Cephalyx Dominator

From LOS Warmachine University
Jump to: navigation, search
Please help review these models from 12+ months ago: (and/or the rest) (Edit)  

Mercenary Logo.jpg Cephalyx Dominator

Mercenary Cephalyx Command Attachment - (Ranking Officer)

No mind is safe from the dominators of the Cephalyx. Using their considerable psychic powers, dominators bend the will of sell-swords and soldiers, forcing them to fight and die for inscrutable reasons. The enslaved are impervious to pain and willingly sacrifice their own lives to save that of their tormentors.

Basic Info

Cephalyx Dominator
Missing Info
Cephalyx Dominator.jpeg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 14
ARM 13
CMD 10
ESSENCE {{{essence}}}
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
Warcaster 1
the Statblock

Attachment [ Non-Cephalyx Mercenary ] - This model can be added to a small- or medium-based non-Cephalyx Mercenary unit.

Limited Employment - This model can be included only in an army made using a Cephalyx Theme force.

Ranking Officer - This model is a Ranking Officer. While this model is in play, models in its unit are Mercenary Cephalyx models instead of Mercenary models.


  • Officer symbol.jpg Officer
  • Pathfinder symbol.jpg Pathfinder
  • Stealth symbol.jpg Stealth
  • Anatomical Precision - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll.
  • Granted: Tough - While this model is in formation, models in its unit gain Tough.
  • Linchpin - When this model is destroyed or removed from play, models in its unit must use their Normal Movement to run during their unit's next activation.
  • Magic Ability [ - ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
  • Sacrificial Pawn [ Unit ] - When this model is directly hit by an enemy ranged attack, you can have one friendly, non-incorporeal model in this unit within 3" of it directly hit instead. That model is automatically hit and suffers all damage and effects. The Sacrificial Pawn special rule can only trigger once per attack roll.


  • Prosthetic Blades - 1" reach, P+S 11 melee weapon.



(★ Action) 3 - - - No
Take control of a living enemy non-warcaster, non-warlock warrior model. If the model is in range you can immediately make a full advance with the enemy model followed by a basic melee attack, then Seduction expires. The enemy model cannot be targeted by free strikes during this movement. A model can be affected by Seduction only once per turn.

Theme Forces

Recent Changes

2021.10 Mega Update

  • Gained Sac Pawn
  • Seduction changes to 3" (instead of B2B)

Thoughts on Cephalyx Dominator

Cephalyx Dominator in a nutshell

Most decisions in a Cephalyx army boil down to a player's preferred ratio of monstrosities to drudges but the Dominator is what allows the player to add that personal customization to their army to fit their own play style. The Dominator can essentially steal any small or medium based unit from the large list of mercenaries and while we still don't get access to solos; Cephalyx's caster's strong spell lists usually have something devious to push your average merc unit over the edge on top of the Dominator giving them tough and the ability to spread out more with its max command range.

Combos & Synergies

  • Alexia Ciannor & the Risen : Let see...how can we make the game's cheapest source of recycling more annoying? Oh I know, let's give them all tough and surround them with living models in the form of drudges that are also tough. Remember: when you create a thrall it becomes a solo and therefore loses the Dominator's tough buff.
  • Kayazy Eliminators: They offer 5 anatomical precision attacks among them and their Dominator. That's 5 focus for your monstrosities. Otherwise they do what Kayazy girls do best. Contest and threaten solos.
  • Croe's Cutthroats: Most Mercenaries sure wish they had an easy way to make these guys tough and get easy backstrikes. Cephalyx have both in the form of the Dominator's tough and Thexus's Telekinesis.
  • Lady Aiyana & Master Holt are ranged firepower and a damage buff you can fit in in ways the Cephalyx can't normally do.
  • Thorn Gun Mages: An tool box unit with tools Cephlyx don't usually have access to: Black Penny to un-jam Monstrosities, Incendiary to light things on fire, and you can never have enough Thunderbolt to move your opponents models into unsavory spots while playing Cephalyx. They die to a stiff breeze though.
  • Dannon Blythe & Bull: only Dannon gains tough but she gives prey to the dominator - helping him to land seduction and be mat8 vs the choice target. It’s also one of the cheapest units a dominator can attach to.

Drawbacks & Downsides

  • Lynchpin shuts down the entire unit for a turn.
  • The Mercenary unit can't take their normal CA, and some Merc units only get decent when they get that CA. For instance, Precursor Knights and Idrian Skirmishers.
  • The only order a Ranking Officer can issue is Press Forward (plus any on their own card, which is zero for the Dominator). This means Merc units can't use speciliased orders such as Shield Wall, at least not until the Dominator dies.
  • Against ranged attacks, he has Sac Pawn to protect himself, but in melee he is an actual liability thanks to Lynchpin. Sac Pawn also steers him towards big 10 man units, because you don't exactly want to use Aiyana as your Sac Pawn target. Basically him packing up Sac pawn did nothing to address the fact that you want to kill this guy turn one before he turns into a a big problem to your game plan.

Tricks & Tips

  • Kill the Dominator turn 1 - that way you get a merc unit into your Cephalyx force without the Achilles heel of Linchpin.
  • In Warroom, it is found under "Units" instead of "Attachments" for some odd reason.



Other Mercenary models

Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)

Ashlynn1 - Ashlynn2 - Aurora2 - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae


Asphyxious4 - Crosse1 - Nemo4

'Jack Marshals

Colbie Sterling - Dirty Meg - MacHorne1 - MacHorne2 - Raluk Moorclaw - Rutger Shaw - Steelhead Ironhead

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Rhulic 'Jack Controllers (Edit)
Warcaster Durgen Madhammer - General Ossrum - Gorten Grundback
'Jack Marshal Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments

Doctor Stygius - Madelyn Corbeau - Reinholdt - Wyshnalyrr

Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Non-character Units

Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Legion of Lost Souls - Ogrun Assault Corps - OoI Resolutes - OoI Vigilants - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - SH Cannon - SH Halberdiers - SH Cavalry - SH Mortar - SH Riflemen - SH Volley Gun - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) - Special WA: Morrowan Battle Priest (Morrow units)

Character Units

Alexia1 - Asphyxious4 - Croe's Cutthroats - Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowler1 - Herne & Jonne - Lady Aiyana & Master Holt - Lynus & Edrea - MacHorne1 - The Commodore Cannon - The Devil's Shadow Mutineers

Non-character Solos

Cephalyx Agitator - Death Archon - Gobber Tinker - Menite Archon - Morrowan Archon - Ogrun Bokur - Powder Monkey - SH Arcanist - SH Ironhead - SH Gunner - Swamp Gobber River Raider Thamarite Advocate - Thamarite Archon - Void Archon

Character Solos

Alexia2 - Alexia3 - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella1 - Black Bella2 - Bloody Bradigan - Boomhowler2 - Boomhowler3 - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez1 - Dez2 - Dirty Meg - Doc Killingsworth - Doctor Stygius - Eilish1 - Eiryss1 - Eiryss2 - Eiryss4 - First Mate Hawk - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Crosse1 - Glyn Cormier, Illuminated One - Gorman1 - Gorman2 - Grand Master Gabriel Throne - Gubbin1 - Gubbin2 - Gudrun1 - Gudrun2 - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Malvin2 - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Princess Delores Graciela - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Scythe - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Tubbin - Underboss Vizkoya - Viktor Pendrake - Weird Wendell - Widget1 - Widget2 - Wrong Eye & Snapjaw

Battle Engines

Hammerfall Siege Crawler - Nemo4

Independent Warjack

Malvin1 & Mayhem1

Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

Rules Clarification : Cephalyx Dominator

  • If you Dominate a mercenary unit with the Jack Marshal ability, that unit may also take a Mercenary Warjack.
  • You can only add one CA to a unit, so the mercenary unit can't have their "normal" CA. For instance, you can't take a Sea Dog Boarding Crew + Dominator CA + Mr Walls CA. (WAs are fine, though.)
  • The Dominator will benefit from any buffs the unit members hands out to the whole unit, but not ones that are model-specific. For instance:
    • With Boomhowler1 he will benefit from 'Reveille' and 'Call of Defiance'.
    • With Blythe and Bull he will benefit from 'Prey'.
    • With Aiyana and Holt he won't benefit from 'Ayisla's Veil' or Holt's special version of 'Quick Draw'.

RC symbol.png

Rules Clarification : Attachment      (Edit)

  • You cannot field this model "just by itself".
  • Adding an Attachment doesn't change the unit type for targeting purposes. For instance, if you add a Soulless Escort to a Houseguard unit, it is still a Houseguard unit and can still be targeted by stuff that only works on "Target Houseguard unit" (like the Houseguard Thane's abilities). (Infernal Ruling)
  • If you can add an Attachment to multiple unit types (such as the Soulless Escort, Trollkin Sorcerer, or Ranking Officer) then there's a few weird interactions:
    • The Attachment will benefit from any Granted abilities, and any Orders given.
    • If the unit gets a benefit from a theme force, the Attachment will too. (Infernal Ruling)
      For example, a Trollkin Sorcerer will gain Serenity if its attached to a Dhunian Knot unit in a Power of Dhunia theme force.
    • The Attachment can benefit from and/or trigger any "models in this unit..." style abilities that aren't actually on its card, but only if at least one model with that rule is still in play. Depending on the wording of the rule, the attachment may have restricted benefits.
      Example 1 "If a model in this unit is ... each model in the unit can ..." : an Attachment can benefit from a Vengeance move and attack. Or, conversely, its unit can get Vengeance if the attachment is killed.
      But if everyone except the Attachment is killed, the Attachment won't benefit from Vengeance.
      Example 2 "This model can ... to other models in its unit" : an Attachment can have damage assigned to it via Sanguine Bond, but if it takes damage it can't share it to the main unit.

Rules Clarification : Limited Employment - None yet. (Edit)

RC symbol.png

Rules Clarification:  : Ranking Officer      (Edit)
(Click Expand to read)

    • General
      • If a Ranking Officer with its own subtype joins a unit then that unit doesn't become the same subtype.
        For example, if Murdoch, who is a Trencher model, joins a mercenary unit that will not make that merc unit a "Trencher unit". Refer the final paragraph of 'Game Terms, Model Names & Rules References'.
      • A Ranking Officer can join a Weapon Crew unit, even though one model is on a large base, due to them having the Man-Sized rule. (Infernal Ruling)
      • Models added to the merc unit after the game starts are also friendly Faction (ie Alexia1 adding Risen).
      • You cannot attach more than one CA to a unit.
      • You can't add a Ranking Officer to a unit that already acts as a Partisan for your Faction.
    • Gaining abilities
      • The Ranking Officer benefits from any Granted or Tactics that the 'normal' officer hands out (such as Cylena1 giving her unit Hunter).
      • Unlike a normal Officer, a Ranking Officer cannot issue special orders that the unit has but he does not (such as the High Shield's "Shield Wall" order).
        This means you can't use that order at all until the Ranking Officer dies, but once he's dead it's fine to use.
      • If you add a RO to a unit with Ambush, the RO can Ambush too. (Locked thread)
    • Ranking Officer death
      • The merc unit will immediately lose any friendly-Faction "auras" (such as Stryker's +5 ARM feat).
      • The merc unit will keep any friendly-Faction spells that were cast on them specifically, until that spell naturally expires. You can pay to maintain a faction-only upkeep on the mercs, for example.
      • If the merc unit is supplying a buff to 'friendly-Faction' models, that buff will immediately 'swap Factions' too.
        For instance, if Lady Aiyana casts Kiss of Lyliss it will affect models that are currently the same Faction as her, not whatever was friendly-Faction at the time she cast it. (Infernal Ruling)
      • If the Merc unit got a Faction-specific theme benefit (such as Cygnar models getting Immmunity Electricity in Storm Division) then they keep that benefit even after the Ranking Officer dies. (Infernal Ruling)
    • 'Jack Marshal & Ranking Officer (Edit)
      • If a Ranking Officer joins a unit with the 'Jack Marshal ability, then they can still only take Mercenary warjacks - they don't gain access to Faction warjacks. (Infernal Ruling)
      • They can control that mercenary warjack as normal, even though they're technically no longer the same faction as the jack. (Infernal Ruling)

    RC symbol.png

    Rules Clarification : Officer      (Edit)

    • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
    • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
    • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
    RC symbol.png

    Rules Clarification : Pathfinder      (Edit)

    RC symbol.png

    Rules Clarification : Stealth      (Edit)

    • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
    • You can target them with a charge.
    • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
    RC symbol.png

    Rules Clarification : Blight Storm and/or Anatomical Precision and/or Affliction     (Edit)

    • With an AOE, only the model directly hit by the AOE will take auto-damage, other models in the AOE take normal damage.
    • You don't get auto-damage on stuff which isn't an attack, like Electro Leap and Flak Field.
    • If someone is immune to damage, you can't trigger the auto-damage vs them. Because you never got a damage roll in the first place. (Infernal Ruling)
    • When this ability is triggered by a spell (ie Blight Storm or Affliction) then that does not change the source of the damage to the caster, nor change the damage type to magical.
      It merely changes the result of a damage roll. (Infernal Ruling)
    RC symbol.png

    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 : Tough - None yet. (Edit)
    Rules Clarification : Linchpin - None yet. (Edit)

    RC symbol.png

    Rules Clarification : Magic Ability      (Edit)

    • Combat Action
    Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
    • You must complete your movement before you use a MA.
    • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
    • You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
    • You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
    • You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
    • Non-Combat Action
    There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
    • Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
    • Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
    • Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
    • Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.
    RC symbol.png

    Rules Clarification:  : Sacrificial Pawn and/or Sucker! and/or Grim Salvation     (Edit)
    (Click Expand to read)

    • Sacrificial Pawn is optional.
      Grim Salvation and Sucker are not optional.
    • Grim Salvation only works vs basic attacks, not special attacks, power attacks, chain attacks.
      • Spells are not basic attacks, because they are not "made with a weapon". (Infernal Ruling)
      • CRA and CMA are basic attacks. (Infernal Ruling)
      • If a Special Attack generates an additional attack (such as Multi-Fire), the second attack will be basic and as such can have Grim Salvation used vs it. (Infernal Ruling)
    • Sacrificial Pawn & Sucker! don't work against melee attacks.
    • None of them work vs magic attacks (spells).
      All of them work against Magical Ranged attacks, though.
    • The model the attack is transferred to is always hit, even if they have an ability that makes them automatically get missed (such as Stealth).
      Automatically missing is determined earlier in the timing sequence than when the attack is moved. (Infernal Ruling)

    From here down, the terms Sacrificial Pawn, Grim Salvation, and Sucker! are interchangeable

    • Using Sac Pawn moves all damage and effects onto the other model.
    • The new model hit may use any abilities that trigger on being hit/damaged by an enemy attack (such as Vengeance and Shock Field).
    • Sprays and AOEs
      • With reference to the timing chart in Appendix A: placing a spray template down occurs at Step 3. Using Sacrificial Pawn occurs at step 6. Placing an AOE template down occurs at step 7.
        Therefore if you use Sac Pawn vs a spray, the placement of the spray template does not change. If you use Sac Pawn vs an AOE, the placement of the AOE template does change.
      • A model indirectly hit by an AOE attack cannot use Sac Pawn vs it.
      • Since a spray template doesn't move, it may cause the Pawn to be hit twice by the same spray. So you then resolve two damage rolls against it.
      • When/if you shift an AOE template, the original target may be clipped by the edge of the AOE anyway (depending on how far apart the original target and Pawn are).
    • Quick Draw vs Sacrificial Pawn (Edit)
      • If enemy "Model A" shoots you, and then you use Quick Draw against "Model A", but they use Sac Pawn to move your Quick Draw attack to "Model B" then ... Quick Draw has no effect (or rather, it affects "Model B" who isn't currently shooting you so is irrelevant). Point is, "Model A" can continue shooting you.
      • This won't happen with Shield Guard though (outside of a very low-probability scenario) because Shield Guard can only be triggered during an enemy turn.

    RC symbol.png

    Rules Clarification : Seduction      (Edit)

    • Seduction does not target so does not require LOS. You can even take control of someone in your rear arc.
    • Seduction does not require an attack roll.
    • Seduction Spell only
      • When Seduction is listed under Magic Ability, it is a spell so follows all the rules that interact with spells (such as Spell Vortex & Arcane Consumption).
      • However, since it doesn't target anyone, it can get around some anti-spell stuff (such as Spell Ward).
    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)