Unlimited Only This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.
Note that the rest of this page is about the model's Mark III rules.
|
The Ghost Raiders walk the ashen decks of the Atramentous as sinister blazing specters and over the centuries have reaped a terrible harvest of souls to increase their phantom ranks. When obliterated in battle, the ghosts’ curse draws their invisible essences shrieking back to the Atramentous’ endless flames. By the Dragonfather’s unending fire did their mortality end, and to that fire they will forever return.
Basic Info
Blackbane's Ghost Raiders |
Missing Info |
|
COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Blackbane / Grunts |
BASE |
Small |
SPD |
6 |
STR |
6 |
MAT |
7 / 6 |
RAT |
4 |
M.A. |
N/A |
DEF |
13 |
ARM |
12 |
CMD |
8 / 7 |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
5 / 1 |
F. Field |
N/A |
|
|
|
|
WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
C |
UNIT SIZE |
6 or 10 |
COST |
9 or 15 |
1.5 pts each |
N/A |
|
|
|
|
N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
|
Abilities
- Blackbane only
- Blackbane has +1 MAT, +1 CMD and 5HP
-
Officer
- Granted: Reanimation - While this model is in formation, models in its unit gain Reanimation. (Reanimation - When a model with Reanimation boxes a living enemy warrior model with an attack, add to play one Grunt to the attacking model's unit and then RFP the boxed model. The Grunt must be placed in formation and completely within 3" of the attacking model. The Grunt cannot activate this turn.)
Weapons
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Cutlass
|
|
|
RNG
|
POW
|
P+S
|
|
|
0.5
|
4
|
10
|
|
|
Theme Forces
Thoughts on Blackbane's Ghost Raiders
Blackbane's Ghost Raiders in a nutshell
Blackbane's Ghost Raiders are a weird utility unit. Incorporeal to keep them alive and give them Pathfinder, and then using their reanimation ability to come back from the dead. An incorporeal unit is rare enough that Blackbane's Ghost Raiders see play to test whether the enemy brought enough magic weapons.
Their stats on paper are average all over, but apparition makes them surprisingly fast with a 11.5 natural threat range that ignores rough terrain. While Blackbane is alive they can also bring back their dead, but this isn’t an ability you should count on as...
1) Blackbane is easily taken out in a single shot if the enemy get a bead on him
2) your opponents may not be playing large amounts of living infantry, especially in a mirror match, vs Convergence of Cyriss or even battlegroup focused armies you may not ever get a chance to bring anyone back.
Finally their swords set people on fire, this probably won’t be game breaking on its own but it does mean that the unit can trade into slightly harder targets quite well if their preferred target of infantry isn’t available.
Combos & Synergies
Drawbacks & Downsides
- They become a lot less useful if Blackbane dies.
- With the introduction of Archons and Infernals, there are more likely to face magical attacks. If they can't rely on Incorporeal for delivery, you have to be a lot more careful.
Tricks & Tips
- When giving the Run/Charge order it's frequently not worth attacking with Blackbane so the enemy can't kill him.
- Incorporeal effectively allows them to ignore free strikes from non magical weapons. (Sure they still take them - but they just phase through the weapons). Getting into the enemy's back arc is pretty common.
- They can be put in the frontlines to blockade charge lanes if the enemy lacks magical weapons. Enemy models can advance through them, but only if they if they can completely past them. Place them in positions where enemy models wouldn't have room. This is especially useful against large base models.
Other
Trivia
Other Cryx models
Rules Clarifications
Rules Clarification : Undead - None yet. (Edit)
|
Rules Clarification : Ghostly (Edit)
- Ghostly doesn't let you move through other models, just terrain.
- Ghostly doesn't let you ignore damage from hazardous terrain. (Infernal Ruling)
- Ghostly ignores Windswept terrain penalties. A model with both Flight and Ghostly will move through Windswept terrain at full speed. (Infernal Ruling)
|
|
Rules Clarification: : Incorporeal (Edit) (Click Expand to read)
|
Damage & Debuffs
- All spells do magical damage. Refer to the latest errata.
- If a weapon or spell does multiple types of damage (such as Chain Lightning doing Electricity damage), then you'll still be hurt by the spell. "Incorporeal" is not the same as "has immunity to all damage types". (Infernal Ruling)
- "Mundane" weapons can still apply debuffs to Incorporeal models, even though they can't damage them. For instance, an Ironclad could hit an Incorporeal model with a Tremor Attack and knock the incorporeal model down; Small-based Incorporeal models can be Consumeed, etc. (Infernal Ruling)
Incorporeal models moving
- If an incorporeal model declares a charge, then they stay incorporeal until they actually make an attack. So, for example:
- If they're Countercharged after finishing their own charge movement, they will be Incorporeal while resolving the Countercharge attack.
- If they fail the charge, they will stay Incorporeal.
- Entering hazards: "Enters or ends its activation" can only be triggered once each turn.
- If the Incorporeal model begins its activation outside the hazard, moves into the hazard and loses Incorporeal, it would not take any damage from ending its activation in the hazard.
- If the Incorporeal model begins its activation inside the hazard, stays inside the hazard, and loses Incorporeal, it would take damage from ending its activation in the hazard.
- (Infernal Ruling)
- 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.
Moving through an Incorporeal model
- A model that is pushed into an Incorporeal model will go all the way through, only if the push is large enough to get all the through. If the push is too short, the moving model will "bounce back" to where they first started overlapping the incorporeal model. (Infernal Ruling)
- The core rules that allows models to be pushed through the Incorporeal model will override any ability/spell that uses the phrase "is pushed until it contacts a model" (such as Grip, Drag, and Catch). (Infernal Ruling)
- Incorporeal vs Slammed/Thrown models ( Edit )
- Incorporeal models cannot be moved by someone trying to slam them.
- Slammed models can move through Incorporeal models.
- If they have enough movement to get past them, no dramas.
- If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
- If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
- For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
- The same logic applies to Throws.
Other
- Incorporeal models can engage enemy models. They can't make free strikes or bodyblock enemies, but they do prevent enemy models making ranged attacks, and everyone gets the 'Target in Melee' bonus.
- 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 : Tactics vs Granted (Edit)
- Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
- Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
-
- Granted [ Vengeance ]
- If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
- It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
- It is not "If you get damaged, you get Vengeance next turn."
- If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
|
|
Rules Clarification : Reanimation (Edit)
Return/Add to Play - Typical (Edit)
- If you're returning/adding multiple models simultaneously, they are placed sequentially. Often this will let you leapfrog the "within 3" of [x]" requirement.
- If you're adding models to a unit, then typically there is no limit and you can go over the unit's starting size. However, some abilities do have a limit (such as Stir the Dead)
If you're returning models to a unit, then you're limited by how many there are in the "dead but not removed from play" pile. (See Add, Return, and Remove From Play for further detail.)
- If you're adding more models than you started with, then in a Tournament you must physically own the correct models - proxies are not allowed in tournaments. (Locked thread)
Return/Add to Play - Other Units (Edit)
-
"Return to Play" and "Add to Play" are quite simple if you only return models to your own unit (like Blood-Bound) or only return independent models (like Thagrosh1's feat). But if you're returning/adding models to other units, then click to read more. [Show/Hide]
- If you can return multiple troopers at once, they don't all have to be the same unit. Spread the love around.
- Troopers must return to their original unit. Even if you have two units of the same type (such as two units of Convergence Eradicators) then you can't have 4 die from unit [A] and return them all to unit [B].
- If your rule is something like "return d3 models to units within CMD range" (Old Witch3) then it is d3 models total, not d3 models to each and every unit.
- If your rule is something like "spend 1 soul to return 1 Grunt" (Enigma Foundry) then it doesn't matter where the souls came from originally. Think of them like currency, in this case.
- You can Return models even after a unit is reduced to just Attachments (Weapon or Command)
- If your Return ability lets you return a Leader or Officer model, then they will immediately become the unit commander and redefine the "in formation" bubble.
- If your Return ability only allows Grunts, then the Grunt will not be field promoted when he arrives.
This means that, in the unusual scenario where the Leader model has different wargear to the Grunts (such as Cygnar Stormguard), then that wargear is effectively 'lost'.
|