Dominar Rasheth

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Skorne Logo.jpg Dominar Rasheth

Skorne Warlock

In an empire known for discipline and precision, it is a rare man who can excel in spite of his unsavory appetites and predilections. Rasheth leads a house well known for its ability to train mighty titan warbeasts, and profits from the recent push for western expansion has allowed him to delve ever deeper into decadence. Too slothful to walk on his own, the Dominar is carried into battle by a team of Agonizers.

Basic Info

Rasheth 1
Missing Info
Dominar Rasheth.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 4
STR 4
MAT {{{mat}}}
RAT N/A
M.A. N/A
DEF 10
ARM 14
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY 8
THRS N/A
HP 20
F. Field N/A
WJP {{{wjp}}}
WBP +28
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 : Plague Wind

  1. While in Rasheth's control range, enemy models suffer a -2 STR, DEF, and ARM.
  2. When a living model is destroyed in his control range, Rasheth can remove 1 damage point.
Plague Wind lasts for one round.

Abilities

  • Dark Rituals - This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage.
  • Impervious Flesh - When this model suffers a damage roll, roll one fewer die.
  • Steady - This model cannot become knocked down.

Weapons

  • Unarmed - This model has no weapons.

Spells

COST RNG AOE POW DUR OFF
Blood Mark

3 8 - - Upkeep Yes
Target enemy model suffers -2 ARM. The spellcaster can transfer damage from an enemy attack to the affected model one time, then Blood Mark expires.
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.
Carnivore

2 6 - - Upkeep No
(1) Target friendly Faction model/unit gains +2 to melee attack rolls against living models. (2) When an affected model destroys a living enemy model with a melee attack, the destroyed model is RFP'd and the spellcaster can remove d3 damage points.
Castigate

2 SELF Control - Round No
Enemy models cannot be used to channel spells or be forced to cast an animus while in the spellcaster's control range. Castigate lasts for one round.
Influence

2 10 - - - Yes
Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one basic attack, then Influence expires. A model can be affected by Influence only once per turn.
Sunder Spirit

2 10 - 12 (★) Yes
An enemy warbeast damaged by Sunder Spirit loses its animus for one round.

Theme Forces

Recent Changes

No changes since 2018.10

Thoughts on Dominar Rasheth

Dominar Rasheth in a nutshell

Rasheth is a Cryx-style debuff warlock that messes with the enemy, and comes with channeling abilities. Awful in melee, with luck it doesn't come to that. He's considered possibly Skorne's biggest (literally and figuratively) power caster for a reason, but is very vulnerable to anyone who can reach him. For those who are more familiar with Warmachine factions, he can be considered a slightly weaker version of Warwitch Deneghra, but he also shuts down enemy channeling and in a faction with much better guns than Cryx brings.

Maximising his Feat & Spells

Rasheth is a debuff caster with his bread and butter being MAT fixing with Carnivore to kill high DEF targets, ARM debuffing with Blood Mark to kill high ARM targets, and a feat that stacks on top of both those.

His feat also keeps his tough targets (heavy beasts, battle engines) alive in melee. He also has two situational control elements, preventing channeling, and using Breath Of Corruption to control enemy infantry. Finally there's a zap in Sunder Spirit, and the very situational Influence.

Drawbacks & Downsides

  • Literally the worst caster/lock defensive stats in the game. At least he has a lot of boxes and Impervious Flesh...
  • He's very hard to screen on his large base.
  • With no weapon, he can't charge for extra range on spells, or extra distance on a turn 1.
    • This can cause problems in scenarios with a killbox where he needs to run on turn 1 if going first (or on turn 2) to avoid killboxing himself.

All these issues are negated (somewhat) by keeping him safe on the back line. he's still hard to screen, but he hopefully can regain hp using his feat/carnivore/transferring damage through blood mark. On the other hand, if you hang back too much, he'll have trouble getting enemies into his feat range if kept back.

Tricks & Tips

  • If you put Blood mark on an enemy warbeast with full fury, you can't transfer damage to it.
  • If you start on a scenario with a killbox, you need to run or get a speed bonus in either first or second turn to not trigger it. The easiest way to get one is the Tyrant Commander. (Steam Roller 2017 solves this reducing to 12" the killbox limit)


List Building Advice

Strategy

Rasheth is basically an attrition warlock. A MAT buff in Carnivore, an ARM debuff, and a feat that lowers the enemy MAT and ARM (and weakens the enemy attacks if you're using ARM skew). Oh, and he blocks channeling. In short he does most of what you could want - and works really well with Battle Engines. On his own he is considered possibly the best Skorne warlock, although his main theme is the strictly average Winds of Death theme.

Hia army can be almost anything; his spell selection make it so that he can make almost any model shine. That being said, he doesn't help things defensively, so it's better to not take too many fragile models.

He likes fast solos/units to arc through. Void Spirits, and Praetorian Keltarii are good examples; but take care to use one that you have other uses for.

Having at least one shield guard and/or keeping an unit to block charge lane to Rasheth is a prudent, but not strictly necessary, move. Rasheth can prove very fragile.

Theme thoughts

Rasheth works well with most things - but especially shooters thanks to his debuffing. He needs some Skorne warriors to channel through - and debuffs mean that a high volume of attacks help.

  • Winds of Death has advance deploying infantry to channel through in Venator Slingers, can use Venator Reivers and light artillery to burn things down. Importantly it has access to a triple battle engine build.
  • Disciples of Agony has Paingiver Bloodrunners who can really get places before you Dark Ritual them, and other than for Dark Rituals Rasheth doesn't care whether his guns belong to Skorne or minions; debuffs are debuffs. Oh, and it can bring the always excellent Siege Animantarax. This is a theme that currently needs exploring as for Rasheth it was new in Oblivion and it may overtake Winds of Death as his home theme.
  • The Exalted is an excellent theme that doesn't synergise that well with Rasheth. No shooting - although Exalted can get some strange places.
  • Masters of War is a decent all round theme with some melee and some shooting.

    Winds of Death    

This is where he has most synergy. Blood Mark + Feat = something's going down, given how much focus fire he puts out. The battle engines not only get excellent benefits from Rasheth's offensive debuffs, but also gain toughness from his feat. And the Siege Animantarax and Supreme Guardian are good without the buff.

    Disciples of Agony    

This is basically a new theme that gives Rasheth just about everything he wants in a different way to Winds; Paingiver Bloodrunners and the Paingiver Bloodrunner Master Tormentor are amazing to channel through, Croak Raiders or possibly Farrow Brigands (backed by a Paingiver Task Master are already decent at burning down heavies even before Rasheth's debuffs. And he has access to a great range of warbeasts. It remains to be seen whether this will dethrone Winds as Rasheth's favourite theme.

    The Exalted    

Works better as an assassination list than people would think at first glance; if Rasheth Dark Rituals through an Immortal then the soul goes to the Advocate ready to turn them incorporeal for a carnivore-and-feat buffed charge. Also the Ancestral Guardians survive being channeled through, and speed up the Immortal Vessel (which is of course your primary channeling target). It's incredibly against the fluff but it works.

  • The Immortal Vessel is the single best model to channel through. It doesn't hurt the vessel and Rasheth gets +2 to hit, which helps even if you are Fury 8.

    Masters of War    

A very solid theme force that likes Rasheth's debuffs. The theme is as good as the sum of its parts would indicate, no better, and no worse.

  • Praetorian Karax are cheap infantry that you can shoot in the back with Breath of Corruption, letting you put a cloud wall exactly where you want.

    Support models - Various themes    

Battlegroup

  • A Cyclops Savage's Future Sight can help to land spells more easily.
  • Titan Gladiators, Titan Sentrys, or even Rhinodons provide cheap heavies, who can destroy a Blood Marked target easily.
  • The Mammoth needs a special mention, because he is hard to get rid of on feat turn and can hide Rasheth handily.

Other

Trivia

Released in Forces of Hordes: Skorne (2010)

Video Battle Reports

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 : Unarmed      (Edit)

  • Since this model has no weapons it does not have a melee range.
    • This means it can't engage other models, declare charges, or make free strikes
    • Also it can't gain abilities that require a melee range (such as Ragman granting this model Dark Shroud).
  • However, other models that do have melee weapons can engage this model. So this model can still gain the "target in melee" shooting bonus.


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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 : Dark Rituals      (Edit)

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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 : Impervious Flesh      (Edit)

  • Impervious Flesh applies to everything, including stuff which "doesn't come from a model" like Continuous Fire.
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Rules Clarification : Steady      (Edit)

  • If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
    In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
  • Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
  • Steady models who make a tough check during an advance can continue advancing. (Locked Thread)


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Rules Clarification : Blood Mark      (Edit)

  • Blood Mark only changes what type of model you can transfer to, it doesn't change any of the other transfer rules. Thus:
    • You still need to have a point of Fury on Rasheth to do the transfer.
    • The transfer target needs to be in Rasheth's CTRL area.
    • You can't transfer to a warbeast that is full of fury.
    • (Infernal Ruling for all of the above)
  • If you transfer to an enemy warlock, they may transfer to one of their warbeasts.
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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 : Carnivore      (Edit)

    • You can use Carnivore to kill a friendly model, and still heal your warlock.
    • Carnivore will always RFP, even if your warlock is at full health.
    • Carnivore lacks the "one or more" clause, so you get a d3 heal for each model killed. So, if you make a single attack with multiple attack rolls (eg Trample or Thresher) and destroy 5 models, you'll heal 5d3.
    • If multiple abilities trigger at Destroyed, you have to pick one to resolve. If you choose Carnivore first then you won't be able to resolve any other abilities because you've RFP'd it and it is no longer Destroyed - it's gone.

    Rules Clarification : Castigate - None yet. (Edit)

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    Rules Clarification : Influence      (Edit)

    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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    Rules Clarification : Sunder Spirit      (Edit)

    • Because the warbeast has lost its animus, other models can't cast it either. Neither its controlling warlock, nor models like the Cyclops Shaman.