Beast Master Xekaar

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Skorne Logo.jpg Beast Master Xekaar

Skorne Paingiver Warlock

Though Beast Master Xekaar is now chief among skorne beast handlers, he had to reach that position by rising above his own defeat. During a clash with trollkin in the desert, an explosion sent him crashing in a heap of broken bones and charred flesh, left for dead. Enduring through sheer will, he drew strength from his pain and eventually restored himself, though the pain never leaves him. He is the embodiment of the skorne principle that suffering is a crucible for strength. Joined in agony, Xekaar and his beasts have earned a reputation for ruthless brutality and limitless endurance in the face of even the most grievous wounds.

Basic Info

Xekaar1
Missing Info
Xekaar 2021.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR 6
MAT 7
RAT N/A
M.A. N/A
DEF 16
ARM 14
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 16
F. Field N/A
WJP {{{wjp}}}
WBP +31
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 : Whispers of Torment

While in Xekaar's control range, enemy models suffer -3 STR, MAT, RAT and THR. Whispers of Torment lasts for one round.

Abilities

  • Parry symbol.jpg Parry
  • Alpha Hunter - Warbeasts in this model's battlegroup beginning their activation in its control range can run, charge, or make power attacks without being forced. When this model destroys one or more enemy models during its activation, warbeasts in its battlegroup beginning their activation in its control range gain +2 SPD and MAT for one turn.
  • Maltreatment - Once per turn, anytime during your Activation Phase except while activating another model, this model can remove 1 fury point from a warbeast in its battlegroup that is in its control range and add 1 fury point to its own current total. The warbeast suffers d3 damage points.
  • Reposition [5"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 5", then its activation ends.

Weapons

Barbed Whip (x2)
Sword icon.jpg  RNG   POW   P+S 
2 4 10

Spells

COST RNG AOE POW DUR OFF
Deadweight

2 8 - 12 (★) Yes
When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of it. The chosen model must forfeit either its Normal Movement or its Combat Action during its next activation, as its controller chooses.
Mortality

3 10 - - Round Yes
Target model/unit suffers -2 DEF and ARM, loses Tough, and cannot have damage removed from it. Mortality lasts for one round.
Psycho Surgery

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

2 8 - - Upkeep Yes
If target enemy model/unit advances during its activation, one model in the spellcaster's battlegroup that is in its control range can immediately make a full advance.

Theme Forces

Xekaar has a bonded beast, Chiron, he can take in any theme.

Recent Changes

2021.11 Mega Update

  • Maltreatment now is any time during the caster's activation (as before), or at any time between activating other models.

Thoughts On Beast Master Xekaar

2016 Battlebox sculpt

Xekaar in a nutshell

Xekaar is the Mk3 "battlebox caster" for Skorne. As such he is designed to be relatively simple to learn and straightforward to use. If you're learning the game, it is best to use him vs one of the other battlebox casters because they're all designed to have roughly the same power level. None of them are top tier casters, as they lack the flexibility or strength to be top contenders.

There is a lot of stuff floating around the internet mocking Beast Master Xekaar as the worst warlock in the game, but that stuff was written before the Immortal Vessel came out in late 2018 and then he was improved further with the November 2020 update. All of this unlocked Xekaar into an effective mid-tier debuff warlock; giving him Alpha Hunter, Reposition, Parry, and extra DEF has renewed interest in him, giving him both some defensive tech and some actually good reasons to play aggressively.

The new look Xekaar is pretty close to being a complete package of a warbeast warlock:

  • He has buffs on speed, accuracy, and damage
    • SPD and MAT through Alpha Hunter
    • Accuracy and Damage through Mortality
    • Movement through Pursuit
  • He has defense and control
    • Defense through a strong defensive feat (although it mostly protects from melee; if he's close enough to shut down shooting he's close enough to be shot)
    • Limited threat of control through Deadweight.
  • After moving forward to cast his spells he can now reposition to safety.

Feat thoughts

Xekaar's feat provides your army with amazing protection in melee, effectively providing +3 DEF and ARM vs close combat attacks (or negating boosts) - and this in a faction that's known for some already pretty high ARM values. It's an excellent feat and simple to use.

  • The RAT debuff is a bit of a trap; if Xekaar is forward far enough to protect his army with it he's forward far enough to be shot, and that damage isn’t reduced. Instead it protects his army from assault-charges, gunfighter and angled sprays.
  • The THR debuff is interesting against Hordes factions and occasionally useful but in general very situational. He can get interesting combos with Paingiver Beast Handlers and his pet Chiron by inflicting pain to get at least some frenzies the enemy doesn't want. If you see an opportunity to use it, great. But don't rely on it.

Spell thoughts

  • Deadweight - a great spell, not for its raw damage, but to limit your opponents options on key models and to trigger Alpha Hunter on enemy models that got too close.
    • Squishy support models like repair crews are excellent targets to decrease a heavy or huge based model's usefulness for a turn.
    • Combining it with a knock-down effect on the target model will completely put it out of action for a turn, if it cannot shake it off.
    • When casting Deadweight, don't forget that a model cannot charge if it has to give up its Normal Movement.
  • Mortality is an excellent debuff spell, and the default option for Aptimus Marketh. Combined with Alpha Hunter

, your beasts will punch accurately and have improved armour crushing.

  • Psycho Surgery helps you to restore 2 crippled aspect at once. Be wary of Grievous wounds, though.
    • Remember Xekaar is a part of his own battlegroup, and consequently can be healed via Psycho Surgery.
    • Using Maltreatment on an undamaged warbeast to then heal your entire battlegroup for 1 fury is a valid tactic.
  • Pursuit - A superb defensive spell that can be difficult to use on a Fury6 caster but can save a model or to put one into a really nasty spot for an opponent.
    • Despite the name, Pursuit is often used defensively. Use it to make Xekaar flee the scene before he can be assassinated (Parry really helps here) or to put a bodyguard in the middle of the charge lane. Watch out for using it against a charging opponent with counter-charge, though; if you move away from the initial charge, you just might give him an excuse to use his counter-charge, but Xekaar's SPD 7 means that you should get far enough.

Battlebox Fights

Xekaar is probably at his least effective in battlebox games now - it's very hard to trigger Alpha Hunter against pure warbeasts and the Enrage ability he lost was almost exclusively useful in battlebox games where you didn't take Paingiver Beast Handlers. On the other hand free charges are great, Mortality landed on a caster is a killer, he's ... adequate in melee while being able to reposition, and pursuit can be great for setting up assassinations next turn.

Drawbacks & Downsides

  • He's a high-risk, high-reward caster that's easy to leave too close to the enemy
  • Titans have a low enough DEF that even under his feat most enemies aren't going to bother boosting to hit so he loses part of his feat.
  • Outside of feat turn his own armour isn't great.
  • He lacks Pathfinder and knockdown immunity.
  • If you can run and charge for free don't forget to rile on turn 1 so you have fury for turn 2.

Tricks & Tips

  • Shield guards can be put between 2.5 and 3 inches of him, so that they can shield guard direct hits, but aren't close enough that an AoE centered on them will hit Xekaar.
  • You don't need to walk your paingivers up to your beasts for free charges.
  • Deadweight can be used to trigger Alpha Hunters second effect.
  • you can hit your own models to trigger dispel and remove enemy effects.

List Building Advice

Strategy

As a debuff caster Xekaar can work with literally anything - in Skorne or minions. Alpha Hunter means that he works well with a strong battlegroup, and your first includes should, of course, be Paingiver Beast Handlers to buff your battle group and Aptimus Marketh for extra Mortality. By himself Xekaar can only reposition to be 13" away from an enemy he cast Deadweight on; distance is life, his natural stats won't save him outside of feat turn.

  • The Immortal Vessel was what first made Xekaar playable and is exactly what he wants other than not appearing in Disciples of Agony
  • The Blind Walker is the Disciples of Agony option.
  • The Cyclops Shaman and Farrow Bone Grinders can both extend his direct cast range 2"
  • Even before he gained the ability to channel about two years into Mark 3, never mind with his 2020 update there were some basilisk spam lists that used Chiron for fury management that were successful.

Theme thoughts

The Skorne Battlegroup theme is, of course, Disciples of Agony as it gives access to minion warbeasts - however you lose access to a really important model for Xekaar; the Immortal Vessel which offers channeling and telemetry, a great way to use Deadweight and trigger Alpha Hunter. Your equivalent in Disciples is the Blind Walker. If you are not playing Disciples the only thing you offer infantry is your feat and Mortality.

    Disciples of Agony    

  • This theme lacks the Immortal Vessel whom Xekaar loves, but on the other hand it gives him Sacrificial Pawn, and allows him both DEF 12 heavies (who get a real boost from his feat) and the Blind Walker to channel his spells through.
  • This is also the Chiron + Basilisk Spam option and has actually taken some tournaments. Tyrant Zaadesh for fury management, some battle engines, Chiron, drakes, and free flanking kreas.
  • Wrong Eye & Snapjaw - Star-Crossed under Feat means nothing close to Wrong Eye is hitting anything. Also, having a beast that can't be shot is really nice. On the other hand no Pack Alpha.
  • Farrow Bone Grinders give him a great Sac Pawn target and 2" extra threat range for his spellcasting.
  • The Battle Boar and the Blackhide Wrastler both hand out damage buffs.
  • The War Hog is a very good value hard hitting heavy at MAT 6, SPD 5. Alpha Hunter makes it exceptionally unpleasant to face.
  • The Swamp Horror's major weakness is either its slow speed or its MAT 6 meaning it can't chew through infantry the way it would like. It has the same threat range as the Archidon (although neither the Long Leash nor the flight). It also of course really likes Paingiver Beast Handlers and any Fury 3 heavy likes free charges
  • The Terrorizer is rush on a stick without needing to spend the full cost of a Titan Gladiator. The ability to Maltreat the Terrorizer is an easy way to activate that third Fury, and Alpha Hunter works really well with a model with four initial attacks and side step.
  • The Blind Walker can channel. And a battlegroup MAT buff plus Paingiver Beast Handlers plus a speed boost means that it can actually do the sort of work in melee you'd expect from a 10 point model.
  • Void Archon is just very good and likes both the feat and mortality.
  • Farrow Valkyries likewise.
  • Paingiver Bloodrunner Master Tormentor has Veteran Leader for a +1 to hit buff for Xekaar

And then there are the three themes that allow for Extollers, and hence the Immortal Vessel. It's all three can use the Supreme Guardian.

    Winds of Death    

  • Mortality really works well with shooting lists - and Winds of Death uses two or even three battle engines as a matter of course and those battle engines are good and like the melee debuffs that make them harder to hurt on feat turn.

    Masters of War    
Masters of War offers Xekaar Optional take down - a fantastic buff when you want to trigger Alpha Hunter in melee rather than via Deadweight.

  • Cataphract Cetrati under Xekaar's feat are just plain unpleasant for the enemy. DEF 16 vs charges, ARM 25 with Agonizer support, no-knockdown-tough-spell ward with Vorkesh. And everyone appreciates both Mortality and Deadweight.
  • Praetorian Karax similar to Cetrati they become obnoxious on his feat turn, but by being cheaper than their counterparts you can focus more points on warbeasts - while still contesting zones.

    The Exalted    

  • Xekaar gets more threat ranges from the Immortal Vessel thanks to Resonance on the Ancestral Guardian. Also his feat can rival Zaal the Ancestral Advocate for protecting Exalted, and he can copy Morghoul 2's incorporeal charge trick.

Battlegroup

  • Chiron is his pet warbeast that he can take in any theme. It gets boosted attacks for its nasty spray template due to bond and helps with some fury management with other basilisks
  • Rhinodon - generally a good beast with 3 initials and a bit more threat range than your standard Titan. It doesn’t really punch above it’s weight on its own but free charges and mortality really help. It’s animus is also situationally useful if you want to sit in range of an Agonizer on feat turn you will essentially be Def 16/Arm21 vs melee.
  • Cyclops Brute An excellent bodyguard to Xekaar. Unlike Tiberion, he is almost as fast as Xekaar, and the combination of shield guard, an anti-knockdown animus, and a base to hide behind is what Xekaar needs.
  • Agonizer - a five point STR/ARM swing on feat turn is a little ridiculous. The anti-spell slinging is also relevant for a squishy caster who wants to run so close to the front lines.
  • Cyclops Shaman - Increased range on Mortality is really nice for keeping him safe. Of course this is an 8 point warbeast - but the Shaman is good for a huge range of other purposes.
  • Archidon - If you can trigger Alpha Hunter (generally through Deadweight) SPD 9 MAT 8, flight, long leash and free charges (preferably with a STR boost from Beast Handlers) makes an excellent assassin beast.
  • Basilisk Drake is a light warbeast with a gun that can match many heavies. It's also a good way to let Xekaar get Pathfinder, and synergises with a Chiron Fury Management build.
  • Basilisk Krea is the Krea. Every list should have at least one and Xekaar sometimes spams basilisks.

Xekaar in Journeyman Leagues

The first thing to do with the Journeyman League is make sure you're playing the 2020 version of Xekaar on the grounds it's actually good (although may technically be weaker in weak 1 with just the battlegroup). Week 1 is fixed; Xekaar, a Titan Gladiator, a Cyclops Savage, and a Cyclops Raider works. Week 2 leaves you with basically two very good choices - whether to add a Titan Sentry or a Basilisk Drake and a Basilisk Krea to your battlegroup; the basilisk pair is probably the stronger choice long term but in the burly brawl of mangled metal you may find the titan to be the better choice.

For week 3 you'd be a sucker not to choose a theme force - you get between 5 and 7 points free. Fortunately everything you've picked so far can go in literally any theme force. You've a big battlegroup, which means that your first unit almost must be Paingiver Beast Handlers for 5 or 7 points. You then have a few choices, but the models you should be looking at are Aptimus Marketh for extra Mortality, a Void Archon again for armour debuffing (remember that with the Beast Handlers you're already up 2 points of STR), an Immortal Vessel (or even two as a Requisition option in The Exalted), possibly an Extoller Soulward if you're in a Hordes-heavy league, an Agonizer to debuff the enemy's STR or possibly a skirmish screen like Paingiver Bloodrunners. Remember that in Disciples of Agony you can either take a Basilisk Krea as a requisition option or if you took one in week 2 move your Krea to a requisition option, freeing up seven points to spend on what you want.

After this point play it by ear. Both Disciples of Agony and The Exalted are good theme forces.

Other

Trivia

  • Xekaar first appeared in a story within Forces of Hordes: Trollbloods (2010). He gets blown up by a combination of Captain Gunnbjorn's Bazooka and a Dire Troll Bomber, but it seems he got better.
  • Physical model released in 2016.06 in the battlebox set
  • Resculpted in 2021 as a standalone model.

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:  : 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.

Rules Clarification : Parry - None yet. (Edit)

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Rules Clarification : Alpha Hunter      (Edit)

  • Alpha Hunter will not trigger if the opponent uses Take Up. Although the model you attacked reached the Destroyed step of the timing sequence, Take Up negates that entirely. (Infernal Ruling)
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Rules Clarification : Maltreatment      (Edit)

  • The warlock can exceed its FURY stat in fury points as a result of this ability.
  • You can't use Maltreatment on a warbeast that has 0 fury. (Locked thread)
  • Maltreatment isn't a friendly attack so if it kills the warbeast you can still reave from it. (Locked thread)
  • Maltreatment can be used at any time during the caster's activation. The restriction is on another model. (Infernal Ruling)
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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 : Chain Weapon - None yet. (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.")

Rules Clarification : Weapon Master - None yet. (Edit)

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Rules Clarification : Dispel      (Edit)

  • Dispel can't be used versus upkeeps that are not "on" a model/unit (such as Rock Wall, Void Gate, etc), because you can't "hit" them.
  • Because Dispel causes spells to expire on a hit, it will prevent spells that trigger on a hit from triggering at all.
    • For instance, the defensive animus Spiny Growth causes any model that hits the target to suffer d3 damage. This damage will not occur if it's hit by a Dispel weapon.
  • Anti-Upkeep vs a unit (Edit)
    • If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
    • It doesn't matter if the target is in formation or not. (Locked thread)
    • However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)

Rules Clarification : Deadweight - None yet. (Edit)

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Rules Clarification : Mortality      (Edit)

  • Mortality prevents models removing damage, but it doesn't prevent secondary effects associated with that heal rule (if there are any). For example:
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Rules Clarification : Psycho Surgery      (Edit)

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

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