Eminent Configurator Orion

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Convergence Logo.jpg Eminent Configurator Orion

Convergence Warcaster

The vast energies controlled by the Convergence of Cyriss are focused and harnessed by machinery tuned to the alignment of the stars and other celestial bodies, an art perfected by Eminent Configurator Orion. He cares little for the lives of lesser beings. Directing potent blasts of geomantic energy to scythe through his enemies, Orion can calculate an array of trajectories using higher mathematics in fractions of a second.

Basic Info

Orion1
Missing Info
Eminent Configurator Orion2.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR 6
MAT 4 (★)
RAT 5 (★)
M.A. N/A
DEF 15
ARM 16
CMD 10
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 17
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
(★) Can buff either MAT or RAT by +2
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warcaster - All warcasters 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: Oblivion Configuration

Friendly Faction models gain:

  • an additional die on attack rolls against enemy models that are in Orion's control range that don't have focus or fury points on them, or
  • an additional die on damage rolls against enemy models that are in Orion's control range that do have focus or fury points on them.

Oblivion Configuration lasts for one turn.

Abilities

  • Construct symbol.jpg Construct
  • Pathfinder symbol.jpg Pathfinder
  • Soul Vessel - This model generates soul tokens as if it were a living model.
  • Field Marshal [Reposition [3"]] - Warbeasts/warjacks in this model's battlegroup 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.)
  • Configuration - At the start of each of this model's activations, it gains +2 MAT or RAT until the start of its next activation.

Weapons

Tensor Lattice
Gun icon.jpg  RNG   ROF   AOE   POW 
13 1 - 13
  • Electricity dam symbol.jpg Damage Type: Electricity
  • Polarize - If this attack directly hits an enemy model, before resolving damage immediately push models within 2" of the model hit 2" directly away or toward the model hit in the order you choose.
Pendulum
Sword icon.jpg  RNG   POW   P+S 
0.5 4 10

Spells

COST RNG AOE POW DUR OFF
Avenging Force

2 SELF Command - Upkeep No
If one or more friendly Faction warrior models were damaged by enemy attacks while in the spellcaster's command range during your opponent's last turn, during your Maintenance Phase one model in the spellcaster's battlegroup can advance 3" and make one basic ranged attack.
Forced Induction

2 10 (★) (★) - (★)
Target warjack gains 1 focus point. Then the warjack and enemy models within 1" for every focus on the jack take an unboostable POW 10 electrical damage roll. When this spell targets an enemy model, it is offensive spell and requires a magic attack roll.
Mage Sight

2 Control 5 - Upkeep -
Place a 5" AOE completely within the spellcaster's control range. While a model is within the AOE, models in the spellcaster's battlegroup ignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
Magic Bullet

2 6 - - Turn No
If target friendly Faction's model next ranged attack directly hits, after resolving the attack choose another model within 4" of the model hit. The chosen model suffers an unboostable POW 12 magical damage roll. The point of origin for this damage is the model hit. The damage is not considered to have been caused by an attack. After this damage roll is resolved, Magic Bullet expires. Magic Bullet lasts for one turn.
Spellpiercer

2 SELF Control - Turn No
While in the spellcaster's control range, the weapons of friendly Faction models gain Blessed and Damage Type: Magical. Spellpiercer lasts for one turn.

Theme Forces


Thoughts on Eminent Configurator Orion

Eminent Configurator Orion in a nutshell

Boasting a respectable RAT of 5 / 7 and a poor Mat of 4 that can become an average 6 Orion's battlegroup can be geared to ranged or melee engagement alike, but outside of feat turn he will suffer if it tries to do both on 1 turn.

He has answers to a lot of things, including stealth, cloud wall, incorporeal spam, upkeep-dependent armies, and non-magic shooting restrictions. He also offers a great feat that makes his models either a sledgehammer or swiss army knife

He's normally played as a battlegroup caster - but both his feat and Spellpiercer can lead to a nasty infantry shooting game if you play that way, sprays absolutely massacring enemy infantry on feat turn while volume of attacks can take down heavy warbeasts.

Orion’s Gun

First off, POW 13 is a sweet spot that will kill most infantry outright, and it can be boosted to do decent damage vs lights. But it's not the damage that makes this it deserve its own subheader - it's Polarize. Here are a few key ways this can be used:

  1. Deny B2B effects - many infantry rely on being B2B for a buff (such as Shield Wall, Defensive Line, Wall of Steel, Iron Sentinel, Girded, etc). Hit one of those and push them apart from each other to deny their buff. Many of these B2B buffs are not spells, so this sort of tactic doubles down on your Spellpiercer ability to really drill through enemy buffs.
  2. Push enemies into your army's threat range
    • If the enemy frontline is further away than you'd like, you can hit an enemy in the second rank and use "push away" to force the front rank closer to your army.
    • If the enemy backline is further away, you can hit an enemy in the front rank and use "push towards" to force the enemy to bunch up on their frontline.
  3. Disengage friendly models - although the gun only triggers if you hit an enemy, the push will affect friendly models. So you can shoot an enemy engaging your model, and use "push away" to force your friendly model out of the enemy's reach. The enemy will have +4 DEF from being in melee, though, so you'll want to do this on your feat turn and/or boost the to-hit roll.
  4. Unblock a charge lane or push the enemy out of a scenario zone - this tactic only really works if your opponent has left something within 2" of the thing blocking your charge lane / thing in the scenario zone. So vs savvy opponents it's unlikely to happen but when it does it's a godsend.
  5. Set up an an AOE massacre - simply push enemy models into a clump then hit them with the AOE attacks. Works best with an Assimilator's Ground Pounder.

Note that the larger enemy model you hit, the more enemy models can be affected. Battle Engines and Colossals are great targets as it will affect the largest area.

Feat thoughts

His feat is as flexible as his configuration ability to adapt his vector's MAT and RAT according to the needs during the battle. An additional die to hit on high defense infantry or solos is helpful for Elimnation Servitors for example as well as anything that shoots. An additional damage die against jacks and beasts makes totally sense because of their - normally - high armor and high hit box number.

His feat is often more powerful against Hordes factions because their beasts will be loaded with FURY by the beginning of your turn. A Warmachine player has normally spent all of his jacks' focus which reduces Orion's feat's efficiency to only improving attack rolls (apart from a few exceptions, like Goreshade4's battlegroup). The feat does not work with essence so you would only ever get bonus attack dice on Infernal Masters and Horrors.

2 very important caveats:

  1. This in an extra die, not a boost. You may still spend focus to boost an attack or damage roll if needed.
  2. The extra die is not tied to an attack per sé. Damage rolls that are normally unboostable (collateral damage, electro leaps, the "bouncing" shot from Trick Shot) may also get the extra damage die.

Spell thoughts

  • Avenging Force - Basically gives a watered-down version of Vengeance, which is triggered on your warrior models taking damage, but allows your battlegroup member to walk forward and strike. The wording is a bit odd: the model taking damage must be in your command range, while the battlegroup member is enough to be in your control range to be moved forward. Further oddity: if Orion himself gets damaged by an attack, you can make him move forward in your maintenance phase.
    • using Orion in Destruction Initiative gives you plenty of shield guard servitors who can make triggering this ability slightly easier.
  • Forced Induction - Excellent for clearing light/medium infantry around your vectors and colossi. Really shines if casted on friendly electro damage-immune vectors (Prime Conflux, Modulator). It might also fixes gameplay mishaps if you forgot to allocate Focus to your vector, or ran too far to get Focus from your activation chain. This spell's damage roll is also boosted under your feat if you happen to be close to enemies with Focus/Fury on them. It has some hilarious use as offensive tool throughout your feat too - if you really need to wreck an enemy warjack or colossal, you can place a focus on it, and turn your army to pseudo-weapon masters against that particular target.
    • Remember you can target Warjacks in Nemo4’s and Asphyxious’s battlegroup. It becomes POW 12 on a Firefly ran by Nemo or Pseudo POW 12 with Gaspy’s Dark Shroud.
  • Mage Sight - Before Orion, most of the Convergence armies had to rely on sprays and the Attunement Servitors' Flare to deal with stealth-reliant armies, and had next to no tools against "rolling" cloud walls like the ones with the Cygnarian Trenchers under Haley3 or the Llaelese theme force. This spell provides a means to nullify those tricks - at least for your battlegroup.
  • Magic Bullet - This is an excellent solo hunting piece, and a harasser for important but squishy models (unit leaders, Officers, etc.). Contrary to electro leaps, you are not obliged to choose the closest model to the original damage source, plus you choose, not target said model, bypassing a whole lot of targeting restrictions. Models who rely on Sacrificial Pawn, Shield Guard and Sucker may also rightfully fear this spell, as the 4" range of the "bouncing" shot also surpasses the effective range of said abilities. Finally, this spell's damage roll can also gain an additional die due to Orion's feat, if you work it out against a model with Fury/Focus on it. Keep in mind if you need some back-door assassination plan against an enemy caster/lock.
  • Spellpiercer - Pretty useful support spell, especially against enemies who heavily rely on incorporal models to lock you out of scenario (Gremlin Swarm and the like), as well as armies depending on their upkeeps to bolster their defenses. You can also effectively deal with situations, where certain enemies can be targeted only by magic ranged attacks (Wind Wall, battlegroups defended by Choir of Menoth, Vindictus' feat, etc).

Drawbacks & Downsides

  • As every range-focused caster, he is susceptible for anti-shooting techs (Submerge, Zerkova1's feat, Countermeasure, etc.)
  • Because Essence is a different mechanic to fury and focus he will only ever gain additional accuracy on his feat vs Infernal Masters
  • Ideally he needs to activate before his Battlegroup (for the +2 Mat or Rat) this dictates a lot of his play style in several subtle ways. He may for example find himself in a tricky situation if he is locked in melee as his Battlegroup will struggle to disengage him at Mat4.

Tricks & Tips

  • Trample on Turn 1 with any Vector speed 5 or less to get farther than running. trample + reposition yields you +2" for SPD4 vectors and +1" for SPD5 vectors, compared to running.
  • If there is a squishy enemy model in the way of your target you want to pull in with the Prime Axiom, apply Magic Bullet on your colossal. It triggers upon hit, and you have a good chance of killing the blocking model before reeling in your intended target.
  • Use Forced Induction on enemy Warjacks, then use your feat to get an additional damage die against them.
  • Use Forced Induction on warjacks controlled by journeymen (especially a firefly under Nemo4) to reduce strain on the journeyman caster.

List Building Advice

Strategy

Orion's strategy is often geared toward either attrition, or plain assassination (mostly against squishier Warmachine casters).

Theme Thoughts

Though Avenging Force might suggest you to play in the Clockwork Legions - and frankly, under your feat most of your infantry gets highly destructive against whoever has unspent focus/fury on itself and murderously accurate against anything else - but Destruction Initiative already supplies you with numerous warrior models to trigger your pseudo-vengeance in the form of your free servitor solos; they even get Shield Guard so you can reliably trigger it. Thanks to that + Mage Sight being battlegroup only it is rare to see Orion outside the jack theme.

Army

  • Prime Axiom - RAT7 + Mage Sight, what's not to like?
  • Monitor - His field marshal helps it's speed issue and on feat turn you can fairly easily get 4 dice on his guns pow 13 damage roll against a jack or more importantly a caster.
  • Tesselator - a cheap shooty jack with a potential lot of ranged attacks works incredibly well with Orion's feat, his RAT 7, and Spellpiercer.
  • Transfinite Emergence Projector: +1 dice to hit or +1 hit to damage means up to six (!) dice to roll.
  • Nemo4 with a firefly and with Super Tune Nemo can offer a boost to Orion’s electrical damage and get 4 damage or attack dice from his feat you can also cast forced induction on the lighting immune firefly for a pow12 zap and +1 focus.

Starting a 25 point Brawl list

In 2021.02 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Destruction Initiative

Orion1: [+28 WJP]
Destructotron 3000: [Free] (6 pts)
Widget2: [4 pts]
Elimination Servitors: [3 pts]
Algorithmic Dispersion Optifex: [2 pts]
Optifex Directive: [3 pts]


For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

  • Released in the Xmas CID (2017.07)
  • He has a longer fluff blurb on PP's "extras" page.
  • The second model to be added to Convergence since their initial release in 2013.

Video Battle Reports

Other Convergence models

Convergence Logo.jpg       Convergence Index       (Edit)            
Battlegroup
Warcasters

Aurora1 - Aurora2 - Axis - Directrix - Locke - Lucant - Orion - Syntherion

Light

Corollary (Attached) - Diffuser - Galvanizer - Mitigator - Negator - Tesselator

Heavy

Assimilator - Cipher - Conservator - Inverter - Modulator - Monitor

Colossals

Prime Axiom - Prime Conflux

Units, Solos, & Battle Engines
Units

Asphyxious4 - Clockwork Angels - Eradicators - Obstructors - Optifex Directive - Negation Angels - Perforators - Reciprocators - Reductors
Special CA [Any Unit] : Transverse Enumerator

Solos

Accretion Servitors - Algorithmic Dispersion Optifex - Attunement Servitors - Destructotron 3000 - Elimination Servitors - Enigma Foundry - Frustum Locus - J.A.I.M.s - Prefect Hypatia - Reflex Servitors - Steelsoul Protector - Widget, Mathlete Archeologist

Battle Engines

Nemo4 - TEP

Theme Forces Mercenaries
Clockwork Legions - Destruction Initiative - Strange Bedfellows

Refer to Category: Convergence of Cyriss Mercenary

This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification : Electricity      (Edit)

  • When electricity arcs/leaps, you ignore models with Immunity:Electricity. The arc "skips" them.
  • If you attack a model with Immunity:Electricity, the arc/leap won't go anywhere at all. The arc is "grounded".
  • Incorporeal models do not have Immunity: Electricity (they just ignore non-magical damage). As such electricity can arc/leap to and from incorporeal models.
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Rules Clarification : Polarize      (Edit)

  • Polarize movement is non-optional.
  • It's either everyone directly towards or everyone directly away. You don't get to mix and match. (Infernal Ruling)
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
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Rules Clarification : Knockdown      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.


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

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus 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 warcasters 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 Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • 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.

Rules Clarification : Construct - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Soul Vessel      (Edit)

  • The only thing the Soul Vessel rules does is, the model produces a soul when it is destroyed as if it were a living model.
For similar logic, things that prevent living models from generating souls (such as Annihilator) also prevent Soul Vessels from generating souls. (Infernal Ruling)
  • A Soul Vessel is not a living model for the purposes of anything except soul generation & collection. Special rules that interact with living models but which aren't soul-related (such as Bloodthirst or Poison) don't do anything vs Soul Vessels.
For example: An attack that RFPs living models (such as Snacking) would normally prevent that living model from generating a soul token; but Snacking doesn't work vs non-living. So a Soul Vessel doesn't get Snacked and will produce a soul token.
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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)
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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.

Rules Clarification : Configuration - None yet. (Edit)


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Rules Clarification : Avenging Force      (Edit)

  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Mage Sight      (Edit)

  • Mage Sight's AOE allows LOS to models in the AOE, not to points on the ground. So it doesn't help with stuff like Siege trying to place his Ground Pounder attack. (Infernal Ruling)
  • You ignore Stealth when making the attack, but not when determining LOS. So if there is an model with Stealth intervening between the attacker and the Mage Sight-ed target, then you treat it as normal (if it's within 5" it'll block LOS, if it's more than 5" away it won't).
  • You ignore all clouds/forests between you and the Mage Sight-ed target, even if that cloud/forest is blocking LOS to the Mage Sight template itself. (Infernal Ruling)
    You need to check LOS to your target before you can declare you're attacking it. When you check LOS to a Mage Sight-ed target, you get to ignore clouds/forests.
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Rules Clarification : Magic Bullet      (Edit)

  • If Magic Bullet is cast on a model with a spray weapon, then you can choose any model in the spray to "bounce" from. But you only get one "bounce", not one per model in the spray, because "choose another model" is singular.
  • If Magic Bullet is cast on a model with an AOE weapon, only the original target is directly hit by the AOE, and so they're the only one it can "bounce" from. (Infernal Ruling)
  • Magic Bullet & Firing Formulae (Edit)
    • Firing Formulae gives no bonus to the damage roll caused by Magic Bullet. (Infernal Ruling)
  • Not considered an attack & "Non-attack damage roll" (Edit)   [Show/Hide]
    • There are two ways you can get these "non-attack" damage rolls.
      • Type 1 - A secondary damage roll that is not considered to be an attack. Some attacks create a second damage roll that is explicitly "not considered an attack" (such as Electro Leap).
        (Note that although the secondary damage roll is not an attack, the original attack certainly is and will trigger stuff normally. These clarifications don't apply to the original attack.)
      • Type 2 - A damage roll that's not from an attack. Some special abilities & special actions tell you to make a damage roll without mentioning whether it is considered an attack or not (such as Vent Steam and Flak Field).
    • When it comes to other abilities that trigger on damage (such as Vengeance) both types function the same way. For brevity we'll refer to both as "Pure Damage".

    • Pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Pure damage is not an attack, so doesn't benefit from stuff that affects 'attack damage rolls' (such as Bethayne1's feat). (Infernal Ruling)
    • Pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
    • Pure damage is not from an attack, but it is (normally) damage from the original model. This has two implications:
      1. It's not an attack from a weapon so:
        • it won't gain damage buffs from the weapon (such as Poison).
        • it won't gain any Damage Types from the weapon. (Infernal Ruling)
      2. It is a damage roll from a model so:
    • Exception: Some damage is not from an attack and not from a model (for example, Collateral damage). In this case, you should reverse the stuff listed under #2 above.
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Rules Clarification : Spellpiercer      (Edit)

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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 : 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).
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Rules Clarification : Forced Induction      (Edit)

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Rules Clarification : Electricity      (Edit)

  • When electricity arcs/leaps, you ignore models with Immunity:Electricity. The arc "skips" them.
  • If you attack a model with Immunity:Electricity, the arc/leap won't go anywhere at all. The arc is "grounded".
  • Incorporeal models do not have Immunity: Electricity (they just ignore non-magical damage). As such electricity can arc/leap to and from incorporeal models.