The Old Witch of Khador & Scrapjack

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Khador Warcaster and Companion Light Warjack

Zevanna Agha has been around for hundreds of years, working from the shadows to enact her plans for Khador. With her companion Scrapjack she can overturn many a strategy and dictate the flow of battle to her every whim.

Basic Info[edit]

Old Witch[edit]

Old Witch1
Old Witch.jpeg
SPD 5
MAT 6
DEF 15
ARM 14
FOCUS 7
HP 16
WJP +18
See also How to Read the statblock

Weapons and Attacks[edit]

Special Abilities[edit]

  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • 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.
  • Apparition - This model may be placed 2" from its current location during the Control Phase.
  • Field Marshal [Apparition] - Warbeasts/warjacks in this model's battlegroup gain Apparition.
  • Great Power - This model can upkeep one spell each turn for free.
  • Prowl - While concealed this model has stealth.
  • Soul Taker: Cull Soul - This model collects souls from living enemies who are destroyed within 2" of it. These souls turn into extra focus/fury during your next turn.

Spells[edit]

  • Avatar of Slaughter - Upkeep which gives either the Old Witch or Scrapjack a bonus to MAT and STR, Berserk and Overtake. (Berserk - When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.) (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".)
  • 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.
  • Murder of Crows - Upkeep spell that lets you place a large AOE anywhere in CTRL. The AOE is a cloud and a hazard and does low damage to non-battlegroup models walking around in it.
  • Unseen Path - Place The Old Witch or Scrapjack near the other model. The model that moved can't advance later this turn.
  • Weald Secrets - Cost 2, 6" range, Upkeep
Target friendly Faction model/unit gains Pathfinder and Hunter. (Hunter - This model ignores cover and concealment when shooting.)

Feat : Field of Talons[edit]

Enemy models that advance except to change facing and end their movement in Old Witch's control area immediately suffer an unboostable POW 14 damage roll. Warrior models damaged by Field of Talons become knocked down. Field of Talons lasts for one round.

Scrapjack[edit]

Scrapjack
SPD 6
STR 8
MAT 5
DEF 14
ARM 16
HP 22

Weapons and Attacks[edit]

  • Mechanikal Talons (x2) - 2" reach, P+S 12 melee weapons.

Special Abilities[edit]

  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy.
  • Construct - This model is a construct and is not a living model.
  • Arc Node - This model can channel spells cast by its controlling Warcaster.
  • 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.
  • Bond: (The Old Witch) - If this model begins the game in The Old Witch's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to The Old Witch and in their CTRL range, a SPD and attack/damage buff whenever Old Witch is damaged by enemies
  • Companion: (The Old Witch) - This model only comes with The Old Witch, is part of their battlegroup, and when The Old Witch dies it leaves play.
  • Prowl - While concealed this model has stealth.


Thoughts on of Zevanna Agha, the Old Witch of Khador[edit]

Notable Changes from Mk II[edit]

  • Lost Augury
  • Gained Field Marshal: Apparition
  • Gained Apparition
  • Feat no longer forbids Run, Charge or Special Attack, but knocks down warrior models.
  • Minor wording changes in her spells.
  • Unseen Path Now a bit more restrictive as you have to place completely within the other model.

The Old Witch in a nutshell[edit]

The Old Witch is an often neglected, but interesting caster in the faction. She has a mixed bag of denial and support tools, plus she can be surprisingly effective in melee, and can still fall back to safety after some proper brawling. She's fragile, though, so you have to use her movement tricks to evade retaliation. In that you can count on her Scrapjack friend, who is the only arc-node in Khador's arsenal.

Feat thoughts[edit]

This acts similar to Harbinger's Godhead but affects a greater area since it's based on CTRL not CMD. It can be used both defensively and offensively. It is an excellent board control tool, deterring lighter targets of running up early to control / contest a zone or a flag. Its later use also shouldn't be underestimated; if you manage to catch enemy warnouns in your CTRL area, they will be hard pressed to extricate themselves from the deadzone, or risk knockdown. Even if they manage to get away, that will usually mess up their order of activation. Use in conjunction with Gallows to pull critical models into your feat zone.

Spell thoughts[edit]

  • Avatar of Slaughter - Not as potent as Engine of Destruction, but allows the old woman to cut a swathe through tightly packed light/medium infantry formations. Don't forget Cull Soul, you can easily start your next turn with 10+ focus after a good rampage. Usually goes hand-in-hand with Unseen Path to do a yoyo with either the Witch or with the Scrapjack.
    • As a footnote, it might be appealing to let the Old Witch be damaged by an enemy attack so you can charge in with Scrapjack's effective MAT 9 P+S 16 RNG 2 melee attacks under AoS. Just don't. If the witch survived an assassination, or brushed by a blast damage, it might be an option, but do not expose her to danger just so you can pump up the combat potential of Scrappy.
  • Iron Flesh - Khador's premiere support spell which synergizes very well with nearly any infantry unit. It makes the tough (like the Man-o-War units) even tougher, while blast immunity will counter the squishy units' (like Kayazi Assassins) vulnerability to AOE attacks.
  • Gallows - combine it with Scrapjack's arc node to get the best angle for a push.
  • Murder of Crows - a very expensive way to get Stealth on her, but a good roadblock / area denial tool.
    • Place it in a good spot and you can upkeep it for the rest of the game for free.
    • The damage threatens only light infantry, but remember it can harm your troops too.
    • It is quite good to place it onto enemy models locked in close combat with your troops. They will have to make decisions: strike your troops, and get the hit from the spell, or try to evade the spell, and get the free strike from your troops during the disengage?
  • Unseen Path is a nice backup spell. It can be used both offensively and defensively, and it is a really good tool to dominate flags / zones.
  • Weald Secrets - the Pathfinder part is pretty self evident; while Hunter lets your ranged units, like Winter Guard or Widowmakers, to deliver very accurate fire.

Strategy[edit]

The Old Witch is kind of hard to master. Thanks to Cull Soul and Avatar of Slaughter she has some assassin potential against weaker casters and warlocks, but will be dispatched in no time if the enemy can get a bead on her. More useful are her board controlling and area-denial tricks, with which you can be really annoying in scenario games. Field of Talons is a very potent feat against units and solos - if they're not already within it, they will fear to tread into it. If they are already within they will be knocked down after moving so will be neutralized for at least one turn. Gallows, Weald Secrets, Apparition and Unseen Path will offer a huge amount of movement shenanigans, that can be used even better now thanks to pre-measuring.

Army[edit]

The Old Witch is in the lucky situation, that she can synergize with nearly anyone. She can support infantry and warjacks alike, though with her support duties she will rarely have the focus in excess to fuel an overly large battlegroup. A few extra pieces worth consideration:

  • Sylys Wishnalyrr - to upkeep a second spell for free, and increase your chances with Gallows
  • Gun Carriage - with readily available Pathfinder from Weald Secrets, feel free to throw rough terrain templates around - your forces can charge through with full speed, while the enemy will be forced to bypass the patches.
  • Saxon Orrik - a second source of Pathfinder will yield a surprisingly fast Khador force

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

  • Quite low amount of Warjack Points (to counter the 'free' Scrapjack).
  • Very fragile - she relies on her spells, DEF and Prowl to remain alive. Anyone, who can negate it, will easily catch her, and will wreck her
  • Upkeep hate, especially Purification will severely decrease her usefulness.
  • Non-warrior models, like warjacks or warbeasts won't be knocked down by her feat, and can usually shrug off the damage.
  • Kill-box scenarios limit her movement options.

Tricks and Tips[edit]

  • Her feat's knockdown part is being triggered after damaging but before disabling the target, so enemies won't get their Tough rolls (unless they are immune to knockdown).
  • Watch for placement tricks under your feat, like Telekinesis or Apparition (or even throws and slams); they don't count as advance.
  • Scrapjack has a very good system load-out, and it is surprisingly durable for a light jack. Feel free to block critical charge lanes.
  • Apparition can be used even if you are stationary or knocked down. You can also use it to get into your enemy's back arc, escape from melee range, or back off far enough to get your own charge / slam.


Other[edit]

Trivia[edit]

  • Her real(?) name is Zevanna Agha.
  • Originally released in Warmachine: Apotheosis (2005)
  • She's inspired by the Russian folkloric figure Baba Yaga.

Theme Forces[edit]

Themes for generic casters (Edit)

Other faction models[edit]

KhadorLogo.jpg
(Edit)
Battlegroups
Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2
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Warcaster attachments War Dog (Khador) - Madelyn Corbeau (Mercenary) - Reinholdt (Mercenary) - Wyshnalyrr (Mercenary)
Other Controllers Malakov1 (BGC) - Man-o-War Kovnik (Marshal) - Greylord Forge Seer (Marshal)
Heavy warjacks Berserker - Decimator - Demolisher - Destroyer - Devastator - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Spriggan
Beast-09 - Behemoth - Black Ivan - Drago - Ruin - Torch
Colossal Conquest - Victor
 
Units, Solos, & Battle Engines
Units Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Great Bears of the Gallowswood
Ranking Officer CA : Koldun Kapitan Valachev
Solos Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Sofya - Yuri
Battle Engines Gun Carriage
 
Theme Forces
Armored Korps - Jaws of the Wolf - Legion of Steel - Winter Guard Kommand - Wolves of Winter
Merc khador.jpg

(Edit)

Mercenary Battlegroups
Warcasters Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten - Magnus1 - Magnus2

Requires a 2+ caster game

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Other Controllers Mini-casters Brun Cragback & Lug - Rorsh & Brine
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Khador army depends entirely on which mercenary 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 High Shields - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps
Alexia1 - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Bradigan - Eilish Garrity - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gorman - Gudran - Harlan - Hutchuk - Bailoch - Rockbottom - Dougal - Orin - Ragman - Raluk - Rorsh & Brine - Rutger - Saxon - Sergeant Nicolas - Stannis - Thor
Battle Engines Hammerfall Siege Crawler
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr


Rules Clarifications[edit]

Rules Clarification : Magical Damage      (Edit)

  • 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)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can 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:  : Warcaster      (Edit)
Warning: This is a long one.

 
  • 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.
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. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. 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).
    4. 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).
  • Units
    • 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.


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 argii 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).

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 : Pathfinder      (Edit)

Rules Clarification : Apparition      (Edit)

  • If a model is B2B with you when you use Apparition then they will be exactly 2" away afterwards. So you can't get away from 'long reach' melee weapons.
  • Unit members must always be placed in formation. Refer to the "Placed" section if the core rulebook.
    • If a trooper can't be placed in formation (because it's more than 2" out of formation to begin with) then it can't be placed at all.

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)

Rules Clarification : Great Power - None yet. (Edit)

Rules Clarification : Prowl      (Edit)

  • You can still benefit from Prowl even if the attacker "ignores concealment".
    Because even though they ignore it that doesn't change the fact that you have it, and all you need to do is have it in order to get Prowl.

Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.

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


Rules Clarification : Warjack      (Edit)

  • Please refer to the Warjack page for a recap of the warjack rules, and the very few associated Infernal Rulings.

Rules Clarification : Channeler and/or Arc Node     (Edit)

  • You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
    • If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS.
  • You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
    • If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the DEF bonus.
  • Since Stealth has both a LOS component (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed); this can lead to some non-intuitive interactions between channeling and stealth when either the caster or channeler is able to ignore stealth.
    We've put a bunch of examples on the Category:Channeler page.

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Bond      (Edit)

  • Bonds are ineffective while the model is under your opponent's control. Refer the core rulebook.
  • Bonds & Themes
    • If a warjack/warbeast with a bond is in that caster's battlegroup, they can be taken in any theme force. Refer the core rulebook.
    • Exception: Battlegroup Controllers and Lesser Warlocks cannot take their bonded warjacks/warbeasts in theme forces (eg Kharybdis with Aiakos1) because BC & LW are specifically not warcasters/warlocks. (Infernal Ruling)

Rules Clarification : Companion - None yet. (Edit)

Rules Clarification : Prowl      (Edit)

  • You can still benefit from Prowl even if the attacker "ignores concealment".
    Because even though they ignore it that doesn't change the fact that you have it, and all you need to do is have it in order to get Prowl.

Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.


Rules Clarification : Avatar of Slaughter      (Edit)

Rules Clarification : Berserk      (Edit)

  • Berserk grants an additional attack which by definition can only occur during your Combat Action. Therefore Berserk doesn't work on free strikes, impact attacks, etc.
  • If you trigger two effects that grant you an extra attack (such as Berserk + Black Spot), you can only use one. (Refer "Attack-generating Special Rules".)
    • Not only that, due to the way Berserk is worded you must make a melee attack, regardless of which ability you resolve. So you can't say "I trigger Berserk and Black Spot, choose Black Spot, Black Spot is optional, so I'm not making any more attacks". (Infernal Ruling)
  • "Immediately" means you can't save it until later in your activation. Berserk must be resolved at step 14 of the attack sequence (refer Apdx A).
  • You cannot use "Any Time" abilities while resolving the original attack, the Berserk attack, or between the attacks. Refer Apdx A.
    • This is a change from Mk2
  • Berserk doesn't trigger during a frenzy. (Infernal Ruling)
  • Berserk will not trigger if the target uses an ability to move the damage to another model (such as a warlock transfer).
    • But it will trigger if they use an ability to move the attack to a different model (such as Shield Guard).

Rules Clarification : Overtake      (Edit)

  • Overtake triggers at Step 12 of the attack sequence, before stuff like Berserk.

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)

Rules Clarification : Murder of Crows      (Edit)

  • Hazard Templates (and similar) (Edit)
    • Some templates are defined as 'Hazards' but some, like Creeping Barrage, are not.
    • 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 : Unseen Path - None yet. (Edit)

Rules Clarification : Weald Secrets      (Edit)

Rules Clarification : Hunter      (Edit)

  • Although you ignore cover/concealment, you don't ignore "secondary" bonuses a model gets from it. For example, a model with Prowl will still gain Stealth from their concealment.


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