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Legion Logo.jpg Golab

Legion Character Heavy Warbeast

With a gargled shriek, the unclean beast Golab dives from the heavens to feast on the flesh of the dead and the dying. A favored pet of the ogrun seer Anamag, Golab is a terror to behold in battle. It shreds prey apart with its talons before feasting upon its prey’s open wounds with its oversized beak. Blighted energy permeates the beast, sickening nearby foes and withering any restorative magics in its vicinity.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
M.A. N/A
DEF 13
ARM 17
ESSENCE {{{essence}}}
HP 30
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • Beak - 1" reach, P+S 14 melee weapon.
  • Talon (x2) - 1" reach, P+S 13 melee weapons.


  • Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good. Click here to read the long version.
  • Flight - This model ignores (almost) all terrain when moving. This model can move over other models, and ignores intervening models when declaring charges.
  • Bond [Anamag] - If Golab begins the game in Anamag's battlegroup, it is bonded to him/her/them. Golab is not considered to be bonded while under your opponent's control. While Golab is bonded to Anamag and in their control range, Anamag and Golab both gain Swarm.. (Swarm - This model has concealment. Living enemy models suffer -2 to attack rolls while within 2" of this model with Swarm.)
  • Carrion Feast - When a living or undead model is destroyed within 5" of Golab, you can choose it to be RFP'd. If a model is RFP'd due to Carrion Feast, it does not generate a corpse token, and Golab can remove d3 damage.
  • Entropic Force - While within 5" of this model, enemy models lose tough and cannot be healed/repaired.
  • Finisher - This model gains an additional die on damage rolls against damaged models.
  • Veteran Leader [Blighted Rotwings] - While in this model's command range, other friendly Blighted Rotwings models gain +1 to attack rolls.


The caster gains Sprint. (Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.)

Theme Forces

When taken in Anamag's battlegroup When taken in anyone else's battlegroup
Themes for any-and-all bonded warbeasts (Edit)

Thoughts on Golab

Golab in a nutshell

Golab is the latest character in the Legion's arsenal, and the first one without the - thus far - omnipresent Eyeless Sight rule among the warbeasts. Thankfully, he retained Flight, so terrain is rarely an issue. On superficial sight Golab is an over-costed Angelius clone, with shorter threat range, beefier frame and way less damage output. That is, until you look at his card, which is pretty heavily laden with special rules which greatly affect his combat profile.

Due to Carrion Feast and Entropic Force, he is a flying provider of semi-Grievous Wounds, countering repair or healing, and providing RFP for your army. Despite having the largest amount of HP among the "flyer chassis" warbeasts (on par with the Scythean), he is still not invincible. Though his bond can provide crucial bonus to his DEF (and Anamag), he is still not designed for prolonged combat. With Finisher, he might actually have some respectable melee output, and with his animus he is perfcectly suited for hit&run style attacks: snatching a wounded prey, killing it, then sprinting back to safety.

In short, Golab is an interesting beast with great utility, both for himself and for his army. Time will tell whether his toolbox is versatile enough to spend as many points on him, as on more capable combat beasts, like the Scythean or the Angelius.

Combos & Synergies

  • Use in conjunction with a Strider deathstalker for an easy way to ensure Golab's target is damaged. Will require you to play out of theme or in Ravens of War with Anamag.
  • With Kallus2's overrun in combination with sprint can mean that Golab could potentially be up to 14" away from the killed enemy model.

Drawbacks & Downsides

  • Way less damage output than other warbeasts in his price category - unless the the target is already damaged.
  • Kind of expensive for a beast with mainly support duties.
  • Lowest Threshold among the FURY 4 beasts - you better keep those Fury points cleared.
  • Without his bond, his DEF lags behind the other flying monsters of the Legion.
  • He is lacking Eyeless Sight, making him vulnerable to Blind effects. Also, cloud walls may deny your charge attempts.
  • Most people prefer the Blightbringer as their singular warbeast in Primal Terrors (somtimes acompanied by a lone Harrier). Bringing along Golab will cost you a free solo, so he's rarely seen.

Tricks & Tips

  • The healing from Carrion Feast is not tied to Golab's killing - he can chew on the remnants of the others' kills, and friendly losses too.
  • Watch the wording: Carrion Feast won't work on constructs, while Entropic Force still affects all enemy models.
  • Unlike the other flier beasts, he is not Serpentine, thus can be knocked down, but also can Trample and Slam.
  • Several rules interacting with corpses are being triggered at the same step as Carrion Feast (like Bring out the Dead, Body Snatcher, Bone Picker). As a rule of thumb, in such cases the active player gets preference. Read the rule clarifications and click on the Infernals link for a detailed description.



Released in the Primal Terrors CID (2018.01)

Other Legion models

Legion Logo.jpg       Legion Index       (Edit)            
Battlegroup & Similar
Warlocks Absylonia1 - Absylonia2 - Anamag - Bethayne - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2
Other Warbeast Controllers Beast Mistress
Lesser & Packs Lesser Warbeasts: Shredder - Harrier - Stinger - Warbeast Packs: Blight Wasps
Light Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph
Heavy Angelius - Carnivean - Neraph - Ravagore - Scythean - Seraph
Azrael - Golab - Proteus - Typhon - Zuriel
Gargantuans Archangel - Blightbringer
Units, Solos, & Battle Engines
Units B.N. Archers - B.N. Hex Hunters - B.N. Legionnaires - B.N. Raptors - B.N. Scather Crew - B.N. Swordsmen - B. Rotwings - B.O. Warmongers - B.O. Warspears - Chosen - Grotesque Banshees - Grotesque Raiders - Hellmouth - Ice Witches - Strider Blightblades - Strider Scouts - Spawning Vessel
Blackfrost Shard
Solos Beast Mistress - B.N Shepher - B.N. Sorceress - B.N. Warlord - Forsaken - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - B.O. Warmonger War Chief
Ammok - Annyssa Ryvaal - Fyanna the Lash - Craelix
Battle Engines Throne of Everblight
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Refer to Who Works for Whom and/or Category: Legion of Everblight Minion
This index was last updated: 2018.10

Rules Clarifications

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Rules Clarification : Open Fist (aka, Power Attack Throw)     (Edit)

  • Throw - General ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Throw - Power Attack
    • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws.
    • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
    • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
    • Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
    • Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.

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Rules Clarification:  : Warbeast      (Edit)
(Click Expand to read)

See also the Warbeast page for a recap of the core warbeast rules.


  • If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)


  • A single Animus can be on several models at the same time. (Infernal Ruling)
  • If a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)
  • An animi cast by a warlock is an animi and spell. (Infernal Ruling)

Transferring Damage

  • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)


  • You cannot trigger optional abilities during a Frenzy (such as Cleave). (Infernal Ruling)
  • You must trigger compulsory abilities during a Frenzy ... unless that ability generates an extra attack (like Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)
  • A warbeast may not make an Assault shot as part of a Frenzy activation. (Refer latest errata)
  • If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Ruling)
  • If a frenzying warbeast can't reach its charge target, then it will make a failed charge and end its activation. (Locked thread)
RC symbol.png

Rules Clarification:  : Flight      (Edit)
(Click Expand to read)

  • Flight doesn't ignore:
    • Impassable terrain and hazardous terrain
    • 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 you can move over obstacles/models while charging, if you want to stop and make Impact Attacks while you fly "over" models you need to stop in a legal position. You can't make Impact Attacks while your flying horse is on top of obstacles, models, etc.
  • 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 : Bond      (Edit)

  • Bonds are ineffective while the model is under your opponent's control. Refer the core rulebook.
  • Bonds & Themes
    • If a warjack/warbeast with a bond is in that caster's battlegroup, they can be taken in any theme force. Refer the core rulebook.
    • This is true even if the caster isn't a full warcaster or warlock (this interaction changed as of 2018.06).
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Rules Clarification : Ashen Veil and/or Swarm     (Edit)

  • The concealment bonus and the attack roll penalty do stack with each other, so someone making a ranged or magic attack while within 2" of you will suffer -4 to the attack.
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Rules Clarification : Carrion Feast      (Edit)

  • Resolving this ability vs other Corpse Taker models is a little weird. (Infernal Ruling)
    1. Carrion Feast triggers at Step 10d, which is often simultaneous with other Corpse Takers. So first you need to work out Active vs Inactive player priority.
      (There's a bunch of examples in the linked thread).
    2. If Golab gets priority and chooses to use it, that will shut the corpse collection down (as per the text of Carrion Feast).
    3. If the non-Golab model gets priority and RFPs the model, it is no longer on the table so Golab can't trigger Carrion Feast. Also the other model might or might not be able to get a corpse (it depends on the wording of its own rule).
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Rules Clarification : Entropic Force      (Edit)

  • Affected models can still remove damage from other models.
  • Affected models can still trigger abilities that involve removing damage, and all other effects will be resolved. For instance:
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Rules Clarification : Finisher      (Edit)

  • Finisher is not tied to a specific weapon so it applies to all damage rolls, including power attacks.
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Rules Clarification : Veteran Leader      (Edit)

  • Veteran Leaders don't give themselves the buff, because of the "other models within ..." clause.
    • Although if you have two models giving out the buff, then they can give it to each other. (Locked thread)
  • Some versions say "friendly" and some don't. Regardless, Veteran Leader only buffs friendly models. (Infernal Ruling)

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Rules Clarification : Lightning Strike      (Edit)

  • Lightning Strike is retroactive. Which means you can cast it after killing a model, and still benefit from it. (Infernal Ruling)
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Rules Clarification : Sprint and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
  • You can't purchase additional attacks after the move, because you can only buy attacks during your Combat Action and by definition "the end of your activation" happens after "your Combat Action".
  • Differences
    • With Sprint, you cannot trigger other abilities that also occur "at the end of activation" (such as Reposition), because Sprint includes the phrase "and then its activation ends". Click here for a detailed explanation
    • Run & Gun doesn't have this restriction.
    • Run & Gun won't trigger if you RFP the model, but Sprint will.