Iron Lich Asphyxious

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Iron Lich Asphyxious
Cryx Iron Lich Warcaster

For sixteen centuries he has gathered lore, mastered war and the arcane arts, and become as formidable a creature as has ever walked the face of Caen. He looks to orchestrate the will of Toruk, see the Dragon's empire encompass the mainland, drown its cities in blood, and release a never-ending tide of souls from which he can drink and draw power. Asphyxious leaves behind ashen fields of lifeless grasses and withered trees. Blackened corpses and bubbling pools of gore are all that remain of his victims. The demands of his iron body create a ravenous thirst for fresh souls. The powerful iron carapace grants great physical strength, and his iron talons wield the ensorcelled Soulsplitter—a twin-pronged spear bathed in raw entropy.

Basic Info[edit]

Asphyxious1
IronLichAsphyxious.jpg
SPD 5
MAT 6
DEF 15
ARM 16
FOCUS 7
HP 18
WJP +28
Base Size Medium
See also How to Read the statblock

Weapons[edit]

  • Soulsplitter - 2" reach, P+S 15 melee weapon.
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Sustained Attack - During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.

Abilities[edit]

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • Undead - This model is an undead model and not a living model.
  • Soul Taker: Cull Soul - This model can gain soul tokens. When a living enemy model is destroyed within 2" of this model, this model gains the destroyed model's soul token. After this model replenishes focus during the next Control Phase, replace each soul token with 1 focus point.

Feat: Consuming Blight[edit]

Enemy models currently in Asphyxious' CTRL range suffer an unboostable POW 5 damage roll. Consuming Blight damage rolls are simultaneous. Asphyxious then gains up to 7 focus points. He cannot have more focus points than his current FOCUS as a result of Consuming Blight.

Spells[edit]

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.
Models disabled by Hellfire cannot make a Tough roll. Models boxed by Hellfire are removed from play.
  • Parasite - Cost 3, 8" range, Offensive Upkeep
Target model/unit suffers -3 ARM and the spellcaster gains +1 ARM.
Target friendly Faction model gains Dark Shroud. (Dark Shroud - While in this model's melee range, enemy models suffer -2 ARM.)
  • Spectral Leech - Average range spell which does no damage but instead removes a small amount of FOCUS/FURY from the target.
  • Teleport - Cost 2, RNG Self
Place the spellcaster anywhere completely within 6" of its current location, then its activation ends.

Thoughts on Iron Lich Asphyxious[edit]

IronLichAsphyxious-Classic.jpg

Iron Lich Asphyxious in a nutshell[edit]

Asphyxious is flexible, tough, and powerful. Broadly, he supports three different play styles quite well: melee, spell-slinging, and support. His support is all about armor cracking.

He has decent enough DEF and ARM that he can risk getting up close and personal in melee, but not so great that he'll be invulnerable. Although his MAT is somewhat average, Sustained Attack more than makes up for that. Lastly, if things do go badly, he can use Teleport to get out of danger.

In spell-slinging mode he flicks out as many Breath of Corruption spells (BoC) and Hellfires as he can. Either to clear the field of nasty targets, or when going for the assassination. BoC can be used against high DEF low ARM models (as it does full damage as long as the AOE doesn't scatter too far) and Hellfire can be used against low DEF high ARM models.

In support mode, he focuses on shifting Parasite and Scything Touch where his army needs it, allowing them to destroy the opposing army piece-meal. Having these two spells in his list gear Asphyxious to be an armor cracking specialist.

A player will be best off using multiple 'modes' for Gaspy in a single game. Open with Support arming your troops with the tools needed to crack any armor they find. When the lines come closer, fire off shots to weaken the enemy in 'spell-slinging' mode. Finally, when the front line becomes safe enough for Asphyxious, get him close enough to get his hands dirty in 'melee' mode. Depending on the make up and composition of the opponent you might have to forgo one or more of these. With low enough armor, you might not need his support modes to kill the enemies. With anti-magic capabilities you might not have any significant target to hit. If your enemy has got absolutely nuclear close combat, you might want to stay away from melee altogether.

Maximising his feat and spells[edit]

Feat thoughts[edit]

  • There are many ways to use his feat, and learning to get the most out of it opens many different playstyles for him. You can give away all his initial focus to his warjacks, then pop the feat to "refuel" and start casting spells. Or you can spend all your initial focus on spells, then "refuel" and do it again. You can focus these spells at a single target for a very strong assassination run with it, or you can throw spells all over the battlefield that turn. You can also use it defensively and heal over half his health or boost his power field for the next turn.
  • Generally the damage roll will only be a threat to the lightest of infantry (about a 60% chance of killing even ARM 11 single-wound models) however you can use Parasite, Scything Touch and Dark Shroud to bring models down to ARM 11 and increase casualties but do not overextend your forces.
  • Can be used to assassinate enemy from strange angles with an arc-node. Set this up with Parasite for maximum effect.
  • If push comes to shove, use that focus and Asphyxious' natural high P+S to destroy the hardest targets (colossals are easily dealt with this way if properly debuffed), but leave yourself enough to teleport away afterwards.

Spell thoughts[edit]

Generally, if Asphyxious wants to kill something via spells, you're better off with Breath of Corruption rather than Hellfire due to BoC having extra splash damage, increased chance of hitting, and a cloud effect, but be careful, a bad deviation can block your own line of sight.

  • Parasite is good to stack with other buffs (such as Scything Touch), and can be useful when combined with the POW hit from Asphyxious' feat.
  • Scything Touch applies Dark Shroud to one model. Satyxis who hit accurately but not particularly hard will get great use from this buff.
  • Ideally, use Teleport as part of a hit-and-run attack. Charge in, fire off a number of attacks (melee or magic), save your last focus to cast this spell and get clear of any retaliation.
  • Breath of Corruption
    • This is a good spell - Full damage (not halved blast damage), cloud, and damage to models working around. It's the whole package.
    • A good spell to assassinate high DEF targets by casting it within 4" of the target (so that deviation will always hit, even when you miss).
    • Under Asphyxious' feat, it can be cast 4 times and boosted twice on DMG.
  • Hellfire - The standard high-power "laser" of cryx. It's kind of long range, prevent tough and remove the victim from play once boxed. A great spell for spot removal of pesky solos.
  • Parasite - The best ARM debuff spell of the game. Use it on infantry before feat to remove an annoying unit and use it on harder targets to ensure the rest of your army can destroy them . If you have nothing better to do on your first turn, cast on a friendly disposable solo to benefit from the +1 ARM.
  • Scything Touch - Better reserved on models with longer melee reach to affect more targets and, ideally, on a model that will survive your opponent's turn so you don't have to cast it again next round. Compounds with Parasite for a total of -5 ARM.
  • Spectral Leach - For a low low price, remove the defensive layers from your enemy's warcaster/warlock. Also useful on beast in horde factions, vectors from Convergence of Cyriss, and Cephalyx's monstruosities, since those models keep their resources from turn to turn.
  • Teleport - This classic getaway spell makes Asphyxious deceptively mobile. A classic use is to advance, feat, then cast teleport to return to safety.

Typical Army & Strategy[edit]

Strategy[edit]

As mentioned previously, Asphyxious1 has a wide range of strategies. His general win condition is to save his feat until he can get an arc node within range of the enemy caster then cast spells at them until they die. Alternatively he can attrition quite well, as long as his army can hit.

Army[edit]

The combination of Scything Touch and Parasite adds up to a -5 to ARM against about any model that can be targeted by a spell. As such, Asphyxious doesn't necessarily need a large investment in anti-ARM tech and benefit a lot from a higher number of attacks.

Do not forget that Asphyxious can only help you army against armor, but has no way to increase accuracy (or debuff DEF) or to deliver his army faster; choose models/units that can achieve this themselves.

Models that Asphyxious commonly wants in his army:

  • Arc nodes - To allow him to use Spell-slinging or Support mode without risking his neck.
  • Withershadow Combine - To help with focus efficiency. Also, because of the value of Sustained Attack - During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits., Gaspy himself makes an excellent candidate for Puppet Master.
  • Warwitch Siren - To help with focus efficiency.
  • Saxon Orrik - A mercenary that can grant other models Pathfinder.
  • Units/models that don't need help to hit the enemy.
  • Satyxis Raiders - Satyxis Raiders have multiple attacks and highly reliable gang (high speed, small bases, and reach). Their major weakness of having low hitting power is solved by Gaspy's armor cracking spells. Their high speed and reach makes them very good candidates for Scything Touch as they can run a great distance and apply Dark Shroud to several targets.
  • Satyxis Blood Witches - Witches share a number of advantages with Raiders. Trading in speed, reach, and prayers for stealth, power, and blessed.
  • Cankerworm - Has an affinity with Asphyxious.
  • Bokur or Inflictor to provide him a shield guard vs ranged attacks.
  • Aiakos1 - Since Gaspy doesn't have any Battlegroup specific abilities, you can use his jack points on arcnodes and let Aiakos command jacks to increase their threat.

Drawbacks, Downsides, & Bad Match-Ups[edit]

  • Asphyxious doesn't have a native way to increase hitting chances but happily, his feat can deal with a large number of low arm infantry.
  • He relies, like almost all Cryx caster, heavily on spell-casting; everything that can't be targeted by spells, increase spell costs (Lamentation) or prevent arc-nodes from working is a bad match-up.
  • Depiste respectable defensive stats, his medium sized based can prove disadvantageous against enemy shooting.

Tricks & Tips[edit]

  • Casting Scything Touch on a Machine Wraith is a good means to distribute -2 ARM, particularly if the opponent doesn't have an easy mean to destroy incorporeal targets. Also, SPD 7 and melee RNG 1 on a medium base is fast and can cover a large area.
  • Cheap troops can be sacrificed to make an improvised "acid smoke" wall with judiciously placed Breath of Corruptions.
  • A 3" AoE template cannot fail to clip a target on a 30mm base if the maximum possible distance it can deviate is two inches or less. Therefore, if you can get Asphyxious or an arc node within 4" of your intended target (or 4.5 inches away against targets on 40/50mm bases), you will essentially auto-hit with Breath of Corruption. This can project an especially potent assassination threat against squishy casters who rely on high def and cover to keep themselves safe.

Other[edit]

Trivia[edit]

  • Originally released in Warmachine: Prime (2003)
  • Sculptor (Asphyxious classic): Chaz Elliot
  • Sculptor (Asphyxious 2010): Brian Dugas
  • Nicknames: Gaspy (a joke playing on the meaning of "Asphyxiate"). To differentiate between epic versions, he is often called "pGaspy" (for Prime) or "Gaspy1".
  • Possibly, his back story is based on Empedocles, a Greek pre-Socratic philosopher who supposedly threw himself into a volcano.

Theme Forces[edit]

Themes for any-and-all casters (Edit)

Other Cryx models[edit]

CryxLogo.jpg

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Battlegroups
Warcasters Agathia - Aiakos2 - Goreshade1 - Goreshade2 - Goreshade3 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Terminus - Venethrax - Scaverous - Mortenebra1 - Mortenebra2 - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Deneghra1 - Deneghra2 - Deneghra3 - Coven
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Warcaster attachments The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Madelyn Corbeau (Mercenary)
Other Controllers Iron Lich Overseer (Marshal) - Aiakos1 (BGC)
Light warjacks Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker
Cankerworm
Heavy warjacks Corruptor - Desecrator - Harrower - Inflictor - Leviathan - Reaper - Seether - Slayer
Barathrum - Deathjack - Erebus - Kharybdis - Malice - Nightmare
Colossal Kraken - Sepulcher
 
Units, Solos, & Battle Engines
Living Undead
Units BO Boarding Party - BO Ironmongers - BO Smog Belchers - Bloodgorgers - Marauders - Cephalyx Drudges - Cephalyx Overlords - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - Carrion Thralls - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Soulhunters
Characters: Blackbane's Ghost Raiders - The Withershadow Combine
Solos Misery Cage - Satyxis Blood Priestess - Satyxis Raider Captain - Warwitch Siren
Characters: Agrimony - Aiakos1 - Axiara - Darragh Wrathe - Gerlak - Severa Blacktide
Bloat Thrall - Iron Lich Overseer - Machine Wraith - Necrotech - Pistol Wraith - Scrap Thrall - Skarlock Thrall - Soul Trapper
Characters: Bane Lord Tartarus - Mobius - Captain Rengrave - Hellslinger
Battle Engines No living engines Wraith Engine
 
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Infernal Machines - Scourge of the Broken Coast - Slaughter Fleet Raiders
Merc cryx.jpg

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Mercenary Battlegroups
Warcasters Captain Bartolo - Captain Damiano - Cognifex - Drake MacBain - Exulon - Fiona - Magnus1 - Magnus2

Requires a 2+ caster game.

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Other Controllers Raluk Moorclaw (Marshal) - Rorsh & Brine (Lesser Warlock) - Wrongeye & Snapjaw (Lesser Warlock)
Warjacks, Warbeasts, & Monstrosities The mercenary battlegroup members you can include in a Cryx army depends entirely on what type of model 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.
 
Mercenary Units, Solos, & Battle Engines
Units Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates & CA & WA - Steelhead Halberdiers - Steelhead Heavy Cavalry - Steelhead Riflemen


Croe's Cutthroats - Nyss Hunters - Devil's Shadow Mutineers - Boomhowlers

Solos Ogrun Bokur - Swamp Gobber Raiders


Bloody Bradigan - Bosun Grogspar - Doc Killingsworth - [[Eilish Garrity - Hawk - Gorman - Gudran - Rockbottom - Dougal - Orin - Ragman - Raluk Moorclaw - Rorsh & Brine - Madelyn Corbeau (Attached)- Saxon - Seargeant Nicolas - Stannis - Wrong Eye & Snapjaw

Battle Engines None


Rules Clarifications[edit]

Rules Clarification : Feat: Consuming Blight

  • The damage roll is not Damage Type: Magical


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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

 
  • General
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


Restrictions on "Any Time" abilities     (Edit)      
  • "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.

Rules Clarification : Undead - None yet. (Edit)

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Rules Clarification : Sustained Attack      (Edit)

  • Translation for newbies : Once you hit your target, your next attack(s) with the same weapon will auto-hit.
  • If your target becomes out of range in between attacks (somehow), then Sustained Attack will not let you auto-hit. Refer Step 3 vs Step 4 of the Attack Sequence (Apdx A).
  • If you have sustained attack on a weapon that makes simultaneous attacks (e.g. Prime Axiom making a Sweep attack), then all the models you hit are "the last model hit" and whichever one you choose to attack next is the one you get the auto-hit bonus vs. (Infernal Ruling)
  • This only applies to the first attack after a simultaneous one - once you make that next attack, it's all reset back to being "just one" last model hit.
    • Example : you Sweep and hit models A, B, C. Then you buy an attack vs model C. It is auto-hit because it was (one of) the last model(s) hit. Then you buy another attack, now you can only auto-hit C because it is the last model hit.

Rules Clarification : Cull Soul - None yet. (Edit)


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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)
  • Hazard templates and "non-hazard damage" templates (Edit)
    • Some templates are defined as 'Hazards' but some, like Creeping Barrage, are not.
    • Damage templates from spells:
      • Spells which leave a template and are not described as a hazard will do magical damage to models that walk around in them. (Example: Razor Wall)
      • Spells which leave a template and are hazards will not do magical damage to models that walk around in them. Instead, they do whatever damage type is specified by the spell description. (Example: Breath of Corruption).
      • (Infernal Ruling)
    • A model which is "placed" also counts as "entering" an area, so the hazard will damage any one who teleports/spawns into it, too.
    • If two hazard templates are overlapping, a model that enters them will take two points of damage.
    • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance).
    • Damage from a hazard is not considered to be from the weapon/spell that originally put it into play (so it doesn't gain the Damage Type or any other special rules of the weapon/spell).
  • Hazardous Clouds (Edit)
    • A hazard, by definition, is a terrain effect. As such, if a template is both a cloud and a hazard it will block sprays as per the normal terrain rules for terrain blocking LOS. (Infernal Ruling)

Rules Clarification : Hellfire - None yet. (Edit)

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Rules Clarification : Parasite      (Edit)

  • You lose the +1ARM bonus as soon as the model is destroyed - you can't maintain an upkeep spell on a model that is no longer in play.
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Rules Clarification : Scything Touch      (Edit)

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Rules Clarification : Dark Shroud      (Edit)

  • Dark Shroud only applies to your melee range, and this doesn't includes behind you. Refer to the latest errata.
  • The ARM debuff still applies during a free strike.

Rules Clarification : Spectral Leech - None yet. (Edit)
Rules Clarification : Teleport - None yet. (Edit)