Lylyth, Reckoning of Everblight

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Lylyth, Reckoning of Everblight
Legion Blighted Nyss Battle Engine Cavalry Warlock

Those who would oppose Everblight’s will must stand ready to pay a heavy cost, and it is Lylyth, the dragon’s Reckoning, who will exact that price. Those few who have survived Lylyth’s raids speak of the susurration of runners on frozen ground and an ominous keening noise in the air. As the first arrows strike, that sound is revealed to be wind whistling along the cruelly barbed blades and across the overlapping metal scales of her war sleigh as it is pulled across the snow by powerful ulks, their horns lowered to smash through anything in their path.

Basic Info[edit]

Lylyth3
Lylyth3.jpg
SPD 9
MAT 6
RAT 8
DEF 15
ARM 16
CMD 8
FURY 5
HP 18
WBP +29
See also How to Read the statblock

Weapons[edit]

  • Whisper - 12" range, ROF 3, POW 12 ranged attack.
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Blood Boon - If this weapon kills an enemy, this model can cast a spell of COST 3 or less for free. Blood Boon can only trigger once per activation.
    • Rear Attack - Attacks with this weapon may target models in the attacker's rear arc.
  • Mount - 0.5" reach, POW 12 mount attack.

Abilities[edit]

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Battle Engine - All Battle Engines share the same special rules. Most notably being huge, having two fields of fire, and being immune to knock down, stationary, etc.
  • Cavalry - All Cavalry come with a stack of standard special rules, most notably Impact Attacks and auto-boosted charge attacks.
  • Eyeless Sight - This model 1) ignores cloud effects when determining LOS, 2) always ignores concealment and Stealth, and 3) never suffers Blind.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Dual Attack - This model can make both melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
  • Repairable - This model can be repaired as if it were a construct.
  • 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.
  • Trample Power Attack - This model can make trample power attacks.
  • Threshing Blades - This model gains +4 to its trample power attack damage rolls.

Spells[edit]

Battlegroup warbeasts activating in the caster's control range gain +2" movement. Also, the caster gains +2 ARM while a battlegroup warbeast is within 3".
Deals cold damage and has Critical Stationary.
For one round, the caster and models within 3" of the caster cannot make ranged attacks and are automatically missed by non-magical ranged attacks.

Feat - The Reaping[edit]

For one turn, when a friendly Faction model that is within Lylyth's CTRL range directly hits an enemy model with a ranged attack, the enemy model becomes stationary for one round.


Thoughts on Lylyth3[edit]

Lylyth3 in a nutshell[edit]

Lylyth3 is an incredibly (and deceptively) mobile warlock despite her huge base, second only to Denny3. At the highest base SPD among warlocks and warcasters in the game and with access to a long Reposition movement, she can dart around the battlefield with near-unmatched maneuverability, and thanks to Battle Host, so can her battlegroup.

Being on huge base has its ups and downs. First, her actual CTRL zone is bigger than a FURY6 warlock, despite retaining the lowly FURY5 of her previous incarnations. Also, most of the tricks which are often used against her prime and epic versions, namely the stationary and knockdown tricks, will not work on her. With an OK ARM16 (18 with Battle Host, and 20 if she casts Spiny Growth from the Carnivean) she shrugs off most of the unboosted blast damages too. A DEF 15 huge base is also something that forces enemies to target her with CRA or with boosted shots.

With SPD9 she achieved the longest threat range among her 3 versions, yielding a staggering 28" with the Nephilim Bolt Thrower's Far Strike animi as well as trampling 12". With a ROF3 bow - which should see use in every turn because of Blood Boon - and her signature Eyeless Sight few enemy can ignore her assassination threat.

That said, her raw mobility is limited by terrain and model placement thanks to the size of her base. Huge base also hampers her with all the unfortunate downsides - she is always visible, and can always be targeted, cannot gain concealment, cover, or the elevation DEF bonus. Enemies can use a combined ranged attack on her even if she is engaged. Though she can also shoot while engaged, melee is definitely a place she doesn't want to be in for too long.

Overall, Lylyth3 is a higher risk warlock with a relatively active play style and powerful scenario and assassination game. The trick mostly is learning how to keep her safe and how to get her around the battlefield without tripping over your own army.

  • Whisper - Much like Lylyth1, Lylyth3's spell-casting efficiency hugely depends on her bow. Blood Boon is a life saver for a FURY5 lock to cast a critical Frost Hammer or Wind Wall (usually the latter). It helps her keep fury for transfers which she really needs with her huge base liability factors. The attacks from her bow are not simultaneous, so make sure you can kill your last target, before you trigger Wind Wall with Blood Boon.
  • Trample - POW12 trample with an average MAT is not bad, plus it makes jamming Lylyth with chaff infantry usually not a good idea.
  • Cavalry - Those moose at the front aren't for show. Trampling Hooves lets her mount charge and impact, and the charge roll is boosted to hit.
  • Repairable - A use for the Gobber Tinker in Legion! The only one too, as the Throne is no longer repairable.

Feat thoughts[edit]

The feat is as simple as it gets: stationary on directly hitting ranged attacks for her entire army, who are in her CTRL area. This means you want to bring a sizeable amount of accurate shooting. They become very potent control tools, forcing enemies to sacrifice resources upon shaking the effect, or denying the move of their units/models, if not killing them outright. This feat can be leveraged early to gain a quick advantage on scenario points, or mid-game to help bring down evasive targets and prevent retaliation. The final way to take advantage of it is a mid or late game assassination attempt with as many guns trained on the opposing warcaster/warlock as possible. Many lists can bypass a few, stationary-causing shots with shield guard/sac pawn and the like, but half a dozen can be challenging for even such lists as the Destruction Initiative.

Spell thoughtss[edit]

  • Battle Host - Helps Lylyth's battlegroup keep up with her insane speed and/or threaten impressive distances. It also gives her a nice ARM boost which a model of her size sorely needs.
  • Frost Hammer - A solid spray attack which can really help Lylyth do a lot of work on her own. Combined with Spell Martyrs and Blood Boon, she can throw free sprays into unexpected locations.
  • Wind Wall - Beside being your second life-insurance spell, it prevents shooting out too, including any models within its range, causing some order-of-activation issues you must be careful with. Make sure all your shots have been fired before you put this spell up. It's usually the best choice to cast with Blood Boon. Note, that it doesn't make you unassailable. Several models and casters have magical ranged attacks (especially in the Retribution), or easy means to the make shots magical ((Optifex Directive for the Convergence, Explosivo or Sigil of Power). Special mention to Caine1 whose Field Marshal gives magic bullets to every jack in his battlegroup. It doesn't make her unplayable against these factions, but it does require her to play it safer compared to other armies.

Army Synergies[edit]

As with Lylyth2, Lylyth3 wants to bring enough guns to make her feat turn formidable, but don't forget that she may need a respectable melee presence to help control zones or go toe to toe with other enemy beasts and jacks. Also, melee attacks on stationary targets automatically hit, which is yet another reason to go for a mixed army. She has some favoured choices, she enjoys, regardless of which theme force you choose.

  • Archangel - Even before the themes, it was a popular way to run Lylyth3 is with two Archangels. Battle Host and Deceptively Mobile allow quite a lot hit and run shenangians, and they can put out a reasonable number of shots on the feat to freeze a ton of enemies, or just rain hell on an assassination run. Their melee threat is acceptable if it comes to that as well. Since they are incapable of even trying to fit in Wind Wall, it also solves a lot of order of activation issues a more populated Lylyth3 list may run into, instead allowing the three main pieces to move around as they like best. They could fit into other themes too, but Oracles of Annihilation is the only one where you can get the Sorceress support solos for free. Beside their other uses, free charges are huge boons for such a FURY strapped warlock as Lylyth.
  • Ravagore - Lylyth is one of the warlocks, who can find his animus interesting. Getting up to 4 extra inches to your shots, or retreating that much more after your trample is an excellent way to evade the enemy's brawlers. Swift Hunter also stacks with Reposition.
  • Seraph - Battle Engines can be placed, but not with the Seraph's animus, sadly. Due to the utility with Flare, and the combination of her feat and a multi-shot weapon this beast sometimes finds its way into Lylyth's lists.
  • Nephilim Bolt Thrower - Just as with her previous versions, this Nephilim is a MUST due to his animus. Thunderbolt can keep melee units and beasts away, should they come too close to Lylyth. If you can trigger Stationary and Knockdown under her feat on a jack/beast, they'll need 2 FOCUS/FURY to shake both effects.
  • Angelius - Good gun, great melee attack, what's not to like? Stationary targets are begging for an armour piercing attack, and the Angelius is great to set up an assassination too. The Repulsion animus can be quite potent with her large base too.
  • Strider Scouts and Strider Deathstalker - With okay RAT and high SPD plus Pathfinder, they can invoke stationary on a decent number of models, plus the unit can spread these shots out far with their Command Attachment.
  • Archers - With their attachment even a minimum unit can stationary a lot of enemies, and do it with whatever accuracy is needed thanks to CRA and arcing fire.
  • Nephilim Protector - He will always be near Lylyth to trigger Battle Host's ARM bonus, and if your opponent brought only a couple guns that can shoot through Wind Wall, he can take a bullet for her. Additionally, having Guard Dog will be much appreciated on a caster with decent DEF that can't be knocked down and would love to disengage from melee to do her shenanigans.
  • Raptors can keep up with Lylyth's stupid SPD, bring a few good guns for the feat, and can threaten in melee on the charge.
  • Carnivean - Probably not the first beast you'd reach for, but his animus can save your bacon. Plus it also has a long range (though rather inaccurate) spray shot too, up to 20" away with Battle Host.
  • Typhon - Outside theme play, he seriously worth a consideration with Lylyth3. With up to three mid range sprays and access to a lot of boosts he can make huge chunks of the enemy army stationary on the feat turn, or he can just spray a frozen warcaster (or other things that were made stationary earlier in the turn) from further away than should be reasonable or expected thanks to Battle Host's movement bonus.

Drawbacks & Downsides[edit]

  • Severely relies on spell in order to stay alive. Anti-Magic tricks, as well as massed Magical guns are really bad match-ups for her.
  • Bigger actual CTRL area, but still low FURY.
  • Trampling requires a clear "landing zone", which is difficult to find even with her extreme SPD.

Tips and Tricks[edit]

  • With ROF 3 on the bow, she can cast various animi between the shots. If you didn't have Far Strike on, you can cast it after your first kill for free, or even Recoil from the Ravagore to get additional distances with Swift Hunter.
  • Don't forget, the feat triggers only on a direct hit, so the Ravagore or a Teraph can make only one model Stationary, even though they fire an AoE.
  • If you can't kill a tough, shield-walled unit under your feat (like MoW Shocktroopers, or IFP under their mini feat), aim for the leader/officer. A Stationary model cannot give orders, so even though it lives, the unit cannot enter into shield wall, and cannot run/charge without orders.
  • Despite the Repairable and Battle Engine rules, she's still a living model, and thus affected by rules and abilities which interact with such models (Bleed, Butcher 3's feat, Poison, Annoyance, Burning Ash, etc.).
  • Your trample damage roll is STR + 4 + 2d6. (It's not P+S + 4 + 2d6)

Other[edit]

Trivia[edit]

Released in Hordes: Gargantuans (2013)

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
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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
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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]

Rules Clarification : Feat: The Reaping

  • The feat applies to Lylyth herself. (Infernal Ruling)
  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.


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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 : Blood Boon and/or Rites of Blood     (Edit)

  • Blood Boon doesn't interact with abilities that change the COST of a spell. (Infernal Ruling)
    • For instance, if you trigger Blood Boon while being affected by Lamentation then you can still cast a COST 3 spell (even though if you spent focus to do the same thing it would cost you 6 focus).
  • (Rites of Blood only): The Priestess doesn't need to be in the caster's CTRL area to use her ability.

Rules Clarification : Rear Attack - None yet. (Edit)
Rules Clarification : Trampling Hooves - None yet. (Edit)


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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 : Battle Engine      (Edit)

  • Do not confuse the Colossals & Gargantuans rules with the Battle Engine rules just because they're both huge based.
  • Of all the things that can't happen to a Colossal/Gargantuan (such as gaining Stealth, being placed, etc), about 90% of them can happen to a Battle Engine.
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Rules Clarification:  : Cavalry      (Edit)
(Click Expand to read)

Mount Weapon
  • Although the core rulebook specifies mount weapons have 0.5" range, this doesn't "overwrite" models that have a longer mount range listed on their card. (Infernal Ruling)
  • Mount Weapons are melee weapons. (Infernal Ruling) This means:
    • Mount Attacks can benefit from any buffs that affect "melee weapons" (such as Acidic Touch and Elasticity) or "melee attacks" (such as Battle Lust).
    • Mount Weapons can be used to make free strikes.
    • If the model doesn't have any regular melee weapon (such as the Gun Carriage) then it does have a melee range, can engage enemy models, and can make free strikes; anyway.
    • Despite being a melee weapon, you cannot use a Mount's special attack on the same activation you charge. (Infernal Ruling)
      • Exception: If you have Trampling Hooves, because that allows you to make charge attacks with your mount when you charge.
  • Mount attacks will trigger "Melee attack" stuff like Battle Wizard.
  • You can purchase additional attacks with your Mount Weapon. (Infernal Ruling)

Impact Attacks - Movement

  • You cannot "stop" in an illegal position to carry out Impact Attacks. For instance, halfway over a linear obstacle, or a flying cavalry stopping while it 'overlaps' other models, or stopping halfway through an Incorporeal model.
    • The reason is, you need to obey the rule "this model can advance through [stuff] if they have enough movement to move completely past it".
    • Stopping during your movement doesn't satisfy that rule, whether that's the "stop" at the end of the model's normal movement or the "stop" for impact attacks.
  • If your charge target is included in your Impact Attacks, then you need to turn and face it and end your movement before starting the attacks (refer rulebook, last paragraph of 'Impact Attacks').
    • As such, things which trigger at "End of Movement" (such as Admonition) will occur before your Impact Attacks.
    • On the other hand, if your Impact Attacks don't include your charge target, then you're interupting your movement to resolve them, and thus stuff like Admonition won't trigger.

Impact Attacks - The attack(s)

  • You resolve stuff that occurs "after the attack is resolved" (such as Battle Wizard) before continuing with your charge movement.
  • If you have an ability that boosts your "first" melee attack (such as Stir the Blood), then only one attack will be boosted even though you're making multiple simultaneous attacks.
  • If you choose to make any impact attacks, you make all attacks against all models in the Mount's melee range (even friendly models).(Infernal Ruling)

Impact Attacks - Other

  • You cannot use "any time" abilities while resolving Impact Attacks. Because Impact Attacks occur during movement; and you can only use 'any time' abilities before moving or after moving, but not during movement. (Infernal Ruling)
    • Exception: If your Impact targets 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.

Cavalry unit

  • If you have a unit of Cavalry, charge them and do impact attacks, remember you interrupt movement to do impacts, but you have to resolve all movements before doing any charge attacks. So for example it would go:
    • Cavalry model A charges enemy X, and contacts model M. Stop and make impact attacks against M. Then continue movement to X.
    • Cavalry model B charges enemy Y, and contacts model N. Stop and make impact attacks against N. Then continue movement to Y.
    • Cavalry model C charges enemy Z, and contacts model O. Stop and make impact attacks against O. Then continue movement to Z.
    • Resolve model A's charge attack vs X, B's vs Y, and C's vs Z. (This can be done in any order, as per normal)

Other interactions

  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
  • 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.
  • Flight on a Cavalry model (Edit)
    • Although you can move over obstacles/models while charging, if you want to stop and make Impact Attacks while you fly "over" models you need to stop in a legal position. You can't make Impact Attacks while your flying horse is on top of obstacles, models, etc.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
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Rules Clarification : Eyeless Sight      (Edit)

  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Dual Attack      (Edit)

  • Dual Attack only grants either:
    1. Initial melee attacks and initial ranged attacks.
    2. Power attack and initial ranged attacks.
      Any other combination of (★ Attack) and initials is disallowed. See this thread for full explanation and links to relevant Infernal Rulings.
  • A model with Dual Attack can make the attacks in any order.
    If they charge, they can do either melee or ranged first. If you charge and do ranged first, it doesn't change the fact that your first melee attack is the charge attack. (Infernal Ruling)
  • There is no penalty for shooting an enemy you are in melee with, however if you miss it must still be re-rolled vs a new random target.
    • If the new random target is a friendly it will get the DEF bonus, since you can't be in melee with friendlies.
  • You can target a model that is not in melee with you with a ranged attack. (Infernal Ruling)
  • Dual Attack & Drag ( Edit )
    • This is pretty-much limited to just the Prime Axiom under Syntherion
    • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
    • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
    • If you didn't charge then ... just go nuts. There's no restrictions that I know of.

Rules Clarification : Repairable - None yet. (Edit)

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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.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)
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Rules Clarification : Trample Power Attack      (Edit)

  • Sometimes this ability is given to a model type that can't normally trample.
    • If that model is a warjack or warbeast (such as the light warjack Shrike) then it needs to pay a focus/fury to do a trample.
    • If that model is not a warjack/beast (such as the Battle Engine Gun Carriage) then it can trample for free.
  • See also the Trample rules recap - there are several Infernal Rulings that we have not repeated here.

Rules Clarification : Threshing Blades - None yet. (Edit)

Rules Clarification : Escort and/or Battle Host - None yet. (Edit)

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Rules Clarification : Frost Hammer      (Edit)

  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.

Rules Clarification : Wind Wall - None yet. (Edit)