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Those who would oppose Everblight’s will must stand ready to pay a heavy cost, and it is Lylyth, the dragon’s Reckoning, who will exact that price. Those few who have survived Lylyth’s raids speak of the susurration of runners on frozen ground and an ominous keening noise in the air. As the first arrows strike, that sound is revealed to be wind whistling along the cruelly barbed blades and across the overlapping metal scales of her war sleigh as it is pulled across the snow by powerful ulks, their horns lowered to smash through anything in their path.
Basic Info
| Lylyth3 |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Huge |
| SPD |
9 |
| STR |
8 |
| MAT |
6 |
| RAT |
8 |
| M.A. |
N/A |
| DEF |
15 |
| ARM |
16 |
| CMD |
8 |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
5 |
| THRS |
N/A |
| HP |
18 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
+29 |
| 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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- 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.
- Battle Engine - All battle engines share the same special rules, most notably being immune to a bunch of stuff. Click here for the long version.
Feat - The Reaping
When an enemy model is directly hit by a ranged attack made by a friendly Faction model while the friendly Faction model is in Lylyth's control range, the enemy model becomes Stationary for one round. The Reaping lasts for one turn.
Abilities
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Cavalry
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Eyeless Sight
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Pathfinder
- Dual Attack - This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
- Repairable - This model can be targeted with Repair special actions as if it were a construct model.
- Reposition [5"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 5", then its activation ends.
- Trample Power Attack - This model can make trample power attacks.
- Threshing Blades - This model gains +4 to its trample power attack damage rolls.
Weapons
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| Whisper
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RNG
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ROF
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AOE
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POW
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12
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3
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-
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12
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Damage Type: Magical
- Blood Boon - Once per activation, immediately after resolving an attack in which it destroyed an enemy model with this weapon, this model can cast a spell with COST 3 or less without spending fury points.
- Rear Attack - When declaring attacks with this weapon, this model can target models in its back arc.
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| Mount
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RNG
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POW
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0.5
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12
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- Trampling Hooves - This model can make charge attacks with this weapon in addition to making impact attacks.
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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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| Battle Host
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2
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SELF
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CTRL
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-
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Upkeep
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No
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| Warbeasts in the spellcaster's battlegroup beginning their activations in its control range gain +2" movement when advancing as part of their Normal Movement. The spellcaster gains +2 ARM while one or more warbeasts in its battlegroup are within 3" of it.
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| Frost Hammer
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2
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8" spray
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-
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12 (Cold)
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(★)
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Yes
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| Frost Hammer causes cold damage. On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold.
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| Wind Wall
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3
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SELF
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(★)
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-
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Round
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No
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| The spellcaster cannot make ranged attacks after casting this spell, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of the caster, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.
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Theme Forces
Thoughts on Lylyth3
Lylyth3 in a nutshell
Lylyth3 is an incredibly (and deceptively) mobile warlock despite her huge base, second only to Denny3. At the highest base SPD among warlocks and warcasters in the game and with access to a long Reposition movement, she can dart around the battlefield with near-unmatched maneuverability, and thanks to Battle Host, so can her battlegroup.
Being on huge base has its ups and downs. First, her actual CTRL zone is bigger than a FURY6 warlock, despite retaining the lowly FURY5 of her previous incarnations. Also, most of the tricks which are often used against her prime and epic versions, namely the stationary and knockdown tricks, will not work on her. With an OK ARM16 (18 with Battle Host, and 20 if she casts Spiny Growth from the Carnivean) she shrugs off most of the unboosted blast damages too. A DEF 15 huge base is also something that forces enemies to target her with CRA or with boosted shots.
With SPD9 she achieved the longest threat range among her 3 versions, yielding a staggering 28" with the Nephilim Bolt Thrower's Far Strike animi as well as trampling 12". With a ROF3 bow - which should see use in every turn because of Blood Boon - and her signature Eyeless Sight few enemy can ignore her assassination threat.
That said, her raw mobility is limited by terrain and model placement thanks to the size of her base. Huge base also hampers her with all the unfortunate downsides - she is always visible, and can always be targeted, cannot gain concealment, cover, or the elevation DEF bonus. Enemies can use a combined ranged attack on her even if she is engaged. Though she can also shoot while engaged, melee is definitely a place she doesn't want to be in for too long.
Overall, Lylyth3 is a higher risk warlock with a relatively active play style and powerful scenario and assassination game. The trick mostly is learning how to keep her safe and how to get her around the battlefield without tripping over your own army.
- Whisper - Much like Lylyth1, Lylyth3's spell-casting efficiency hugely depends on her bow. Blood Boon is a life saver for a FURY5 lock to cast a critical Frost Hammer or Wind Wall (usually the latter). It helps her keep fury for transfers which she really needs with her huge base liability factors. The attacks from her bow are not simultaneous, so make sure you can kill your last target, before you trigger Wind Wall with Blood Boon.
- Trample - effective POW16 trample with an average MAT is not bad, plus it makes jamming Lylyth with chaff infantry usually not a good idea.
- Cavalry - Those moose at the front aren't for show. Trampling Hooves lets her mount charge and impact, and the charge roll is boosted to hit.
- Repairable - A use for the Gobber Tinker in Legion! The only one too, as the Throne is no longer repairable.
Feat thoughts
The feat is as simple as it gets: stationary on directly hitting ranged attacks for her entire army, who are in her CTRL area. This means you want to bring a sizeable amount of accurate shooting. They become very potent control tools, forcing enemies to sacrifice resources upon shaking the effect, or denying the move of their units/models, if not killing them outright. This feat can be leveraged early to gain a quick advantage on scenario points, or mid-game to help bring down evasive targets and prevent retaliation. The final way to take advantage of it is a mid or late game assassination attempt with as many guns trained on the opposing warcaster/warlock as possible. Many lists can bypass a few, stationary-causing shots with shield guard/sac pawn and the like, but half a dozen can be challenging for even such lists as the Destruction Initiative.
The overall usefulness (and thus timing) of the feat may vary against the various lists. For example, it is excellent into Archons who are immune to Knockdown and Blind but not to Stationary, and next to useless against models standing in a Brother's Keeper bubble or being a huge based model. Here's a quick recap what Stationary can do, and what are the hard counters for it.
Spell thoughtss
- Battle Host - Helps Lylyth's battlegroup keep up with her insane speed and/or threaten impressive distances. It also gives her a nice ARM boost which a model of her size sorely needs.
- Frost Hammer - A solid spray attack which can really help Lylyth do a lot of work on her own. Combined with Spell Martyrs and Blood Boon, she can throw free sprays into unexpected locations.
- Wind Wall - Beside being your second life-insurance spell, it prevents shooting out too, including any models within its range, causing some order-of-activation issues you must be careful with. Make sure all your shots have been fired before you put this spell up. It's usually the best choice to cast with Blood Boon. Note, that it doesn't make you unassailable. Several models and casters have magical ranged attacks (especially in the Retribution), or easy means to the make shots magical ((Optifex Directive for the Convergence, Explosivo or Sigil of Power). Special mention to Caine1 whose Field Marshal gives magic bullets to every jack in his battlegroup. It doesn't make her unplayable against these factions, but it does require her to play it safer compared to other armies.
Drawbacks & Downsides
- Severely relies on spell in order to stay alive. Anti-Magic tricks, as well as massed Magical guns are really bad match-ups for her.
- Bigger actual CTRL area, but still low FURY.
- Trampling requires a clear "landing zone", which is difficult to find even with her extreme SPD.
Tips & Tricks
- With ROF 3 on the bow, she can cast various animi between the shots. If you didn't have Far Strike on, you can cast it after your first kill for free, or even Recoil from the Ravagore to get additional distances with Swift Hunter.
- Don't forget, the feat triggers only on a direct hit, so the Ravagore or a Teraph can make only one model Stationary, even though they fire an AoE.
- If you can't kill a tough, shield-walled unit under your feat (like MoW Shocktroopers, or IFP under their mini feat), aim for the leader/officer. A Stationary model cannot give orders, so even though it lives, the unit cannot enter into shield wall, and cannot run/charge without orders. This might be especially useful if you play into Hellmouths in a mirror match.
- Despite the Repairable and Battle Engine rules, she's still a living model, and thus affected by rules and abilities which interact with such models (Bleed, Butcher 3's feat, Poison, Annoyance, Burning Ash, etc.).
- Your trample damage roll is STR + 4 + 2d6. (It's not P+S + 4 + 2d6)
- Want to protect your Archangel from non-magical heavy guns, but it cannot fit into your Wind Wall bubble? Well, your Shield Guards can! Place them completely within 3" of Lylyth and within 3" of your Archangel. Whatever hits the Archangel gets intercepted, and gets auto-missed since auto-miss trumps auto-hit. It's even better with The Wastelander since the intercepted shot will be bounced right back at the enemy.
List Building Advice
Strategy
As with Lylyth2, Lylyth3 wants to bring enough guns to make her feat turn formidable, but don't forget that she may need a respectable melee presence to help control zones or go toe to toe with other enemy beasts and jacks. Also, melee attacks on stationary targets automatically hit, which is yet another reason to go for a mixed army. She has some favoured choices, she enjoys, regardless of which theme force you choose.
Theme Thoughts
Children of the Dragon
- Raptors can keep up with Lylyth's stupid SPD, bring a few good guns for the feat, and can threaten in melee on the charge.
- Archers - With their attachment even a minimum unit can stationary a lot of enemies, and do it with whatever accuracy is needed thanks to CRA and arcing fire.
- Virtue Host - They are great work piece models with ranged attacks.
- Virtue Champions - The best requisition options in this theme. they also have a ranged atatck and murder things good.
Ravens of War
- Strider Scouts and Strider Deathstalker - With okay RAT and high SPD plus Pathfinder, they can invoke stationary on a decent number of models, plus the unit can spread these shots out far with their Command Attachment.
- Harrier - I gains Mark target here, improving her hit chances and that of her beasts.
- Raptors are here as well.
Oracles of Annihilation
- Thagrosh the Hellborne - A SPD 5 model without Pathfinder is kind of a hard sell with Her, but his ability to give Ethrunbal's Guidance to Typhon and cast important animi (like Wraithbane) for free can be extremely handy.
- Typhon - It has three sprays per turn, which can be affected by Thags0 Guidance and freeze a lot of shop on feat turn.
- Farrow Valkyries - Three Shield Guards to protect herself and her Archangel(s).
- Virtues are also in this theme.
Battlegroup
- Archangel - Even before the themes, it was a popular way to run Lylyth3 is with two Archangels. Battle Host and Deceptively Mobile allow quite a lot of hit and run shenangians, and they can put out a reasonable number of shots on the feat to freeze a ton of enemies, or just rain hell on an assassination run. Their melee threat is respectable if it comes to that as well. Since they are incapable of even trying to fit in Wind Wall, it also solves a lot of order of activation issues a more populated Lylyth3 list may run into, instead allowing the three main pieces to move around as they like best. Double AA is probably best in Oracles of Annihilation, especially as you can get the Blighted Nyss Sorceress for free.
- Ravagore - Lylyth is one of the warlocks who can find his animus interesting. Getting up to 4 extra inches to your shots, or retreating 6 more after your trample is an excellent way to evade the enemy's brawlers. Swift Hunter also stacks with Reposition.
- Seraph - Battle Engines can be placed, but not with the Seraph's animus, sadly. Due to the utility with Flare, and the combination of her feat and a multi-shot weapon this beast sometimes finds its way into Lylyth's lists.
- Nephilim Bolt Thrower - Just as with her previous versions, this Nephilim is a MUST due to his animus. Thunderbolt can keep melee units and beasts away, should they come too close to Lylyth. If you can trigger Stationary and Knockdown under her feat on a jack/beast, they'll need 2 FOCUS/FURY to shake both effects.
- Angelius - Good gun, great melee attack, what's not to like? Stationary targets are begging for an armour piercing attack, and the Angelius is great to set up an assassination too. The Repulsion animus can be quite potent with her large base too.
- Nephilim Protector - He will always be near Lylyth to trigger Battle Host's ARM bonus, and if your opponent brought only a couple guns that can shoot through Wind Wall, he can take a bullet for her. Additionally, having Guard Dog will be much appreciated on a caster with decent DEF that can't be knocked down and would love to disengage from melee to do her shenanigans.
- Carnivean - Probably not the first beast you'd reach for, but his animus can save your bacon. Plus it also has a long range (though rather inaccurate) spray shot too, up to 20" away with Battle Host.
Other
Trivia
Released in Hordes: Gargantuans (2013)
Video Battle Reports
Other Legion Models
Rules Clarifications
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Rules Clarification : Feat: The Reaping
- The feat applies to Lylyth herself. (Infernal Ruling)
- Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
- Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
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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 : Blood Boon and/or Rites of Blood and/or Ritual Slaughter and/or Soul Food and/or Blood Weaver and/or Meat for the Beast and/or Reckless Arcana (Edit)
- General
- The free spell doesn't interact with abilities that change the COST of a spell. (Infernal Ruling)
- For instance, if you trigger it while being affected by Lamentation then you can still cast a COST 3 spell (even though if you spent focus to do the same thing it would cost you 6 focus/fury).
- (Rites of Blood only): The Priestess doesn't need to be in the caster's CTRL range to use her ability.
- (Blood Weaver only): It's not tied to a specific weapon, and it can be triggered multiple times per turn.
- (Reckless Arcana only):
- You can trigger it once during your turn, and a second time during the opponent's turn (via a free strike, countercharge, etc)
- The model doesn't need to be in your control range to trigger it.
- Timing
- With reference to other abilities that occur "after the attack is resolved", the timing sequence is:
- If you choose a non-offensive spell then it's resolved at Step 12.
- If you choose an offensive spell then it's resolved at Step 14.
- If you have another ability that triggers at Step 12 (such as Iona1 having Overtake), you can either cast a non-offensive spell and resolve both things at Step 12 in any order, or you can resolve the other ability at Step 12 then cast an offensive spell at Step 14. Note that you cannot cast an offensive spell at Step 14 then go back to Step 12 to resolve the other ability.
- (Infernal Ruling for all of the above)
- Multiple Attacks
- If when you destroy the model, you get a free melee/ranged attack as well as the free spell (for instance you cast Black Spot on them), then you need to follow the "attack-generating abilities" rule in the core rulebook and make sure you only make one bonus attack:
- You can cast a non-offensive spell (step 12) then get the free melee/ranged attack (step 14); or
- You can cast an offensive spell (which is an attack) and forgo the free melee/ranged attack.
- (Locked Thread)
- If the model that triggered the free spell has Berserk and something is in its melee range, you don't get a choice of offensive spell or non-offensive. You have to choose either
- a non-offensive spell plus the compulsory melee attack, or
- no spell at all plus the compulsory melee.
- (Locked Thread)
- Spells outside of caster's activation
- Some versions of this ability let the caster get a free spell when something else kills something. In this case:
- The caster can channel the spell if they want. (Infernal Ruling)
- The spell is cast during the other model's activation, so that model can potentially trigger any of their own activation-only abilities.
Specifically, if one of Deathchev's warjack triggers Meat for the Beast, and Deathchev casts Abattoir for all warjacks to get a free attack, then the active warjack can boost the Abattoir attack, use Overtake, etc. (Infernal Ruling)
- For similar logic, spells that "can only be cast once per activation" (such as Abattoir) can be cast twice per turn via this sort of ability. (Infernal Ruling)
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Rules Clarification : Rear Attack - None yet. (Edit)
Rules Clarification : Trampling Hooves - None yet. (Edit)
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Rules Clarification: : Warlock (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).
- 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:
- 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.
- 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)
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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 : Battle Engine (Edit)
- The main differences between battle engines and the other huge bases are:
- They can be placed, and they can move outside their Normal Movement (such as Dodge).
- They can benefit from Advance Deployment, Incorporeal, and Stealth.
- They can't make ranged attacks while in melee.
At least not by default; but many battle engines have Gun Platform, Dual Attack, or similar.
- Unlike Colossals and Gargantuans, your opponent can take control of your battle engine. There are very few such abilities that work on this model type, though.
- Being a huge-based model, a Battle Engine can never gain the DEF bonus from concealment ... but it can still have concealment and thereby trigger Prowl.
Huge Base (Edit)
- But this bonus doesn't apply to slams triggered by normal attacks (such as Critical Smite or the Hurricane's Thunder Charge ability).
Also, simply being on a huge base triggers a bunch of rules scattered throughout the rulebook, click to read them. [Show/Hide]
From the 2020.02 edition of the core rules (Edit)
- Fields of Fire
- Page 37 A huge-based model’s front arc is marked on its base. Its front arc is further divided into two 90° fields of fire. These fields of fire determine which models a huge-based model can target with its weapons, depending on the location of those weapons. Weapons located on a huge-based model’s left side (L) can be used to target only models in its left field of fire, and weapons located on its right side (R) can be used to target only models in its right field of fire. Weapons with locations “S,” “H,” or “—” can be used to target models in either field of fire. If any part of a model’s base is on the line separating the left and right fields of fire, the model is considered to be in both fields of fire.
- Concealment, Cover, LOS
- Page 49 Concealment & Cover - Huge-based models never gain the DEF bonuses from concealment or cover.
- Page 60 Clouds - Cloud effects do not block line of sight to huge-based models.
- Page 87 Forests - Forests do not block line of sight to huge-based models.
- Huge-Based models in melee
- Page 54 - Huge-based models never gain the Target in Melee DEF bonus.
- Page 65 - Combined Ranged Attacks cannot target a model in melee unless it has a huge base.
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Rules Clarification: : Cavalry (Edit) (Click Expand to read)
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Mount Weapon
- Although the core rulebook specifies mount weapons have 0.5" range, this doesn't "overwrite" models that have a longer mount range listed on their card. (Infernal Ruling)
- Mount Weapons are melee weapons. (Infernal Ruling) This means:
- Mount Attacks can benefit from any buffs that affect "melee weapons" (such as Acidic Touch and Elasticity) or "melee attacks" (such as Battle Lust).
- Mount Weapons can be used to make free strikes.
- If the model doesn't have any regular melee weapon (such as the Gun Carriage) then it does have a melee range, can engage enemy models, and can make free strikes; anyway.
- Despite being a melee weapon, you cannot use a Mount's special attack on the same activation you charge. (Infernal Ruling)
- Exception: If you have Trampling Hooves, because that allows you to make charge attacks with your mount when you charge.
- Mount attacks will trigger "Melee attack" stuff like Battle Wizard.
- You can purchase additional attacks with your Mount Weapon. (Infernal Ruling)
Impact Attacks - Movement
- Impact Attacks "pause" your charge move, and as such don't normally trigger "ends an advance" abilities (such as Countercharge).
- The exception is if your Impact Attacks include your charge target, then you have to end the charge movement and turn to directly face the charge target before rolling any dice. In this case, stuff like Countercharge will get triggered before you get to roll your Impact Attacks.
- You cannot "pause" in an illegal position to carry out Impact Attacks. For instance: a Pathfinder cavalry model pausing halfway over an obstacle; a flying cavalry model pausing while it 'overlaps' other models; or any cavalry model pausing halfway through an Incorporeal model.
Impact Attacks - The attack(s)
- You resolve stuff that occurs "after the attack is resolved" (such as Battle Wizard) before continuing with your charge movement.
- If you have an ability that boosts your "first" melee attack (such as Stir the Blood), then only one attack will be boosted even though you're making multiple simultaneous attacks.
- If you choose to make any impact attacks, you make all attacks against all models in the Mount's melee range (even friendly models).(Infernal Ruling)
- Impact Attacks cannot be boosted, refer core rulebook.
- You cannot buy additional attacks while resolving Impact Attacks. Additional attacks can only be bought during your Combat Action, after resolving your initial melee attack(s) / special melee attack.
Impact Attacks - Other
- You cannot use "any time" abilities while resolving Impact Attacks. Because Impact Attacks occur during movement; and you can only use 'any time' abilities before moving or after moving, but not during movement. (Infernal Ruling)
- Exception: If your Impact targets 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.
Cavalry unit
- If you have a unit of Cavalry, charge them and do impact attacks, remember you interrupt movement to do impacts, but you have to resolve all movements before doing any charge attacks. So for example it would go:
- Cavalry model A charges enemy X, and contacts model M. Stop and make impact attacks against M. Then continue movement to X.
- Cavalry model B charges enemy Y, and contacts model N. Stop and make impact attacks against N. Then continue movement to Y.
- Cavalry model C charges enemy Z, and contacts model O. Stop and make impact attacks against O. Then continue movement to Z.
- Resolve model A's charge attack vs X, B's vs Y, and C's vs Z. (This can be done in any order, as per normal)
Other interactions
- Cavalry model with no melee weapon
- If you have a Mount weapon but no regular Melee weapon (such as the Efaarit Scout), you can still declare a charge. (Locked thread)
- You can make Impact Attacks along the way.
- Once you get to the charge target, however, you can't make a melee attack against it. Because you can't use the mount weapon for a charge attack, due to the way the Cavalry rules are written. (Unless you have a rule like Trampling Hooves.)
- If you don't charge, the mount attack can be used as an initial melee attack.
- Countercharge & Cavalry ( Edit )
- A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
- 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.
- Flight on a Cavalry model (Edit)
- Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
- Gunfighter & Cavalry ( Edit )
- A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
- You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
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Rules Clarification : Eyeless Sight (Edit)
- A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
- This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
- Blind vs Eyeless Sight (Edit)
- If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
- Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.
- Anti-Cloud abilities vs Burning Earth (Edit)
- If you make a piece of terrain "Burning Earth" it counts as a cloud effect in addition to it's original type. This has 2 odd rulings:
- If any part of the terrain piece is "hit" by an ability that makes clouds expire (such as Gale Winds) then the entire terrain piece is taken off the table. (Infernal Ruling)
- If a model can ignore clouds but not the original terrain type, they don't ignore the terrain. For instance if you have a burning forest, then Eyeless Sight can't see through the forest. (Infernal Ruling)
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Rules Clarification: : Dual Attack (Edit) (Click Expand to read)
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* If you fail a charge, then you do not get to make ranged attacks.
- If you have multiple ranged attacks and/or melee attacks, you can intermingle them in any order. (Infernal Ruling)
- You can charge, make a ranged attack, then make your charge melee attack. Even though you made a ranged attack, that doesn't change the fact that your first melee attack is the charge attack. (Infernal Ruling)
- You must complete all initial attacks before buying attacks. You can't go: Make an initial melee attack, then buy a melee attack, then make an initial ranged attack. (Locked Thread)
- Dual Attack doesn't let you mix initial attacks with a (★) attack. Dual Attack only lets you make either:
- Initial melee attacks and initial ranged attacks.
- Power attack and initial ranged attacks.
Any other combination of (★ Attack) and initials is disallowed. See this thread for full explanation and links to relevant Infernal Rulings.
- You could theoretically make a special melee attack and then buy additional ranged attacks (or vice versa) ... but the core rules say "The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any" so the special attack would have to explicitly allow a swap - and I'm unaware of any that do so.
- There is no penalty for shooting an enemy you are in melee with.
- Your ranged attack(s) can target a model you are not in melee with. (Infernal Ruling)
- Dual Attack & Drag ( Edit )
- This is pretty-much limited to just the Prime Axiom under Syntherion, or the Swabber, Galleon or Prime Axiom under Aurora2
- If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
- If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
- If you didn't charge then ... just go nuts. There's no restrictions that I know of.
- Dual Attack & Slam/Trample ( Edit )
- Power Attack Slam and Trample combine your Normal Movement and Combat Action, and how this works with Dual Attack is:
- Slam: You must resolve the movement, the attack, and moving the slammed model. Only then can you make initial ranged attacks.
- Trample: You must resolve the movement, the attacks, and the free strikes. Only then can you make initial ranged attacks.
- (Infernal Ruling)
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Rules Clarification : Repairable - None yet. (Edit)
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Rules Clarification : Reposition (Edit)
- Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
- 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.
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Rules Clarification: : Trample Power Attack (Edit) (Click Expand to read)
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Can't normally trample
- Sometimes Power Attack: Trample is a special rule given to a model type that can't normally trample.
- If that model is a warjack or warbeast (such as the light warjack Shrike) then it needs to pay a focus/fury to do a trample.
- If that model is not a warjack/beast (such as the Battle Engine Gun Carriage) then it can trample for free.
Trample Movement
- You don't need LOS to your trample direction.
- You cannot change your facing after finishing a trample. Refer main rulebook.
- Unless you have something that allows you to ignore contacting the obstacle or obstruction (such as Flight), your trample will stop when contacting an obstacle or obstruction during a slam and/or trample. (Infernal Ruling)
- If the trampler's Movement system becomes crippled (for instance by an Acid Cloud), this will not stop the trample. (Infernal Ruling)
- Free strikes take place after the trampler has finished its movement, not during the movement. (Infernal Ruling)
- If there is insufficient room to fit your base on the other side of the model, you have to "rewind" along the trample path ... you don't get to pick a different trample direction that suits you better! Yes, this does mean that in a worst-case scenario you might end up trampling 0" !
- Thankfully, in Mk3, you can premeasure to avoid these issues before committing to the Trample direction.
"End Movement" triggers
Contact
- You have to move completely over & past a model for them to be trampled, merely contacting them is not enough .
- You can trample over medium-and-larger based models, if you have some way of moving through them. (For instance, you have Flight or they have Incorporeal.)
- Note that, even though you "trample over" those medium-and-larger models, they don't suffer trample attacks and they do get to make free strikes against the trampler.
Attacks
- Even though your attack target is out of LOS and melee range when you're at your final position, you get an attack anyway because the Trample rules override that. (Infernal Ruling)
- All abilities/buffs/etc involved with the attacks, both the trampler and the free strikers, are based on the models' final positions (except as noted otherwise in the core Trample rules for Shield Walls etc, where the contact point becomes important). (Infernal Ruling)
- So, for instance:
- If the trampler contacts a model and ends in its front arc, it won't get the back strike bonus (regardless of whether it 'trampled into' its back. And vice versa. (Infernal Ruling)
Free strikes vs Trampler
- Resolve free strikes after the trample attacks.
- If a free striker has some sort of 'directly away/towards' movement effect on their weapon (such as Critical Smite) then the direction you move the Trampler is based on the final model positions.
- For instance, you trample past someone with Critical Smite, end up behind them, and when they smite you via the free strike you'll end up further behind them.
Other
- If the trampler has a 'models within [X]" ... ' ability (such as Ruin's Soul Taker, or anyone's Dark Shroud) then it will only apply to models within [X]" of the trampler's final trample location (not every model they trampled through).
- Trampling with a flying model (Edit)
- Flight allows you to trample "over" medium- and larger-bases.
- Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
- Unless, of course, you have an exception like Blade Rush.
- Dual Attack & Slam/Trample ( Edit )
- Power Attack Slam and Trample combine your Normal Movement and Combat Action, and how this works with Dual Attack is:
- Slam: You must resolve the movement, the attack, and moving the slammed model. Only then can you make initial ranged attacks.
- Trample: You must resolve the movement, the attacks, and the free strikes. Only then can you make initial ranged attacks.
- (Infernal Ruling)
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Rules Clarification : Threshing Blades - None yet. (Edit)
Rules Clarification : Escort and/or Battle Host - None yet. (Edit)
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Rules Clarification : Frost Hammer (Edit)
- Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
- Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
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Rules Clarification : Wind Wall - None yet. (Edit)