Bethayne, Pride of Everblight

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Legion Logo.jpg Bethayne, Pride of Everblight

Legion Virtue Warlock

Bethayne's flesh was the clay of Everblight's great work. She has been pulled apart and reconstructed more times than she can recall. Her suffering gave way to the creation of a new race born utterly subjugated to the will of the dragon as well as the creation of Archons of his own design. Bethayne is no longer recognizable as Nyss or as dragonspawn or any other race serving Everblight. She is truly unique, a piece of art that can never be re-created. Her flesh, her entire essence even, has been permanently fused with her warbeast Belphagor. To the soldiers of the Iron Kingdoms, she is a nightmarish monstrosity that wields blighted magic and breathes pure corruption. To Everblight, she is the living testament to his skill in the art of fleshcraft.

Basic Info

Bethayne2
Missing Info
Bethayne2.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 7
STR 10
MAT 7
RAT 5
M.A. N/A
DEF 14
ARM 17
CMD 7
ESSENCE {{{essence}}}
FOCUS N/A
FURY 7
THRS N/A
HP 24
F. Field N/A
WJP {{{wjp}}}
WBP +28
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warlock - All warlocks come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat - Flesh Web

  1. Bethayne gains 2 flesh web tokens. Then distribute 2 additional flesh web tokens for each non-lesser warbeast in her battlegroup among one or more living friendly Faction models currently in her control range.
  2. While a model has one or more flesh web tokens it cannot become knocked down or made stationary.
  3. A model can transfer to another friendly living model in Bethayne’s control range as if it had the Transferring Damage warlock special rule without spending fury by spending a flesh web token.
Flesh Web lasts for one round, when Flesh Web expires remove all flesh web tokens from friendly Faction models.

Abilities

  • Eyeless Sight symbol.jpg Eyeless Sight
  • Corrosion Imm symbol.jpg Immunity: Corrosion
  • Fire Imm symbol.jpg Immunity: Fire
  • Living Nightmare - Bethayne is a living model but is neither a warbeast nor a warrior model. She suffers damage like a warbeast but does not suffer the effects of a crippled Spirit aspect. Bethayne can make slam and throw power attacks without spending fury. Effects modifying the amount of damage to or the manner in which damage is applied to a warbeast also apply to her.
  • Spell Driver - When this model casts a spell, you can use another model in its battlegroup and in its control range as the point of origin for the spell. If you do, the model chosen as the point of origin suffers d3+1 damage points after the spell is resolved.

Weapons

Breath of Entropy
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 5 10
Blighted Claw (x2)
Sword icon.jpg  RNG   POW   P+S 
1 4 14

Spells

COST RNG AOE POW DUR OFF
Absorb Flesh

1 6 - - - No
RFP target friendly living warbeast. Bethayne immediately gains d3+1 fury points and removes d6+1 damage points from herself. Bethayne cannot reave fury from warbeasts targeted by this spell and can gain the benefit of Absorb Flesh only once per round.
Breath of Corruption

3 8 3 12 (Corrosion) Round Yes
Models hit suffer a POW 12 corrosion damage roll. The AOE is a cloud and a hazard which stays in play for one round, and does 1 point of corrosion damage to models entering or ending their activations in it.
Dissolve

2 6 - - Upkeep No
Target friendly Faction model's/unit's ranged and melee weapons gain Withering Death.
(Withering Death - A model hit by this weapon suffers -2 ARM for one turn unless it has Immunity: Corrosion.)
Psycho Surgery

2 SELF Control - - No
Each model in the spellcaster's battlegroup currently in its control range can immediately remove d3+1 damage points. This spell can be cast only once per activation.
Transmutation

3 8 - - Upkeep (★)
When Transmutation targets an enemy model, it is an offensive spell and requires a magic attack roll. When Transmutation affects a friendly model/unit, affected models gain +2 STR and DEF and gain Pathfinder. When Transmutation affects an enemy model/unit, affected models suffer -2 STR and DEF and lose Pathfinder.

Theme Forces

Recent changes

2021.10 Mega Update

  • Feat changed drastically.
It used to be "choose 8 models to put in the Flesh Web, and each of those 8 can transfer damage to the other 7 an unlimited number of times".
The old feat allowed double-transfers if you put a Blight Archon as one of the 8 (or 2 of the 8).

Thoughts on Bethayne2

Bethayne2 in a nutshell

Bethayne2 is an excellent spellcaster/attrition warlock who is just as versatile as her predecessor. Bethayne 2 is the first "warbeast warlock", similar to how Karchev the Terrible is a "warjack warcaster". She takes damage like a warbeast, can slam and make power attacks, and suffers crippled aspects OTHER than the Spirit aspect. Unlike Karchev, who is a smash-your-face style caster, Bethayne is far more of a ranged threat and brings several potent spells and a potent feat to the table.

Between her own Breath of Entropy and the Dissolve Spell, applying -2 ARM to enemies can be fairly simple to accomplish. Dissolve cast on basically any model can be devastating for your opponent. With Spell Driver Bethayne can hang back and cast Breath of Corruption through her warbeasts while shooting her own Breath of Entropy out, allowing her to play a safe distance back from the enemy.

While Bethayne can fight in melee, it is not her focus. The comparison to Karchev is only really a thematic one. She does not buff her warbeasts like Karchev buffs his warjacks, nor does fight in melee as well as him. Her relationship with her beasts is far more exploitative than supporting, which we see recognized through Spell Driver, Absorb Flesh, and even the feat.

Feat thoughts

Bethayne's feat is a powerhouse denial and attrition one - though toned down quite a bit compared to the pre-2021. October errata. In its most basic form it is an efficient counter to pop&drop tricks like Quake, or feats like Kreoss1's or Sorscha1's, and keep your most valuable models safe. If you want to tank damage with it, you must know your enemy well though. Instead of the "my opponent must chew through my entire army to remove a key piece" approach now you must carefully measure what the enemy can get to you and how many free transfers you may need to tank those wounds. Needless to say, this goes hand-in-hand with other denial tools like Dodge or Thagrosh0's Blight Burst patch that may force your opponent to try to remove a feat target only with its initial attacks. You may also farm tokens with cheap lights like the Raek or the Afflictor. The most important takeaways:

  • You cannot allocate away Beth's tokens, she will always start at least with 2.
  • If you use up all the tokens, you lose the KD/Stationary immunity as well
  • You only need tokens to transfer damage from the target, not to transfer damage to the target - read, you can pass it off anywhere within Beth's control range, even to non-faction models like your Minion choices. You still cannot place tokens onto non-living models though.
  • The transferring model doesn't need to be in Beth's control either, only the model you are willing to transfer to.
  • You are not exempt from the normal transferring restrictions, e.g. your beasts full with Fury are still unable to take transferred damage (but they themselves can still transfer damage to other models), and you must transfer the full damage.
  • You can transfer to friendly models not just friendly factions - including Minion ones.
    • Be careful when transferring to the Hermit: Ancient Shroud does not decrease the transferred damage to 1 since the damage roll already happened. I.e. you must transfer the whole amount. Killing your Hermit with the transferred damage also won't trigger Dark Prophecy.

Spell thoughts

All her spells point Bethayne towards being an attrition warlock.

  • Absorb Flesh is a signatures spell that gives a net gain of d3 Fury at the cost of a model costing at least 3 points. This, especially without a spammable spell, would normally be considered a poor rate of return, but you're bringing those three point models to tank damage for your heavies on feat turn and if they've absorbed ten points of damage that would go to a heavy they've already done their jobs. Also you can spell-driver through your lesser to target that lesser so range isn't such a thing. Not remotely caster-defining but it gives her a nice late-game kick.
    • A corner case application but if your beast blocks your charge lane, you can remove said beast from the way without generating corpse token to the enemy.
  • Breath of Corruption is a nice anti-infantry zap that works well with spell-driver and the ability to throw 9 focus around in a turn to keep infantry charge lanes blocked. Just watch out for cloud-removers. Also it's only Bethayne's spammable spell. Don't forget that models not directly hit by the template also take a POW12 damage, not a POW6 blast damage.
  • Dissolve is one of Bethayne's two armour-swinging spells. Ideally it goes onto either a model or a unit with a lot of attacks that is going to spread them far and wide. At range for preference - so a unit of archers is ideal, but really, there's no bad target for this spell. Since it confers the same ability it does not stack with Bethayne's own gun.
  • Psycho-Surgery is a nice attrition spell, allowing you to heal up your battered beasts after a feat turn to be fully functional again.
  • Transmutation - Can be put on non-faction friendly models, which is very relevant in Oracles where you can field all the minions you would every want. Any melee centric unit will love the extra STR and almost everything loves +2 DEF and Pathfinder. Alternatively you can use it offensively to debuff DEF and STR and make your own troops more accurate, and more resilient against melee and thrown weapons, which might be more relevant in Primal Terrors where all the Legion beef is concentrated - but in general it's easier to cast and more impactful on your own models unless you're in dire need of DEF fixing. Also, taking away Pathfinder from melee-oriented huge based models like Gargantuans or Battle Engines can be a potent trick - and they are usually easy targets that you can always see.

Drawbacks & Downsides

  • No movement tricks
  • The only answer she provides to high DEF only works on one model/unit and needs to land to be effective.
  • High attack volume can overload your feated targets if you distribute the tokens without care, plus you cannot distribute feat token onto the Blight Archon.

Tricks & Tips

  • Spell Driver does not make her warbeasts channelers, they merely become the point of origin of the spell cast. That means they are not subject to limitations associated with challenging, meaning they can still be used as "arc nodes" while engaged, or while in a Cacophony bubble.
  • You cannot reave fury from warbeasts you killed yourself with attack, or with Absorb Flesh, but you can do it with warbeasts you killed with Spell Driver damage.
    • The two facts above occasionally enable you some very economic Breath of Corruption casting, since if you run up your lesser with full Fury beside the enemy, you may kill it with the combined damage of BoC and Spell Driver, reave the Fury, and fuel your next BoC from another lesser (preferably also in B2B with the enemy and barely standing due to the damage from the previous BoC). If you have enough Harriers you can dive bomb and enemy caster to death, but if you only have 1 or 2 it will not be a reliable strategy.
    • This works best post feat where you used your lessers to transfer damage onto with your feat, ensuring they die and you get your fury back.

List Building Advice

Strategy

Bethayne is a hardcore attrition warlock who likes tough multi-wound models and shunts the damage they take onto much cheaper light/lesser warbeasts. Since the quasi-transfers require Flesh-web tokens, you cannot rely solely on building your battlegroups out of a single heavy and a bunch of lessers, so for "token-farming" consider some cheap lights like the Raek, the Afflictor or the Nephilim Soldier. Her basic playstyle is attrition, but the sheer durability of her beasts can be used to bully enemies out of zones, or to bring her army far enough forward that the enemy needs to risk an assassination the turn after her feat turn.

Theme thoughts

Bethayne is mostly a warbeast warlock, but one who wants to share the fury management around.

    Various themes    

  • Blight Archons cannot be targets of her feat' tokens and transfers since they're non-living, but their warbeasts can be. This lets you get more frontline brawlers into your list without straining Beth's fury. Also the feat lets you be more aggressive with your Archon - if the Archon gets attacked it uses fury to transfer to one of its beasts, and that beast keeps itself alive by using the feat. The main drawback of the Archon's inclusion is that you get tokens after Beth's battlegroup - so everything you put under the Blarchon will not contribute toward the token pool.

    Primal Terrors    

Primal Terrors is a questionable choice for her. On one hand you have plenty of tough multi wound models who extremely well her feat, like the Chosen of Everblight. On the other hand the usual army composition revolves around a Blightbringer and Golab, giving out very few tokens to be played around. If you take them though, there are excellent Transmutation and Dissolve targets here, too.

  • Golab Probably the best beast in faction and with Transmutation in becomes really, really scary. Giving Bethayne Sprint also has its uses as she can definitely pull a punch in melee then sprint away and pop the feat to keep herself safe.
  • Blighted Ogrun Warspears - Transmutation s an excellent spell on the them as it ups their defensive profile while also upping the damage on both their melee and thrown weapons. Dissolve can be good on them, too.
  • Gorag is very important for her as he fixes hitting, which is something she does not do, so you will have to run at least a min unit of Warmongers.
  • Chosen of Everblight - Transmutation will do wonders keeping them alive and they hit like trucks in return. Or put Dragon's Blood from an Archon on them.
  • Hellmouth - Impervious Flesh combines really well with Bethayne's feat as they won't even take much damage to transfer.
  • Thagrosh0 - He is an excelletn choice for her, because he runs an Archangel better than she does thanks to Ethrunbial's Guidance. This also leaves her Warbeast points open to take a bunch of lights and Golab for feat tokens and arc-nodes.

    Ravens of War    

Ravens of War is an obvious choice with her because you can get two Harrier lesser warbeasts from a single requisition point (better for her than anyone else), and the Mark Target is an extra use for the normally weak lessers. Run one into position, shoot it, then she eats it after it's done its job.

  • Strider Scouts - A 19" threat range to deliver Withering Death from an eight model stealth unit with hunter is nice. Or they can plink out infantry.
  • Raptors are a good flanking unit for a Bethayne army, and if they need to commit to melee, are reasonable Dissolve targets in their own right.
  • Blighted Rotwings are good, cheap chaff, with flight and they debuff DEF on models around them.
  • Grotesque Assassin - They are great scalpels to remove solos from flags and contest. Also a very important source of Grievous Wounds.
  • Hellmouths and Golab are also here.

    Children of the Dragon    

This theme has two things really going for it in terms of bonuses. If you're going for a toughness-skew then Unyielding ARM 18 lights are a good place to start.

  • Blighted Nyss Archers - 22 shots per unit under Dissolve is a thing of beauty. As is feating on the Ammo porter and being able to keep it alive no matter what.
  • Blighted Nyss Swordsmen are already DEF 14 before Transmuting them and are already weapon masters. Transmuting takes what they do and makes them a whole lot better at it.
  • Virtue Champion - Just a good work piece solo that also gives her the ability to drop Bligh Clouds, upping her DEF of 16 against shooting and dissuading single wound infantry from tearing into her in melee.
  • Virtue Host - They are great anti infantry pieces but with damage buffs they actually start to threaten heavies.
  • Spawning Vessel - for just 4 points you get a lesser factory, which saves her a lot of army points.
  • Blighted Nyss Shepherd 1 point fury management model. Or fodder for the spawning vessel.
  • Throne of Everblight - The Throne is a living model, thus eligible to your feat. It's the most resilient non-gargantuan in the faction with its 36 boxes and ARM20, and may also heal itself after a beating with Snacking. Also a good Transmutation target due to its 4 initials.

    Oracles of Annihilation    

The combination of Thags0 and the spawning vessel, as well as unlimited minions make this a good theme for her. Tota that any of the Minions listed here are also available in the other themes, but you can only take one solo and one unit there.

  • Thagrosh0 (see above), is also in this theme, which makes it immediately attractive to her.
  • Spawning Vessels, Shepherds, Ice Witches, Virtues, and the Blackfrost Shard are in this theme too.
  • Boil Master & Spirit Cauldron - it generates it own corpse tokens every turn and also collects them from fallen infantry and pass them on to a Spawning Vessel or Death Archon. Additionally it also has a potent zap spell and Puppet master. Overall a very good package!
  • Death Archon - You probably don't need to windmill slam these into every list, but one is a very potent Transmutation targets thanks to its two Blood Reaper attacks. Mortal Fear makes your whole list more resilient and the Chain attack synergises very well with Thagorsh's Blight Burst spell stripping the ability to shake Stationary from enemy beasts and jacks.
  • Primal Archon - Much that can be said about the Death Archon can also be said for this one, main difference being that it more reactive thanks to Counter Charge, but hands out Knock Down and Shadow Bind like no tomorrow, so it still synergizes with Thargosh, while also not precluding you from taking a Blight Archon.
  • Farrow Valkyries - A model like an Archangel attracts a lot of undue attention from guns, so these ladies are here to help with Shield Guard and Vengeance. They also hit pretty hard in melee, so make for a decent Transmutation target.
  • Croak Hunters - If you want auto-boosted Archangel shots, these guys can Oil the enemy up. Also a decent Transmutation target.
  • Hermit of Hengehold - More spell accuracy and Mad Visions layered with the feat is infuriating to deal with.

Battlegroup

There's a lot that works well with Bethayne;

  • Harrier - 3 points for 13hp into the web of flesh. Use them as cheap Spelldriver nodes, transfer some damage, then absorb them to heal yourself.
  • Mekanoshredder - Free charges and extra threat range vs Warmachine foes. Unfortunately you cannot feat on it.
  • Nephilim Bloodseer - 8 points, Arm 20 in melee in Children of the Dragon, Telemetry works really well with Spell Driver.
  • Nephilim Protector - 9 points for ARM 20 in melee in CotD, Shield Guard, Guard Dog, and a MAT value that doesn't suck.
  • Nephilim Bolt Thrower - Far Strike for her gun and an extra feat token.
  • Angelius - A DEF 16 heavy melee warbeast is obnoxious to get rid of.
  • Neraph - So's this one even without armour piercing
  • Seraph - You only ever take one as support. But it gives you longer threat ranges.
  • Carnivean - Bethayne likes Spiny Growth and models that can reach ARM 20. And spiny growth on herself. It also does well with Dissolve and a well angled assault shot, spraying an effective POW 16 somewhere useful.
  • Blightbringer - If you want to play a skew-y list with blighted Ogrun, the Blight Bringer is your man, er... abomination! It's gun also spreads withering death well enough at 14" range with a 5" AOE.
  • Archangel - She runs the Archangel about as good as her previous incarnation. It's a great taget for with Dissolve and Transmuation and her feat keeps it alive for an extra turn.

Other

Trivia

Released 2020.09

Other Legion models

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

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

Other Warbeast Controllers

Beast Mistress - Blight Archon - Thagrosh0

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

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

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

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

Solos

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

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

Rules Clarifications

RC symbol.png

Rules Clarification : Feat: Flesh Web

  • The number of tokens is based on the beasts currently in play, not how many started the game. (Locked Thread)
  • Bethayne can give herself extra flesh tokens. (Locked Thread)
  • The model that you transfer damage to:
    • it does not need to be in the same battlegroup as the model transferring damage, or in its control range.
    • it does not need to be a warbeast.
    • But if it is a warbeast, it can't be full of fury (as per normal).
    • (Infernal Ruling)


RC symbol.png

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:
  1. 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)
  2. 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)
RC symbol.png

Rules Clarification : Corrosion      (Edit)

  • If you deploy in corrosion hazard terrain (Acid Pool), then you get corroded 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.
  • A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.
RC symbol.png

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)
RC symbol.png

Rules Clarification : Living Nightmare      (Edit)

  • Bethayne is a living model for the purposes of spells/effects that target/interact with living models (such as Bloodthirst and Soul Taker).
  • Bethayne is a warbeast for the purposes of spells/attacks that get bonus damage vs warbeasts (such as Dismember).
Bethayne is a warbeast for the purposes of spells/attacks that change which spiral gets damaged. (Infernal Ruling)
  • Bethayne is not a warbeast for any other purpose. For instance,
    • Beast Lore does not give models an extra attack dice versus her.
    • Bethayne takes no extra damage from Amputation (Amputation is worded so that you need to hit a warbeast before you get the bonus damage). (Infernal Ruling)
RC symbol.png

Rules Clarification : Spell Driver      (Edit)

  • Weirdly enough, this ability is not channeling and as such it will not be affected by stuff like Garryth1's feat (assuming Exulon stands outside the feat range).
  • That being said, actually casting the spell is going to follow the same procedure as channeling, and so we've included the channeling RC here:
RC symbol.png

Rules Clarification : Channeler  and/or Arc Node     (Edit)
General

  • It is possible to channel a spell with a range of CTRL. The control range is still measured from the caster though, so channeling it has zero effect ... unless you've got something like Empowered Arc Node or Reaction Drive. Stuff like that can trigger. (Infernal Ruling)

Channeling in melee

  • A channeler that is engaged by an enemy model can not channel.
  • A channeler that is engaging an enemy model can channel. (For example, the channeler is standing in the enemy's back arc.)

Channeler - LOS

  • You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
    • If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS (but not to the DEF bonus).

Caster - Attack roll

  • You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
    • If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the dice roll (but not to the LOS).

Stealth - It affects both LOS and the attack roll

  • Since Stealth has both a LOS modifier (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed) things get a little complicated.
  • If only the channeler ignores stealth, then all stealth models count as intervening models and block LOS, but the caster will auto-miss models more than 5" from the channeler.
  • If only the caster ignores stealth, then only models within 5" of the channeler block LOS, but the caster won't auto-miss no matter what you target.
  • If both channeler and caster ignore Stealth, it works as you'd expect.
  • Stealth Examples     [Show/Hide]
    • Caster has Eyeless Sight, channeler does not.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model does not count as an intervening model, as per the normal Stealth rules.
        • Attack roll - If you attack it then you don't auto-miss, as the attacking model has Eyeless Sight.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model doesn't block LOS
        • Attack roll - Doesn't auto-miss
     
    • Caster hasn't got Eyeless Sight, channeler does.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model counts as an intervening model, because the model drawing LOS ignores Stealth.
        • Attack roll - If you attack it then you will auto-miss, as the attacker doesn't ignore Stealth.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model blocks LOS, so you can't target the rear model.
        • Attack roll - N/A


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Rules Clarification:  : Magical Damage      (Edit)
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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.")

Rules Clarification : Withering Death - None yet. (Edit)

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Rules Clarification : Open Fist  (aka, Power Attack Throw)     (Edit)

  • Throw ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.
  • Collateral Damage
    • Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
      • It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
      • It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
      • It doesn't matter if the attacker has crippled weapon systems or aspects.
  • Throw - Power Attack
    • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
    • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
    • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
    • Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
    • Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.

Rules Clarification : Absorb Flesh - None yet. (Edit)

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Rules Clarification : Breath of Corruption      (Edit)

  • Damage Type (Edit)
    • This spell does elemental damage in addition to magical damage, not instead of magical damage. (Infernal Ruling)
  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)
    • Models that are immune to blast damage have no defence vs this spell/weapon.
  • Templates that do damage (Edit)   [Show/Hide]
    • Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
      • A hazard is a terrain element
      • Damage from a hazard template is never considered to be from the model or weapon/spell that put it into play. So hazards never gain special rules of the weapon/spell (such as a Damage Type or Poison), nor does it gain special rules of the model (such as Hand of Fate).
      • Damage from a non-hazard template is considered to be from the model that put it in play. So non-hazards do get stuff like Hand of Fate. (Infernal Ruling)
      • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance)
      • Damage from a non-hazard is also not from an attack. Instead it will be a Special Action (Covering Fire), or a "instead of making an attack, place a template" (Creeping Barrage), or etc.
     
    • Damage templates from spells is complicated:
      • (Infernal Ruling)
      • Spells that leave templates that are not hazards (such as Razor Wall) do Damage Type: Magical.
      • Spells that leave templates that are hazards (such as Breath of Corruption) follow the rules for hazards, which are most likely not magical damage but it varies by the hazard.
      • The initial damage when you place the template, if any, is Damage Type: Magical.
      • For example, Breath of Corruption's initial POW 12 corrosion damage roll is Damage Type: Magical in addition to Damage Type: Corrosion. But the hazard that is put into play from Breath of Corruption is not Damage Type: Magical, just Damage Type: Corrosion.
     
    • By default, when you put a template into play it doesn't do damage to models they overlap. The exceptions are templates that are created by an AOE weapon, and templates that explicitly say they do damage when they're placed.
    • A model which is "placed" also counts as "entering" an area, so the template will damage any one who teleports/spawns into it, too.
    • If two templates are overlapping, a model that enters them will take two points of damage.
  • Hazardous Clouds (Edit)
    • A hazard, by definition, is a terrain effect. If a template is both a cloud and a hazard it will not block sprays as per the errata (2017.09) to spray attacks. (Infernal Ruling)
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    Rules Clarification : Dissolve      (Edit)
    Rules Clarification : Withering Death - None yet. (Edit)

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    Rules Clarification : Psycho Surgery      (Edit)

    • You roll a separate (d3+1) for each model. Refer to the "Tactical Tips" in the Faction book.
    • This spell applies to the caster, too.
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    Rules Clarification : Transmutation      (Edit)

    • If both players have this spell, and they both cast it on the same model/unit, then whichever one was put onto the unit second will determine if Pathfinder is in effect. The stats from each will cancel each other out. (Infernal Ruling)
    • Lose vs Gain (Edit)
      • Enemy models can still regain Pathfinder after you use this spell/ability. It lacks the "and cannot regain it" clause. (Locked thread)
      • (In comparison, see Marked for Death which does prevent models regaining stuff.)
    • Pathfinder (Edit) - Pathfinder does not apply to involuntary movement (pushes & slams). (Infernal Ruling)