Prime This model is available in one Prime Army, Dark Host. 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.
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Warrior, sorcerer, and zealous follower of the Dragonfather, Darragh Wrathe ruthlessly commands Cryxian troops in the subjugation of the mainland. The howling of his countless victims follows the passage of Wrathe's hell-wrought iron steed as this necro-mechanikal horror rides to battle. He savors slaying the living whether by the razor edge of his scythe or a sudden eruption of spectral fire.
Basic Info
Darragh Wrathe |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Mounted / Dismounted |
BASE |
Large / Small |
SPD |
8 / 6 |
STR |
7 |
MAT |
7 |
RAT |
N/A |
M.A. |
7 |
DEF |
14 |
ARM |
17 / 15 |
CMD |
9 |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
10 / 5 |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
C |
UNIT SIZE |
N/A |
COST |
7 |
N/A |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Abilities
- Dragoon - Dragoons begin the game as a Cavalry model but can become dismounted during play. When they do so, their stats go down slightly and they lose some of their special rules & equipment. Refer to Dragoon for the dismounting rules.
- Mounted
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Cavalry
- Battle Wizard - Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
- Magic Ability [ 7 ] - 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.
- Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
- Dismounted
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Cavalry
- Battle Wizard
- Magic Ability
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Reposition
Weapons
Mounted
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Necro-Scythe
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RNG
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POW
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P+S
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2
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6
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13
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Mount
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RNG
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POW
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0.5
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12
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Dismounted
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Necro-Scythe
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RNG
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POW
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P+S
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2
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6
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13
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Mount
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Spells
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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Death Ride
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(★ Action)
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-
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CMD
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-
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Turn
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No
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Friendly Faction Undead models activating in this model's command range gain +1" movement when advancing as part of their Normal Movement. Death Ride lasts for one turn.
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Hellfire
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(★ Attack)
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10
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-
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14
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-
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Yes
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Models disabled by Hellfire cannot make a Tough roll. Models boxed by Hellfire are removed from play.
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Mortal Fear
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(★ Action)
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-
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CMD
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-
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Round
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No
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While in this model's command range, living enemy models suffer -2 to damage rolls. Mortal Fear lasts for one round.
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Theme Forces
Thoughts on Darragh Wrathe
Darragh Wrathe in a nutshell
Darragh Wrathe is an expensive dragoon with a lot of good utility casting and, being cavalry, isn't bad in combat.
Combos & Synergies
- Death Ride works on Banes, Wraiths, and Thralls, as well as a few casters without those tags.
- A Brute Thrall both gets extra speed and protects Wrathe from incoming fire.
- Mortal Fear makes Bane Knights and Bloodgorgers in melee effectively ARM 20.
- Scaverous can TK him around and he gets a boosted Hellfire on feat turn.
- Any caster with a widespread ARM buff can stack it with Mortal Fear:
- Asphyxious3 gives his jacks Unyielding.
- Deathjack2 gives the entire army Unyielding.
- Agathia stacks Mortal Fear with Death Shroud. She also has the benefit of Bane Knight Henchmen who will always appreciate Death Ride.
- Goreshade1 stacks Breath Taker with Mortal Fear. He also summons a unit of Bane Warriors via his feat, who'll love Death Ride.
- Goreshade3 - He recurs the undead that Darragh speeds up, and Darragh is a pretty good Scything Touch target.
Drawbacks & Downsides
- His points cost is at the top of the spectrum for solos. For one point more you can get a Stalker!
- He's a big target (literally) and too expensive for his combat utility
Tricks & Tips
- Mortal Fear works against warbeasts.
- Charge a model, kill it (boosted rolls help), and then get a free spell before repositioning to safety.
Other
Trivia
Other Cryx models
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* 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: : Cavalry (Edit) (Click Expand to read)
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Mount Weapon
- Although the core rulebook specifies mount weapons have 0.5" range, this doesn't "overwrite" models that have a longer mount range listed on their card. (Infernal Ruling)
- Mount Weapons are melee weapons. (Infernal Ruling) This means:
- Mount Attacks can benefit from any buffs that affect "melee weapons" (such as Acidic Touch and Elasticity) or "melee attacks" (such as Battle Lust).
- Mount Weapons can be used to make free strikes.
- If the model doesn't have any regular melee weapon (such as the Gun Carriage) then it does have a melee range, can engage enemy models, and can make free strikes; anyway.
- Despite being a melee weapon, you cannot use a Mount's special attack on the same activation you charge. (Infernal Ruling)
- Exception: If you have Trampling Hooves, because that allows you to make charge attacks with your mount when you charge.
- Mount attacks will trigger "Melee attack" stuff like Battle Wizard.
- You can purchase additional attacks with your Mount Weapon. (Infernal Ruling)
Impact Attacks - Movement
- Impact Attacks "pause" your charge move, and as such don't normally trigger "ends an advance" abilities (such as Countercharge).
- The exception is if your Impact Attacks include your charge target, then you have to end the charge movement and turn to directly face the charge target before rolling any dice. In this case, stuff like Countercharge will get triggered before you get to roll your Impact Attacks.
- You cannot "pause" in an illegal position to carry out Impact Attacks. For instance: a Pathfinder cavalry model pausing halfway over an obstacle; a flying cavalry model pausing while it 'overlaps' other models; or any cavalry model pausing halfway through an Incorporeal model.
Impact Attacks - The attack(s)
- You resolve stuff that occurs "after the attack is resolved" (such as Battle Wizard) before continuing with your charge movement.
- If you have an ability that boosts your "first" melee attack (such as Stir the Blood), then only one attack will be boosted even though you're making multiple simultaneous attacks.
- If you choose to make any impact attacks, you make all attacks against all models in the Mount's melee range (even friendly models).(Infernal Ruling)
- Impact Attacks cannot be boosted, refer core rulebook.
- You cannot buy additional attacks while resolving Impact Attacks. Additional attacks can only be bought during your Combat Action, after resolving your initial melee attack(s) / special melee attack.
Impact Attacks - Other
- You cannot use "any time" abilities while resolving Impact Attacks. Because Impact Attacks occur during movement; and you can only use 'any time' abilities before moving or after moving, but not during movement. (Infernal Ruling)
- Exception: If your Impact targets include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities.
Cavalry unit
- If you have a unit of Cavalry, charge them and do impact attacks, remember you interrupt movement to do impacts, but you have to resolve all movements before doing any charge attacks. So for example it would go:
- Cavalry model A charges enemy X, and contacts model M. Stop and make impact attacks against M. Then continue movement to X.
- Cavalry model B charges enemy Y, and contacts model N. Stop and make impact attacks against N. Then continue movement to Y.
- Cavalry model C charges enemy Z, and contacts model O. Stop and make impact attacks against O. Then continue movement to Z.
- Resolve model A's charge attack vs X, B's vs Y, and C's vs Z. (This can be done in any order, as per normal)
Other interactions
- Cavalry model with no melee weapon
- If you have a Mount weapon but no regular Melee weapon (such as the Efaarit Scout), you can still declare a charge. (Locked thread)
- You can make Impact Attacks along the way.
- Once you get to the charge target, however, you can't make a melee attack against it. Because you can't use the mount weapon for a charge attack, due to the way the Cavalry rules are written. (Unless you have a rule like Trampling Hooves.)
- If you don't charge, the mount attack can be used as an initial melee attack.
- Countercharge & Cavalry ( Edit )
- A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
- Warcaster/Warlock Cavalry ( Edit )
- Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
- Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.
- Flight on a Cavalry model (Edit)
- Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
- Gunfighter & Cavalry ( Edit )
- A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
- You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
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Rules Clarification : Battle Wizard (Edit)
- A Battle Wizard doesn't have to kill a model to cast a spell. They can instead skip making melee attacks and use their Combat Action to cast a spell.
- Cavalry Battle Wizards can trigger it from their Mount Attacks. (Infernal Ruling)
- This does not, however, allow them to trigger it twice in the same turn. (Infernal Ruling)
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Rules Clarification : Dragoon (Edit)
- Dragoons become dismounted instead of becoming disabled, so you can't trigger anything that works on disabled (such as Tough) when you kill their horse.
- If a dragoon is dismounted while overlapping another model (such as an Incorporeal one), then you have to rewind to the dragoon's last legal position before resolving the dismount. (Infernal Ruling)
- When a Dragoon is dismounted, even though you replace the physical model, it is considered the same in-game model for the purposes of whether the original attack hit/damaged it (for stuff like Chain Attack or Drag). For instance, you could hit the mounted model with your first attack, damage it enough to dismount it, then resolve Drag vs the dismounted model. (Locked thread)
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Rules Clarification : Magic Ability (Edit)
- 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.
- 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.
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Rules Clarification : Death Ride - None yet. (Edit)
Rules Clarification : Hellfire - None yet. (Edit)
Rules Clarification : Mortal Fear - None yet. (Edit)