Agathon, The Voice in the Darkness

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Infernal Logo.jpg Agathon, The Voice in the Darkness

Infernal Master

Mk4 icon.png
This model is available in one Prime Army, Infernals. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

The entity called Agathon has been transacting insidious arrangements with humans of western Immoren for centuries. Countless talented but impatient and greedy arcanists have been twisted to serve the Nonokrion Order as infernalists through the far-reaching schemes of Agathon. Though a creature of subtle power, will, and persuasion, Agathon is also a fierce battle master who takes delight in rendering lesser beings powerless and reminding them of their mortality. What those beings call magic is simple thought to Agathon, as reality bends and reshapes at a whim.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
M.A. N/A
DEF 14
ARM 15
CMD 12
HP 17
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP +28
Warcaster 1
the Statblock
  • Infernal Master - This model is the Infernal equivalent of a warcaster or warlock. They have a number of unique rules (which you can read here), but fulfil the same role; namely, being really awesome at everything.

Feat - Well of Sorrow

  1. When an enemy model casts a spell while in Agathon’s control range, increase the COST of the spell by 1.
  2. Additionally, while in Agathon’s control range, models gain one additional die on their magic attack rolls and magic attack damage rolls. For each of those rolls, you choose one of the dice rolled to be discarded.
Well of Sorrow lasts for one round.
Tip lightbulb.png

Tip !
The second part of the feat only applies to spells. Weapons with Damage Type: Magical don't count as magic attacks. See LPG - Magic vs Magical.


  • Eyeless Sight symbol.jpg Eyeless Sight
  • Pathfinder symbol.jpg Pathfinder
  • Revelations of the Outer Darkness - Once per turn, when a friendly Faction non-soulless warrior model in this model's command range is destroyed by an enemy attack, immediately after the attack is resolved this model can cast a spell without spending essence.
  • Soul Taker: Cull Soul - This model can gain soul tokens. When a living enemy model is destroyed within 2" of this model, this model gains the destroyed model's soul token. After this model replenishes its essence during your next Control Phase, replace each soul token with 1 essence point.


Pain Touch (x2)
Sword icon.jpg  RNG   POW   P+S 
1 (★) (★)
  • Magical dam symbol.jpg Damage Type: Magical
  • Dark Banishment - When this model hits an enemy model with this weapon during its activation, after the attack is resolved you can place the enemy model anywhere completely within d6 + 3" of its current location. A model can be placed by Dark Banishment only once per turn.
  • Needle - Instead of suffering a damage roll, a living model hit by this weapon automatically suffers 1 damage point. This weapon cannot damage non-living models.



2 SELF Control - - No
Enemy upkeep spells in the spellcaster's control range immediately expire. A model can keep any of its upkeep spells in play by suffering d3 damage per spell. This damage cannot be transferred or reduced by spending focus points. Remove one damage point from the spellcaster for each damage point caused by Censure. Censure can only be cast once per activation.
Curse of Shadows

3 8 - - Upkeep Yes
Target model/unit suffers -2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base.
Dark Fire

2 10 - 12 - Yes
When a living enemy model is destroyed by Dark Fire, the spellcaster gains the destroyed model's soul token regardless of the proximity of other models.
Dark Seduction

3 8 - - - Yes
Take control of target enemy non-warcaster, non-warlock warrior model. You can immediately make a full advance with that enemy model followed by a basic attack, then Dark Seduction expires. The enemy model cannot be targeted by free strikes during this movement. Dark Seduction can be cast only once per activation. A model can be affected by Dark Seduction only once per turn.

4 8 (★) 12 - Yes
If this attack misses, nothing happens. If it hits, before making the damage roll, push models within 3" of the model hit 3" directly toward it in the order you choose. Then center a 3" AOE on the model hit. Models hit suffer a POW 12 damage roll. Models boxed by Hellmouth are removed from play.

2 SELF - - - No
Place the spellcaster anywhere completely within 6" of its current location, then its activation ends.

2 6 - - Upkeep No
Immediately after the spellcaster ends its Normal Movement, target horror in its battlegroup can advance up to 3" directly towards it.

Theme Forces

Thoughts on Agathon, The Voice in the Darkness

Agathon, The Voice in the Darkness in a Nutshell

Agathon is a being of pure arcane might. They feature an extremely high Essence stat (9!) and a large selection of potent spells. Agathon's gameplay should revolve around summoning and spell-slinging. As the highest Essence Master, Agathon should be able to reliably summon a Horror each turn if necessity dictates, while still slinging a spell or two (or camping Essence for defensive purposes).

Additionally, Agathon has some features that punish puny mortals for trying to kill off their supply of Marked Souls or Essence in Revelations of the Outer Darkness which lets them throw out a spell for free after one of them gets destroyed in its command range. Their opponent must consider if killing off a few cultist is worth taking a free Hellmouth/Dark Fire to the face or triggering a free teleport to safety.

Agathon has the weakest Soul Collection abilities, which is offset by their extremely high Essence.

In concept, Agathon should feature a broad toolbox of spells that should give them something to do every turn. Agathon should be making turn-by-turn decisions of summoning and fueling their Horrors or going on a spell-slinging rampage during their feat. However, Agathon is defensively weak, and should be easily taken down if your opponent can scalpel out their defensive options. With their low defensive stats, huge control range, and readily available arc nodes, Agathon likes to sit in the back and do everything from a safe distance.

Spell thoughts

Agathon has a large toolbox of spells, featuring a "spell for every situation," though few are straightforward to use. Agathons enormous ESS stat makes their offensive spells very accurate, and they can manage to summon and cast a few spells without needing supplementary essence from souls (though with said extra essence they become despicably powerful).

  • Dark Fire provides a decent nuke with Soul Collecting capabilities. If Agathon is able to snag a decent number of souls, using this and their feat together produce a large number of highly accurate attacks that can be channeled at odd angles. This can be the makings of an assassination or, more mundanely, a way to remove an enemy unit and brim with souls on the next turn as well.
  • Censure can deal with enemy upkeeps or provide some damage to their caster and healing for Agathon. As Agathon can cast it twice as often as the spell suggests thanks to Revelations of the Outer Dark, they can quickly rid the field of junior war casters or force them to not use the powerful upkeeps they are often included for.
  • Dark seduction can provide some great control and punish enemy infantry formations. It can be particularly brutal on units with low command, as moving the leader away can force them out of formation.
  • Curse of Shadows can help with enemy armor and provide some interesting ways to get your units into tricky combat positions, such as walking Croe's through the target to allow for juicy backstab bonuses.
  • Teleport gives them a defensive out. It can also be used as a pseudo sprint to leverage Agathon's odd melee abilities once in a blue moon.
  • Tether increases the threat range of your horrors, but can be awkward to use as Agathon generally does not want to be in a position where it is in front of it's horrors. However, you can use Teleport to bounce back once the Tether target is moved. You can also use it to pull a horror backwards so that your cultists can sit further in the backfield before moving to fill it back up.
  • Hellmouth is Agathon's most powerful spell, with a commensurate cost. It can annihilate infantry and drag in heavier targets to close threat distances alike. Note that running a cheap body, such as a cultist, into the midst of an enemy unit can allow you to drag in much more if your opponent has spaced their models to try to avoid Hellmouth.

All of Agathons spells can potentially be cast during your opponents turn for free if they kill one of your non-souless models. This creates a huge amount of weird and powerful interactions, such as spoiling a charge with dark seduction, unjamming a heavy while also pulling it forwards with Hellmouth, or simply teleporting Agathon away from harm. Not many casters can manage to fire off two Hellmouths in a turn: Agathon barely struggles to use three!

Feat thoughts

Well of Sorrow increases the cost of enemy spells cast in their control range and adds an extra dice to the spell attack and damage rolls, dropping the one of your choice for both friendly and enemy models. Agathon doesn't have to play as forward as most would in order to catch the opposing caster in their feat due to their very large control range. The feat can set up a very scary assassination run from Agathon and with their huge control range and arc nodes will not be left in a vulnerable position if it fails. This threat will also have a psychological effect on anyone facing Agathon as they must keep it in mind

Infernals also have a few solo and attachment options that can benefit from their feat. Eilish, Regna, Lord Roget, Orin, and Wretches all can make use of it, but they are worth bringing for many other reasons besides and shouldn't be included with Agathon for the idea that they will help them. Dark sentinels can also benefit from the feat, though usually only via Battle Wizard.

There are casters that will be undone by the increased difficulty of spellcasting, but they are few in number and overall this is primarily a selfish feat to boost Agathon's output.

Drawbacks & Downsides

  • Old man defensive stats on a Large base. Agathon is the most fragile of the Infernal Masters and careful planning will be required to keep it safe.
  • Agathon needs to channel, otherwise it's average spell ranges bring it far too close to the action for comfort. Taking out Foreboders severely limits what it's spells can accomplish. Summoning Foreboders is costly, slow and obvious, providing an entire turn to react to any plan Agathon is trying to salvage the game with.
  • Poor soul collection capabilities.

Tricks & Tips

  • Revelations of the Outer Darkness can be used in each player's turn. During your turn, try to get some cheap cultists to die to free strikes so you can get an extra spell.

List Building Advice


Agathon has three basic strategies, and can be taken as a ranged version of the melee Omodamos list

  • The main plan is the same with any Dark Legacy list, attrition the enemy with a weight of heavy Horrors backed up with insane Essence economy.
  • The secondary plan, and one which should be set up every turn by Foreboder positioning, is to spellsling the enemy caster to death.
  • Finally, Agathon can run a more conventional scenario game very well thanks to its ability to focus Essence resources from one part of the board to anther basically freely.

The backbone of playing Agathon well is Foreboder positioning. You'll always bring a minimum of three, most often four, and ideally that will be all you need for the entire game. Foreboders need to be placed each turn such that they will A) allow Agathon access to a different are of the board safely, B) threaten an assassination, and C) keep the Foreboder safe for next turn. Simply spreading out Foreboders isn't enough, as a savvy opponent will take them off the board first thanks to their necessity to Agathon's gameplan and their specific weakness. The worst case scenario for an Agathon player is being down to just one Foreboders coming out of turn three, and needing to spend a summon on a Foreboder so Agathon can stay out of threat in the second half of the game. An Agathon player without Foreboders on the table is an Agathon player with half of their threat vectors gone, a massively tactical victory for their opponent.


  • Agathon will always take a minimum of three Foreboders, often four. This enables its spellslinging anywhere on the table.
  • An Infernal Gate helps Agathon stay even further back while also pushing forward when it goes for an assassination
  • A Griever Swarm or two helps to clear chaff, while also serving as chaff for the enemy
  • Unlike the other Masters, Agathon does not have a preference as regards heavy Horrors. It will summon whatever best fits the current situation (so usually Tormentors). Soul Stalkers are great for Agathon into lists with lots of available souls, since Agathon can so efficiently convert souls into damage.
  • Agathon will always take the standard Dark Legacy support package of Lord Roget d'Vyaros, Valin Hauke, and the Hermit of Hengehold. Even more so than Omodamos, Agathon needs as many resources as possible on the turn in which it decides to go after the enemy caster.
  • Agathon generally needs more Umbral Guardians then the other two Masters, as it lacks a good way to protect the Infernal army from shooting. A full package of three is not uncommon.
  • Several Cultist Bands, obviously. Conventional wisdom is usually a full size unit with or without Dark Sentinels plus Orin, and a min unit for essence fuel.



  • Released with the Faction launch (2019.06)
  • Agathon is based on an old IKRPG model, "Curator & Discerning Beast, Nonokrion Order Infernal". Despite a superficial resemblance, Agathon is much more detailed and far larger.
  • While Zaateroth goes by "she", Omodamos goes by "he", Agathon goes by "they", as seen in their POV in the Hengehold Scrolls and is as such the first confirmed non-binary character in the setting.

Other Infernal models

Infernal Logo.jpg       Infernal Index       (Edit)
Unique Rules : Masters, Horrors, Essence, & Summoning
Infernal Masters Agathon - Omodamos - Zaateroth
Attachment (1) Lord Roget d'Vyaros
Master Infernalist Princess Regna
Lesser Foreboder Heavy Desolator - Soul Stalker - Tormentor
Light Lamenter - Shrieker Colossal Guardian of Souls - Harvester of Souls
Units, Solos, & Structures
Structures Infernal Gate

Eilish1 - Eilish2 - Great Princess Regna Gravnoy (Master Infernalist) - Hermit of Henge Hold - Lord Roget d'Vyaros (Attachment) - Lynda the Forgotten - Nicia2 - Orin1 - Saxon Orrik - Runewood2 - The Wretch - Umbral Guardian - Valin Hauke, The Fallen Knight


Croe's Cutthroats - Cultist Band - Griever Swarm - Howlers

Theme Forces Mercenaries
Dark Legacy - Hearts of Darkness J.A.I.M.s

This index was last updated: 2021.07

(1) - Note that an Infernal Master Attachment is not part of the battlegroup, they are merely listed there for convenience.

Rules Clarifications

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Rules Clarification : Feat : Well of Sorrow

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Rules Clarification : Infernal Master      (Edit)

  • General
    • ESSENCE or ESS (uppercase) is the stat printed on the model's card. Essence (lowercase) refers to how many essence points a model currently has.
    • Your CTRL area is double your ESSENCE stat, not double your essence points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability (see below), but with the extra restriction that you can't use them on the same turn you run even before you run.
  • Replenishing Essence
    • Can vs Must: Replenishing is optional (it uses the word can) and the model chooses either Sacrificing or Leeching, as per the Essence manipulation rule. If it chooses Sacrifice, it must sacrifice a model.
    • The "sacrifice a non-soulless model" technically means any model lacking the soulless icon, so you could sacrifice a warjack etc. However there is a temporary TO Ruling saying you can only sacrifice models that produce a soul token when they are destroyed. (Tournament Organiser Ruling)
  • Transferring Damage
    • If both the master and the horror are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the horror before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the horror. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "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).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)

Rules Clarification : Inscrutable - None yet. (Edit)

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Rules Clarification : Eyeless Sight      (Edit)

  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
  • Blind vs Eyeless Sight (Edit)
    • If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
    • Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.
  • Anti-Cloud abilities vs Burning Earth (Edit)
If you make a piece of terrain "Burning Earth" it counts as a cloud effect in addition to it's original type. This has 2 odd rulings:
  1. If any part of the terrain piece is "hit" by an ability that makes clouds expire (such as Gale Winds) then the entire terrain piece is taken off the table. (Infernal Ruling)
  2. If a model can ignore clouds but not the original terrain type, they don't ignore the terrain. For instance if you have a burning forest, then Eyeless Sight can't see through the forest. (Infernal Ruling)
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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Revelations of the Outer Darkness      (Edit)

  • RotOD can be used to cast spells that are limited to "once per activation" (ie Censure) because RotOD occurs outside of activation.
  • RotOD, Dark Seduction, and Berserk
    • If a model with Berserk kills a model this will trigger both Berserk and RotOD. RotOD is resolved first (Step 13 vs 14 of the Attack Sequence).
    • If you then use RotOD to cast Dark Seduction on the Berserker, you can use the Dark Seduction attack to trigger Berserk a second time before the first Berserk has been resolved.
    • If this occurs, control reverts to the original player after the Dark Seduction attack, and they now have two compulsory Berserk attacks to resolve. (Infernal Ruling)

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

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Dark Banishment      (Edit)

  • Although the "can place" is permissive you don't have the option to roll the distance for the place, see what the result is, then decide not to place the model (in order to hit it again and try for a better roll). You don't roll dice for abilities you aren't using. (Locked thread)
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Rules Clarification : Needle      (Edit)

  • Although it can't damage non-living models, the weapon can still hit them and thus let you apply on-hit effects (like Agathon's Dark Banishment).

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Rules Clarification : Censure      (Edit)

  • Censure vs Spite (Edit)
    • Censure is resolved first, because it is an active player effect.
    Say Feora4 has four upkeeps in play when Censure is cast. She chooses to let 3 expire, and takes damage (as per Censure) to keep one in play.
    The caster of Censure heals the same amount that Feora got damaged (as per Censure).
    Now you resolve Spite, and the caster of Censure takes one damage per ANGER token on Feora.
    (Locked thread)
  • Anti-Upkeep vs a unit (Edit)
    • If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
    • It doesn't matter if the target is in formation or not. (Locked thread)
    • However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)
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Rules Clarification : Curse of Shadows      (Edit)

  • There is no distinction in the spell between friendly and enemy; neither in the targeting restrictions or in the 'who can move through them' effect.
  • You can't move through affected models during involuntary movement (pushes & slams) because that's not an advance.
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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Rules Clarification : Dark Fire      (Edit)

  • "Regardless of proximity" soul takers (Edit)
    • The model which ignores distance doesn't always get the soul. Abilities which say you "can't" collect souls (such as Soul Ward) trump it, due to the general rule that "can't trumps can".
    • If there are multiple models that all have the "regardless of proximity" clause, then you randomise who the soul goes to. (Infernal Ruling)
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Rules Clarification : Dark Seduction      (Edit)

Taking Control of an Enemy Model (Edit)   [Show/Hide]


  • Several abilities start with the sentence "Take control of a model" then a full stop, then a bunch of stuff you can do with that model. You can't uncouple the first sentence from the rest of the "do stuff" sentence(s), in other words if you want to "do stuff" then you have to "Take control". (Infernal Ruling)
  • Taking control of a model means it is now friendly to you, and will immediately be engaged by it's erstwhile allies.
    • This will limit your ability to make ranged attacks.
    • If you get to make an advance with the controlled model, this can allow the original owner to take free strikes against his own model. He doesn't have to take these, of course.
  • The controlled model does not have a proper Activation, so stuff like Chain Strike won't apply.
  • You can use abilities on the controlled model, as long as they're not restricted to "during its activation" or "during its Combat Action". For example, you can use Mental Force. (Infernal Ruling)
  • Buffs and effects:
    • The controlled model counts as a "friendly model" and will benefit from any "while within" (aura) buffs that your own models are handing out (such as Mark Target), (assuming the controlled model meets the criteria for the buff).
    • If the controlled model has already been hit by a "currently within" (pulse) debuff, then it will keep that debuff while under your control. Even if that pulse only affected enemy models (such as Deneghra1's feat) - temporarily changing who is friendly/enemy doesn't change who was/wasn't affected by the pulse.
    • If your opponent is the same faction, then the controlled model will count as a "friendly faction model" and even more buffs are potentially available (such as Veteran Leader).
  • Theme abilities:
    • If a model gains an ability via a Theme Force rule, and then the opponent takes it over, it keeps the theme ability. (Infernal Ruling)


  • You can advance a model into an area and force them to take damage (like an acid cloud, or a Razor Wall template), but they only take damage once per advance (ref Prime rulebook pg 65). Thus you cannot keep moving them micro-millimetres in and out of said area to inflict infinite damage.
  • The model is friendly while under your control, so you can't force free strikes by walking it past your own models. You can, however, walk it past your opponent's models and politely ask if they want to take free strikes against their own model.


  • Many "Take Control" abilities allow a basic melee attack. Some allow a basic attack. Gunfighters cannot make a ranged attack unless they're allowed the later.
  • Point Blank attacks cannot be made with temporarily controlled models, as Point Blank is only allowed 'during activation.'
  • With reference to the attack sequence (appendix A) your control of the model doesn't expire until after Step 14. So you can potentially trigger abilities like Snacking (Step 11.4).
    • As long as it's not limited to "during combat action" or "during activation".

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

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

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

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

  • If this spell misses a target in melee, then you still re-roll vs a randomised other model before it truly "misses" and has no effect.
  • Basically, you apply all re-rolls before determining whether you have a hit or miss.
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)

Rules Clarification : Teleport - None yet. (Edit)
Rules Clarification : Leash and/or Tether - None yet. (Edit)