Fyanna, Torment of Everblight

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Fyanna, Torment of Everblight

Legion Strider Warlock

Fyanna, Torment of Everblight is one of Legion’s fiercest forward commanders. She leads small strike forces of blighted Nyss against key targets deep in enemy territory to make way for more substantial Legion forces. Having received the ultimate gift in the form of a shard Everblight’s athanc, Fyanna combines her skill as a formidable assassin with the power of the dragon’s deadly spawn.

Basic Info[edit]

Fyanna2
Fyanna2.jpg
SPD 7
MAT 7
DEF 15
ARM 15
CMD 9
FURY 6
HP 16
WBP +28
See also How to Read the statblock

Weapons and Attacks[edit]

  • Barbed Lash - 2" reach, P+S 12 melee weapon.
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Chain Weapon - This weapon ignores Buckler, Shield and Shield Wall.
    • Chain Strike - This weapon becomes 4" reach during this model's activation.
    • Critical Smite - On a critical hit, the model hit can be slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. The POW of collateral damage is equal to the STR of this model.

Special Abilities[edit]

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Dodge - When an enemy misses this model with an attack at any time except when it is advancing, this model can immediately advance 2" ignoring free strikes.
  • Overtake - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".
  • Field Marshal [Overtake] - Warbeasts/warjacks in this model's battlegroup gain Overtake.

Spells[edit]

Target a model in the caster's battlegroup. If an enemy model advances & ends its movement within 6" of that model, it can immediately advance up to 3" ignoring free strikes, but then Admonition expires.
  • Fury - Cost 2, 6" range, Upkeep
Target friendly Faction model/unit gains +3 to melee damage rolls but suffers -1 DEF.
  • Gallows - Cost 3, 10" range, POW 13
When an enemy model is hit by this attack, it can be pushed d6" directly towards Gallows' point of origin (before resolving damage).
Affected warrior model/unit gains +2 ARM and immunity to blast damage.

Feat - Unstoppable Tide[edit]

For one round, friendly faction models gain +3DEF and Dodge (as above) while in Fyanna's control range.

Thoughts on Fyanna, Torment of Everblight[edit]

Fyanna, Torment of Everblight in a nutshell[edit]

Fyanna, Torment of Everblight, once a mediocre (at best), overpriced combat solo who struggled to find any purpose at all among the rest of Legion's offerings, looks to be an impressively well-rounded and potent Warlock, capable of going toe to toe against Legion's other generals. She brings a best in class damage buff, a solid defensive feat, an ARM buff that also helps deliver units to combat that normally fear the threat of blast damage - a very common problem faced by most of Legion's infantry. On top of all that she gets Admonition, which is a superb spell no matter who has it on their card.

In fact, of the many things one often looks for in a competitive Warlock, Fyanna2 finds herself wanting only a MAT or (explicit) SPD buff - this is probably the least bad problem to have in Legion, as the Seraph is a versatile beast that not only assists the army's accuracy, but also offers a threat extension for a very satisfying price point. On top of that, he plays off of her Feat well as an already nimble beast in his own right. On top of that, Overtake for the battlegroup serves as a decent threat extension in certain circumstances, and in very rare cases, Gallows can fill that gap as well.

Her personal threat is not bad as her high speed and Chain Strike boast impressive threat range, but don't expect Fyanna to do a lot of work on her own. Beyond her feat. she has no real defensive tech and her defensive profile is not anything stellar. Plus, she lost her attack types in going from solo to Warlock, trading them in for a dicey critical hit effect. It's not a bad one, but not one you should be hinging your game plan on, especially on a middling P+S weapon without weapon master. She also will struggle against opponents with easy access to upkeep hate; she has three incredibly good upkeep spells and recasting them will cost her dearly on FURY. Even upkeeping them all is going to be troublesome in many cases.

While playtesting in the coming weeks and months may prove otherwise, Fyanna2 looks like a superb addition to Legion's Warlock roster, and will find her place in many pairings due to her flexibility and ready access to strong force multiplier buffs.

Thoughts on when & how to best use her Feat & Spells[edit]

Feat thoughts[edit]

Fyanna's feat feels a bit out of Mk 2 Saeryn1's book. While it doesn't outright ignore attempted attacks on your models, it does make it very hard to connect, especially with Legion's stable of markedly high DEF heavy warbeasts (the ones with wings anyways). In addition, when they DO miss, it does effectively prevent further attempts on their life if your Dodge move puts you out of melee range. Beware, however, that canny opponents may bait the dodge to dislodge your models from combat, allowing accurate guns to take better shots afterwards.

Don't forget this feat is just as potent on some of Legion's generally flighty infantry choices. Swordsmen can dive headlong into the front lines and leverage the feat to back off safely with impressive DEF scores. Strider Scouts/Blightblades can become near impossible to hit, prolonging your jamming efforts (plus you can use Dodge to jam even harder, should you please).

Watch out for throws and slams or other ways to ignore to-hit rolls as they are reliable ways around this feat by either causing collateral damage or simply knocking things down. On the bright side, may of Legion's high DEF beasts are immune to knockdown.

Spell thoughts[edit]

  • Admonition - Keep a beast relatively safe from counterattack with this. Loses some traction against units who can sneak behind a beast and prevent landing zones, but on something with wings it's harder for an enemy to play around. Be careful to not fall for bait - some opponents will try to trick you into using Admonition early, and then sending the real threat after you once you've moved. Angelii remain solid targets thanks to their low ARM, but any beast (or Fyanna herself) can appreciate denying a charge.
  • Fury - An incredibly potent spell most wouldn't have expected to ever have access to in Legion. The DEF penalty is trivial on this, as the heaviest of Legion hitters already have abysmal DEF ratings, and really, you're almost definitely killing what you set your sights on with Fury up. Cycle it around on your beasts or units (whichever you like best) to maximize the damage.
  • Gallows - Easily the dud spell on Fyanna's card, as you rarely want to gamble on the randomized pull distance that Gallows offers, plus with three other stellar upkeeps and a meager FURY stat Fyanna can barely afford to cast this most of the time. It won't be used much, but can be a lot of fun when combined with the Legion's various push/pull animi or the Hellmouth to heavily disrupt enemy formations.
    • Oftentimes, the threat of a Gallows can be more than enough to alter an opponent's strategy. With that spell on her card, enemy models staring down a Hellmouth have to consider they may not actually be safe from the ~12" bubble of death they project.
  • Iron Flesh - Iron Flesh ensures you'll want to bring at least one unit with Fyanna, as it can't go on a beast. Though many may groan and roll their eyes, this spells almost instantly rockets Swordsmen to the top of the list as prime choices for a Fyanna army composition, as it allows almost unparalleled delivery insurance thanks to the blast damage immunity.
    • In a last ditch effort, placing it on Fyanna to improve her mediocre ARM could save a Hail Mary assassination attempt.

Typical Strategy & Army[edit]

Strategy[edit]

Her main method of winning is ...Placeholder.
For example: "using her feat turn to get a melee/ranged/spell assassination" "attrition then win on scenario" "board control then win on scenario" "sending a jack in, to beat the enemy warcaster's face into pulp" "etc"

Army Synergies[edit]

Fyanna2 will do well with a diverse cast of units and beasts. Focus on things that can really get to obnoxious levels on her feat turn, but don't forget to bring enough heavy hitters to get the job done. Her feat buys you a turn but that means nothing if you still can't kill a Khador heavy that's sitting angrily on your control point.

  • A Succubus is basically required with Fyanna2. She has so many good upkeeps, but unlike Abby1, lacks Resourceful, meaning upkeeping them all costs half her fury stack. The free upkeep combined with the Succubus's cloud with give Fyanna more safety options.
  • Despite not getting anything out of her Field Marshal, it's hard to turn down at least one Angelius. With Fury on an Angel, the Armor Piercing charge attack is absolutely terrifying to just about every warbeast or warjack outside of Khador, and even then you're still going to put a massive dent in a Juggernaut or a Kodiak. On average the charge should do about half of their damage grid (assuming no buffs on their end).
    • On top of that, the tail attack will remain a threat to most heavies after the charge, something that's not normally true, meaning a single Angelius can conceivably win a 1 on 1 fight against many things it would normally only soften up or finish off.
    • Like with Vayl2, the Charge > Repulse > Admonition combination can be pretty useful. Don't forget this trick.
  • A Neraph is sort of okay with Fyanna, but its low FURY (the stat) still hampers it greatly. While Fury (the spell) will make Neraphs very cost efficient per attack, their volume of attacks may still not be great enough to justify their inclusion.
    • That said, Neraphs with Overtake do have some merit, and they're another high DEF, Serpentine, flying model that benefit disproportionately from her feat.
    • If you do bring a Neraph, consider a Nyss Sorceress, doubly so if you're also bringing Angelii. The free charge will go a very long way in making that Fury'd Neraph actually kill its intended target.
  • A Seraph is probably mandatory with Fyanna2, since she lacks a reliable SPD or MAT buff, so Slipstream and Flare will go a long way towards making a well balanced list. He's yet another good addition to the flying circus as well if you're building for an obnoxious feat.
  • Swordsmen are hard to pass up with Fyanna. She can deliver them very safely with Iron Flesh, and once ready to commit, Fury goes a lot further on ten angry weapon masters than one angry beast. They have naturally decent DEF which goes up to superb on her feat.
    • If you feel like getting really silly, a Warlord with Fury basically gets +6 damage added to his charge attack, which is pretty hilarious. Probably not the best place to put it, but some food for thought.
  • If you opt for more infantry, the Blightbringer will play very nicely with Fyanna. It's a solid anchor for your list, and when combined with a unit of Swordsmen rocking Fury, you're looking at P+S15 weapon masters. The ARM stacks with Iron Flesh as well for even more safety.
    • For players scared of a wall of clamjacks, add the Blackfrost Shard and get those Swordsmen swinging at heavy warbeast P+S levels. This is probably overkill, but sometimes that might be just the ticket if you're going for a damage high score.
  • Fyanna may opt for a Raek in her list, possibly more if it suits your fancy. As arguably the most capable melee light warbeast in the game on its own, an enemy screen will be very unhappy to play into a Raek with access to Overtake. It also boasts the highest DEF on a beast in faction, meaning he'll be a right nuisance on the feat turn.
    • In a rare turn of events, his animus could be useful on Fyanna thanks to her Chain Strike weapon.
  • Typhon. With Fury. And Overtake. This probably shouldn't need much more explaining.
  • Proteus. See Typhon.
  • If you're looking for budget infantry, Grotesque Raiders might actually dent armor with Fury, and might actually make it to melee at full strength with Iron Flesh. Their DEF is too low to be that amazing under feat, but some things with average MAT may have difficulty dealing with them. Swordsmen will usually be the prime choice for reasons above, but she can make these winged monstrosities work, especially if you're looking for ways to shave points, or just want an entirely flying army.
  • For those who don't like wings, a Scythean might be your best bet for a melee beatstick/anchor.
    • Optional upgrade to a Carnivean if that's your preference or your points allow it. The Scythean may be better still however, if only because Iron Flesh is infantry only, meaning the Carnivean's ability to leverage a second ARM buff is negated.
  • Who doesn't love a Hellmouth? Nobody! Nobody that isn't delusional anyways. Here's an extra selling point for Hellmouths with Fyanna: Iron Flesh. This will make even the tentacles painful to kill. Enjoy.

Drawbacks & Downsides[edit]

  • Unimpressive FURY, and all the unfortunate side effects: smaller control area, riskier beast management, and poor spell accuracy.
    • This problem is made worse by having access to three excellent upkeeps, one of which wants to be hot swapped each turn if able, leaving her with little to no camp.
  • As stated earlier, her feat turn keeps her very safe, as do Admonition or Iron Flesh if you're in an emergency situation, but her defensive profile is otherwise very typical Legion Warlock (read: not really that great).

Tricks & Tips[edit]

  • Chain Strike - Thankfully she retains this excellent weapon trait, and it can help keep her further back if you must commit her to an enemy. Also allows for very wide charge angles, which can help with safe positioning as well.
  • Critical Smite - This is a nice critical effect, but don't count on it unless you're backed into a corner.
  • Dodge - With a decent DEF score this will trigger more often than not, and for her solves the problem of "should I bring a Harrier for Dodge?" (the answer is usually no, by the way)
    • Don't accidentally dodge backwards into Killbox, or in a way that takes a beast out of control range, or you will be very very sad.
  • Field Marshal: Overtake - A potentially very useful Field Marshal, though it has the unfortunate side effect of not being useful at all with Angelii, whom she will love dearly due to their stat profile combined with her spells (see below). If infantry become more prevalent on the table than they are at the time of this writing, this Field Marshal will only gain value. Things to think about:
    • In a heavy warjack/beast 1v1, consider overtaking BACKWARDS if you kill the target. This gives you some breathing room if you need it. Even more useful if the beast in question has Admonition on it.
    • If for some unfortunate reason you must use your Scythean to Thresher a load of infantry, you still only get 1" of overtake, even if you killed a billion dudes.
    • Blight Wasps don't get to move twice if their animus is up. You must pick which movement effect takes effect.

Other[edit]

Trivia[edit]

  • First released Nov 4, 2016 at Warmachine Weekend in a special edition box.

Theme Forces[edit]

Themes for any-and-all warlocks (Edit)

Other Legion Models[edit]

Legion Logo.jpg

(Edit)

Battlegroups
Warlocks Absylonia1 - Absylonia2 - Anamag - Bethayne - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2
L
E
G
I
O
N
Lesser & Packs Lesser Warbeasts: Shredder - Harrier - Stinger
Warbeast Packs: Blight Wasps
Light Warbeasts Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph
Heavy Warbeasts Angelius - Carnivean - Neraph - Ravagore - Scythean - Seraph
Character Warbeasts Azrael - Golab - Proteus - Typhon - Zuriel
Gargantuans Archangel - Blightbringer
 
Units, Solos, & Battle Engines
Units B.N. Archers - B.N. Hex Hunters - B.N. Legionnaires - B.N. Raptors - B.N. Scather Crew - B.N. Swordsmen - B. Rotwings - B.O. Warmongers - B.O. Warspears - Chosen - Grotesque Banshees - Grotesque Raiders - Hellmouth - Ice Witches - Strider Blightblades - Strider Scouts - Spawning Vessel Character Units
Blackfrost Shard
Solos Beast Mistress - B.N Shepher - B.N. Sorceress - B.N. Warlord - Forsaken - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - B.O. Warmonger War Chief Character Solos
Ammok - Annyssa Ryvaal - Fyanna the Lash - Craelix
Battle Engines Throne of Everblight
 
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Minion Legion.jpg

(Edit)

Minion Battlegroups
Warlocks Barnabas - Calaban - Dr. Arkadius - Helga - Jaga-Jaga - Lord Carver - Maelok - Midas - Rask - Sturm & Drang
Requires a 2+ caster game
L
E
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N
M
I
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O
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S
Lesser Warlocks Rorsh & Brine - Wrong Eye & Snapjaw
Warbeasts The minion battlegroup members you can include in a Legion army depends entirely on which minion is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
Minion Units, Solos, & Battle Engines
Units Bog Trog Ambushers - Croak Raiders - Bone Grinders - Brigands - Commandos - Razorback Crew - Slaughterhousers - Bokur & Shamblers - Gatorman Posse - Gobber Bellows Crew
Solos Mist Speaker - Trawler - Croak Hunter - Feralgeist - Witch Doctor - Tinker - Gremlin Swarm - Gobber Chef - Ogrun Bokur - Thrullg - Totem Hunter
Agata - Eilish Garrity - Gudrun - Maximus - Rorsh & Brine - Wrong Eye & Snapjaw
Battle Engines Meat Thresher - Sacral Vault


Rules Clarifications[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 : Chain Weapon - None yet. (Edit)

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Rules Clarification : Chain Strike and/or Lunge     (Edit)

  • The extra range does apply during Frenzies (because that is defined as an activation)
  • The extra range doesn't apply during free strikes or when your opponent takes control of your model.
  • It doesn't increase the range of Power Attacks, because you do not apply weapon special rules to Power Attacks (unless they specifically reference Power Attacks, like Hard Head does). (Locked Thread)
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Rules Clarification : Smite      (Edit)

  • This rule changed in Mk3 to no longer say it "adds the weapon's POW". It still does add the POW, however, because the whole section on calculating Slam damage was reworded in the main rulebook.
  • Smite is not a Power Attack Slam, it is just an attack which causes a model to be slammed. As such, you can smite friendly models.
  • You can trigger Critical Smite on a free strike.
  • If you Smite on a charge, then the slam damage will be boosted.
  • See also the clarifications on being slammed


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

 
  • General
    • 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)
Restrictions on "Any Time" abilities     (Edit)      
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • 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
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat 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)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • 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 : Dodge      (Edit)

  • Dodge triggers after any missed attack - melee, ranged, or magic.
  • If you shoot at a model with Dodge that's in melee and miss, Dodge will trigger regardless of whether you then hit the random new target or not.
    • The Dodge movement occurs after making the attack against the new target.
  • An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
  • If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, Dodge triggers before Riposte (Appendix A Step 12 vs Step 14).
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Rules Clarification : Overtake      (Edit)

  • Overtake triggers at Step 12 of the attack sequence, before stuff like Berserk.
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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks in the battlegroup, so (normally) the warcaster 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:  : Admonition      (Edit)
(Click Expand to read)

* What does trigger Admonition
    • Admonition triggers off any advance, not just in-activation stuff. You could even trigger your Admonition off an enemy's Admonition!
    • Standing still but changing facing is an advance.
  • What doesn't trigger Admonition
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • You don't have to trigger Admonition the first time an enemy moves nearby - you can save it until it best suits you. (Infernal Ruling)

  • Countercharge vs. Admonition (etc) ( Edit )
    • You can trigger Countercharge during your own activation - if a model with Admonition (or similar) uses it to (try to) move away.
      • You move, they trigger admonition and move, you trigger countercharge off their admonition-move.
    • In this scenario you may boost Countercharge attacks and trigger only-during-activation effects (such as Critical Shred & Sustained Attack) exactly as if you were in your activation (because you are).
    • Also, you can potentially get two charge attacks (one for your normal charge, one for the counter charge).
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • 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.

Rules Clarification : Fury - None yet. (Edit)

RC symbol.png

Rules Clarification : Gallows      (Edit)

  • The target is pushed directly toward the point of origin, not the caster. This distinction is important if the spell is channeled.
Push     (Edit)      
  • 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)

Rules Clarification : Iron Flesh - None yet. (Edit)