Master Ascetic Naaresh

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Skorne Logo.jpg Master Ascetic Naaresh

Skorne Warlock

A warrior-philosopher who seeks enlightenment through his own extreme suffering, Master Ascetic Naaresh has unlocked the powers of pain and forged them into a unique and devastating fighting style. Eager to challenge the limits of his philosophy against new foes, Naaresh has left his isolation to seek battle in the west. Before each engagement he submits to the ministrations of his paingivers so that he may draw strength and skill from the agony.

Basic Info

Naaresh 1
Missing Info
Master Ascetic Naaresh.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 7
MAT 7
RAT N/A
M.A. N/A
DEF 15
ARM 15
CMD 7
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 20
F. Field N/A
WJP {{{wjp}}}
WBP +32
IHP {{{ihp}}}
FA C
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 : Imperishable Flesh

  1. Immediately apply up to 1 damage point to each aspect of living warbeasts in Naaresh's battlegroup that are currently in his control range. Naaresh can remove 1 damage point for each damage point applied as a result of Imperishable Flesh..
  2. While in Naaresh's control range, living warbeasts in his battlegroup gain +1 STR and ARM for each of their damaged aspects.
Imperishable Flesh lasts for one round.
Tip lightbulb.png

Tip !
Normal damage will trigger the second part of the feat, it doesn't have to be damage cuased by the first part of the feat.

Abilities

  • Tough symbol.jpg Tough
  • Blood Trade - This model can upkeep spells by suffering 1 damage point per spell instead of spending focus/fury.
  • Flagellant - This model is automatically hit by melee attacks made by friendly models.
  • Hyper-Regeneration - Remove d3 damage points from this model at the start of each of its activations.
  • Painmonger - When this model suffers damage from an attack, it gains one blood token. For each blood token on this model, it gains +1 STR and ARM. This model can have up to 5 blood tokens at any time. Remove d3 blood tokens from this model at the start of your Control Phase.
  • Field Marshal [Pain Response] - Warbeasts/warjacks in this model's battlegroup gain Pain Response. (Pain Response - While damaged, a model with Pain Response can charge and make power attacks without being forced.)

Weapons

Katara (x2) - 1" reach, POW 4, P+S 11 melee weapons

  • Magical dam symbol.jpg Damage Type: Magical
  • Combo Strike (★ Attack) - Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon. (Giving a total P+S = 15)
  • Life Drinker - When it destroys a living enemy model with this weapon, immediately after the attack is resolved this model can remove d3 damage points.

Spells

COST RNG AOE POW DUR OFF
Bleed

2 8 - 10 - Yes
When Bleed damages a living enemy model, this model can remove d3 damage points.
Blur

2 6 - - Upkeep No
Target friendly Faction model/unit gains +3 DEF against ranged and magic attack rolls. Models are not affected while out of formation.
Cyclone

2 SELF - - - No
The spellcaster immediately makes a full advance, ignoring free strikes during this movement. At the end of this movement, the spellcaster can make one basic melee attack against each model in its LOS that is in its melee range. Cyclone can only be cast once per activation.
Lamentation

3 SELF - - Upkeep No
When an enemy model casts a spell while in the spellcaster's control range, double the COST of the spell. Additionally, enemy models must pay double to upkeep spells on models/units in the spellcaster's control range.

Theme Forces

Also Naaresh has a bonded warbeast, The Terrorizer, which he can take in any theme.

Recent Changes

2021.10 Mega Update

  • +3 hitpoints
  • Painmonger now loses d3 tokens per turn, instead of losing all of them each turn.

Thoughts on Master Ascetic Naaresh

Master Ascetic Naaresh in a nutshell

Naaresh is a jack of all trades. He can have an assassination run using cyclone. He can control enemy warbeasts and spellcasters with Lamentation. He shuts down shooting with Blur. He can crank up his battlegroup to an 11 on his feat turn. And he makes the best cookies this side of Halaak! The recent rebalance means that he can keep his blood tokens near their maximum from turn to turn, with his hyper-regeneration recovering about as many hit points as the blood tokens decrease by. This makes keeping him as having P+S 20 weapons and ARM 20 a practical possibility, massively changing his threat profile and making him far more dangerous.

Maximising his feat & spells

  • Cyclone makes for a great assassination (see below), or as a good way to reposition yourself for better scenario presence or general safety.
    • Charge someone random, cast Cyclone before making your charge attack, then redirect your initial attacks against your "real" target. This gives him an assassination threat range of 16" (non-linear).

Drawbacks & Downsides

  • Jack of all trades, master of none
  • His defensive stats really require Painmonger to be up. Of course this has become practical after the update (just save a couple of Paingiver Beast Handlers to beat him up)
  • He really shines on his feat round, but not as much so on other turns.
  • His assassination threat, while he can go a long way, isn't all that impressive. MAT 7 with very few ways to 'fix' this and a maximum P+S of 16 if you were able to damage him 5 times. There's more and better assassins than him out there (even within Skorne).
  • If you want a caster with a feat that gives your warbeasts a damage and ARM buff, a solid defensive upkeep spell, and can beat people up in melee then Tyrant Xerxis does all that - and his feat does more damage and isn't restricted to his battle group. They've related playstyles unless you use Naaresh aggressively with lamentation and as an assassination threat. Of course small based helps here as does Arm 20 and anti-magic tech.

Tricks & Tips

  • Lamentation gives some good matchups. Keep in mind that warbeast animi now count as spells, and should be doubled in cost while within his CTRL range.
  • The combination of Hyper-Regeneration and Blood Trade means you should always cut yourself to upkeep spells.
  • Taking an extra unit of Beast Handlers or Bloodrunners allows Naaresh to build up stacks of Painmonger on your turn, increasing his assassination damage, or general survivability for the following turn.
  • Taking Tyrant Commander allows Naaresh to increase the distance Cyclone lets him advance or give him Pathfinder.
  • SOP for the updated Naaresh involves beating him up with Paingivers every turn so he's ARM 20 - and on turn 2 or 3 feating to get back all the hit points the Paingivers cost him as you throw your juiced up warbeasts into the fray, with Naaresh threatening an assassination the next turn.

List Building Advice

Strategy

His main method of winning is attrition. His feat beats the enemy to a pulp, and Lamentation shuts the enemy down.

He likes to have one big unit of infantry to blur and get in the way of the enemy, forcing them to melee them.

Naaresh's only friendly-Faction buff is Blur so he's very Minion-friendly, which works well with him especially in the Disciples of Agony theme.

Theme thoughts

    Disciples of Agony    

This gives him access to Nihilators (for Blur) and lets him stack his feat on light warbeasts with Primal for some extremely nasty piece trading (even an enraged and feated Bull Snapper is P+S 17 and both it and Razor Boars are better value than the Reptile Hound even if he prefers actual light warbeasts). This isn't to say a horde of Razor Boars with free charges and Enrage aren't fun even if not tournament winning.

    Masters of War    

This is playable with Naaresh but he doesn't have amazing synergy with it. Some of the best options for his "one big unit of infantry" are all available in this theme, though.

  • Tyrant Commander & Standard Bearer gives him either Pathfinder or 2" extra movement when cycloning for his assassination run.
  • Praetorian Keltarii - Cast Blur on these guys and make your local Cygnar players cry themselves to sleep. Or find ways of avoiding their DEF
  • Praetorian Swordsmen if expecting an infantry swarm) for the greatest melee output to do as much damage as possible.

    The Exalted and Winds of Death    

Similar to Masters, these are playable with Naaresh but he doesn't have amazing synergy with them.

  • Despoiler is available in Exalted, and combines with Naaresh to utterly shut down casting.
  • Venator Slingers are the cheapest option and are ranged duelists, forcing the enemy to come to them.

    Support models - Various themes    

Battlegroup

The Terrorizer is his pet warbeast that he can take in any theme.

For maximum effect from his feat, Naaresh likes light warbeasts that have a good melee attack. Or heavy warbeasts that are cheap and brick well to ignore the return strike.

  • The Terrorizer - Naaresh's character warbeast has four base attacks, the excellent Rush animus, and gets boosted melee attack rolls from Naaresh. What's not to love?
  • Cyclops Savage - cheap and effective light
  • Cyclops Brute - the Savage's more defensive cousin
  • Archidon - the diet heavy gains a lot from Naaresh's feat and Cyclone combines pretty well with the ability to Sprint to have him cut a swathe through the enemy and then sprint to safety.
  • Rhinodon - so does the cheapest real heavy
  • Titan Gladiator - and here's the cheap beatstick with Rush. I would say that the Terrorizer is taking part of his place but Naaresh is so rarely played anyway it doesn't matter.
  • Titan Sentry - and the tough one.
  • Basilisk Drake and Basilisk Krea - the Krea with Flank hits like a heavy. And the Drake allows Naaresh to get Pathfinder easily.

Other

Trivia

  • Naaresh's origin story was likely inspired by the real life Buddha, but with large doses of psychotic breakdowns thrown in the mix.
  • Released in Hordes: Domination (2011)

Other Skorne models

Skorne Logo.jpg       Skorne Index       (Edit)
Battlegroup & Similar
Warlocks Hexeris1 - Hexeris2 - Jalaam1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Rasheth1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (Lesser Warlock) - Makeda0 (Lesser Warlock)
Lesser

Agonizer - Aradus Scarab - Reptile Hounds - The Terrorizer

Light Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm
Heavy

Aradus Sentinel - Aradus Soldier - Archidon - Chiron - Bronzeback Titan - Despoiler - Molik Karn - Rhinodon - Tiberion - Titan Cannoneer - Titan Gladiator - Titan Sentry

Gargantuans Desert Hydra - Mammoth
Units, Solos, & Battle Engines
Units

Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - Legends of Halaak - Nihilators - Paingiver Beast Handlers - Paingiver Bloodrunners - Praetorian Ferox - Praetorian Karax - Praetorian Keltarii - Praetorian Swordsmen - Tyrant Commander & Standard Bearer - Venator Catapult Crew - Venator Flayer Cannon Crew - Venator Reivers - Venator Slingers

Solos

Abidan the Keeper - Ancestral Guardian - Aptimus Marketh - Extoller Novitiate - Extoller Soulward - Hakaar the Destroyer - Immortal Vessel - Makeda0 - Mortitheurge Willbreaker - Paingiver Bloodrunner Master Tormentor - Paingiver Task Master - Tyrant Rhadeim - Venator Dakar - Void Spirit - Zaadesh1

Battle Engines Siege Animantarax - Supreme Guardian
Theme Forces
Disciples of Agony - Masters of War - The Exalted - Winds of Death
Minions
Refer to Who Works for Whom and/or Category: Skorne Minion
This index was last updated: 2021.11

Rules Clarifications

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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.")
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Rules Clarification : Combo Strike      (Edit)

  • You cannot make a Combo attack if the weapon is crippled. Refer "Crippled Systems" in the core rulebook.

Rules Clarification : Life Drinker - None yet. (Edit)


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Rules Clarification:  : Warlock      (Edit)
(Click Expand to read)

 
  • 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:
      1. 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.
      2. 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)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. 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).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. 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.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. 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.
    9. 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)

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 : Blood Trade      (Edit)

Rules Clarification : Flagellant - None yet. (Edit)
Rules Clarification : Hyper-Regeneration - None yet. (Edit)
Rules Clarification : Painmonger - None yet. (Edit)
Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)

Rules Clarification : Pain Response - None yet. (Edit)

Rules Clarification : Bleed - None yet. (Edit)
Rules Clarification : Blur - None yet. (Edit)

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Rules Clarification : Cyclone      (Edit)

  • Cyclone is a once-per-turn spell. If you make additional attacks, they will be a single basic attack (you cannot buy additional Cyclones).
  • Cyclone is optional.
  • All attacks generated are basic attacks.
  • Cyclone will hit friendly models.

  • If you charge, then cast the spell and advance out of range of your charge target, it was still as successful charge so it won't cause your activation to end. However, you are still limited to making melee attacks only for your Combat Action
  • The attack(s) from Cyclone occur simultaneously with "Ends its movement" triggers (such as Admonition). As such, the active player can use the Cyclone attacks before the inactive player uses his Admonition move. (Infernal Ruling)
  • Simultaneous melee attack (Edit)
There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
      Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities:   [Show/Hide]
Targeting/Timing
  • To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • The attacks are effectively multiple separate attacks.
    • If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
  • The attacks are simultaneous.
    • If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
    • You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
Charging
  • If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
  • If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
Triggering other abilities
  • Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
  • Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
  • If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
  • If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)
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Rules Clarification : Lamentation      (Edit)

  • Casting Spells
    • Warcaster's that stand outside the Lamentation area, and use an arc node within the area, are unaffected.
    • Magic Abilities do not have a COST so are unaffected by Lamentation.
    • Models that can cast spells with a COST [X] for free (such as Blood Boon or Spell Slave) are unaffected by Lamentation - they can still cast COST [X] spells, they're not limited to COST [X/2] spells. (Infernal Ruling)
    • When combined with other abilities that change COST (such as Tanith's feat "Rites of the Wurm") use normal maths: double/halve first, then add/subtract. (Infernal Ruling)
  • Upkeeping Spells
    • It doesn't matter where the model doing the upkeeping is, it matters whether the model/unit that the upkeep is on is in control range.
    • Upkeeps which aren't on a model/unit (such as Veil of Mists or Rock Wall) are unaffected by Lamentation.
    • Models which upkeep spells by other means (such as Skarre2's Blood Trade) are unaffected by Lamentation. (Infernal Ruling)