Warwitch Deneghra

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Warwitch Deneghra
Cryx Warwitch Warcaster

Wherever she travels, Deneghra leaves a scorched path of devastation. On the battlefield she is a beautiful terror, perversely angelic in her wicked beauty. Deneghra drifts like a phantom through trees and walls and need but whisper for men to claw at their skulls in a vain attempt to silence the voices inside their minds.

Basic Info[edit]

Deneghra1
34086 WarwitchDeneghra WEB.jpg
SPD 7
MAT 5
DEF 16
ARM 14
FOCUS 7
HP 16
WJP +26
Base Size Small
See also How to Read the statblock

Weapons[edit]

  • Sliver - 2" reach, P+S 12 melee weapon.
    • Shadow Bind - Models hit by this attack can't advance (except to spin in place) and suffer a -3 DEF penalty. Shadow Bind can be shaken.
    • Damage Type: Magical - This weapon can damage incorporeal models.

Abilities[edit]

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
  • Parry - This model cannot be targeted by free strikes.
  • 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.

Spells[edit]

On a critical hit, all models in the AOE suffer Shadow Bind for one round. (Shadow Bind - A model suffering from Shadow Bind suffers -3 DEF, and for one round when it advances it cannot move except to change facing. Shadow Bind can be shaken.)
Target model/unit suffers - 2SPD, STR, DEF and ARM.
  • Dark Seduction - Cost 3, 8" range, offensive spell that does no damage
Take control of an enemy non-warcaster, non-warlock warrior model. You can immediately make a full advance with that enemy model followed by a basic attack, then Dark Seduction expires. The enemy model cannot be targeted by free stricks during this movement. Dark Seduction can be cast only once per activation. A model can be affected by Dark Seduction only once per turn.
Target friendly Faction model/unit gains Ghostly for one turn. (Ghostly - This model can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. It cannot be targeted by free strikes.)
  • Parasite - Cost 3, 8" range, Offensive Upkeep
Target model/unit suffers -3 ARM and the spellcaster gains +1 ARM.
  • Venom - Cost 2, 8" spray, POW 10
Venom deals Corrosion Damage. Models hit suffer Continuous Corrosion.

Feat - The Withering[edit]

Enemy models currently in Deneghra's control range suffer -2 SPD, STR, MAT, RAT, DEF, and ARM. The Withering lasts for one round.

Recent Changes[edit]

2017.11 Black Fleet CID - Denny1 received several nerfs

Lost 2 warjack points
Lost Scourge and replaced it with the similar, but weaker, Black Talons. This removed her ability to trivially knock down a target prior to an assassination run.
Her feat no longer prevents enemy models from running, charging, or making power/special attacks. This simply makes it less ball-busting for your opponent.
Dark Seduction cost went down 1 point (this is actually a buff).

Thoughts on Warwitch Deneghra[edit]

Metal sculpt

Deneghra1 in a nutshell[edit]

Have you ever charged in with your undead horde, rolled horribly, and thought "Wow MAT 5 just blows"? Or have you got your Revenant Crew in a great position and thought "Gee it sure would be nice if they could hit the broad side of a barn"?

If so, Deneghra is your 'caster. Her spell list epitomizes the Cryx de-buff and assassination game, and she's got the FOCUS to run it while running several 'jacks. She's mobile, manipulative, and - properly handled - pure frustration to play against. She can make all your evil dreams come true.

Deneghra, or "Denny" as she's fondly referred to, is a favourite among Cryx players for good reason. Once you get her de-buff engine running, you can pick enemy armies apart in detail, more or less at your leisure. Keep her away from the front line as she as squishy as all-hell, but close enough that her feat turn can catch a lot of the opponent's army.

Some players, especially newer ones, have trouble translating the word "de-buff" into a useful concept. Think of it this way: It's like a buff, except your entire army gets to benefit. Parasite effectively gives every single attacker additional POW. Crippling Grasp gives every attacker additional MAT, RAT, and POW.

Oh, and all this stacks with her feat and her army's other abilities, like the Bane Thrall's Dark Shroud (which you can think of as additional POW for every friendly model attacking nearby) or the Satyxis Raider's Gang. Stack enough of these "negative bonuses" and Mechanithralls become whirlwinds of death, and even Denny's Sliver hits like a ton of bricks. Don't get lost in the words; do the math. Deneghra is a powerhouse with Stealth.

Maximising her Feat & Spells[edit]

Her feat is one of the most brutal in the game, leaves a sour taste in your opponent's mouth, and works both offensively and defensively. Offensively, in that it lowers their DEF and ARM making them easier to hit and damage, and defensively in that it lowers MAT RAT and STR so they'll struggle to retaliate. Note that it stacks with spells like Parasite and Crippling Grasp, so try to have those up to maximize the effectiveness of her feat.

  • If Crippling Grasp is not on an enemy model/unit at the end of every turn, you've done something wrong. It's simply too useful not to be in play every turn possible. Casting this on an enemy warcaster means you should win quite soon, and it's not hard to pull off.
  • Ghost Walk is a very useful spell. It's often worth bringing a Skarlock Thrall along just to cast this exactly where needed without depleting Denny's focus or restricting her movement.
  • Dark Seduction lets you make an enemy solo stab/shoot its own warcaster, or have a grunt kill its own Officer. The options are nearly limitless.
  • Note that the ARM buff you gain while upkeeping Parasite makes a reasonable difference on Deneghra's low ARM.
  • Venom is Deneghra's only offensive spell. Note that sprays ignore a lot of DEF bonuses including Concealment, Cover, Stealth, and target in melee.

Typical army and strategy[edit]

Deneghra is the ultimate "turd polisher". That is, she can take the most terrible unit in the game and make it shine by stacking debuffs on the target. This also means there is no 'typical army' - she can make anything work. That said, some of the popular builds are:

  • The Ghost Fleet - Denny1 is the premium choice for running Ghost Fleet. Ghost Walk helps delivering Revenants to their targets. Her stacks of debuff allow the Revenants to hit way above their class, while The Withering hampers the opponent's ability to strike back. Combined with the built-in recursion of Revenants, it is one of the hardest attrition list in the game to deal with. And if that wasn't enough, the combination of Scourge, Feat and Parasite (KD, -5 ARM) with the ability of Ghost Fleet to deliver nine 14" Ghost Shots a turn makes her one of the most brutal assassination list in the game.
  • Gunline Funline - take as many shooting options as possible, such as Pistol Wraiths and Nyss Hunters.

Regardless of your build, some of Deneghra's favorites are:

Drawbacks and downsides[edit]

  • Deneghra is weak, uses a lot of focus and needs to play forward to use her feat. She is very reliant on Stealth to not get killed from range. If anything can get to her she is likely dead.
  • Anything that shuts down channeling or offensive spells will prevent her to debuff your opponents freely, which is a necessity for her and her army.
  • She will use a lot of focus to put her debuffs on ennemy models ; she won't have much to fuel jacks.
  • Aside from terrain mitigation via Ghost Walk, she has no delivery mechanism for her army, either offensively (by improving threat ranges) or defensively (by hiding or protecting her army). Take this in consideration when you are building your list.

Tricks and Tips[edit]

  • Use Ghost Walk to get your arc nodes where they need to be.
  • Put Crippling Grasp on an enemy melee heavy early in the game, then simply avoid it. At -2 SPD, it'll be a longer time getting anywhere.
  • Use Reach and Shadow Bind to lock an enemy non-reach model into place, where they don't have the range to retaliate.
  • If your opponent is protecting the command attachment of his unit by putting him far behind the frontline, you can use Dark Seduction to have him simply walk away from the rest of the unit. If you can break their formation, you can potentially render many models in the unit from being able to attack. Also usable on Junior warlocks and journeyman warcasters to knock walk them away from their battlegroup.

Other[edit]

Trivia[edit]

  • Originally released in Warmachine: Prime (2003)
  • Sculptor 2004-ish BattleBox classic (metal): Chaz Elliot
  • Sculptor 2008-ish alternative: Grègory Clavilier
  • Sculptor 2010 BattleBox (plastic resculpt of 2004 model): unknown

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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R
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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:The Withering

  • Versus Convergence of Cyriss
    • If you catch a Vector in the feat, its MAT/RAT won't be affected. (SPD, STR, etc are affected as normal though.)
    • If you catch their warcaster in the feat, all of the Vector's MAT/RAT will be affected.
  • Since it's a "currently within" (not a "while within") ability, moving into/out of her CTRL area after it's triggered does not change who it affects. (Infernal Ruling)


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Rules Clarification : Shadow Bind and/or Force Hold and/or Force Lock and/or Quagmire     (Edit)

  • Models affected by Shadow Bind/Force Hold may still advance 0" and thus abilities that trigger on "ends their movement within ..." or "after this model advances ..." will still trigger (for example Slipstream, Countercharge, etc).
  • Models may still be placed, so abilities like Apparition will still work.
  • The restriction applies to all advances: normal activation, bonus in-activation (like Overtake), and out-of-activation (like Energiser).
  • Shadow Bind only. If you manage to free strike a charging warjack and Shadow Bind it, their charge continues (an effect which prevents charging isn't retroactive if applied after the charge has already been declared).
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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.
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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 : Parry - None yet. (Edit)
Rules Clarification : Cull Soul - None yet. (Edit)

Rules Clarification : Crippling Grasp - None yet. (Edit)

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Rules Clarification : Dark Seduction      (Edit)

Taking Control of an Enemy Model       (Edit)    

General

  • Taking control of a model means it is now friendly to you, and will immediately be engaged by it's erstwhile allies.
    • This will limit your ability to make ranged attacks.
    • If you get to make an advance with the controlled model, this can allow the original owner to take free strikes against his own model. He doesn't have to take these, of course.
  • The controlled model does not have a proper Activation, so stuff like Chain Strike won't apply.
  • Buffs and effects:
    • The controlled model counts as a "friendly model" and will benefit from any buffs that your own models are handing out (such as Mark Target), (assuming the controlled model meets the criteria for the buff).
    • If your opponent is the same faction, then the controlled model will count as a "friendly faction model" and even more buffs are potentially available (such as Veteran Leader).
    • If you have an ability that is "take control of an enemy then make an attack", and that model has an ability that triggers after making an attack (such as Death Toll), then (most) such abilities won't work. Because you must recheck the trigger conditions for Death Toll at the time of resolving it, and the friendly/enemy criteria are no longer valid.
  • Theme abilities:
    • If a model gains an ability via a Theme Force rule, and then the opponent takes it over, whether it keeps that ability is ... being checked

Movement

  • You can advance a model into an acid cloud and force them to take damage, but they only take damage once per advance (ref Prime rulebook pg 65). Thus you cannot keep moving them micro-millimetres in and out of an acid cloud to inflict infinite damage.
  • The model is friendly while under your control, so you can't force free strikes by walking it past your own models. You can, however, walk it past your opponent's models and politely ask if they want to take free strikes against their own model.
  • If you enter into an area, the controlled model can suffer the effect of entering into the area only once per advance. It means you cannot yo-yo a Devastator in and out of a Razor Wall 36 times to deplete all its damage boxes.

Melee Attacks

  • Models with the Gunfighter advantage can make attacks as they normally would if the ability controlling them allows for basic attacks (e.g., Influence). Note that other "take control" abilities only allow for melee attacks, such as Seduction and Bone Shaker (Gunfighter attacks are ranged attacks).
  • Point Blank attacks cannot be made with temporarily controlled models, as Point Blank is only allowed 'during activation.'
  • Controlled models do not receive back strike bonuses, because you can only get that bonus during your normal activation.
  • With reference to the attack sequence (appendix A) your control of the model doesn't expire until after Step 14. So you can potentially trigger abilities like Snacking (Step 11.4).
    • As long as it's not limited to "during combat action" or "during activation".

Destroying the Controlled model
If the model is destroyed or RFP'd while under your control (for instance you walked it into a hazard), this has two consequences:

  1. It is considered to be under your control at the moment it is taken off the table:
    • Your opponent can't reave fury off a warbeast destroyed this way, because it is an enemy warbeast when it is taken off the table.
    • Your opponent can't trigger stuff that depends on a "Friendly model" being destroyed (such as Righteous Vengeance).
    • You can't trigger stuff that depends on an "Enemy model" being destroyed (such as Cull Soul).
  2. It returns to the original owner once it's off the table:
    • Your opponent can use Spirit Bond to get fury from the dead warbeast.
    • Your opponent can use Return To Play abilities to get it back on the table (assuming it wasn't RFP'd).

Taking control of an enemy Trooper (member of a unit)

  • A trooper you take control of becomes an independent model. Thus:
    • It will not benefit from any bonuses that it gets from its comrades (such as Gang, Shield Wall, etc).
    • It will not benefit from any bonuses that rely on the trooper being "in formation" (such as Granted and Tactics abilities).
    • Spells on a unit are considered to be on the "unit", not on the "models that make up the unit". So a controlled trooper will not benefit from any spells on the unit.
    • If you take control of the last survivor of a unit then the "unit" ceases to exist for the duration of the control. This means that any spells on the "unit" will expire. Woo, free dispel!
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Rules Clarification : Ghost Walk      (Edit)

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Rules Clarification : Ghostly      (Edit)

  • Ghostly doesn't let you move through other models, just terrain.
  • Ghostly doesn't let you ignore damage from hazardous terrain. (Infernal Ruling)
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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 : Black Talons      (Edit)

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Rules Clarification : Shadow Bind and/or Force Hold and/or Force Lock and/or Quagmire     (Edit)

  • Models affected by Shadow Bind/Force Hold may still advance 0" and thus abilities that trigger on "ends their movement within ..." or "after this model advances ..." will still trigger (for example Slipstream, Countercharge, etc).
  • Models may still be placed, so abilities like Apparition will still work.
  • The restriction applies to all advances: normal activation, bonus in-activation (like Overtake), and out-of-activation (like Energiser).
  • Shadow Bind only. If you manage to free strike a charging warjack and Shadow Bind it, their charge continues (an effect which prevents charging isn't retroactive if applied after the charge has already been declared).
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Rules Clarification : Venom      (Edit)

  • Damage Type (Edit)
    • This spell does elemental damage in addition to magical damage, not instead of magical damage. (Infernal Ruling)