Warwitch Deneghra

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Cryx Logo.jpg Warwitch Deneghra

Cryx Warcaster

Wherever she travels, Deneghra leaves a scorched path of devastation. On the battlefield she is a beautiful terror, perversely angelic in her wicked beauty. Deneghra drifts like a phantom through trees and walls and need but whisper for men to claw at their skulls in a vain attempt to silence the voices inside their minds.

Basic Info

Missing Info
34086 WarwitchDeneghra WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 16
ARM 14
ESSENCE {{{essence}}}
HP 16
F. Field N/A
WJP +26
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock

Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat - The Withering

Enemy models currently in Deneghra's control range suffer -2 SPD, STR, MAT, RAT, DEF, and ARM. The Withering lasts for one round.


  • Stealth symbol.jpg Stealth
  • Parry symbol.jpg Parry
  • 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 focus during your next Control Phase, replace each soul token with 1 focus point.


  • Sliver - 2" reach, P+S 12 melee attack
    • Shadow Bind - A model hit by this weapon/attack suffers -3 DEF, and for one round when it advances it cannot move except to change facing. Shadow Bind can be shaken.
    • Magical dam symbol.jpg Damage Type: Magical


Black Talons

3 10 3 12 (★) Yes
On a critical hit, models hit suffer Shadow Bind for one round.
Shadow Bind - A model suffering from Shadow Bind suffers -3 DEF, and for one round when it advances it cannot move except to change facing. Shadow Bind can be shaken.
Crippling Grasp

3 8 - - Upkeep Yes
Target model/unit suffers -2 SPD, STR, DEF and ARM.
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.
Ghost Walk

2 6 - - Turn No
Target friendly Faction model/unit gains Ghostly for one turn.
Ghostly - A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. It cannot be targeted by free strikes.

3 8 - - Upkeep Yes
Target model/unit suffers -3 ARM and the spellcaster gains +1 ARM.

2 8" spray - 10 (Corrosion) - Yes
Venom deals Corrosion Damage. Models hit suffer the Corrosion continuous effect.

Theme Forces

Recent Changes

No changes since 2018.01

Thoughts on Deneghra1

Alternate sculpt

Deneghra1 in a Nutshell

Have you ever charged in with your undead horde, rolled horribly, and thought "Wow MAT 5 just blows"? Or have you got your Revenant Crew in a great position and thought "Gee it sure would be nice if they could hit the broad side of a barn"?

If so, Deneghra is your 'caster. Her spell list epitomizes the Cryx de-buff and assassination game, and she's got the FOCUS to run it while running several 'jacks. She's mobile, manipulative, and - properly handled - pure frustration to play against. She can make all your evil dreams come true.

Deneghra, or "Denny" as she's fondly referred to, is a favourite among Cryx players for good reason. Once you get her de-buff engine running, you can pick enemy armies apart in detail, more or less at your leisure. Keep her away from the front line as she as squishy as all-hell, but close enough that her feat turn can catch a lot of the opponent's army.

Some players, especially newer ones, have trouble translating the word "de-buff" into a useful concept. Think of it this way: It's like a buff, except your entire army gets to benefit. Parasite effectively gives every single attacker additional POW. Crippling Grasp gives every attacker additional MAT, RAT, and POW.

Oh, and all this stacks with her feat and her army's other abilities, like the Bane Thrall's Dark Shroud (which you can think of as additional POW for every friendly model attacking nearby) or the Satyxis Raider's Gang. Stack enough of these "negative bonuses" and Mechanithralls become whirlwinds of death, and even Denny's Sliver hits like a ton of bricks. Don't get lost in the words; do the math. Deneghra is a powerhouse with Stealth.

Feat thoughts

Her feat is one of the most brutal in the game, leaves a sour taste in your opponent's mouth, and works both offensively and defensively. Offensively, in that it lowers their DEF and ARM making them easier to hit and damage, and defensively in that it lowers MAT RAT and STR so they'll struggle to retaliate. Note that it stacks with spells like Parasite and Crippling Grasp, so try to have those up to maximize the effectiveness of her feat.

Spell thoughts

  • If Crippling Grasp is not on an enemy model/unit at the end of every turn, you've done something wrong. It's simply too useful not to be in play every turn possible. Casting this on an enemy warcaster means you should win quite soon, and it's not hard to pull off.
  • Ghost Walk is a very useful spell. It's often worth bringing Doctor Stygius along just to cast this exactly where needed without depleting Denny's focus or restricting her movement. You could upgrade to the Withershadow Combine to get the free upkeep, but quite often Deneghra doesn't even want to upkeep spells so that benefit is arguable.
  • Dark Seduction lets you make an enemy solo stab/shoot its own warcaster, or have a grunt kill its own Officer. The options are nearly limitless.
  • Note that the ARM buff you gain while upkeeping Parasite makes a reasonable difference on Deneghra's low ARM.
  • Venom is Deneghra's only offensive spell. Note that sprays ignore a lot of DEF bonuses including Concealment, Cover, Stealth, and target in melee.

Drawbacks & Downsides

  • Deneghra is weak, uses a lot of focus and needs to play forward to use her feat. She is very reliant on Stealth to not get killed from range. If anything can get to her she is likely dead.
  • Anything that shuts down channeling or offensive spells will prevent her from debuffing your opponents freely, which is a necessity for her and her army.
  • She will use a lot of focus to put her debuffs on enemy models; she won't have much to fuel 'jacks.
  • Aside from terrain mitigation via Ghost Walk, she has no delivery mechanism for her army, either offensively (by improving threat ranges) or defensively (by hiding or protecting her army). Take this in consideration when you are building your list.

Tricks & Tips

Original sculpt
  • Use Ghost Walk to get your arc nodes where they need to be.
  • Put Crippling Grasp on an enemy melee heavy early in the game, then simply avoid it. At -2 SPD, it'll be a longer time getting anywhere.
  • Use Reach and Shadow Bind to lock an enemy non-reach model into place, where they don't have the range to retaliate.
  • If your opponent is protecting the command attachment of his unit by putting him far behind the frontline, you can use Dark Seduction to have him simply walk away from the rest of the unit. If you can break their formation, you can potentially render many models in the unit from being able to attack. Also usable on Junior warlocks and journeyman warcasters to walk them away from their battlegroup.

List Building Advice


Deneghra is the ultimate "turd polisher". That is, she can take the most terrible unit in the game and make it shine by stacking debuffs on the target. This also means there is no "typical army" - she can make anything work. That said, the Ghost Fleet (see the Theme Forces section below) or any kind of "Gunline Funline" are popular. With a Funline you take as many shooting options as possible, such as Leviathans, Pistol Wraiths, and Nyss Hunters and just feat on the enemy before unleashing hell.

Regardless of your build, some of Deneghra's favorites are:

  • Some form of focus efficiency, such as a Spell Slave, Satyxis Blood Priestess, and/or Misery Cage.
  • At least two arc nodes, so Deneghra doesn't need to risk her neck getting her offensive spells into play.
  • If your local players bring anti-stealth tech to the table and they like going for the assasination, you might want some anti-ranged tech (such as Shield Guards) and/or anti-magic tech (such as Orin or Eilish).

Theme thoughts

    Ghost Fleet    

Denny1 is a premium choice for running Ghost Fleet. Ghost Walk helps delivering Revenants to their targets. Her debuffs allow the Revenants to hit above their class, while The Withering hampers the opponent's ability to strike back. Combined with the built-in recursion of Revenants, and it becomes a very nasty list.

In fact, it used to be much nastier at the start of Mk3 and was classified as "Meta-warping". Several nerfs in 2018.01 to Deneghra1 and the Revenant Crew brought its balance more in line.

    Black Industries    

You play this theme because it lets you take the Character jacks, Asphyxious4, Cephalyx, and a shooty merc unit for a gunline that is not as outdated and nerfed into the ground as Ghost Fleet.

  • Barathrum - In the running of best jack in the Cryx stable, it should do amazing work with all of Denny's debuffs.
  • Asphyxious4 - He is basically a heavy warjack with spellcasting ability by himself, but he also lets you run a proper heavy with no strain on Denny's focus pool and also grants that heavy Dark Shroud for more damage, while Black Industries grant it Carapace. A Toro is a good idea for its high native ARM and P+S, it is also an Ordic model which is relevant for:
  • Princess Delores Graciela - She can only be brought if you have an Ordic model like the Toro, but does not take your merc slot. She as an obscene gun platform by herself and thus makes excellelent use of Denny's debuffs at range.
  • Cephalyx Overlords - Psychic Assault is a great spray that lets the unit do lots of work and they have native Stealth and Pathfinder.
  • Dr Stygius - Denny really loves a cheap spell slave and the Dr has Stealth and Pathfinder as well.
  • Hellslinger Phantom and Ol' Grim - The character Wraith package is a large boon to Denny, as they can shoot multiple times a turn and thus make excellent use of her debuffs, while also being great flag campers. Two of your three Requisition cards in this theme, no doubt.
  • Brute Thralls - They come as ablative shield guards to protect more important models with, or you can ambush them and they will actually do some work. You have to spend 6 points on a Mechanithralls unit, but that is a small price to pay for these models. The Brutes are going to be your third requisition option, totalling you at 19 free points.


  • Nyss Hunters - They massively benefit from her many debuffs, bringing quality shooting to your list that Cryx will not find elesewhere, while also being P+S 9 Weapon Masters in melee.
  • Boomhowler3 - He can Hoof the Nyss around, meaning the can aim and still move, or go in, shoot and get back out, or go in, shoot and go in deeper to engage. Your choices are many, makign this package very flexible. Shout Down also makes the Nyss more accurate. On top of this, Boomy is still a legitimate melee threat to be reckoned with.


Nightmare is Deneghra's pet warjack that she can bring in any theme.
  • Nightmare is Deneghra's pet warjack that she can bring in any theme.
  • Arc Nodes: Deathrippers are the cheapest in the stable, Nightwretches have a neat gun for one point more.

Starting a 25 point Brawl list

In 2020.10 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - The Ghost Fleet

Deneghra1: [+26 WJP]
Ol' Grim: [6 pts]
Captain Rengrave: [4 pts]
Machine Wraith: [2 pts]
Revenant Crew of the Atramentous (Min unit): [9 pts]
  • 3x Weapon Attachment: [Free] (6 pts)
Revenant Cannon Crew: [4 pts]

For more Brawlmachine list ideas, see Category: Brawl List



  • Released in Warmachine: Prime (2003)
  • Sculptor 2004-ish BattleBox classic (metal): Chaz Elliot
  • Sculptor 2008-ish alternative: Grègory Clavilier

Video Battle Reports

Other Cryx models

Cryx Logo.jpg       Cryx Index       (Edit)            
Battlegroup & Similar

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - Deathjack2 - Deneghra1 - Deneghra2 - Deneghra3 - Goreshade1 - Goreshade2 - Goreshade3 - Mortenebra1 - Mortenebra2 - Rahera - Scaverous - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Terminus - Venethrax

Warcaster attachments

The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Doctor Stygius (Partisan) - Madelyn Corbeau (Mercenary)

Other Warjack Controllers

Jack Marshals: Iron Lich Overseer       "Junior Warcasters": Aiakos1 - Asphyxious4 - Deneghra0


Cankerworm - Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker


Barathrum - Corruptor - Deathjack1 - Desecrator - Erebus - Harrower - Kharybdis - Inflictor - Leviathan - Malice - Nightmare - Reaper - Seether - Slayer

Colossal Kraken - Sepulcher
Units, Solos, Battle Engines, & Structures

Asphyxious4 - Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - BO Boarding Party - BO Ironmongers - BO Smog Belchers - Blackbane's Ghost Raiders - Bloodgorgers - Marauders - Carrion Thralls - Cephalyx Drudges - Cephalyx Overlords - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates - Soulhunters - The Devil's Shadow Mutineers - The Withershadow Combine


Aiakos1 - Agrimony - Axiara - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Darragh Wrathe - Doctor Stygius - Deneghra0 - Gerlak - Hellslinger - Iron Lich Overseer - Machine Wraith - Master Gurglepox - Misery Cage - Necrotech - Ol' Grim - Pistol Wraith - Satyxis Blood Priestess - Satyxis Raider Captain - Scrap Thrall - Skarlock Thrall - Severa Blacktide - Soul Trapper - Warwitch Siren

Battle Engines & Structures Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Scourge of the Broken Coast
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification : Feat:The Withering

  • Versus Convergence of Cyriss
    • If you catch a Vector in the feat, its MAT/RAT won't be affected. (SPD, STR, etc are affected as normal though.)
    • If you catch their warcaster in the feat, all of the Vector's MAT/RAT will be affected.
  • Since it's a "currently within" (not a "while within") ability, moving into/out of her CTRL area after it's triggered does not change who it affects. (Infernal Ruling)

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Rules Clarification : Shadow Bind , Force Hold, Force Lock, Quagmire, and/or Crawling Chaos     (Edit)

  • Models affected by this ability may still advance 0" and thus abilities that trigger on "ends their movement within ..." or "after this model advances ..." will still trigger (for example Slipstream, Countercharge, etc).
  • Models may still be placed, so abilities like Apparition will still work.
  • The restriction applies to all advances: normal activation, bonus in-activation (like Overtake), and out-of-activation (like Energiser).
  • Shadow Bind only
    • If you manage to free strike a charging model and Shadow Bind it, their charge movement ends because they can no longer advance. At that point, you check whether their charge movement was successful or not.
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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:  : Warcaster      (Edit)
(Click Expand to read)

  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)

  • 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)
  • 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.

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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
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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.

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

Rules Clarification : Crippling Grasp - None yet. (Edit)

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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 : Ghost Walk      (Edit)

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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)
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Rules Clarification : Parasite      (Edit)

  • 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.
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Rules Clarification : Black Talons      (Edit)

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Rules Clarification : Shadow Bind , Force Hold, Force Lock, Quagmire, and/or Crawling Chaos     (Edit)

  • Models affected by this ability may still advance 0" and thus abilities that trigger on "ends their movement within ..." or "after this model advances ..." will still trigger (for example Slipstream, Countercharge, etc).
  • Models may still be placed, so abilities like Apparition will still work.
  • The restriction applies to all advances: normal activation, bonus in-activation (like Overtake), and out-of-activation (like Energiser).
  • Shadow Bind only
    • If you manage to free strike a charging model and Shadow Bind it, their charge movement ends because they can no longer advance. At that point, you check whether their charge movement was successful or not.
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Rules Clarification : Venom      (Edit)

  • Damage Type (Edit)
    • This spell does elemental damage in addition to magical damage, not instead of magical damage. (Infernal Ruling)