Category:Spirit Bind

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Spirit Bind - When a living warbeast in this model's command range is destroyed but not removed from play by an attack, you can remove this model from play to use Spirit Bind. If you do, the warbeast is not destroyed and remains on the table under your control. If the warbeast was part of a battlegroup, the controller of that battlegroup can reave fury points on the warbeast as if it had been destroyed, and fury points that are not reaved are removed from the warbeast. The warbeast becomes a friendly Minion model, gains Undead, and no longer belongs to a battlegroup. Remove 1 damage point from each of the warbeast's aspects. The warbeast cannot activate the turn Spirit Bind is used, cannot be forced, and loses its animus. Edit description


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Rules Clarification : Spirit Bind      (Edit)

  • When the possessed warbeast dies, control returns to the original owner. Thus they can return it to play, or use Spirit Bond to get fury from it. (Locked thread)
  • If two Feralgeists controlled by two different players are near a beast when it is destroyed, the Active player will trigger first for Spirit Bind. (Infernal Ruling)
  • Any continuous effects on the beast remain when a Feralgeist uses Spirit Bind. (Infernal Ruling)
  • Because Spirit Bind is resolved at Step 10d and causes a "destroyed" model to stay in play, it can let you resolve some extra effects (that normally don't work when a model is destroyed); specifically, a warbeast with Rapid Healing can be destroyed, possessed, then heal itself.
  • If a Feralgeist takes control of a Wild warbeast, it is no longer Wild. This is going to be errata'd. (Infernal Ruling)
  • Taking Control of an Enemy Model (Edit)   [Show/Hide]
  • General
    • Several abilities start with the sentence "Take control of a model" then a full stop, then a bunch of stuff you can do with that model. You can't uncouple the first sentence from the rest of the "do stuff" sentence(s), in other words if you want to "do stuff" then you have to "Take control". (Infernal Ruling)
    • Taking control of a model means it is now friendly to you, and will immediately be engaged by it's erstwhile allies.
      • This will limit your ability to make ranged attacks.
      • If you get to make an advance with the controlled model, this can allow the original owner to take free strikes against his own model. He doesn't have to take these, of course.
    • The controlled model does not have a proper Activation, so stuff like Chain Strike won't apply.
    • You can use abilities on the controlled model, as long as they're not restricted to "during its activation" or "during its Combat Action". For example, you can use Mental Force. (Infernal Ruling)
    • Buffs and effects:
      • The controlled model counts as a "friendly model" and will benefit from any "while within" (aura) buffs that your own models are handing out (such as Mark Target), (assuming the controlled model meets the criteria for the buff).
      • If the controlled model has already been hit by a "currently within" (pulse) debuff, then it will keep that debuff while under your control. Even if that pulse only affected enemy models (such as Deneghra1's feat) - temporarily changing who is friendly/enemy doesn't change who was/wasn't affected by the pulse.
      • If your opponent is the same faction, then the controlled model will count as a "friendly faction model" and even more buffs are potentially available (such as Veteran Leader).
    • Theme abilities:
      • If a model gains an ability via a Theme Force rule, and then the opponent takes it over, it keeps the theme ability. (Infernal Ruling)
  • Movement
    • You can advance a model into an area and force them to take damage (like an acid cloud, or a Razor Wall template), but they only take damage once per advance (ref Prime rulebook pg 65). Thus you cannot keep moving them micro-millimetres in and out of said area to inflict infinite damage.
    • The model is friendly while under your control, so you can't force free strikes by walking it past your own models. You can, however, walk it past your opponent's models and politely ask if they want to take free strikes against their own model.
  • Attacks
    • Many "Take Control" abilities allow a basic melee attack. Some allow a basic attack. Gunfighters cannot make a ranged attack unless they're allowed the later.
    • Point Blank attacks cannot be made with temporarily controlled models, as Point Blank is only allowed 'during activation.'
    • With reference to the attack sequence (appendix A) your control of the model doesn't expire until after Step 14. So you can potentially trigger abilities like Snacking (Step 11.4).
      • As long as it's not limited to "during combat action" or "during activation".
  • Destroying the Controlled model
    If the model is destroyed or RFP'd while under your control (for instance you walked it into a hazard), this has two consequences:
    1. It is considered to be under your control at the moment it is taken off the table:
      • Your opponent can't reave fury off a warbeast destroyed this way, because it is an enemy warbeast when it is taken off the table.
      • Your opponent can't trigger stuff that depends on a "Friendly model" being destroyed (such as Righteous Vengeance).
      • You can't trigger stuff that depends on an "Enemy model" being destroyed (such as Cull Soul).
    2. It returns to the original owner once it's off the table:
      • Your opponent can use Spirit Bond to get fury from the dead warbeast.
      • Your opponent can use Return To Play abilities to get it back on the table (assuming it wasn't RFP'd).
  • Taking control of an enemy Trooper (member of a unit)
    • A trooper you take control of becomes an independent model. Thus:
      • It will not benefit from any bonuses that it gets from its comrades (such as Gang, Shield Wall, etc).
      • It will not benefit from any bonuses that rely on the trooper being "in formation" (such as Granted and Tactics abilities).
      • Spells on a unit are considered to be on the "unit", not on the "models that make up the unit". So a controlled trooper will not benefit from any spells on the unit.
      • If you take control of the last survivor of a unit then the "unit" ceases to exist for the duration of the control. This means that any spells on the "unit" will expire. Woo, free dispel! (Infernal Ruling)

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