Prime 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.
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There exist horrors of various sizes and capabilities, and some of the most disturbing ones are those that are less physically imposing. The very appearance of these creatures is an assault on the mind—it can shatter sanity and fray nerves. The Foreboder serves as a conduit for the power of its infernal master, and the presence of one of these floating beings is accompanied by a sensation of mental oppression. It glows with sickening radiance, which provides a brief forewarning before unholy magic is sent through it.
Basic Info
Foreboder |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Small |
SPD |
6 |
STR |
5 |
MAT |
5 |
RAT |
N/A |
M.A. |
N/A |
DEF |
13 |
ARM |
10 |
CMD |
N/A |
ESSENCE |
1 |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
14 |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
U |
UNIT SIZE |
N/A |
COST |
4 |
N/A |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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- Horror - This model is the Infernal equivalent of a warjack or warbeast. They have a number of unique rules (which you can read here), but fulfil the same role; namely, being big and stompy.
Abilities
Weapons
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Tendrils
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RNG
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POW
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P+S
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1
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4
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9
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Theme Forces
Thoughts on the Foreboder
Foreboder in a Nutshell
The Foreboder is the Infernal channeler, and is a lesser Horror with only a single Essence, so it can be easily summoned, but can be easily maintained for a modest Essence cost, or can be fired off as a kind of fire-and-forget-and-let-it-disappear channel missile.
Combos & Synergies
- All three Masters love to have at least one Foreboder on the table, thanks to their superior spell casting abilities.
- Agathon is a spell slinger through & through. It really likes to have at least two Foreboders on the table, one able to threaten an assassination (Scything Touch, followed by as many Dark Fires as possible) and the other to threaten the army (using Hellmouth, Scything Touch, and Dark Seduction to clear lanes for Horrors or Cultists). In practice, this means list building with at least three, more often four.
- Zaateroth is an upkeep caster, and as such mass Purifications can really ruin her day. Having a Foreboder on the table makes it much easier to get the required upkeeps where they need to be without risking Zaat herself.
- Omodomos cares the least about having a Foreboder, only having one spell that can be channeled. However it is a pretty decent one, especially in conjunction with his Hellhounds rule (use Breath to soften up a group of heavy infantry, then send in a Desolator as a soul vacuum).
- Great Princess Regna Gravnoy it is the cheapest way to include her in a force and she has 2 spells worth channelling.
When to Summon
Most of the time you'll want to start the game with Foreboders in your battlegroup instead of summoning them. With the Psycho Static rule, it can't do its main job the turn it is summoned. You're also paying an opportunity cost by summoning a lesser horror instead of a more expensive/impactful heavy, since you can only summon one horror a turn, and it always costs you a Marked Soul. Still, if you have a specific plan for the following turn, or you can't spare the essence for a heavy horror, it can be worth it to get one of these little guys on the field for your opponent to worry about. Just make sure you can leave it in a spot where it won't die immediately.
Drawbacks & Downsides
- Little offensive output.
- Fragile. It has similar defensive stats to the Convergence channeler Algorithmic Dispersion Optifex, and will die once it gets hit.
Tricks & Tips
- These things die like none other. Hide them in woods or cover for maximum survivability.
Other
Trivia
- Released with the Faction launch (2019.06)
Other Infernal models
Rules Clarifications
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Rules Clarification : Horror (Edit)
- Horrors cannot spend essence outside of their activation. For instance, they can't boost free strikes. (Infernal Ruling)
- 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)
- Tithe is optional (despite the use of the word "must" in the Tithe rules; it's used in much the same way as "a warjack must spend 1 focus to run"). (Infernal Ruling)
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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:
- 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)
- 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: : Flight (Edit) (Click Expand to read)
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- Flight doesn't ignore:
- Impassable terrain.
- Most hazards. The exception is they do ignore Acid Bath and Burning Earth as long as they don't land in them.
- Templates that stay in play and do damage to models moving through them (such as a Scather).
- Free strikes.
- Trampling with a flying model (Edit)
- Flight allows you to trample "over" medium- and larger-bases.
- Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
- Unless, of course, you have an exception like Blade Rush.
- 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.
- 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 : Soulless - None yet. (Edit)
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Rules Clarification : Channeler and/or Arc Node (Edit)
General
- It is possible to channel a spell with a range of CTRL. The control range is still measured from the caster though, so channeling it has zero effect ... unless you've got something like Empowered Arc Node or Reaction Drive. Stuff like that can trigger. (Infernal Ruling)
Channeling in melee
- A channeler that is engaged by an enemy model can not channel.
- A channeler that is engaging an enemy model can channel. (For example, the channeler is standing in the enemy's back arc.)
Channeler - LOS
- You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
- If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS (but not to the DEF bonus).
Caster - Attack roll
- You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
- If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the dice roll (but not to the LOS).
Stealth - It affects both LOS and the attack roll
- Since Stealth has both a LOS modifier (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed) things get a little complicated.
- If only the channeler ignores stealth, then all stealth models count as intervening models and block LOS, but the caster will auto-miss models more than 5" from the channeler.
- If only the caster ignores stealth, then only models within 5" of the channeler block LOS, but the caster won't auto-miss no matter what you target.
- If both channeler and caster ignore Stealth, it works as you'd expect.
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Stealth Examples [Show/Hide]
- Caster has Eyeless Sight, channeler does not.
- Stealth model is within 5" of channeler
- LOS - The model counts as an intervening model, as per the normal Stealth rules
- Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
- Stealth model is more than 5" away from channeler
- LOS - The model does not count as an intervening model, as per the normal Stealth rules.
- Attack roll - If you attack it then you don't auto-miss, as the attacking model has Eyeless Sight.
- Stealth model is more than 5" away from channeler, and you want to target a model behind it.
- LOS - The front model doesn't block LOS
- Attack roll - Doesn't auto-miss
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- Caster hasn't got Eyeless Sight, channeler does.
- Stealth model is within 5" of channeler
- LOS - The model counts as an intervening model, as per the normal Stealth rules
- Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
- Stealth model is more than 5" away from channeler
- LOS - The model counts as an intervening model, because the model drawing LOS ignores Stealth.
- Attack roll - If you attack it then you will auto-miss, as the attacker doesn't ignore Stealth.
- Stealth model is more than 5" away from channeler, and you want to target a model behind it.
- LOS - The front model blocks LOS, so you can't target the rear model.
- Attack roll - N/A
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Rules Clarification : Phase Shift - None yet. (Edit)
Rules Clarification : Psycho Static - None yet. (Edit)
Rules Clarification : Chain Weapon - None yet. (Edit)
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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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