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| Curse [[[_]]] - This model can use Curse once per activation at any time. Choose an enemy model/unit in this model's command range. Friendly {{{1}}} models gain +2 to attack rolls against the chosen model/unit. Curse lasts for one turn.
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Rules Clarification : Curse (Edit)
- Curse applies to all attack rolls, including Impact Attacks and Magic Attacks (spells)
- Curse is an ability, not an attack. Thus it can be used against stealthed models. (You can't auto-miss when you never need to roll to hit.)
- Curse is an ability, not a spell. Thus it can be used against spell-warded models.
- You don't need LOS, because it 'chooses'.
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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)
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Note to Editors
Example usuage
{{Curse|Bane}}
Curse [Bane] - This model can use Curse once per activation at any time. Choose an enemy model/unit in this model's command range. Friendly Bane models gain +2 to attack rolls against the chosen model/unit. Curse lasts for one turn.
{{Curse|timing=<!---None--->|Horror}}
Curse [Horror] - Choose an enemy model/unit in this model's command range. Friendly Horror models gain +2 to attack rolls against the chosen model/unit. Curse lasts for one turn.
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Subcategories
This category has only the following subcategory.
Pages in category "Curse"
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