Revision as of 17:52, 26 July 2022 by imported>Warmachine University contributors
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
| Mk4 has been announced, and we need to talk about what it means for the future of this website.
Please join the discussion either on the WMU Facebook Group or the Talk:Main Page area of this wiki.
|
Mage hunters are expected to function in extreme circumstances, such as surviving hand-to-mouth deep in enemy territory while isolated from friendly support. At home in any environment, they learn to scavenge and improvise, and to kill without hesitation. Their first priority is always the elimination of enemy arcanists and mechanikal constructs—which they believe harm Scyrah.
Veteran teams led by senior commanders are well versed in advanced Retribution techniques. Slipping past the outer defenses of an enemy base, they fire bolts through intervening walls to kill without a trace. Working alongside other soldiers in the Retribution military, these teams apply similar methods to erase vital targets before they can even join battle.
After years of hunting human spellcasters and gathering intelligence on the armies of mankind as a mercenary, Eiryss has returned to her proper place as one of the foremost leaders of the Retribution. Now she takes to the field leading other mage hunters, inspiring them to feats of incredible bravery and peerless precision while lending her own deadly skills to rid the world of humanity’s blasphemy against Scyrah.
Basic Info
Strike Force
| Mage Hunter Strike Force |
| Missing Info |
|
|
| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Small |
| SPD |
6 |
| STR |
5 |
| MAT |
6 |
| RAT |
6 |
| M.A. |
N/A |
| DEF |
14 |
| ARM |
11 |
| CMD |
8 |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
N/A |
| THRS |
N/A |
| HP |
1 |
| F. Field |
N/A |
|
|
|
|
| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
2 |
| UNIT SIZE |
6 or 10 +1 CA |
| COST |
10 or 16 +4 or +6 CA |
| 1.6 pts each (excluding CA) |
| N/A |
|
|
|
|
| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
|
Abilities
Weapons
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Crossbow
|
|
|
RNG
|
ROF
|
AOE
|
POW
|
|
|
|
12
|
1
|
-
|
10
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Saber
|
|
|
RNG
|
POW
|
P+S
|
|
|
|
0.5
|
4
|
9
|
|
|
|
Strike Force Commander (CA #1)
Abilities
The Commander has the same weapons & abilities as the main unit (as above), plus:
- He gains +1 MAT, RAT, CMD, and 5 hitboxes.
- His crossbow has Dispel
-
Officer
- Phantom Barrage [ Minifeat ] - Once per game at any time during its unit's activation, this model can use Phantom Barrage. This activation, models in this unit can ignore cloud effects, forest terrain, and intervening models when determining LOS.
- Tactics: Reposition [3"] - Models in this unit gain Reposition [3"]. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.)
Weapons
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Crossbow
|
|
|
RNG
|
ROF
|
AOE
|
POW
|
|
|
|
12
|
1
|
-
|
10
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Saber
|
|
|
RNG
|
POW
|
P+S
|
|
|
|
0.5
|
4
|
9
|
|
|
|
Eiryss3 (CA #2)
| Eiryss3 |
| Missing Info |
|
|
| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Small |
| SPD |
7 |
| STR |
4 |
| MAT |
7 |
| RAT |
9 |
| M.A. |
N/A |
| DEF |
16 |
| ARM |
12 |
| CMD |
9 |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
N/A |
| THRS |
N/A |
| HP |
5 |
| F. Field |
N/A |
|
|
|
|
| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
C |
| UNIT SIZE |
N/A |
| COST |
6 |
| N/A |
| N/A |
|
|
|
|
| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
|
Abilities
-
Officer
-
Pathfinder
-
Stealth
- Arcane Hemorrhage - When this model hits another model with an attack, the model hit loses d3 focus, fury or essence points on it, and upkeep spells it cast immediately expire.
- Attachment Deployment - If this model is attached to a unit with Advance Deployment, it gains Advance Deployment. If it is attached to a unit with Ambush, it gains Ambush.
- Granted: Mark Target - While this model is in formation, models in its unit gain Mark Target. (Mark Target - Other friendly Faction models gain +2 to ranged attack rolls against enemy models within 5" of a model with Mark Target and in its LOS.)
- Quick Work - When this model destroys one or more enemy models with a melee attack during its Combat Action, immediately after the attack is resolved it can make one basic ranged attack.
- Tactics: Tough - Models in this unit gain Tough.
Weapons
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Crossbow
|
|
|
RNG
|
ROF
|
AOE
|
POW
|
|
|
|
12
|
1
|
-
|
10
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Crossbow Blade
|
|
|
RNG
|
POW
|
P+S
|
|
|
|
0.5
|
3
|
7
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Saber
|
|
|
RNG
|
POW
|
P+S
|
|
|
|
0.5
|
3
|
7
|
|
|
|
Soulless Escort (WA)
The Strike Force may take up to 3 Soulless Escorts as a Weapon Attachment. Its weapons & abilities have been omitted here for the sake of brevity.
Theme Forces
Recent Changes
No changes since 2021.02
Thoughts on the Mage Hunter Strike Force
Mage Hunter Strike Force in a nutshell
An elusive ranged unit, with good abilities against warjacks, but unfortunately rather flimsy and expensive. Once a near-mandatory choice in every Retribution player's arsenal, the MHSF changed quite a bit throughout the years. Anyone who faced them earlier would rightfully fear their Tactics: Phantom Seeker, which along with Arcane Assassin made them the bane of squishier casters.
Thanks to Blessed they can still bypass most of the defensive magic, and able to demolish lighter jacks or scratch heavier ones. However, since battlegroups went up in size, and their hitting power decreased, they are not the first choice anymore to look to, serving more as up front threats, taking out support pieces and occasionally intimidating key enemy warjacks.
Thoughts on the CA & WA
- The Commander grants them reposition which allows them to be 15" away from what they just shot, which is pretty good. She also randomly has Dispel on her crossbow which is great for stripping pesky upkeeps. While the Strike Force will ignore ARM or DEF buffs from spells baseline, but not everything in your list will be so privileged so remember it as a tool in you arsenal. Her mini feat also makes it very difficult for you opponent to hide from your crossbow totting elves for one turn.
- Eiryss3 is decidedly better on Infiltrators or Spears.
- Soulless Escort - They offer some spellhate, but Stealth already petty much covers this and worse yet; escorts do not have stealth themselves meaning they can be targeted by guns and spells with unit wide debuffs.
Combos & Synergies
- Ravyn: Snipe gives them a respectable threat range, and is one of the best reasons to attach Eiryss to them, as she will be affected by Snipe, too.
- Ossyan: His cannon eases their average RAT, while under his feat they can decimate all but the heaviest enemy jacks. With slightly above average rolls, their 10+4D6 damage crossbows can easily one-round a Colossal. Quicken makes them near-unassailable against conventional shooting, while Shatter Storm helps them clearing infantry.
- Elara2: With Scything Touch these light skirmishers can hit surprisingly hard (especially against jacks). Under her feat they can end up in really unnerving places.
- Anything that can knock down or make stationary their targets
- Issyria: Her feat helps them like it helps everything else, while Blinding Light means they can shoot without fear of a ranged retaliation.
- Garryth, Blade of Retribution: Crippling Grasp is great, both to deny a counter response with the speed debuff and mirage to improve threat ranges.
- Garryth 2: Mortality let's them start hitting above their weight class, and his feat gives them a chance to hurt whatever charges in to kill them.
- Anything that can increase their damage output.
Drawbacks & Downsides
- Jack hunter doesn't help against warbeasts and non-jack targets
- Tissue-paper armour - AOEs, fire, blast damage and electro leaps decimate them.
- Elite infantry cost, chaff infantry defenses.
Tricks & Tips
- You'll get the Jack Hunter bonus for your melee attacks too - if you want to rely on 9+4D6 charge attack rolls to remove the last boxes of a heavy jacks.
- Take Down from their Theme force makes charging all the more appealing, if you have the chance to remove a jack under the Reconstruction spell.
Other
Trivia
Other Retribution models
Rules Clarifications
|
Rules Clarification : Advance Deployment (Edit)
- Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)
|
|
Rules Clarification : Combined Melee Attack (Edit)
- Each CMA only counts as a single attack, no matter how many participants are involved. This means, for example, that if Satyxis Raiders damage a warjack and trigger their Feedback ability, the enemy warcaster will only take 1 damage total, not 1 for every Raider.
- Any bonuses (such as back strike) or penalties (such as intervening terrain) are determined according to the model leading the CMA (the attack leader).
- If the participants have buffs/debuffs but the attack leader doesn't ... then the CMA doesn't because only the attack leader matters. Simple as that.
- A single unit can perform multiple CMAs, utilising different groupings of models. eg a unit with 10 models could make one 10-man CMA, or two 5-man CMAs, or five 2-man CMAs, or etc.
- CMA for units that have more than one melee weapon (the short version)
- Once you have more than one melee weapon, charging becomes a bit complicated. There are two important rules:
- A model which charges must use its first attack to make a charge attack. It can't "skip ahead" to contributing its second non-charge attack before it's resolved its first attack.
- For a CMA to gain the charging bonus, then all contributors must be contributing a charge attack.
- These two rules have a few, slightly confusing implications. Click the expand box below for a full breakdown.
| CMA for units with more than one weapon (the long version) (Edit)
|
The following example is about Satyxis Raiders, but is equally applicable to other units with two CMA:
- Each Raider gets two attacks. Both, one, or neither can be a CMA as you choose.
- If you are doing two CMA in a row, then you should note that the second CMA doesn’t have to use the same “primary attacker” or the same “participants” as the first CMA.
- For instance, you could have the first CMA with raider A being the "primary attacker" and raider B being the "participant",
- then for the second CMA have raider B the "primary attacker" and raider A the "participant".
- Or leave A alone for a moment and use B plus C. Whatever takes your fancy.
- Primary attackers and participants don't have to use the same weapon. So, continuing with the above example, you could have primary A use lash and participant B use horns, then primary B use lash and participant A use horns. Effectively granting you two lash attacks with CMA bonuses!
- Combined Melee Attack and charging
- Remember the 2 rules above?
- Rule 1 means you cannot contribute your second, non-charge attack before you have resolved/contributed your first attack.
- Rule 1 means you cannot "skip ahead" to resolving your second, non-charge attack before you have resolved/contributed your first attack.
- but wait, there's more!
- However, thanks to the "Units with Combined Melee Attack ignore the rule that one trooper's combat action cannot begin until the previous model's combat action ends" rule, you can "pause" your second attack if you want to do a CMA with it later. For example:
- Model A performs its charge attack.
- Model B performs its charge attack. (Interrupting A)
- Model C performs its charge attack. (Interrupting B)
- CMA using A, B & C's remaining attack.
|
|
|
Rules Clarification : Combined Ranged Attack (Edit)
- CRA cannot target models in melee ... unless the target is a huge-based model or the attacker has War-Tempered.
- If you give the attack-leader a buff to their attack (such as Guidance) then that buff applies to the combined attack (even though the other participants don't have the buff). (Locked thread)
- Assault & CRA (Edit)
- You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)
|
|
Rules Clarification : Stealth (Edit)
- Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
- You can target them with a charge.
- You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
|
|
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).
|
|
Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
|
* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
- All spells have "Damage Type: Magical" (refer errata).
- This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
- and might be inherited by "lingering" secondary damage (see below).
- If a spell leaves a template in play that does damage to models that walk around in it, then:
- if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
- if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
- (Infernal Ruling)
- If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
|
|
Rules Clarification : Officer (Edit)
- Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
- When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
- But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
|
|
Rules Clarification : Phantom Barrage (Edit)
-
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)
|
|
Rules Clarification : Tactics vs Granted (Edit)
- Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
- Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
-
- Granted [ Vengeance ]
- If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
- It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
- It is not "If you get damaged, you get Vengeance next turn."
- If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
|
|
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.
|
|
Rules Clarification : Dispel (Edit)
- Dispel can't be used versus upkeeps that are not "on" a model/unit (such as Rock Wall, Void Gate, etc), because you can't "hit" them.
- Because Dispel causes spells to expire on a hit, it will prevent spells that trigger on a hit from triggering at all.
- For instance, the defensive animus Spiny Growth causes any model that hits the target to suffer d3 damage. This damage will not occur if it's hit by a Dispel weapon.
- Anti-Upkeep vs a unit (Edit)
- If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
- It doesn't matter if the target is in formation or not. (Locked thread)
- However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)
|
|
Rules Clarification : Eiryss3: Mark Target
Models in Eiryss3's unit that are out of formation can't use Mark Target, ie they work the same as Rangers and Pyg Lookouts. (Infernal Ruling)
|
|
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).
|
|
Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
|
* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
- All spells have "Damage Type: Magical" (refer errata).
- This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
- and might be inherited by "lingering" secondary damage (see below).
- If a spell leaves a template in play that does damage to models that walk around in it, then:
- if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
- if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
- (Infernal Ruling)
- If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
|
Rules Clarification : Weapon Master - None yet. (Edit)
|
Rules Clarification : Officer (Edit)
- Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
- When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
- But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
|
|
Rules Clarification : Stealth (Edit)
- Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
- You can target them with a charge.
- You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
|
|
Rules Clarification : Arcane Hemorrhage (Edit)
- Anti-Upkeep vs a unit (Edit)
- If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
- It doesn't matter if the target is in formation or not. (Locked thread)
- However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)
|
|
Rules Clarification : Tactics vs Granted (Edit)
- Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
- Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
-
- Granted [ Vengeance ]
- If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
- It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
- It is not "If you get damaged, you get Vengeance next turn."
- If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
|
|
Rules Clarification : Mark Target (Edit)
- The model with the Mark Target rule needs to have the target in LOS for anyone to benefit. And within 5", of course. (Infernal Ruling)
- And the model actually making the attack also has to have the target in LOS in order to, you know, target it.
|
|
Rules Clarification : Quick Work (Edit)
- If you're still engaged in melee when Quick Work triggers, you won't be able to make the ranged attack.
- Quick Work specifies "Combat Action" so doesn't work with Impact Attacks or out-of-activation attacks
- Attack-Generating Abilities (Edit)
- From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
- If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
- If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)
|
|
Rules Clarification : Tactics vs Granted (Edit)
- Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
- Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
-
- Granted [ Vengeance ]
- If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
- It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
- It is not "If you get damaged, you get Vengeance next turn."
- If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
|
Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Attachment Deployment - None yet. (Edit)
|
Note to Editors
To edit Commander's tagged abilities, Click here
To edit Eiryss3's abilities, click here.
|