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  1. #1
    Destroyer of Worlds juckto's Avatar
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    Default Common mistakes regarding Cryx models and abilities: v3

    Last edited by juckto; 02-05-2013 at 07:55 PM.

    Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.

  2. #2
    Destroyer of Worlds juckto's Avatar
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    Common Spells

    Excarnate
    (Epic Asphyxious, Scaverous)
    • When using Excarnate, the model is always placed next to the warcaster (within 3" to be precise), no matter what the point of origin is (Warcaster, Skarlock, Deathjack, or Arc Node).


    Ghostly
    (Mortenbra, Coven, Scaverous, Epic Asphyxious, both Deneghras, Nightmare)
    • A Ghostly model can not move through models.
    • When declaring a charge etc, you still need LOS to your target before moving. This means you can not declare charges through solid buildings etc, even though you can move through them.
    • Losing Ghostly mid-move
      • Sometimes an enemy effect (such as Locker) will force you to move in a certain direction, which will cause you to end your move in an impassable object or other model.
      • The move is illegal due to the qualifier "if this model has enough movement to move completely past them."
      • You must rewind to the last legal position of your move (i.e. just before you entered the impassable object or other model).
      • (Rules discussion)


    Parasite
    (pDeneghra, pAsphyxious)
    • 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. (Infernal Ruling)


    Seduction / Influence
    (pDeneghra, Warwitch Siren)
    vs. Spell Ward etc
    • Seduction may be used against models which "may not be targeted by spells" because it doesn't actually target. (Infernal Ruling).
    • Influence does target, however.

    Buffs/abilities applicable to controlled model
    • The January Errata ruled that a trooper you take control of becomes an independant model.
    • 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. (Infernal Ruling)
    • If you take control of the sole survivor of the unit then the unit ceases to exist for the duration of the control. This means that any spells on the unit will expire. (Infernal Ruling)


    Other Spell Related Stuff

    Magic abilities
    • Do not require a skill check.
    • The number in brackets is only used when making a magic attack roll (i.e. Magic ability + 2D6 vs Enemy DEF)
    • If your magic ability is not a magic attack, then no roll is required and it happens automatically (assuming you're in range, etc).
    • Magic abilities are spells (Infernal ruling).


    "Target model/unit"
    • Many spells/abilities use the phrase "target model/unit". What happens is you target a single model, but if your spell is successful then the whole unit suffers the effects.
    • For instance, a trooper killed by Hellfire will still only be one dead trooper, but the unit has to take a command check.



    Timing sequence for Channeling a spell
    • The timing sequence of casting a spell isn't exactly written down in the rulebook, especially when you introduce arc nodes.
    • It can be important if there are models/abilities that prevent an arc node being used, etc. You need to know what the previous "legal game-state" was so that you can revert to it.
    • The correct sequence is:
      1. Determine which arc nodes are eligble to channel spells through. (Infernal ruling)
      2. Declare what spell you are casting.
      3. Pay the focus cost.
      4. Declare the point of origin (Infernal ruling)
      5. Declare the target.
      6. Measure range
      7. Make magic attack roll (if it's an offensive spell)
      8. Apply spell effects.

      Scenario 1: You declare you're casting a spell through an arc node, then discover it's outside your control area. Solution: Revert to #4 and spend your focus. You could (should) have checked the arc node at #1, but now that you've declared you're casting you're stuck with spending the focus and finding a new point of origin.
      Scenario 2: You declare you're checking which of your arc nodes can be channeled through, then declare you're channeling through one, and then your opponent tells you he has an effect which prevents that one from channeling. Solution: Revert to #1 and keep your focus, because that's when he should have informed you.


    AOE spells and Blast Damage
    • It’s easiest to think of blast damage as a type of damage, the same as fire damage or corrosion damage.
    • By default, an AOE will do full damage a model directly hit, and blast damage to models not directly hit.
    • However, there are many kinds of spell/special AoE that override this “default” by using the phrase “Models hit by Breath of Corruption suffer a POW 12 corrosion damage roll” (or something similar).
      This phrase, being part of a special rule, overrides the normal rules of "Determine models under AOE -> Models Hit -> Apply Blast Damage" and transforms it into "Determine models under AOE -> Models Hit -> Apply spell/special Effect".
    • In this case, models immune to blast damage have no protection, because the "apply blast damage" step has been completely skipped.
    • Refer to this thread for more info.


    Stacking movement debuffs
    • A penalty to your SPD or your movement does prevent charging, but does not prevent you from running (unless it specifically mentions it).
    • No matter how many debuffs you have on a model, their stat cannot go below 1 (except DEF which can't go below 5).
    • Once you have calculated it's current SPEED stat, you may then apply movement bonuses.
    • This means that a Khador jack (SPD 4) hit by 'Tied Shoelaces' (-2 SPD) and 'Club Foot' (-2 SPD) has a final SPD 1 (4 -2 -2 = 0. Minimum = 1), and thus may advance 1" or run 2" (2xSPD1).
    • The same Khador jack that then has Escort cast on it (+2" movement) will be able to advance 3" or run 4" (2xSPD1 +2").
    • Alternatively, instead of Escort the jack has Mobility cast on it (+2 SPD), it now has a final SPD 2 (4 -2 -2 +2 = 2), and thus may advance 2" or run 4".
    • (Rules discussion)


    "Summoning a model" into an area of effect
    • Lots of spells/weapons do damage when a model "enters or ends their activation within the spell/weapon area."
    • Models that are put into play within such an area (such as when you create a new mechanithrall) are considered to have entered it and so will take full damage.
    • (Infernal Ruling)


    Upkeep spells being recast
    • An upkeep will expire the instant you pay the focus to recast it, even if you miss your attack roll against the new target.
    • In the case of the skarlock, upkeeps expire when the skarlock "would" pay focus, i.e. when you declare you are using Spell Slave.
    • (Infernal Ruling)


    Casting spells while in melee
    • You may cast spells while you are in melee (the rules on "being in melee" only prevent ranged attacks).
    • You may target models outside of melee (the rules on casting spells have no targetting restrictions relevant to being in melee).
    • Note that models that use their action to cast spells (i.e. non-warcaster spellcasters) cannot cast spells on the charge because of the “must make melee attack after charge movement” clause.
    • Arc nodes may not channel while they're engaged by an enemy.
    • Arc nodes may channel while they're engaging an enemy.
    Last edited by juckto; 05-16-2013 at 06:24 PM.

    Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.

  3. #3
    Destroyer of Worlds juckto's Avatar
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    Common Weapon Abilities

    Magic Attacks vs Magical Attacks
    • There are four kinds of attack in this game. Melee attack, Ranged attack, Magic attack, and 'other.'
    • A model that is immune to Magic attacks is not immune to magical attacks. This is because they are different things.
    • An offensive spell (or magic ability) is a Magic Attack.
    • Attacks with a weapon that has makes the attacks magical attacks - but they are still either ranged or melee (depending on the weapon type).
      For instance, a melee weapon makes magical Melee Attacks; a ranged weapon makes magical Ranged Attacks.
      .
    • Why is this an issue? Because:
      A model which is immune to magic attacks is not immune to magical attacks.
      A model which is immune to magical attacks is not immune to magic attacks.
    • I really wish they'd called weapons "Enchanted" to prevent this confusion.


    Ghost Shot
    (Harrower, Captain Rengrave, Revenant Cannon Crew)
    • Ghost Shot allows you to ignore LoS while making an attack, so you can “see” everything on the board, including stuff behind you.
    • However, you may only declare attacks against models in your front arc, as per the Targeting rules.


    Harpoon – Drag
    (Reaper, Malice, Black Ogrun)
    Hitting/Damaging
    • If a model is destroyed by the ranged attack, drag does not trigger. Corpse tokens, soul tokens, and etc will be generated from the model’s original position.
    • After resolving damage from a harpoon shot, effects such as "Enliven" and "Whelp" are triggered before Drag.
      This is because Drag is "an effect which involves making an additional attack" and thus happens at the very end of the attack sequence. See Appendix A, step 12.

    Dragging
    • You cannot drag models with a larger base size than you.
    • Dragging is a Push, which is involuntary movement. This is different to advance, which is defined as voluntary movement.
    • Thus you cannot drag models through Incorporeal models, Curse-of-Shadowed models, etc because all those rules refer to "models can advance through this model."
    • Similarily, a model that is dragged is not subject to free strikes because it is not advancing out of melee.

    Melee
    • After using Drag, the attacking model may make a single melee attack without spending focus. (So Ogrun can make a single melee attack.)
    • After performing this melee attack, it may make additional melee attacks by spending focus as normal. (So Ogrun, not having focus in the first place, can't do this.)


    Thresher
    (Harrower, Bane Lord Tartarus, Scaverous)
    • When you charge + Thresher, only the damage roll against your charge target is automatically boosted.
    • All attacks made by a thresher attack are simultaneous. This means that technically you're supposed to:
      • You target all models simultaneously. (Infernal Ruling).
      • You resolve any/all effects that trigger on "when this model is targetted".
      • You make an attack roll against all models you targetted, in any order. (The order you roll the dice in doesn't really matter, as they're all simultaneous).
      • You then resolve any/all effects that trigger on “being hit”,.
      • You then make damage rolls against all the models you hit, in any order.
      • You then resolve any/all effects that trigger on “being damaged/disabled/boxed/destroyed”.
      • You then resolve any/all effects that trigger on “after the attack is resolved”.
    • However, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then to save time players will normally allow you to do the hit and damage rolls against models one at a time.
      If you're doing it this way, as a Cryx player keep in mind that all the souls are generated after the last thresher attack is resolved. Scaverous and Harrower can't get souls mid-thresh!
    • Only models that you have LOS at the start of the Thresh will be attacked, because you target them before the attack begins.
      To reiterate: you don't get to attack every model in your melee range, just ones in your melee range that you had LOS to.
    • All models in your LoS are attacked – friend or foe!
    Last edited by juckto; 02-10-2013 at 08:06 PM.

    Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.

  4. #4
    Destroyer of Worlds juckto's Avatar
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    Common Model Abilities

    Dark shroud
    (Bane thralls, Bane Lord Tartarus)
    • Only affects enemy models in your melee range. It's not an "aura."
    • Still applies during free strikes. (Infernal ruling)
    • Dark shroud does not stack with itself. Two Bane Thralls don't make an enemy have -4 ARM!


    Gunfighter
    Definition
    • Gunfighter allows you to make Ranged Attacks while in melee.
    • By itself, Gunfighter does not allow you to make both Ranged Attacks and Melee Attacks during the same activation. You need something like Virtuoso to do that.
    • Even though you're in melee, you still use your RAT to make the attack roll.
    • Any special rules involving "Ranged attacks" will still apply (such as "this model may not be targetted by Ranged Attacks").

    Range
    • Gunfighters with Reach can make Gunfighter attacks up to 2" away. (Infernal Ruling).

    Special Ranged Attacks in melee
    • Gunfighters can make special ranged attacks in melee.
    • However they cannot make special ranged attacks with their ranged weapons when charging. The Gunfighter special rules, that let you shoot after charging, only allow normal ranged attacks on the charge.

    Free strikes with ranged weapons
    • A gunfighter can make a free strike with a ranged weapon.
    • A free-strike made with a ranged weapon never gets the +2 to hit bonus (Rules discussion) (Note thread predates Valander becoming an Infernal, I think)
    • If you hit multiple targets (for instance you fired a spray or AOE weapon) then all damage rolls are boosted. (Infernal Ruling)

    Gunfighter vs. Point Blank
    • Gunfighter allows you to make ranged attacks while in melee. Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either sword or pistol for a Gunfighter model (unlessit has Virtuoso or something).
    • Point blank allows you to make melee attacks with your ranged weapon. As this is a melee attack, it doesn't prevent you from making other melee attacks during your activation. So both pistol and sword can be used at the same time.
    • Any modifiers to your ranged attacks will affect Gunfighter attacks, but not Point Blank attacks.
    • Any modifiers to your melee attacks will affect Point Blank attacks, but not Gunfighter attacks.


    Incorporeal
    (Pistol Wraith, Machine Wraith, Blackbane's Ghost Raiders, epic Deneghra, Wraith Engine)
    • Melee
      • Even though you're Incorporeal, you can still engage enemy models. And if they try and walk away, you can make a free strike (and immediately become Corporeal).
      • If you become Corporeal by making a free strike during the enemy's turn, then you stay Corporeal for one round. That is, all the remainder of the enemy turn, and the entirety of your next turn. Trust me, it's weird being Corporeal during your own turn and not easy to remember.
    • Line of Sight:
      • Being able to charge through a wall doesn't mean you can see your charge target through the wall. You still need normal LoS when declaring the charge.
      • Incorporeal models do not count as intervening models for LoS purposes.
    • Losing Incorporeal:
      • You lose Incorporeal when you declare a ranged or melee attack.
      • Magic attacks and special attacks that are not associated with a weapon (for instance, combustion) will not cause you to lose Incorporeal.
      • Note that declaring a charge is not declaring an attack; so if you declare a charge and fail the charge movement, then you remain Incorporeal.
      • You will regain Incorporeal one round after your first attack, regardless of how many attacks you make or whose turn you make them in. (Infernal Ruling)
    • Losing Incorporeal mid-move
      • Sometimes an enemy effect (such as Exorcist) will make you lose Incorporeal half-way through an impassable object or other model.
      • Sometimes an enemy effect (such as Locker) will force you to move in a certain direction, which will cause you to end your move in an impassable object or other model.
      • In either case, the move is illegal due to Incorporeal's qualifier "if this model has enough movement to move completely past them."
      • You must rewind to the last legal position of your move (i.e. just before you entered the impassable object or other model).
      • (Rules discussion)
    • Throws/Slams/Pushes
      • Incorporeal models may not be thrown, slammed, or pushed because these are considered an "effect of the power attack". (Infernal Ruling)
      • Power attacks are not associated with a weapon. So even if a warjack's open fist is magical, it still can't throw an Incorporeal model. And etc.
      • Note that Incorporeal models may be targetted and hit by power attacks (in the same way they can be targetted and hit by normal non-magical attacks), they're just immune to the damage and effects.
    • Other models moving through Incorporeal models:
      • Incorporeal models can be trampled through regardless of base size. (Infernal ruling)
      • Note that a model that is trampled over doesn't get to make free strikes, due to the trample rules. (Infernal ruling)
      • You may take free strikes against models moving (non-trampling) through you. Now this may seem awkward because at the point you're striking them is the same point that they're directly on top of your base, and two models can't occupy the same space, right? Don't worry about it, first resolve the attack normally and then:
        - You destroy it. They are removed from the table, and you stay where you are.
        - You do piss-all damage. They continue their movement normally, and you stay where you are.
        - You knockdown/make stationary/cripple movement system/etc. They stop right where they "left your melee range" and you follow the rules of least disturbance.
    • Magical Covering Fire:
      • If a weapon has (or somehow gains) the Magical ability, then any Covering Fire templates it lays down will also be magical and will damage Incorporeal models moving through them. (Infernal Ruling)
      • The Infernal has told me that this ruling only applies to Covering Fire, and other weapons (such as Magical Scathers) should be checked on a case-by-case basis.


    Sacrificial Pawn
    (Necrosurgeon, Terminus)
    Usage
    • Using it moves all damage and effects onto the pawnee - including stuff that triggers "on hit." (Rules Discussion)
    • Sacrificial Pawn can not be used against magic attacks (spells) and melee attacks.
    • It may be used against magical ranged attacks (ranged attacks made with a weapon that has ).

    Sprays and AoEs
    • A model hit by a ranged spray attack can use Sacrificial Pawn to pass it to another model. The placement of the template does not change. Note that this may cause that model (the Pawn) to be hit twice by the same spray.
    • A model directly hit by a ranged AOE may use Sacificial Pawn to pass it to another model. The new model is directly hit but the AOE remains where it is. (Infernal Ruling)
    • If a model is hit, but not directly hit, by an AOE it may not use Sacrificial Pawn.

    Sacrificial Pawn multiple times
    • If a model with the Sacrificial Pawn ability passes it to another model that also has Sacrificial Pawn ability, that second model may pass it along to a third model.
    • A model can only use Sac Pawn once, you cannot set up an infinite loop!
    • (Infernal ruling)

    The model hit
    • The new model hit (the "pawnee") may use any abilities that trigger on being hit/damaged by an enemy ranged attack. Such as Bane Knight's Vengeance move (Infernal Ruling).
    Last edited by juckto; 03-25-2013 at 12:53 PM.

    Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.

  5. #5
    Destroyer of Worlds juckto's Avatar
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    Warcasters – A to M
    Prime Asphyxious
    Spell - Scything Touch
    • Scything Touch does not affect melee attack rolls. (Infernal ruling)
    • The damage bonus affects all melee damage rolls, including free strikes and Point Blank attacks.
    • The crit corrosion only applies on normal melee attacks, not special attacks.

    Tier force
    • The wreck markers you gain for the Tier 3 bonus are not warjack wrecks. They're just wrecks.
    • As such, you cannot choose what "type" of warjack they "used to be", with the intention of getting the Cankerworm some sweet weapons.


    Epic Asphyxious:
    Feat – Spectral Legion
    • Has been revised several times. Check the latest Errata available from Privateer Press’s website.
    • Models returned can be models that died this turn (feat doesn't prohibit that). If those models have already activated, however, they will not get to activate again. (Infernal Ruling)
    • Returned models cannot be used to score objective points. (Infernal ruling)


    Asphyxious 3:
    Theme force - Orchestations of Annihilation
    • A model can only get one token from the tier 3 bonus. i.e. each token has to be assigned to different models.
    • Malice may be given one of the tier tokens, giving her a total of two.
    • (Infernal Ruling)
    • The free Necrotech does not include a free scrap thrall (Infernal Ruling)


    Prime Deneghra
    Feat – The Withering
    • The feat affects the focus statistic. So the enemy warcaster will replenish less focus, have a smaller control area, and have to roll higher when casting offensive spells. Great, eh?
    • Does not affect a warlock's FURY in the slightest.
    • Does not affect the Coven, due to "The Egregore cannot be affected by focus-reducing or focus-removing effects." (Infernal Ruling)


    Epic Deneghra
    Ability – Wraith Walker
    • Casting a spell does not make Deneghra lose her Incorporeal status, because it is neither a ranged nor a melee attack.
    • See also the Incorporeal section in “Common Model Abilities”.

    Feat - Web of Shadows
    • Her feat doesn't prevent enemies from moving, it just severely restricts how they can move.
    • They can still activate, (change facing and advance 0") or (forfeit movement), then end movement.
    • Thus models with abilities such as Slipstream that trigger on "ends their movement within ..." will still trigger.
    • Models may still be placed.
    • (Rules Discussion)


    Prime Goreshade
    Feat – Dark Summons
    • Is legal in Mangled Metal scenarios.


    Epic Goreshade
    Ability - Elite Cadre
    • Does not stack with Bane Lord Tartarus's Death Toll ability. (Infernal Ruling)

    Feat – Reanimator
    • Can be used to bring back solos. (Rules discussion)
    • Can be used to bring back officer models. (Rules discussion)
    • may not be used to create new units.
    • You can not return models that have been "removed from play" as per the rule on page 68 of Prime.
    • Returned models cannot use once-per-game abilities a 2nd time (for example Bloodwitch UA's "Blood Shadows") as per rule on page 68.
    • Placing the models is not simultaneous (Infernal Ruling). This means you can "leap frog" by returning an Officer, place him on the edge of the Leader's CMD range (so he is in formation), and then place subsequent troopers in the Officer's CMD range (since he becomes Unit Commander the moment he is placed).
    • Unit size:
      • Returned trooper models must join their original unit. The unit can not go beyond its starting size.
      • However there are some abilities that allow you to add models to a unit (for instance the Necrosurgeon creating new thralls from corpses she collects). Such models are considered to add to the starting size of the unit.
      • Example 1, say you start with two units of 6-man bile thralls that were whittled down to four biles each; you can not use the feat to recreate a unit of 5 and a unit of 7.
      • Example 2, Say you start with a unit of 10 banes and lose 3 (7 on the table). Then Bane Lord Tartarus adds 2 (9 on the table) - their starting size is now considered to be 12. Then you lose 1 more (8 on the table), then you feat. You can recreate all 4 and go back to the "starting size" of 12 models.


    Mortenbra
    Feat - Recalibration
    • Things which attack via exploding (bloat, bile, and scrap thralls) will not gain the bonus on damage rolls because by that point they're no longer on the table and thus not in her control area. (Rules discussion)
    • Doesn't work for the D3 damage from 'Doom Spiral,' because that is not a proper damage roll. (Rules discussion)

    Ability – Interface
    • If a warjack is in base-to-base with Morty, then it can use any focus that is "on" Mortenbra exactly as if it was "on" itself.
    • Interface does not work in reverse - Morty can not use focus that is "on" warjacks to cast spells, etc.

    Spell –Overrun
    • Overrun won't trigger if you kill someone with collateral damage (such as a slam or throw).
    • You cannot trigger Overrun in the middle of an attack - for instance if you are Threshering, then you must complete all dice rolls before triggering Overrun.
    • Once Overrun is triggered, you may move any warjack, it doesn't have to be the one the Overrun spell was on.
    • A model moved by Overrun spell can still sacrifice movement during its normal activation.
      For example, you can cast Overrun on a Leviathan, have it sacrifice its movement to get an aiming bonus, kill a model with your first shot, move the Leviathan via Overrun, and still have the aiming bonus for your next two shots!

    Attachment – Deryliss
    • Arcane Extension does not interact with a Stalker's Extended Control Range, because Deryliss does not increase Mortenbra's control area (he simply allows her to allocate to things in his command range).
    Last edited by juckto; 05-16-2013 at 06:30 PM.

    Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.

  6. #6
    Destroyer of Worlds juckto's Avatar
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    Warcasters – S to Z

    Scaverous
    Feat – Black Gate
    • Does not affect the cost of spells until they are cast. Enemy models like the Skarlock/Geowolden can still select spells that are normally 3 FOC/FURY.
      And once they're selected, it doesn't matter how much they cost because neither the Skarlock or Woldwolden actually spend FOC/FURY when they cast.
    • Similarly, even though the feat reduces Scav's spells by 1, Scav's Skarlock can not select a FOC 4 spell.
    • (Infernal Ruling)
    • The Deathjack does not get a discount on spells cost. That discount only applies to Scaverous.


    Prime Skarre:
    Spell – Ritual Sacrifice
    • May still gain focus via her spell Ritual Sacrifice even if hit by disruption or similar - that only prevents focus replenishment.

    Theme list - "Ships in the Night" (available in No Quarter issue 37)
    • May only take non-character Sea Dog units.
    • If you add a character attachment to a unit, the entire unit becomes a character unit.
    • Thus you can't add models such as Mr. Walls.
    • (Rules discussion)


    Epic Skarre
    Feat – Fate Weaver
    • Friendly models may be hit by a blast/spray targeted at a nearby model.
    • Friendly models may be hit by a Trample, because that targets noone at all.
    • Friendly models may be hit by a thrown model, because that is not considered to be an attack. (Infernal Ruling)
    • Enemy models may not make attacks, but they may still use abilities, actions, non-offensive spells.
    • Most enemy feats can still be used, even if they are offensive. Just as long as the feat doesn't specify "make an attack."

    Spell - Admonition
    Countercharge vs. Admonition
    • You may activate countercharge during your own turn if an enemy moves and triggers countercharge. (For instance they used Admonition to try and move away).
    • What happens is:
      1. You activate a model and move it.
      2. This triggers their Admonition, so they move.
      3. Their movement triggers your countercharge, so you charge and make a charge attack.
      4. You go back to the original model and finish it's activation.
    • If the model with countercharge is the one that is active, then you might get two charge attacks!
      You charge them, they move away, you countercharge them, resolve countercharge attack, resolve original charge attack. (Infernal Ruling)
    • Since it is still during your activation, you may boost attacks and trigger stuff like "Sustained Attack" during the countercharge attack. (Infernal Ruling)

    Spell - Death Ward
    • Versus something which allows the attacker to choose which column is damaged (such as "Precision Strike"), Death Ward has no effect. This is because active player (the attacker) effects resolve before inactive player (the Cryx player).
    • (Rules discussion) (note discussion predates TUM becoming an Infernal)
    • With Colossals, it allows you to pick the column, but not the grid

    Spell - Black Spot
    • Only Cryx models get an extra attack, not mercenaries/minions. Because it states “friendly faction”.
    • Does not trigger on models killed by magic attacks.
    • Only one extra attack is generated from a Trample or Thresh, no matter how many models were killed. Because Trample and Thresh are both considered “a single attack”.
    • Does not stack with Gerlak Slaughterborn's Killing Spree ability. See "Attack-generating Abilities" on pages 60&61 of Prime.
    • Black Spot and Combined Melee Attacks/Combined Ranged Attacks
      • Models that participate in a combined attack do not make an attack, they just "use up" their attack to "give" the leader bonuses.
      • As such, only the leader model gets to make an additional attack from Black Spot.
      • This additional attack is a normal attack, not a combined attack.
      • However, you can turn it into a combined attack if the participants have a 2nd attack that they can "use up" to give the leader bonuses.
      • (Infernal Ruling)


    Terminus
    Shadow of Death
    • The Wraith Engine, being an undead model, gets Tough.


    Venethrax
    Caustic Presence
    • Trumps abilties/spells that make continuous effects expire, because "do not expire" trumps "expires."
    • Refer 'Rule Priority' section (pg 29 of Prime).


    Witch Coven of Garlghast
    Spell casting
    • The Egregore is not a warcaster. It cannot cast spells or use the feat during its activation. (Rules discussion)

    Spell - Infernal Machine
    • Recasting Infernal Machine on the same jack will not cause a new Terror check. (Infernal Ruling)

    Perfect Conjunction (Check name)
    • All witches must have LoS to the other two and Egregore, not just the current active one.
    • So at least one witch must face backwards.
    • The best formation is actually to have two face half-backwards. See this diagram.

    Activation
    • The Coven are not a unit, and they have four separate activations (one for each witch and one for Egregore).
    • These activations can be in any order, and you can even activate other parts of your army in between.

    Nomenclature
    • Any reference to "Witch" in their special rules refers only to the 3 witches that are part of the Coven. It does not refer to Warwitches, Wraith Witch Denegrha, etc.

    SteamRoller 2013
    • For the purposes of Killbox and Dominating, the witches count as a single warcaster with multiple models. (Hacksaw Ruling)
    • So that means you only need one witch model in a zone to dominate it. If you have two witches in two different zones, then the active player gets to choose which one you try to dominate.
    • If any of the witches is outside the killbox, then your opponent earns 2 points for each witch outside.
    • Egregore is still just a solo, though.
    Last edited by juckto; 01-24-2013 at 12:14 PM.

    Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.

  7. #7
    Destroyer of Worlds juckto's Avatar
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    Warjacks - Power Attacks

    Power Attacks - The Basics
    • Power Attacks may not be used after charging.
    • Power Attacks are a Special Melee Attack. As such:
      • You can only do one Power Attack per activation.
      • You can't make your normal attacks. Not before, not after, not during - you simply "give up" your normal attacks to do the Power Attack.
      • After it's resolved, you can spend focus to buy normal melee attacks. You cannot spend focus to buy additional Power Attacks.
    • Power Attacks are not made with any specific weapon and don't gain any bonuses associated with weapons (for instance, or "critical hit" effects)
    • Some models have special rules that allow them to do normal attacks and power attacks in the same activation (for instance, the Seether's "Smash and Grab" rule).


    Power Attack - Trample
    • Trample doesn't target. (Rules discussion)
    • Trample direction does not require line of sight. You can pick a direction behind yourself! (Rules discussion)
    • It is not enough to just "contact" a model, you must pass over it if you want to trample it. (Infernal Ruling)
    • If there is not enough room to place the trampling model where you desire, you cannot trample there.
    • The rules specify that you pick a direction you Trample in, not a point you trample to. Thus if there is not enough room to put the trampler where you deside, you must "rewind" along the line to the last legal position.
      To reiterate - you may not pick a different Trample direction just because there wasn't enough space at the end of your desired Trample.
    • This may result in you trampling zero models.


    Power Attack - Throw (single or double)
    • Power attacks are not made with a weapon. Throws will not gain special nor critical effects that the open fist has.
    • For double handed throws: When measuring to see whether your target is in range, measure from the base of the model being thrown. (Infernal ruling)


    Power Attacks vs Incorporeal models
    • Incorporeal models are immune to damage caused by power attacks and all the effects of power attacks. i.e. they can never be thrown, pushed, etc.
    • Even if the warjack has a magical weapon, it doesn't matter because power attacks are never made with a specific weapon.
    • Refer to the Incorporeal section in "Common model abilities" section for more info.


    Warjacks - General

    Affinities
    • Several character jacks have affinities with casters (Nightmare with Denegrha, Cankerworm with Asphyxious, etc). These should not be confused with bonds, that other factions get.


    Arc nodes
    Channeling
    • The timing sequence of casting a spell isn't exactly written down in the rulebook, especially when you introduce arc nodes. Refer to "Common Spells" section for correct sequence.
    • Although many different models can cast spells, only warcasters can channel spells. And only through arc nodes that are in their personal battlegroup.
    • The Deathjack, Skarlock, Jack Marshalls, etc can not channel spells because they have neither a control range nor a battlegroup.

    Arc nodes in melee
    • You can not channel when the arc node is engaged by an enemy model.
    • But you can channel if the arc node is engaging an enemy model.
      For example, if you're in the enemy's back arc you're engaging them but they're not engaging you, so you can channel.
    • Also, you can target models outside of melee with the spell(s) you channel.

    Targetting
    • You can not channel offensive spells through the arc node onto the arc node (because offensive spells can not target point of origin).
    • You can run the arc node behind an enemy, then activate your caster and channel a spell, and you will get the back strike bonus.
      To get a back strike bonus "the point of origin of the attack must be in the rear arc of the target model during the attacking model's entire activation", the arc node is the "point of origin," and the caster is the "attacking model". Where the arc node was during the arc node's activation doesn't matter.


    Focus Allocation
    • A warjack can not have more than 3 focus on it as a result of allocation. If a special rule uses the word “allocate” anywhere in it, then it is limited by this rule.
    • However a warjack can go over 3 focus if it generates them via other means. For example the Deathjack’s Skulls of Hate.


    Crippled Cortex
    • A warjack with a crippled cortex may still gain focus by non-allocation means (for instance the Deathjack's skulls of Hate).
    • A crippled cortex warjack may still perform actions which it can perform "without spending focus" (for instance the Seether's ability to run or charge without spending focus).
    Last edited by juckto; 02-05-2013 at 08:09 PM.

    Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.

  8. #8
    Destroyer of Worlds juckto's Avatar
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    Light Warjacks
    Helldiver
    Burrow


    Scavenger
    Ability – Sprint
    • May be affected by Overrun and Sprint on the same turn.
    • Or Perdition and Sprint. Or Admonition and Sprint.
    • Basically having one out-of-activation move doesn’t prevent you from having a 2nd one from a different source.

    Ability - Finisher
    • Because this ability is on the model (not a weapon) it will apply to stuff like slam damage.
    • (Infernal ruling).


    Stalker
    Ability – Extended Control Range
    • Unlike how you can measure your control range whenever you feel like it, you may only measure your "Extended Control Range" when it is necessary to do so (i.e. focus allocation, determining whether it has been affected by Mortenbra's Terminal Velocity spell, etc).
    • (Infernal Ruling) (Note discussion predates Valander becoming an Infernal ... but not Macallan)

    Ability - Arcane Assassin
    • Only ignores spells that directly add to a model's DEF or ARM.
    • For instance, if a spell grants "Concealment" then you don't get to ignore the DEF bonus from Concealment (even though it's 'technically' from a spell).
      I know this is a bad example because the stalker is a melee jack and concealment does nothing in melee.
    • Does not ignore feats that add DEF or ARM (Infernal Ruling)
    • Does not ignore non-focus effects that overboost ARM (such as Malice's souls).
    Last edited by juckto; 02-05-2012 at 03:46 PM.

    Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.

  9. #9
    Destroyer of Worlds juckto's Avatar
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    Heavy Warjacks

    Corruptor
    Model ability – Attack type
    • The different attack types are a special rule of the Corruptor model, not the weapons. So if the Cankerworm steals it then he wouldn't get to use any of the 3 attack modes .
    • Burster:
      • The Burster mode doesn't give the weapon an AOE, but allows you to place an AOE if you meet certain conditions (box a living model).
      • Effects that trigger on "model destroyed" will not trigger on the burst model, as it is boxed then removed from play.
      • But they will trigger on models destroyed by the AOE (even though it's not part of the original attack). (Infernal ruling)
      • Any model with a bonus vs ranged or melee attacks (such as Kruger's deflection) do not get it vs the AOE.
    • Pyscho Venom:
      • Effects that trigger on "when a model is destroyed by this attack, after the attack is resolved immediately ..." will not trigger, because the model is not destroyed until the end of the turn but the attack is resolved well before that.
      • The enemy model remains an enemy model, so it won't automatically become engaged by its erstwhile allies.
      • Note that its front arc and LoS remains the same for channeling purposes.


    Descreator
    Weapon attribute - Scather
    • The original attack does hurt friendly models. It's only the AOE that remains in play which doesn't hurt.
    • The AOE that remains in play is not a cloud and does not block LoS.

    Weapon attribute – Critical Shred
    • Critical Shred only works during your combat action, not on free strikes etc. (Refer to pg 49 of prime)


    Harrower
    Model Ability – Cull Soul
    • When you thresher, all the attack rolls and damage rolls are simultaneous. Therefore souls aren't generated until after you finish making your "last" thresher attack.
    • Or in other words, a soul gained from the first model threshed can not be used to boost attacks vs the second model threshed.
    • See also the section on Thresher in "Common Weapon Abilities".


    Seether
    Ability – Smash and Grab
    • Using the Smash and Grab ability does not prevent you from making your initial tusk attack.
      That means, after resolving the free power attack you may still make your initial tusk attack (if anything is still in range). (Infernal Ruling)

    Ability – Soul Drive
    This ability uses the word “allocate”, which means:
    • The Seether generates one point of focus each turn (unless he is disrupted or autonomous, see below).
    • Due to the rule "You may only allocate a warjack 3 focus", your warcaster can only give him another 2.
    • Sirens can not use power booster to give a Seether a 2nd focus. (They can use it to give focus to disrupted Seethers and/or autonomous Seethers, though.)
    • A Seether suffering from Disruption does not gain a focus from soul drive, because disruption states "warjacks hit with this weapon can not be allocated focus".
    • An autonomous Seether (for instance, one created by the Withershadow combine) can not gain a focus from soul drive, because autonomous warjacks specifically can not be allocated focus.
    • A marshaled Seether can gain a focus from soul drive. (Infernal Ruling)


    Colossals

    General
    Deploy/Redeploy

    Abilities that allow you to pick the column to damage (Death Ward, Sniper, etc)
    • They allow you to pick which column gets damaged. They do not allow you to pick which grid gets damaged. (Infernal Ruling)

    Out of activation movements - Clarifications
    • A Colossal cannot change its facing from the spell "Jump Start." (Infernal Ruling)


    Kraken
    Model classification
    • The Kraken is a Colossal.
    • Colossals are warjacks.
    • The Kraken is not a Helljack. (Infernal Ruling)

    Power Attack - Sweep

    Ability - Collector
    • Despite the odd wording of "If this model has less than 3, it can gain more," the Kraken can only have a maximum of three corpse tokens at one time. (Infernal Ruling)

    Black Spot
    • Melee attacks won't grant Black Spot attacks unless you're full of corpses, because Collector RFPs the model before Black Spot can trigger.
    • Black Spot must be the same as your initial attack. (Infernal ruling)
    • If you are making melee attacks, Black Spot will grant melee attacks. You can use Kill Shot as per normal, but if Kill Shot destroys a Black Spotted model the attack you gain will be a melee attack.
    • If you are making ranged attacks, Black Spot will grant ranged attacks that ignore ROF. You can get a ridiculous number of Hellblaster shots. (Infernal Ruling)
    Last edited by juckto; 03-23-2013 at 01:31 PM.

    Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.

  10. #10
    Destroyer of Worlds juckto's Avatar
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    Character Warjacks

    Cankerworm
    Ability – Salvage
    • Cannot use Salvage mid-movement. Refer pg 244 "Anytime abilities". (Rules discussion)
    • Can use stolen Retribution weapons (that normally run off the field generator) for two reasons:
      1. The rule stating that retribution weapons "can not be used if the field generator system is crippled" is a rule of the retribution model, not the weapon. And the cankerworm does not gain model's special rules.
      2. The cankerworm does not have, and never can have, a crippled field generator system.
    • Can use special abilities for weapons that you'd assume need two weapons to work. It depends on the exact wording of the weapon.
      For instance, you can steal a Slayer's deathclaw and do a combo-strike ("When making an attack with this weapon, ..." ).
      But you can't steal a Seether's deathclaw and do a Smash-n-Grab ("When this model hits with both initial attacks with this weapon, ..." ).


    Deathjack
    Souls, focus allocation, and Skulls
    • Souls turn into focus at the same time your warcaster replenishes focus. When you try to allocate more focus from the warcaster then you are limited by the "may not have more than 3 focus as a result of allocation" rule.
    • For instance, if your DJ has 2 souls, they turn into 2 focus, then you can allocate one more. You cannot allocate two more, because then the DJ would have 4 focus as a result of allocation.
    • Note that there is no limit on number of souls turning into focus - if you have 10 souls, they'll turn into 10 focus. (And you'll be able to allocate zero more from your warcaster).
    • Skulls of Hate's focus occurs after allocation is finished, and hence is not limited by the "may not have more than 3 focus as a result of allocation" in any way.
    • For example, your DJ has 2 souls, they into 2 focus before allocation, you allocate one more, you have 3 as a result of allocation, skulls of hate add another 2 after allocation, you have a total of 5 focus by the end of the control phase.

    Ability – Cull Soul
    • Disruption does not strip a Deathjack of soul tokens, nor prevent souls turning into focus during your next control phase.
    • Although he can collect souls from Trample, only from models that are within 2" of his final position as per the usual cull soul rules.
      (Trample movement occurs before making Trample attacks and destroying models)

    Ability - Rendering
    • When you gain a soul you must decide immediately whether to keep the token or to heal d6.
    • You cannot spend soul tokens you earned previously to heal damage.
    • You can use rendering on souls you gain out of activation (e.g. from a free strike).
    • (Rules discussion)

    Ability – Skulls of Hate
    • You may target models in your front arc, and while Skulls of Hate is working you get a 360 degree front arc.
    • Although it has a 360 degree LoS, it cannot choose to throw a model from one side of its base at something on the other side. You still have to obey the throw rules "throw in a direction away from the throwing model". See this ruling by an infernal.

    Necromancy
    • The Deathjack is not an arc node. It casts spells itself, via "Necromancy".
    • The Deathjack has to use his own focus pool to cast (and boost) his own spells, he cannot use his caster's focus.
    • He has to pay the full focus cost to cast a spell.
    • The sentence "When making a magic attack roll, this model uses it's controller's FOCUS" means use your warcaster's FOC stat when making a magic attack roll. That is all.
    • Necromancy is not a Special Action nor a Special Attack, so the DJ can cast spells at any point of its activation (just like a warcaster does).
    • A Deathjack cannot cast spells with a range of SELF or CTRL.
    • He cannot channel spells through arc nodes, because they are not part of his battlegroup.

    Other – Crippled cortex
    A Deathjack with a crippled cortex:
    • May not be allocated focus nor use focus. Thus it can't cast spells, boost attacks, etc.
    • May still gain focus from Skulls of Hate (but still can't do anything with the focus until it's cortex is repaired).
    • May still use Rendering.
    • If its cortex is repaired, it may immediately start using focus.


    Erebus
    Affinity - Scaverous and trample
    • Scaverous gets the souls as long as Erebus is "while within" his control area.
    • Trample movement is done before trample attacks.
    • Therefore Scaverous will get the souls as long as Erebus ends his trample in the control area. It doesn't matter where Erebus started or where the models are - only where Erebus ends.
    • (Rules discussion)


    Malice
    Ability – Possession
    • Malice can use possession on free strikes.
    • After possession finishes, the enemy model can continue its activation normally, subtracting any movement that was "used up" before the free strike occurred.
    • If Malice possesses a charging model you may move it normally under possession, but when control returns to the original player the charge movement stops. It will be a failed charge if the charge target is not in melee range.
    • (Infernal Ruling(s))


    Nightmare
    Ability – Prey
    • You can measure for the prey distance at the start of that model's activation. However, you could only measure up to 10" out from Nightmare's base.
    Last edited by juckto; 10-12-2012 at 04:01 PM.

    Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.

  11. #11
    Destroyer of Worlds juckto's Avatar
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    Units - Living

    Unit Formation
    • A model out of formation can not receive orders, make actions, and must head towards the commander.
    • An out of formation trooper cannot make free strikes.
    • This happens even if you started in formation.
    • You must check to see if trooper's are in formation at the beginning of the unit's activation, to see if they're eligble to receive orders.
    • You must check to see if trooper's are in formation at the end of the unit's movement, to see if they can make actions.
    • You may check whether a trooper is in formation at any time during the unit's activation. (Refer to "Formation" rules, not "Command Range" rules).
    • When you measure your command range, you can only measure to a trooper, and not beyond.
      You can't stick the tape measure out and 'radar sweep' it around.


    Abomination
    • Forces terror checks on friendly living models as well as enemy.


    Satyxis Blood Witches
    Death Strike
    • Death Strike damage may be re-rolled via Mortenbra's feat. (Infernal Ruling)
    • Presumably this would also mean they gain any bonus that affects "damage rolls," but this hasn't been confirmed yet and I can't think of any off the top of my head.


    Satyxis Raiders
    Combined Melee Attack and Backlash
    • Enemy warcaster only takes one backlash damage from a CMA, regardless of how many lacerators contribute. Because it boils down to one model (the primary attacker) making one attack (with +hit and +damage bonuses).
    • If the primary attacker uses their horns then the enemy warcaster takes zero backlash damage, regardless of how many lacerators contribute.

    Combined Melee Attack with two weapons
    • Each raider gets two attacks. Both, one, or neither can be a CMA as you choose.
    • If you are doing two CMA, then you should note that you don’t have to use the same “primary attacker” or the same “participants” as the first CMA.
      For instance, you could have the first CMA with raider A being the "primary attacker" and raider B being the "participant", then for the second CMA have raider B the "primary attacker" and raider A the "participant".
    • Primary attackers and participants don't have to use the same weapon. So, continuing with the above example, you could have primary A use lash and participant B use horns, then primary B use lash and participant A use horns. Effectively granting you two lash attacks with CMA bonuses!

    Combined Melee Attack and charging
    • For a CMA to be get the charge bonus, all participants must be using their charge attack.
    • This means that all the participants “use up” their own charge attack when they help make someone else make a CMA charge attack. (Infernal ruling)
    • The first attack a model makes is always a charge attack, whether it “giving it away” to a CMA or making it normally. You can not make just your second attack and “save my charge attack for a CMA I’m gonna do with a different model”. (Infernal Ruling)
    • You can not contribute a model's non-charge attack to a CMA if it hasn't yet made it's charge attack. (Infernal Ruling)
    • However thanks to the "Units with Combined Melee Attack ignore the rule that one trooper's combat action cannot begin until the previous model's combat action ends" rule, you can forgo your second attack if you want to do a CMA with it. For example:
      1. Model A performs its charge attack.
      2. Model B performs its charge attack. (Interrupting A)
      3. Model C performs its charge attack. (Interrupting B)
      4. CMA using A, B & C's remaining attack. Either Model A, Model B, or Model C could could be the primary attack because those three models still have unfinished combat actions.

      (Infernal Ruling)

    This is all too confusing!
    • You're not the only one. If you want more information, try this thread. Make sure you read the whole thing though, because a lot of people say incorrect information.
    • Most especially, check this diagram at post #27 where I tried explaining how to best attack groups of infantry.
    Last edited by juckto; 05-16-2013 at 06:07 PM.

    Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.

  12. #12
    Destroyer of Worlds juckto's Avatar
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    Units - Undead

    Unit Formation
    • Refer to "Unit formation" in the Living section.


    Souls
    • There is no rule which states "Undead models do not produce soul tokens".
    • It's merely an unfortunate oversight that every soul collector in the game specifies "When a living enemy model..."
    • So, in conclusion, Undead models do have souls and that is awesome.
    • [/toruk propoganda]


    Bane Knights
    Vengeance
    • When resolving Vengeance, move all models in the unit before making attacks. (Infernal Ruling)
    • Vengeance is not an activation. It does not prevent the unit from activating and acting normally. (Rules discussion)
    • Stationary models may not perform vengeance moves nor attacks. (Rules discussion)


    Blackbane's Ghost Raiders
    • When you box an enemy living model, the newly created Raider is placed within 3" of the Grunt that made the attack. (Infernal Ruling).


    Revenant Crew
    • Point Blank is fundamentally different to Gunfighter. Point Blank allows you to make melee attacks with your ranged weapon. This means:
      • Revenant crew get two attacks in melee.
      • Attacks made with a ranged weapon using the Point Blank ability will use MAT to hit (instead of RAT).
      • They get the Gang Bonus on the Point Blank shot since it is a considered a melee attack.
      • Likewise they benefit from any spells that modifies "melee attack" or "melee damage" (such as Scything Touch).
      • They do not get boosted damage on a charge with the Point Blank shot (because the Point Blank rules specifically mention that).


    Revenant Cannon Crew
    Ghost shot + Captain Rengrave
    • Ghost shot allows you to ignore LoS when making an attack. In other words, the leader can see the entire board when he makes a ranged attack, including stuff behind him.
    • Due to this, he can see Captain Rengrave whereever he may be, and so always gets the Veteran Leader bonus whenever he makes a ranged attack.
    • Note that you must still target something in your front arc, as per the targetting rules.
    • Note that he doesn't ignore LoS when making melee attacks, and the normal grunts never ignore LoS.


    Necrosurgeon
    • The necrosurgeon can have an unlimited number of corpse tokens.
    • Collecting corpses:
      • May collect corpses from Brute Thralls. They have the word "Mechanithrall" in their unit title and therefore special rules referring to Mechanithralls also apply to them (see "Game Terms", pg 29 of Prime).
      • Surgeon and stitch thralls do not require LoS to the destroyed model when collecting its corpse.
      • Stitch thralls do not need to be in formation to collect corpses.
      • A stitch thrall that is killed by the same attack as a Mechanithrall (caught in the same AOE for instance) may collect the corpse token, because the stitch thrall model is still on the table when both of them reach the "destroyed" stage. (Infernal ruling)
    • Creating Mechanithralls
      • She may convert up to three corpse tokens into three mechaninthralls (at a 1-to-1 ratio) as a special action.
      • She may not create Brute thralls because they're not Grunt models.
      • These new thralls must be placed in formation with an existing mechanithrall unit, you may not create a new unit.
      • Surgeon does not require LoS to any mechanithrall models that she creates.
      • The new mechanithralls can activate the same turn they were created IF the unit they joined has not yet activated.


    Soulhunters
    • If they gain Incorporeal via activating in Darragh Wrathe's command area, it only lasts during their activation, not an entire turn and definitely not the opponent's turn.
    • You remain Incorporeal during the Light Cavalry movement.
    • You may not use Light Cavalry movement if you run. See the thread: Clarification of Light Cavalry movement.


    Withershadow Combine
    • Dark Industries:
      • Creates an autonomous warjack. (Not to be confused with an inert warjack.)
      • May activate on the turn it is put into play.
      • It is not part of your battlegroup, so it will not gain any benefits thereof. No free charges from Morty's Terminal Velocity, no channeling spells through its arc node, no etc.
      • You can not allocate focus to it from your caster. Nor can an autonomous Seether get a focus allocated to it from Soul Drive.
      • You can make it part of your battlegroup by the normal fashion.
    • Admonia's Unbinding:
      • The model that takes the d3 damage is the model that controls the spell. In other words, the enemy warcaster.
    • Admonia's Black Arts
      • In a multi-caster game, more than one warcaster can upkeep a spell for free. (Rules discussion)
    Last edited by juckto; 05-19-2013 at 02:11 PM.

    Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.

  13. #13
    Destroyer of Worlds juckto's Avatar
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    Solos

    Bloat Thrall
    • Its gun, "Despoiler", does not cause Continuous Effect: Corrosion.


    Iron Lich Overseer
    • Cannot Jack Marshal character warjacks.
    • A Jack Marshalled Seether, whose Overseer dies, becomes Autonomous and thus no longer gains free focus from Soul Drive (because it uses the word "allocate").


    Machine Wraith
    • Taking Over
      • Machine Meld is a Special Action, and so it can not be used after running or charging.
      • Most effects that are on the warjack will stay in place. For instance upkeep spells will stay until the next maintenance phase, at which point they can be upkept/expire normally. (Rules discussion) (Note thread predates Valander becoming an Infernal)
      • You can't activate the warjack on the same round you possess it.
      • The possessed jack is not part of your battlegroup, so you can not allocate focus to it, can not channel spells through its arc node, etc.
    • Getting Exorcised
      • When you leave a warjack, you get to choose where your wraith is placed (as the controlling player).
      • You are still Incorporeal after leaving a warjack.
    • Other
      • Can be trampled through when it's Incorporal, even though it has a medium base. (Infernal ruling).
      • Refer also to the Incorporal section in the "Common Model Abilities"


    Pistol Wraith
    • Death chill does not prevent out of activation movement/actions, such as Countercharge (Rules discussion)
    • Models cannot spend focus to shake the effect of Death chill.
    • Death Chill does not stack with itself (in fact nothing ever stacks with itself). i.e. You cannot use two pistol wraiths to Death Chill an enemy model twice.
    • Note that enemy models without magic weapons can't hurt you in melee, but they can engage you. And once you're engaged, you're in melee and may not make ranged attacks (except for Gunfighter).
    • Gunfighter only allows you to target enemy models that are within half an inch - be careful of ending your movement near models with Reach.


    Scrap Thrall
    • If they charge then make a death burst attack, the damage is not boosted because the rules state "Instead of dealing damage normally."
    • Can make a normal attack - you don't always have to explode!


    Skarlock Thrall
    • Casting spells:
      • The Skarlock is not an arc node. It casts spells itself, via "Spell Slave."
      • The Skarlock can cast a spell during its own activation. It does not "give an extra spell to the warcaster every round" or anything else silly.
      • A skarlock cannot cast spells with a range of SELF or CTRL.
      • You can not use focus that is on the warcaster to boost spells the Skarlock casts.
      • A skarlock cannot channel spells through arc nodes (because they are not part of the Skarlock's battlegroup).
      • Skarlock can use souls that is has to boost magic attack rolls and magic damage rolls.
    • Casting spells is done via Spell Slave, which is a Special Action. Thus:
      • The skarlock does not need focus to cast a spell.
      • A skarlock is not affected by Lamentation. (Lamentation specifies that enemy spellcasters "spend twice as much focus to cast a spell")
      • Similarily, a skarlock is not affect by Scaverous's feat Black Gate. A friendly Scaverous doesn't let a Skarlock cast FOC 4 spells, and an enemy Scaverous doesn't stop a Skarlock casting FOC 3 spells.
        (Infernal ruling)
      • After casting a spell, the skarlock's activation immediately ends (unlike what happens when your warcaster casts spells).
      • Any effect that stops the skarlock from using it's action will prevent it from using a special action, and thus won't be able to cast spells.
      • A skarlock can not cast a spell after charging. (Infernal ruling)
    • The skarlock is the Point of Origin of the spell, but the warcaster is "considered" to have Cast the spell. What this means in practice is:
      • you use the warcaster's current FOC stat if/when you make magic attack rolls;
      • the warcaster can upkeep spells that the skarlock cast;
      • if the skarlock casts an upkeep spell already in play, the previous one will expire immediately (just as if your warcaster did the same thing).
      • It will expire even if the skarlock misses the attack roll. (Infernal Ruling)


    War Witch Siren
    Seduction vs enemy Cryx models
    • Enemy Cryx models become friendly faction models for the duration of Seduction, and will gain any relevant benefits (such as Mortenbra's feat). (Infernal Ruling)
    Last edited by juckto; 05-16-2013 at 06:12 PM.

    Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.

  14. #14
    Destroyer of Worlds juckto's Avatar
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    Character Solos


    Bane Lord Tarturus
    Ability - Curse
    • BLT himself does benefit from Curse.
    • Curse is an ability, not an attack. So it can be used against stealthed models. (Basically, you can't automatically miss when you never need to roll to hit.)
    • Curse is an ability, not a spell. So it can be used against spell-warded models.
    • You need LoS to the enemy you are trying to Curse, as the rule says "target enemy model/unit."
    • Although an "anytime" ability, you can't use it "mid-movement" or "mid-attack". Because you cannot interrupt your movement or an attack to use anytime abilities, Refer to Apendix A.
      • e.g. You can go: declare charge, move, declare curse, make charge attack.
        You cannot go: declare charge, move halfway, declare curse, move rest of the way.
      • e.g. You cannot go: declare a thresher attack against two models, make first attack, declare curse, make second attack.

    Ability - Death Toll
    • Doesn't stack with epic Goreshade's Elite Cadre ability. (Infernal Ruling)
    • You can create more than one bane when using Thresher. (Rules discussion) (Note discussion predates Valander becoming an Infernal).
    • Does not require LoS to any bane models that he creates.
    • The new banes can activate the same turn they were created IF the unit they joined has not yet activated.


    Darragh Wrathe
    Base size
    • The mounted model is not destroyed. It is replaced with the dismounted version at the disabled step.
    • Therefore the dismounted version is eligble to be brought back with eAsphyxious feat (errata'd version only allows small and medium base models).
    • (Rules discussion) (Note discussion predates TUM becoming an Infernal)


    General Slaughterborn
    Overtake
    • The movement and attack are optional, and not dependant on each other. If you want, you can choose not to move and thus avoid triggering any movement effects (such as taking damage from Field of Talons). (Infernal Ruling)


    Rengrave
    Veteran Leader
    • Applies to Revenants, Revenant Cannon Crew, and Blackbane’s Ghost Raiders.
    • Does not apply to himself. (Infernal ruling)
    Last edited by juckto; 05-16-2013 at 06:15 PM.

    Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.

  15. #15
    Destroyer of Worlds juckto's Avatar
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    Other

    Black Spot + Drag -> Infinite Loop
    • An Infernal ruled that additional attacks granted by Black Spot must be the same as your initial attack. (Infernal ruling).
    • This means that a black spotted model killed by Drag's "free melee attack" will generate an additional ranged attack.
    • This could theoretically lead to an infinite number of attacks. (Good luck doing it in reality though). Here's how:
      1. Fire harpoon, damage and get drag from harpoon.
      2. Move enemy model and get melee attack from drag.
      3. Kill the enemy and get Black Spot attack from destroying a black spotted model.
      4. Fire harpoon from Black spot, damage and get drag from harpoon.
      5. Move enemy model and get melee attack from drag.
      6. Kill the enemy and get Black Spot attack again from black spotted model.
        You'd think that the rules would prevent this step, but the spell restriction only says "Attacks gained from Black Spot attacks can not cause additional attacks from Black spot." And you just killed the enemy model with a drag + melee attack, not a black spot + ranged attack.
      7. Rinse, repeat, ad finitum.


    Charging through your charge target
    • There are a couple of ways to move through your charge target - flight, curse of shadows, incorporeal.
    • Despite this, it is normally an illegal charge. Because once you have moved all the way through them, but before you turn to face directly, your melee range is pointing behind them and you have broken the "once the charge target is in your melee range it must stay in your melee range for the entire charge movement" rule.
    • However, if you have 360 vision you can get around this, just as long as your base doesn't completely overlap the target's base. If you completely overlap their base, then they're not in your melee range because your melee is measured outwards (Infernal Ruling).


    "Lasts one turn" vs "Lasts one Round"
    • A turn is a single player's turn. A round is every player having a turn each. See page 42 of Prime.
    • Something that lasts "one turn" will last from when it happens, until the end of the current player's current turn.
    • Something that lasts "one round" will last from when it happens, until the start of the current player's next turn, regardless of his location in the turn order.


    "May not be charged"
    • Spells/effects that prevent a model being targeted by a charge attack (for example, eGaspy's Hellbound spell) also prevent the model from being targeted by a slam.
    • They do not prevent enemy models from trampling, walking into combat, or running into melee range.


    "Pulses" and "Auras"
    • If a spell/ability uses the words "currently within" then it is a "pulse." The word "current" refers to the time you activate the spell/ability, and you immediately measure to see who is affected, and they stay affected for one round/turn.
    • If a spell/ability uses the words "while within" then it is an "aura." Each time a model tries to do something, you measure to check if they're still in the area and thus whether they're still affected.


    "Summoning a model" into an area of effect
    • Lots of spells/weapons do damage when a model "enters or ends their activation within the spell/weapon area."
    • Models that are put into play within such an area are considered to have entered it and so will take full damage.
    • (Infernal Ruling)


    Official Errata

    Don't forget to check the official errata! Personally I like to write the corrections straight onto my rulebook/card, as it's a lot easier than remembering each and every change.
    Last edited by juckto; 03-23-2013 at 01:41 PM.

    Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.

  16. #16
    Destroyer of Worlds drachenfels's Avatar
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    additional things:
    Drag & Blackspot
    Blackspot generates the same type of attack as initially made - meaning that a model with Drag that drags a model in then kills it with the drag free melee attack generates a Ranged attack from blackspot

    The Withering
    -it does affect warlocks, they do suffer all stat penalties, but since they don't use focus having a lowered focus stat doesn't affect how they rile/force beasts or pull fury.
    This thread just got 20% cooler because of Rainbow Dash.
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  17. #17
    Destroyer of Worlds Kuwanger23's Avatar
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    Coven they have 4 separate activations. I was told just today by someone that that is not how it read. I very quickly took out my iPhone and quick searched the ruling on it in the forums to show him his error. I am not playing the coven if they don't activate separately lol.
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  18. #18
    Destroyer of Worlds FeignLife's Avatar
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    Change "geowolden" to "woldwarden."

    Awesome as always though. Keep up the good work man!
    Back because there is not enough negativity and pompus self righteousness in the Cryx forums. You are welcome.

  19. #19
    Destroyer of Worlds solkan's Avatar
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    The note for Black Spot and Gerlock should probably also reference Attack-generating Abilities on pages 60&61 of Prime Mk II, since that's where the rules say that you don't get the bonus attack from both abilities.

  20. #20
    Annihilator
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    this. is. awesome.

  21. #21
    Destroyer of Worlds
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    yeah, every faction needs one of these threads.

  22. #22
    Destroyer of Worlds Dracon's Avatar
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    When is this getting stickeyed?

  23. #23

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    Quote Originally Posted by juckto View Post
    When using Excarnate, the model is always placed next to the warcaster,
    Wouldn't it be better to say 'within 3"' instead of 'placed next to'?

    Quote Originally Posted by juckto View Post
    Epic Goreshade[*]Example 1, say you start with two units of 6-man satyxis raiders that were whittled down to four raiders each; you can not use the feat to recreate a unit of 5 and a unit of 7.
    As the feat is undead models only, use mechanithralls for the example?

    Otherwise great stuff.
    A collection of rulings for Warmachine/Hordes: Unofficial Errata

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  24. #24

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    It would be good to have the result of this discussion in there as well, when there is a ruling that is

  25. #25
    Destroyer of Worlds juckto's Avatar
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    Yeah, I'm waiting on a ruling on the Satyxis too.

    Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.

  26. #26

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    There has been a ruling

    In order to do a CMA charge-boosted attack, each model in the CMA "uses up" their charge attack. Which means that if they have two weapons, you can't get the charge bonus on the second attack if you lead the CMA with someone else.
    So no horns and lash combo if you still want the charge boost.

  27. #27
    Destroyer of Worlds jonconcarne's Avatar
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    i.e. I'm almost never going to CMA on the charge again. Stupid.
    I need to fix it!
    If you're having Cryx troubles, I feel bad for you, son. I got 99 problems, but a Lich ain't one!
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  28. #28
    Destroyer of Worlds Lamoron's Avatar
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    Quote Originally Posted by jonconcarne View Post
    i.e. I'm almost never going to CMA on the charge again. Stupid.
    To be fair, our dear Satyxis Raiders still rock, and they didn't really need more power

  29. #29
    Destroyer of Worlds jonconcarne's Avatar
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    Quote Originally Posted by Lamoron View Post
    To be fair, our dear Satyxis Raiders still rock, and they didn't really need more power
    but but but.... I love charging from 12" away and wrecking a heavy beast with just half a unit
    I need to fix it!
    If you're having Cryx troubles, I feel bad for you, son. I got 99 problems, but a Lich ain't one!
    The world is a mess, and I just need to rule it.

  30. #30

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    Great thread,

    should the sentence on focus allocation not read

    A warjack should not have more than 3 focus on it as a result of allocation........

  31. #31
    Destroyer of Worlds juckto's Avatar
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    I added the section on Satyxis Raiders. Can someone double-check that I got my facts correct?

    Also, is the way I explained it easy to follow? I found it a complicated situation to write about.

    Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.

  32. #32

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    Looks correct to me

  33. #33
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    Important tip, unlike the Reaper or Malice, you can only drag medium based or smaller models with the Black Ogrun Boarding Party.

    I Flubbed that in a recent game, granted I hadn't used these guys in a while.
    Cryx-We've got the green glow, and we recycle every body!

  34. #34
    Conqueror DavidRM's Avatar
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    I think the Witch Coven section should include this tip, possibly under "Nomenclature":
    * The Egregore is not one of the witches, and so cannot cast spells or pop feat.

    -David

  35. #35

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    Nice written, very easy to read up on and even better to quickly look up a model.

    One suggestion if I may: The DeathJack can see 360° with Skulls of Hate not disabled, can he attack to his back?

  36. #36
    Destroyer of Worlds drachenfels's Avatar
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    Quote Originally Posted by Canuberon View Post
    Nice written, very easy to read up on and even better to quickly look up a model.

    One suggestion if I may: The DeathJack can see 360° with Skulls of Hate not disabled, can he attack to his back?
    a model can make attacks against models in its front arc, with functional skulls his front arc extends 360'. so yes.
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  37. #37
    Destroyer of Worlds Dracon's Avatar
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    [QUOTE=juckto;1144651]
    Introduction
    I am creating v3 because v2 was getting so long that I was battling with the 10,000 character limit.
    Were lucky. SOME other games would have an amount twice that limit...
    "The question that sometimes drives me hazy: am I or are the others crazy?" Albert Einstein

  38. #38
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    Maybe add the ruling about Icy Grip and not having a (beneficial) charge target when issuing a charge order? (some people think when you get a charge order under Icy Grip and don't have a charge target, or worse only friendly models to charge, you can not pick the run option at all and either can't do anything or are forced to charge your own models) http://privateerpressforums.com/show...p-and-Charging

  39. #39

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    For the Corruptor:

    What about adding something about the meatnode created by psycho venom remaining an enemy model and thus enemies can't engage it to stop it from arcing. Perhaps as well as needing to use the front arc of the model to channel through it (unless you luck out and get something with a 360 front arc)?

  40. #40
    Conqueror
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    Quote Originally Posted by juckto View Post
    You may not take free strikes against models moving through you. Now this may seem awkward because at the point you're striking them is the same point that they're directly on top of your base, and two models can't occupy the same space, right?
    This is quoted from the list of common model abilities regarding incorporeal. I'm not really getting this sentence. It seems like your saying that you can't take free strikes against models moving through you (the incorporeal model), but in the sentence right after your explaining what happens when you do this Is it just me, or is something wrong here?

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