Xerxis, Fury of Halaak

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Skorne Cavalry Battle Engine Warlock

Gifted with unparalleled skill, discipline, and ferocity as a warrior and a general, Xerxis, Fury of Halaak becomes truly awe-inspiring when he crashes through battle lines atop his cerops mount, Surus. As Xerxis punches through enemy lines, the entire might of his cohort surges to follow, inspired by their tyrant’s example. Before him and his matchlessly disciplined troops, fortifications topple and ranks of defenders scatter like sand in the wind.

Basic Info[edit]

Xerxis 2
Xerxis, Fury of Halaak.jpg
SPD 7
STR 8
MAT 8
DEF 13
ARM 19
FURY 5
HP 19
Base Size Huge
WBP +28
See also How to Read the statblock

Weapons[edit]

  • Lamentor - 2" reach, P+S 15 melee weapon
  • War Standard - 2" reach, P+S 12 melee weapon. (Only Xerxis would use a flag to hit people with)
  • Mount - 0.5" reach, POW 14 mount attack
    • Knockdown - When a model is hit by an attack with this weapon, it becomes knocked down.
    • Pitch (★ Attack) - Equal and smaller-based models hit by this special attack can be thrown d6" directly away from this model. The model thrown does not deviate. Collateral damage POW is equal to the STR of this model.

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.
  • 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.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Field Marshal [+2 SPD] - Warbeasts/warjacks in this model's battlegroup +2 SPD.
  • Sprint - If this model destroys or RFPs an enemy in melee during its activation, at the end of its activation it can make a full advance, then its activation ends.
  • Trample Power Attack - This model can make trample power attacks.

Feat: Hand of the Ancients[edit]

All models are considered to be in Xerxis's control range. Friendly Faction models roll an extra dice on attack and damage rolls and drop a die of your choice. Hand of the Ancients lasts for one turn.

Spells[edit]

  • Ignite - Cost 2, 6" range, Upkeep
Affected model/unit gains +2 to its melee damage rolls and Critical Continuous Fire on its melee attacks.
  • Rapport - COST 2, Range 6 upkeep. Target warbeast/warjack gains the spellcaster's MAT and RAT stats and has Extended Control Range. (Extended Control Range - Double this model's controlling caster's normal control range when determining if this model is within it.)
  • Stranglehold - Cost 2, 10" range, POW 11
If the target is damaged it must forfeit either its movement or its action next activation, as its controller chooses.

Recent Changes[edit]

2016.06 Mk2 to Mk3

Xerxis benefits from the new cavalry changes. Xerxis himself lost his old bond that allowed him to cast the bonded beast's animus for free. Ride by Attack was replaced with Sprint, and Mobility went up in price. He also lost Stranglehold for a unique spell called 'Petrify', which was a average cost, average RNG, average POW AOE spell that made any warrior hit become Stationary.

2017.01 The Great Skorne Errata

Xerxis gained Field Marshal: +2 SPD. On his spell list he traded Mobility for Rapport, and Petrify for Stranglehold.

Thoughts on Xerxis, Fury of Halaak[edit]

Xerxis, Fury of Halaak in a nutshell[edit]

Xerxis is a very big and powerful warlock that has a battlegroup buff, and a feat that is all round excellent. His beasts move fast and hit hard - and what more could you want? His huge base possibly makes him not the most competitive warlock but it's a very fun, 'pedal to the metal' playstyle.

Maximising his feat and spells[edit]

Placeholder.

Typical Army & Strategy[edit]

Strategy[edit]

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

Common army selection[edit]

Xerxis brings great things to warbeasts. Like a speed bonus to all of them. Unfortunately his downsides include a low FURY (and hence a low control area). He tends to bring a big battlegroup supported by Paingiver Beast Handlers but Ignite and his feat both support infantry. Some of his favorites are:

  • Archidon - Long Leash is really really useful for Xerxis. And the Archidon has an absurd threat range with Xerxis2
  • Tiberion - Overtake is an awesome bond and Xerxis really likes Shield Guards.
  • Aradus Soldier - Anything that increases their speed is just gravy!
  • Basilisk Krea - Extra DEF and ARM against shooting is really useful on his huge base.
  • Orin Midwinter - if you can't hide Xerxis, you can at least cancel incoming spells.
  • Praetorian Ferox - They are fast enough to keep up, and Ignite is great on them.
  • Desert Hydra - Innate path finder, reach, large base and volume of attacks make him a good candidate, the animus seals the deal.

Xerxis tends to like either infantry like Paingiver Bloodrunners that you won't overrun or infantry like Venator Reivers who have enough threat range that the battlegroup can run past them.

Drawbacks and Downsides[edit]

  • He's a big target. His defensive stats are made much worse by having a big base, which leaves a lot of places to get attacks on him.
  • Trampling requires a clear "landing zone", thus, very difficult to do with a huge based model.
  • Outside of his feat, his control range is very small.

Tricks and Tips[edit]

  • Cycle Ignite
  • Pitch and Sprint. The auto-KD nature of his mount means you can often negate free strikes before Sprinting away. Remember that Sprint requires you to kill a model.
  • Choosing to use Xerxis' MAT or RAT with Rapport is always optional. That means warbeasts can ignore Xerxis' abysmal RAT 4 when using ranged weapons against enemy models. You can also use the lower RAT if you are potentially rolling to hit against your own models.
  • Unlike Signs and Portents, Xerxis' feat allows you to drop ANY die (not just the lowest). This can be useful when you're trying to get a critical
    • Example: If Tiberion needs a '4+' to hit with his Tetsubo and rolls a 2-2-4, you can drop the '4' die, still hit the target, and choose to use the Crit:Smite ability on the Tetsubo.
    • You can also use this to drop the highest roll against your own friendly models, in case you are forced to make attacks against them like with a spray or trample.
  • Xerxis You can avoid Turn 2 fury-flow problems with a large battlegroup by, during deployment, putting your Paingiver Beast Handlers in B2B with some of your beasts. Then they can Prod them letting them charge for free rather than forcing them to run. You lose a little bit of movement, but avoid them frenzying next turn.
  • Try to use the impact attacks wherever possible. But be careful not to knock down your own models.
  • Trample:
    • Even if you don't have anyone in range, you can Trample any where you like and still cast spells. Trampling with zero targets doesn't end your activation like a failed charge does.
    • It can be more useful to use Trample that way than actually killing stuff. Both because it's hard to find a 'Landing Zone' for a huge-based Trampler, and also because you can leave yourself in a bad position for being assassinated.
    • If you can kill something, a late-game Trample followed by a Sprint can lead to an unexpected domination of a zone or flag. Use these movement shenanigans to your advantage.


Other[edit]

Trivia[edit]

  • It is a common misconception that Xerxis is permanently crippled after a PP staffer described his mount as a 'wheelchair'. Xerxis is actually able to walk and maneuver in combat, but does so with much effort and pain. The mounts main purpose is for Xerxis to ignore any recommended bedrest in order to stay involved in the invasion.
  • Xerxis' mount, Surus, is named after Hannibal's personal war elephant.
  • Xerxis was promoted to 'Lord Tyrant' in the backstory, despite the lack of title in his official name.

Theme Forces[edit]

Themes for any-and-all Skorne warlocks (& bonded beasts) (Edit)

Other Skorne Models[edit]

Skorne - Faction models (Edit)
Skorne Logo.jpg

Battlegroups
Warlocks Hexeris1 - Hexeris2 - Jalaam1 - Rasheth1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (Lesser Warlock)
Packs & Lesser Warbeasts Scarab Pack - Agonizer - Reptile Hounds
Light Warbeasts Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm
Heavy Warbeasts Aradus Sentinel - Aradus Soldier - Archidon - Bronzeback Titan - Rhinodon - Titan Cannoneer - Titan Gladiator - Titan Sentry
Character Warbeasts Chiron - Despoiler - Molik Karn - Tiberion
Gargantuans Desert Hydra - Mammoth
 
Units, Solos, & Battle Engines
Units Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - Nihilators - Paingiver Beast Handlers - Paingiver Bloodrunners - Praetorian Ferox - Praetorian Karax - Praetorian Keltarii - Praetorian Swordsmen - Tyrant Commander & Standard Bearer - Venator Catapult Crew - Venator Flayer Cannon Crew - Venator Reivers - Venator Slingers
Legends of Halaak
Solos Ancestral Guardian - Paingiver Bloodrunner Master Tormentor - Extoller Soulward - Mortitheurge Willbreaker - Paingiver Task Master - Venator Dakar - Void Spirit
Aptimus Marketh - Hakaar the Destroyer - Tyrant Rhadeim - Tyrant Zaadesh
Battle Engines Siege Animantarax
Skorne - Minion models (Edit)
Minion Skorne.jpg
Battlegroups
Warlocks Arkadius1 - Barnabas1 - Calaban1 - Carver1 - Helga1 - Jaga-Jaga1 - Maelok1 - Midas1 - Rask1 - Sturm & Drang1
Requires a 2+ warlock game
Lesser Warlocks Rorsh & Brine - Wrong Eye & Snapjaw
Warbeasts The minion warbeasts you can include in a Skorne 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.
 
Units, Solos, & Battle Engines
Units Bog Trog Ambushers - Croak Raiders - Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Gatorman Bokor & Bog Trog Swamp Shamblers - Gatorman Posse - Swamp Gobber Bellows Crew
Solos Bog Trog Mist Speaker - Bog Trog Trawler - Croak Hunter - Efaarit Scout - Feralgeist - Gatorman Witch Doctor - Gobber Tinker - Gremlin Swarm - Ogrun Bokur - Swamp Gobber Chef - Swamp Gobber River Raiders - Thrullg - Totem Hunter
Character Solos Agata, Queen of Carnage - Gudrun the Wanderer - Hutchuck, Ogrun Bounty Hunter - Maximus - Orin Midwinter, Rogue Inquisitor - Rorsh & Brine - Saxon Orrik - Targ - Wrong Eye & Snapjaw
Battle Engines Meat Thresher
Skorne - Theme Forces (Edit)
Imperial Warhost - Winds of Death - Disciples of Agony (CID) - The Exalted (Unreleased)

Rules Clarifications[edit]

Rules Clarification : Xerxis Mount and Special Attacks

  • Xerxis cannot use his Mount's special attack on the same activation he charges. (Infernal Ruling)


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 : Brutal Charge      (Edit)

  • If your charge movement was less than 3", your first attack is not considered a 'charge attack' and thus you won't get the Brutal Charge bonus.

Rules Clarification : Knockdown      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

Rules Clarification : Pitch      (Edit)

  • If you Pitch on a charge attack, then the throw damage will be boosted (but not collateral damage).
  • Throw ( Edit )
    • See the Throw article for a recap of the core Throw rules.
    • There are currently no rules clarifications for 'normal' throws, although there are a few for Power Attack Throws.


Rules Clarification:  : Warlock      (Edit)
Warning: This is a long one.

 
  • 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.
    • 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).
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 : 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.

Rules Clarification:  : Cavalry      (Edit)
Warning: This is a long one.

Mount Weapon
  • 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.

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.

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Tough - None yet. (Edit)

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 : Sprint and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
  • You can't purchase additional attacks after the move, because you can only buy attacks during your Combat Action and by definition "the end of your activation" happens after "your Combat Action".
  • Differences
    • With Sprint, you cannot trigger other abilities that also occur "at the end of activation" (such as Reposition), because Sprint includes the phrase "and then its activation ends". Click here for a detailed explanation
    • Run & Gun doesn't have this restriction.
    • Run & Gun won't trigger if you RFP the model, but Sprint will.

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 : Ignite      (Edit)

  • Since Ignite buffs "melee attacks" (and not "melee weapons") it will also affect Mount Attacks, Power Attacks, and various 'make a melee attack' abilities like Point Blank.

Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helio's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.

Rules Clarification : Rapport      (Edit)

  • Placeholder

Rules Clarification : Stranglehold      (Edit)

  • If a warbeast is hit by this spell and then frenzies, Stranglehold will expire during the Frenzy activation without achieving anything.