action the turn it is put into play.
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Spells
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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| Admonition
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2
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6
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-
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-
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Upkeep
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No
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| When an enemy model advances and ends its movement within 6" of target model in the spellcaster's battlegroup, the affected model can immediately advance up to 3", then Admonition expires. The affected model cannot be targeted by free strikes during this movement.
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| Defender's Ward
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3
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6
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-
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-
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Upkeep
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No
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| Target friendly Faction model/unit gains +2 DEF & ARM. Models are not affected while out of formation.
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| Immolation
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2
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8
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-
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12 (Fire)
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-
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Yes
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| Immolation causes fire damage. On a critical hit, the model hit suffers the Fire continuous effect.
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| Penitence
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3
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8
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-
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-
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Upkeep
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No
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| Target friendly Faction model/unit. When one or more affected models is damaged by an enemy attack, immediately after the attack is resolved the attacker suffers 1 point of fire damage.
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| True Path
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3
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SELF
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Control
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-
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Turn
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No
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| The spellcaster and friendly Faction warrior models/units beginning their activation in its control range gain +2" when advancing as part of their Normal Movement and Pathfinder during their activations. True Path lasts for one turn.
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Theme Forces
Recent Changes
2021.10 Mega Update
Thoughts on Vice Scrutator Vindictus
Vice Scrutator Vindictus in a nutshell
Vindictus has a respectable denial and attrition game. He should be considered as your #1 choice when playing into enemy gunlines, or fast, hard hitting melee brawlers, like Doom Reavers, or Nyss Swordsmen. His spells help him and his army to stay alive, and navigate through the roughest terrain with ease.
He is in many ways "just" a delivery mechanism for his army. He can't do much on his own and has limited ways to support his boys when they get there, but is pretty good at getting them there on time and relatively safe/alive.
Feat Thoughts
Vindictus' biggest selling point is his feat. It's like Swamp Pit on a bigger scale - shutting down most of the shooting, and thwarting enemy attempts to land the alpha strike on your lines. As there is still a couple of ways to bypass his feat (see Drawbacks), it is crucial to know the threat ranges and attack vectors of your enemy. Watch out for units, standing outside your feat zone too, as they can be targeted by sprays and AoE, or spells with secondary damages, like electro-leaps.
Spell Thoughts
- Admonition - It can be either a life-insurance on Vindictus, or a second-level threat for your opponent's close combat troops under your feat. As they cannot charge you, and must walk up on your lines, they will think twice to do that against a jack under Admonition.
- Defender's Ward - an excellent defensive spell, found on many Protectorate casters. First cast it on your front line cannon fodder, then on second line unit that will get most heat next turn (can be also cast both heavy and light jacks if you just need to keep them on the table) or just throw it on Vindi himself as a lot of enemies will try to cheat you out from your well deserved attrition based victory by assassination. 15/16 with 16 HP is not hard to kill, 17/18 can really improve your chances for survival.
- Immolation - a somewhat lackluster, but sufficiently cheap zap.
- Penitence - This upkeep is a step-child of your Mk2 feat. You may want to cast it onto your own jamming troops, before launching them toward your opponent jamming units. They will either have to remove them with other units, committing excessive resources, or suffer the free strike from them upon ignoring them, or get the damage for destroying them. Either way, it is a boon for you. It also spells doom for single wound shooting units, trying to bring down your charging infantry.
- True Path - Vindictus and his army will rarely, if ever going to be hindered by rough terrain patches, or spells, like Inhospitable Ground, or Rift.
Drawbacks & Downsides
- His melee game is strictly average, as well as his defense stats
- His feat does not stop melee attacks outside charge, special attacks and many of the power attacks (Trample, Headbutt, Powerstrike or Throws). Spells, like Explosivo, also help bypassing his feat completely.
- Lots of upkeep and expensive spells with an average focus pool - he is vulnerable to upkeep hate, as well as anti-magic tactics
- No offensive boost for your army or for him
Tricks & Tips
- Watch out for damages, that don't trigger Penitence, like collateral damage or electro leaps.
List Building Advice
Strategy
Vinny likes infantry as he does next to nothing for his 'jacks. He also likes infantry that can hold it's own in a fight as he lacks any MAT or POW buff to help them. He'll get them where they need to be, but then they are largely on their own.
Theme Thoughts
Support Models - Various themes
- Choir of Menoth - With no offensive buffs for your warjacks, and his feat not affecting them, he'll want to bring a unit along.
- Hierophant - Essential for getting his buffs out, as well as making it easier to apply them to different units due to Spiritual Conduit.
- Wrack - Great for helping the Focus-strapped Vindictus. Don't leave home without one (or two).
- Covenant of Menoth - A good all-around support model that likes the extra speed granted to it with True Path.
- Vassal of Menoth - Useful for taking the Focus burden of warjacks off Vindictus, especially if he's running a few of them. Not that necessary, though.
- Severius0 - Eye of Menoth can help make up for Vindictus' lack of an offensive buff, and he can run a warjack independently of Vindictus as well.
Exemplar Interdiction
Vindictus works well with Exemplar Interdiction and vice versa. Exemplars are slow and some have problems getting up the table; Vindictus buffs speed and can protect them, and appreciates accurate hard-hitting infantry, as he lacks offensive buffs. It also allows you to take Fire of Salvation, a solid warjack under any warcaster.
- Knights Exemplar are cheap, potentially hard-hitting Weapon Masters that get meaner with Battle Driven. Their command attachment, although optional, can help the unit's low volume of attacks via Cleave and Overtake, and her min-feat will give them a serious offensive upgrade.
- Exemplar Errants - Serve as a screening unit. True Path helps them get over their low SPD and weapon's reach; Defender's Ward can help them stick around longer, while Penitence can make them costly for other single-wound infantry to get rid of.
- Exemplar Bastions - Natively hard-hitting and Blessed, they take Defender's Ward fairly well.
- Exemplar Cinerators - An excellent brick of Weapon Master infantry that, with Vengeance and/or Defensive Formation, can cover a surprising amount of ground for SPD 4 models.
- Gravus - Brother's Keeper (and potential beat stick when high on souls), as well as speeding up your Exemplars even further with Desperate Pace.
- Exemplar Warder - A good bodyguard for Vindictus with its, er, Bodyguard ability and Shield Guard.
- Fire of Salvation - Admonation and Righteous Vengeance make it very mobile, or Defender's Ward makes it very durable. Vindictus also loves hard hitters and Shield Guards.
The Creator's Might
Vindictus doesn't have any real synergy with this theme. He's primarily an infantry warcaster, and although Defender's Ward and Admonition can be put on warjacks, he has no other buffs for them, and his feat won't affect them. However, with the Attendant Priest you can make a takeable Mercenary unit Friendly Faction, allowing it to benefit from his buffs.
Guardians of the Temple
Not a great theme for Vindictus. Although it brings cheap, disposable infantry that can be durable for their points, none of them are hard-hitting, and Vindictus is unable to buff their offense, which is a problem when taking him into armies with lots of high ARM models.
- Temple Flameguard - Already a tarpit, they become quite quick and even more obnoxious with True Path, Defender's Ward, Penitence, and Vindictus' feat.
- Daughters of the Flame - You can put Penitence on them to potentially make them obnoxious to remove, especially if they jam themselves into lines.
- Flameguard Cleansers - Defender's Ward can give them decent defensive stats, and True Path, when combined with their CA's mini-feat, lets them threaten up to 20" with their sprays.
Faithful Masses
Although it doesn't have as many Weapon Masters as Exemplar Interdiction, it has more disposable (and cheaper) infantry. Additionally, Vindictus helps remedy the Paladin model's lack of Pathfinder.
- Initiates of the Order of the Wall - Already a hard-to-budge unit, they become incredibly obnoxious with Defender's Ward and Vindictus' feat, in addition to being Shield Guards.
- Holy Zealots - They take Defender's Ward decently. In combination with their CA bringing models back, Penitence can make them obnoxious to get rid of. Additionally, with Call to Sacrifice, Vindictus becomes much more durable with a unit of them around him. Don't count on adding to their numbers via Death Toll; Vindictus isn't an offensive monster, and is somewhat fragile to be close to the enemy.
Mercenaries
- Hermit of Henge Hold - Brings a damage buff, which Vindictus is sorely in need of.
- Menite Archon - An independent, powerful beat stick that will appreciate both Defender's Ward and the speed boost from True Path.
Battlegroup
- Vigilant / Devout He is not squishiest PoM caster, but that is not saying much in faction that is both notorious to being susceptible to assassinations and that also includes Severius, so he still goes down fairly easily. Both Vigilant and Devout can help to keep him safe. Vigilant provides walking bunker (cover and blast immunity) to hide behind and/or infuriating late game object contester, especially if you can spare Ward for him- 14/23 can seem almost insurmountable in attrition-heavy late games. Just watch out for slams, electro leaps and similar cheating maneuvers heathens tend to pull out. Devout provides spell immunity and shield guard and while being arguably less durable (having 3 points lower armour but 1 point higher DEF) he can get some work done with his pole axe if you have a choir boy near by, MAT7 and POW15 axe might just be enough to finish off that annoying heavy and with 2 initials and defensive strike. He can rally do a number on infantry, and again a late game light with DEF15 ARM20 can just make that defender's ward worth casting on him.
- Reckoner Vindictus is not too fond of jacks, so just grabbing one or two of these is often a good choice, they don't need much of a buff besides a choir, can keep up better than crusader-based jacks and, as they won't be in a front lines, having a nice big gun is a good trait. Also, as Vindy can't improve accuracy of his troops, being able to hit a key enemy model with flare before charging it is a good thing. Likewise, POW17(19) an iron with 2" reach is always a nice thing to have. He can clean up the house and makes for a nice target for late-game Defender's Ward, especially against hordes thanks to built-in Ashen Veil. Admonition can protect his exhaust pipe from being turned into scraps after taking a pot shot against speedier armies.
- Templar has nice meaty ball on a long chain to bash things your infantry was too busy dying on. Beat back is nice, giving surviving infantry a second chance to charge or scamper off, and gives a bit more objective control. He has 21ARM with the shield, so he won't be shot down easily (especially with choir), and his shield guard can help to protect key models (such as Knight Exemplar UA, important solos or Vindi himself).
- Dervish cheap jack with high MAT and astounding mobility for its faction definitely not an auto include but still stylish. With his side step he can unjam your infantry, murder a decent number of enemy troopers or put some harm on heavier targets with combo strike, or just use that heavy to sling shot toward those juicy, juicy support models PoM tends to have hard time dealing with in a lot of cases.
- Sanctifier is probably most pillow-fisted heavy in the faction (technically Castigator has same POW, but he has two POW16 initials, so I'd say he wins by a small margin of 2POW points). He still has POW18 on his main weapon with choir help and thanks to his 2" reach he has a top threat-range for PoM jacks. What makes him worth considering is his soul collecting ability. This allows Vindictus to either camp his focus or recast his upkeeps and still benefit from a fully loaded jack. They have no gun (big issue for me personally) but you can take two and just pay for choir from hard points.
Other
Trivia
Other Protectorate models
Video Battle Reports
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* 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 : Blessed and/or Creator's Wrath (Edit)
- Blessed ignores spell buffs even if they're not directly on the target. (For example, Haley3's Temporal Distortion spell is cast on Haley and gives a DEF buff to everyone within 5". Blessed ignores it on everyone, not just on Haley.) (Locked thread)
- You only ignore the DEF/ARM buff if the spell directly adds to the stat (for example Arcane Shield gives +3 ARM).
- Whereas a spell which grants an ability, and the ability gives a DEF/ARM buff, would not be ignored by Blessed (for example Cloak of Ash gives a model concealment, and concealment gives +2 DEF).
- (Infernal Ruling)
- If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else]. (For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.)
- This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).
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Rules Clarification : Death Toll and/or Repurpose (Edit)
- You can trigger the RFP even if there is no valid unit for you to add a Grunt to. (Infernal Ruling)
- At least one model from the unit must be in your CMD range, as well as the Grunt you spawn.
- There is no limit to how many models you can create simultaneously. For instance, if you have Death Toll on an AOE weapon, then you can create one Grunt for each model killed in the AOE.
- You don't need LOS to the model(s) you spawn.
Return/Add to Play - Typical (Edit)
- If you're returning/adding multiple models simultaneously, they are placed sequentially. Often this will let you leapfrog the "within 3" of [x]" requirement.
- If you're adding models to a unit, then typically there is no limit and you can go over the unit's starting size. However, some abilities do have a limit (such as Stir the Dead)
If you're returning models to a unit, then you're limited by how many there are in the "dead but not removed from play" pile. (See Add, Return, and Remove From Play for further detail.)
- If you're adding more models than you started with, then in a Tournament you must physically own the correct models - proxies are not allowed in tournaments. (Locked thread)
Return/Add to Play - Other Units (Edit)
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"Return to Play" and "Add to Play" are quite simple if you only return models to your own unit (like Blood-Bound) or only return independent models (like Thagrosh1's feat). But if you're returning/adding models to other units, then click to read more. [Show/Hide]
- If you can return multiple troopers at once, they don't all have to be the same unit. Spread the love around.
- Troopers must return to their original unit. Even if you have two units of the same type (such as two units of Convergence Eradicators) then you can't have 4 die from unit [A] and return them all to unit [B].
- If your rule is something like "return d3 models to units within CMD range" (Old Witch3) then it is d3 models total, not d3 models to each and every unit.
- If your rule is something like "spend 1 soul to return 1 Grunt" (Enigma Foundry) then it doesn't matter where the souls came from originally. Think of them like currency, in this case.
- You can Return models even after a unit is reduced to just Attachments (Weapon or Command)
- If your Return ability lets you return a Leader or Officer model, then they will immediately become the unit commander and redefine the "in formation" bubble.
- If your Return ability only allows Grunts, then the Grunt will not be field promoted when he arrives.
This means that, in the unusual scenario where the Leader model has different wargear to the Grunts (such as Cygnar Stormguard), then that wargear is effectively 'lost'.
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Rules Clarification : Chain Weapon - None yet. (Edit)
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Rules Clarification: : Warcaster (Edit) (Click Expand to read)
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- General
- Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
- FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
- Your CTRL area is double your FOCUS stat, not double your focus 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 warcasters 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 Warcaster rules.
- Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)
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Restrictions on "Any Time" abilities ( Edit) [Show/Hide]
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- 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).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- 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.)
- Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- 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.
- 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)
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This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
- All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
- Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
- The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
- If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
- Press Forward Order vs Spells cast at Any Time (Edit)
- You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
- If you cast spells before moving, you can't run so you must charge.
- If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
In this situation the spellcaster must either:
- forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
- forfeit their Normal Movement, then their activation ends.
- (Infernal Ruling)
- Steamroller 2018
- The non-caster models can contest scenario zones & flags.
- The caster model cannot contest.
- The caster model can control zones and flags by itself, but:
- to control a zone, the entire unit remaining in play needs to be in formation.
- to control a flag, the entire unit remaining in play must be within 4" of the flag.
- Units Buying Attacks (Edit)
- If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
- A model can only buy additional attacks during its Combat Action.
- A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks (Edit)
- Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
- They can't upkeep each other's spells.
- They can only dominate one SteamRoller scenario element at a time.
- Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
- Units Buying Attacks (Edit)
- If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
- A model can only buy additional attacks during its Combat Action.
- A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
- The Legion Twins
- Rhyas cannot dominate a zone while out of formation.
- Rhyas can use the feat while out of formation.
- Haley3
- Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
- The echoes can Control/Contest scenarios like a normal unit.
- Haley Prime can dominate an element even if the echoes are out of formation.
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Rules Clarification : Call to Sacrifice (Edit)
- This ability is optional.
- This ability will be blocked by "anti-heal" effects (such as Grievous Wounds or Entropic Force).
- This ability will not trigger if the model is disabled by damage rolls not coming from an ennemy attack (like Electro Leap, a continuous effect, or a friendly attack).
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Rules Clarification : Vindictive (Edit)
- The recast spell needs to obey normal spellcasting - range, LOS, etc.
- You cannot cast the spell back on to the same model/unit it just expired on. (Infernal Ruling)
- The "if" is supposed to be "of". (Infernal Ruling)
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Rules Clarification: : Admonition (Edit) (Click Expand to read)
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* What does trigger Admonition
- Admonition triggers off any advance, not just in-activation stuff. You could even trigger your Admonition off an enemy's Admonition!
- Standing still but changing facing is an advance.
- What doesn't trigger Admonition
- Aiming, or forfeiting your movement, is not advancing.
- If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
- Being placed (such as Teleport) is not an advance.
- Involuntary movement (being slammed, thrown, or pushed) is not an advance.
- You don't have to trigger Admonition the first time an enemy moves nearby - you can save it until it best suits you. (Infernal Ruling)
- Countercharge during your own activation (Countercharge vs Admonition etc) ( Edit )
- You can trigger Countercharge during your own activation, but only if an enemy model moves during your activation. For instance, you move towards a model who has Admonition and they trigger that to try to move away. (You do a normal move, they trigger admonition and move, you trigger countercharge from their admonition-move.)
- However countercharge always counts as being out-of-activation, no matter when you trigger it. (Infernal Ruling)
- As a result, you can't trigger only-during-activation effects (such as Critical Shred & Sustained Attack).
- On the other hand, you can potentially get two charge attacks (one for your normal charge, one for the counter charge). (Infernal Ruling)
This ruling still applies even after the 2018.07 update (Infernal Re-ruling)
- Countercharge plus Admonition
- If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
- Countercharge Inception
- If a model [A] has Countercharge, and it charges an enemy model [B] that has Countercharge and Admonition, then ...
- Model [A] charges and triggers CC and Admo on [B]
- Model [B] Admo moves but before it can resolve its own CC, it triggers CC on [A]
- You now have two models that have triggered CC simultaneously. So the Active player gets to resolve their one first.
- Battlegroup members (Edit)
- Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
- It won't target/affect models which are Attached, though.
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Rules Clarification : Defender's Ward - None yet. (Edit)
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Rules Clarification : Immolation (Edit)
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Rules Clarification : Fire (Edit)
- If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
- Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
- Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
- You can always use non-standard terrain if you agree with your opponent before the game starts, however.
- A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
- In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
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Rules Clarification : Penitence - None yet. (Edit)
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Rules Clarification : True Path (Edit)
- If the spellcaster is part of a unit (i.e. Ashlynn2), then the other members of the unit do not gain the benefit of True Path, because their activation has already started. (Infernal Ruling)
- Pathfinder (Edit) - Pathfinder does not apply to involuntary movement (pushes & slams). (Infernal Ruling)
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