Thagrosh, Prophet of Everblight

From LOS Warmachine University
Jump to: navigation, search
Legion Logo.jpg Thagrosh, Prophet of Everblight

Legion Blighted Ogrun Warlock

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

Note that the rest of this page is about the model's Mark III rules.

History will remember Thagrosh Hellborne as the abomination who unleashed the Legion of Everblight onto the world. But before he was the prophet of Everblight, he was an ogrun born of a harsh existence. After escaping slavery, he was compelled by fevered whispers and nightmarish visions to the sealed repository of the athanc of Everblight. In an unimaginable test of resolve, Thagrosh mutilated himself to accept the dragon’s blessing. He cut open his chest and tore apart his own ribcage to drive the athanc into his heart. Its dark power transformed his body into a blighted vessel for Everblight’s immortal presence.

Basic Info

Thagrosh1
Missing Info
Thagrosh1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR 9
MAT 7
RAT 5
M.A. N/A
DEF 14
ARM 16
CMD 10
ESSENCE {{{essence}}}
FOCUS N/A
FURY 7
THRS N/A
HP 18
F. Field N/A
WJP {{{wjp}}}
WBP +28
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock
  • Warlock - All warlocks 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 - Dark Revival

Return one destroyed large-based or smaller warbeast that was part of Thagrosh’s battlegroup to play. Place it anywhere completely within 3˝ of him. The warbeast cannot be forced except to cast its animus this turn.

Tip lightbulb.png

Tip !
Beasts that have been removed from play (such as by Snacking) are not eligible for Dark Revival.

Abilities

  • Tough symbol.jpg Tough
  • Athanc - Immediately after leeching, this model gains up to its FURY in fury points. It cannot exceed its FURY in fury points as a result of Athanc.
  • Attuned Spirit [Legion] - Once per activation, this model can cast the animus of a Legion warbeast in its battlegroup without spending fury.
  • Death Shroud - While within this model's command range, enemy models suffer -2 STR.

Weapons

Blighted Breath
Gun icon.jpg  RNG   ROF   AOE   POW 
SP8 1 - 12
Rapture
Sword icon.jpg  RNG   POW   P+S 
2 7 16
  • Magical dam symbol.jpg Damage Type: Magical
  • Eruption of Ash - If a model is boxed by an attack made with this weapon, center a 3" AOE cloud on it then RFP it. The AOE is a hazard that remains in play for one round. Enemy models within the AOE when it is put into play suffer a POW 12 fire damage roll. Enemy models entering or ending their activation in the AOE suffer a POW 12 fire damage roll. Eruption of Ash damage rolls cannot be boosted.
Claw
Sword icon.jpg  RNG   POW   P+S 
0,5 3 12

Spells

COST RNG AOE POW DUR OFF
Draconic Blessing

2 6 - - Upkeep No
Target friendly Faction model/unit gains +2 STR and Immunity: Fire. Models are not affected while out of formation.
Fog of War

3 SELF Control - Upkeep No
Models gain concealment while in the spellcaster's control range.
Mutagenesis

3 8 - 12 - Yes
Target model boxed by Mutagenesis is RFP'd. When the spell boxes an enemy model and the spellcaster was the spell's point of origin, the spellcaster can replace the boxed model when it is RFP'd. The spellcaster cannot advance this activation after replacing another model as a result of Mutagenesis. Mutagenesis can be cast only once per activation.
Obliteration

4 10 5 15 - Yes
This spell has zero special effects.
Twisted Form

2 8 - - Round Yes
Target warbeast suffers -2 FURY, cannot have damage removed from it, and cannot have damage transferred to it. Twisted Form lasts for one round. Twisted Form can be cast only once per activation.

Theme Forces


Thoughts on Thagrosh1

Classic Sculpt

Thagrosh1 in a nutshell

Thagrosh1 is a bit of a curiosity within Legion. Thagrosh himself is a bit on the slow side compared to the other warlocks, has higher ARM and is on a medium base. Also he is a dude. Apparently Everblight has a thing for the ladies (the only other "male" is Kallus, and he's technically a magic robot anyways). Either way, Thagrosh sticks out as unique and if you play to his strengths, his army can end up pretty different than a lot of other lists in faction. He's also a bit unique among all warlocks in Hordes, because he is practically a warcaster thanks to his Athanc rule.

Thagrosh has a pretty strong attrition game, as he comes with his own large area STR debuff (Death Shroud), a control range concealement buff with Fog of War, and his feat makes an enemy kill your favorite beast twice. Depending on the beast, this can be a pretty huge points swing in Thagrosh's favor. On top of that, against other Hordes army, he can outlast the opponent by crippling an warbeast with Twisted Form (a new, non-upkeep version of Bad Blood, and a signature spell).

Boasting decent MAT and base POW on his own, he can personally be threat on the battlefield as well, and even set up unexpected assassinations with Mutagenesis against careless opponents. On top of all that, he even brings his own damage buff with Draconic Blessing, allowing his army to soak blows and often hit back harder.

Overall, Thagrosh1 can bring a deceptively hardy army that handles armor well. He runs infantry and beast bricks with similar efficiency. He's not especially active himself, but can occasionally get in the fray if you want him to play a more central role in the late game. Here is a short run-down about his special abilities:

  • Eruption of Ash - Medium base is somewhat hard to screen, so you can use his weapon to create clouds against dedicated shooting. You can trigger it off of friendly models too: leave a disposable body in the back line and kill it from Rapture's maximum melee range generate a cloud to hide behind. Due to the size of the cloud and Thagrosh's base, it's impossible to be completely within the cloud for concealment, so use it for LOS blocking instead. This special rule has its odd interactions and pitfalls for beginners; see Tips and Tricks to evade them.
  • Athanc - It's unclear who really loves Thagrosh over at Privateer Press, but this ability is great. Thagrosh never has to cut for fury, even when he's the last model on the table, and that's worth a whole lot in Hordes. To get that same effect from Spirit Bond, he would need an unrealistically large battlegroup. This lets Thagrosh have all the fun toys of having fury in the early game AND pretend he's a warcaster with a very strong personal late game. It also gives him a lot of flexibility to go light on beasts and heavy on infantry.
  • Death Shroud - This ability lets Thagrosh pretend you're playing trolls in Legion. It works on literally everything (in melee). Be prepared to answer that question multiple times when you tell your opponent their warjack is affected. It's a CMD range ability, but Thagrosh has best in class CMD. This can make a beast brick or Ogrun brick surprisingly difficult to crack in a faction not known for being hard to kill.
  • Attuned Spirit - This ability is your second line in the attrition warfare; allowing you to cast an animus for free; either giving you more offensive or defensive power, depending on the situation. Animi, which are not restricted to SELF are quite rare in the Legion, but every fury you save will allow you to spend more on your offensive spells, or extra attacks.

Feat thoughts

This powerful recursion feat allows your beast to be on the board once more, providing access to its animus, and giving you a leg-up in the attrition game. You cannot force your beast save for its animus in that turn, meaning that even though it will have its combat action you cannot buy and/or boost attacks, perform power attacks, or charge. You can still deliver all your initial attacks, plus the occasional chain attack. It goes without saying, the more initial attacks a beast has (like Zuriel, Typhon, Golab or a Carnivean), the more you benefit from the feat if you need said beast's combat potential right away - but sometimes even single, powerful attacks like the Angelius' Tail strike or the Nehpilim Bolt Thrower's ranged attack can be valuable. Ranged beasts can also sacrifice their movement to aim, however they cannot reload (since it requires forcing).

The feat can also have a backhand assassination threat with the right beast; feating back a Scythean (maybe after getting close to an enemy caster via a Mutagenesis kill), then casting Draconic Blessing on it can end casters.

Be advised: this feat can be hard-countered by RFP abilities, so if your enemy has access to such tools, consider piece trades carefully. Sometimes it is better killing your own, wounded beast to keep it eligible for feating back rather than allowing your enemy to remove it from play. The beast you want to feat back also has to be in Thagrosh's battlegroup, so you cannot feat back one from e.g. a Blight Archon's battlegroup,

Spell thoughts

  • Draconic Blessing - A very good upkeep spell. Since it applies immunity to fire damage, you can freely lob shots into the backs of an affected model with things like a Ravagore or Teraph to place AOEs right where you want them. In the case of the Ravagore, this can be a surprisingly effective deterrent against single wound infantry with 0.5" and 1" melee ranges. As an upkeep, it can be cycled around between 2 units each turn.
  • Fog of War - Sometimes, Fog of War as a less than useful spell since it doesn't discriminate between friend or foe. Thankfully, most of Legion's beasts just doesn't care thanks to Eyeless Sight. This is best cast at the start of Turn 1 and carried on until the front lines clash. It's great for delivering middling DEF units like Swordsmen, or ensuring Prowl is active on Nagas and Hex Hunters.
  • Mutagenesis - Your less-often used attack spell, as it is a bit cumbersome to use. Still it is a cute tool to have. If your opponent forgets you have it, they can accidentally end the game for themselves early. Cast it on an easy-to-explode support solo around the caster, burst from the corpse, and assassinate with impunity. The short range rarely allows you to go for back strikes, but if you will, you'll swing with an elite MAT. The spell cannot be arced in order to trigger the placement effect, but apart of that, all models are available targets. Since you replace the model, you can place Thags completely within the target's base (which can be huge if you managed to box a Battle Engine, for example). Note, that it i an RFP spell, so if you just want a target to be dead for sure, and not to return, choose this over Obliteration.
  • Obliteration - Expensive, large AoE spell, with one of the highest POW among the offensive spells. Very effective at blowing up clumped together infantry. Thagrosh won't cast it often, but it comes in handy.
  • Twisted Form - Completely worthless against warjacks, but great tool to make enemy warbeasts completely worthless too. Cast it on a key warbeast early, and watch the enemy struggling to use his favoured pet. Good luck accessing to your Rush or Wraithbane animus, and doing anything meaningful. Combine it with effects that need to be shaken (Shadow Bind or Knockdown from a headbutt), and even FURY5 beasts will have hard time do anything meaningful on the field. Unlike Grievous Wounds, it affects Gargantuan creatures too, and prevents that obnoxious situation where you break a column but the other warlock just heals a point and everything is A-OK for them again. Targeted aspect destruction in form of Marksman or Precision Strike also works well with this spell. Also, since it's not an upkeep your enemy cannot Dispel it either.

Drawbacks & Downsides

  • Medium base makes Thagrosh a little harder to screen than Legion's other casters.
    • Coupled with lower DEF, he is forced to rely on ARM to stay alive. This is something he is reasonably good at, but he will need more transfers available since he won't be causing misses or forcing boosts on attack rolls.
  • Relatively easy to counter feat. Not every army can do it, but there's a non-insignificant amount of RFP across all factions, which can often leave Thagrosh feat-less, and half of his attrition game moot.
  • Twisted Form is useless against warmachine armies.
  • Slow (by Legion standards) - may struggle to keep up with his own army except for the Carnivean chassis.

Tricks & Tips

  • If your opponent has RFP attacks, and one of your warbeasts is badly wounded, consider killing it yourself so it's a valid target for your feat (rather than risk it getting RFP'd).
  • Speaking of RFP, Eruption of Ash from Rapture's melee attack is not optional. Be careful not to block your LOS to targets with the newly placed clouds (for example if you want to cast an offensive spell afterwards). You should also refrain from melee attacks with this weapon, if you want to use those targets to fuel your corpse gathering mechanisms.

List Building Advice

Strategy

Thagrosh1 can run just about anything he wants, really. He has no MAT or terrain fixer (the latter is usually an issue only to a few infantries and Typhon), but it's really not the worst problem to have. He can make everything in faction better, but there are a few things worth calling out.

Theme Thoughts

    Primal Terrors    

  • Warspears and the Command Attachment are generally great on their own with Thagrosh1, Blightbringer or not. They still are prime targets for Draconic Blessing, and get to respectable ARM values when hiding in Thagrosh's Death Shroud. Don't forget to cast Fog of War only after they threw their spears. If you bring Warspears, consider the Warmonger Warchief. His Veteran Leader affects Thagrosh as well as the Warspears, and this boost does not specify the type of attack which means Thagrosh's spells and spray also become more accurate.

    Children of the Dragon    

  • Blighted Nyss Swordsmen are fragile so appreciate the army-wide concealment for delivery, meaning they might actually make it to their targets in one piece, and ideally Draconic Blessing taped to their swords for massive damage.
  • Blighted Nyss Legionnaires as the most durable nyss they can be even more of a speed bump with Thagrosh
  • Azrael - he takes very well to Draconic Blessing as it buffs STR, which is also factored into thrown attack damage.
  • Throne of Everblight - As the ultimate brick model in Legion it loves Death Shroud. Draconic Blessing also goes a long way with 4 initials.

    Oracles of Annihilation    

  • Proteus a very durable warbeast who loves the +2 strength Thagrosh gives out.
  • Thrones are here, too.

    Various Themes    

  • Blight Archon - +2 ARM on demand which stacks wonderfully with Death Shroud and Thags loves +1 to hit.

    Minion models    
Thagrosh takes very well to minions, as Death Shroud and Fog of War affect them irrespective of faction status. In oracles he can take as many as he wants and they spread corrosion, too and they benefit from the Archon's Veteran Leader.

  • Malvin & Mayhem - They have great stats to begin with and DS and FoW make them even better.
  • Croak Raiders - DEF 15 under FoW and they make Typhon more focus efficient with Oil.

Battlegroup

  • Typhon is his per Warbeast that he can take in any theme. Typhon is a near-mandatory choice for Thagrosh. STR buff, their bond, which enables a constant 3 point heal with Regeneration for both of them, the (effective) DEF with Fog of War, plus the feat which enables it to get back onto the field - take it if you want to get the biggest bang for your buck. If you didn't bring a Carnivean, Excessive Healing is worth throwing up on Thagrosh for an extra little survivability.
  • Blightbringer - Thanks to the Athanc rule, Thagrosh can roll with a single warbast in his battlegroup (despite being unable to resurrect it) and the Blightbringer's STR/ARM breath is amazing buff stacking with a host of infantry. Ogruns get an effective +4 ARM swing under Death Shroud and ARM buff, making this combo hard to chew through.
  • Carniveans, at their now comparatively lower cost, are actually solid choices for Thagrosh. With a lot of initials and high base P+S they're all around reliable beatsticks that can take a hit when combining Spiny Growth and Death Shroud. Spiny Growth is also great on Thagrosh himself (at 0 fury cost each turn if desired!), making him deceptively difficult to assassinate in melee.
  • A Seraph is worth bringing with Thagrosh for his aforementioned lack of accuracy buffs. On top of that, if your Thagrosh list feels a bit on the slow side, Slipstream can help you get that little extra threat boost needed to piece trade effectively.
  • One token Angelius can put a lot of hurt into a single enemy threat each turn (especially if Draconic Blessing is up), and are hard to shoot at on the advance with Fog of War running. More than one is probably not recommended, as the efficiency of their Armor Piercing tail isn't great compared to other heavies with more initial attacks.
    • Combined with Twisted Form it's possible to cripple and entire aspect on the charge, leaving the Angelius fairly safe against a retaliating beast.
  • Scytheans for the SYTHEAN SURPRISE, are the absolute best beast to revive with the feat if you want to go for an assassination. 3 Murderous MAT 6 swings at (with Draconic Blessing) P+S 19 and a P+S 17 bite still murders casters, even without forcing. Before all that, Threshers at P+S 19/three murderous initials are still excellent,
  • If you want to make sure you have the proper hitting power against multiple ARM or DEF stacking, a Naga Nightlurker can be worth considering, and Fog of War even triggers Prowl now. He probably won't be your first choice, but is definitely worth considering in a specialist sideboard if applicable.
  • A Nephilim Protector, if combined with another effective ARM buff, can make Thagrosh incredibly hard to remove in melee.

Other

Trivia

Limited Edition Sculpt
  • Released in Primal Mk1 (2006)
  • Thagrosh has an alternate/variant sculpt.

Other Legion Models

Legion Logo.jpg       Legion Index       (Edit)            
Battlegroup & Similar
Warlocks

Absylonia1 - Absylonia2 - Anamag - Bethayne1 - Bethayne2 - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Lylyth4 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2

Other Warbeast Controllers

Beast Mistress - Blight Archon - Thagrosh0

Lesser Blight Wasps - Shredder - Harrier - Mekanoshredder - Stinger
Light Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph
Heavy

Angelius - Azrael - Carnivean - Golab - Neraph - Proteus - Ravagore - Scythean - Typhon - Seraph - Zuriel

Gargantuans Archangel - Blightbringer
Units, Solos, & Battle Engines
Units

Blackfrost Shard - 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 - Virtue Host

Solos

Ammok - Annyssa Ryvaal - Beast Mistress - Blight Archon - B.N Shepherd - B.N. Sorceress - B.N. Warlord - Craelix - Forsaken - Fyanna1 - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - Thagrosh0 - Virtue Champion - B.O. Warmonger War Chief - Yssylla

Battle Engines Throne of Everblight
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Minions
Refer to Who Works for Whom and/or Category: Legion of Everblight Minion
This index was last updated: 2021.11

Video Battle Reports

Rules Clarifications

RC symbol.png

Rules Clarification : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
RC symbol.png

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.")
RC symbol.png

Rules Clarification : Eruption of Ash      (Edit)

  • If Eruption of Ash is on a magical weapon, then the initial attack can hurt an incorporeal model. However, the AOE that is put into play by the weapon is not magical and doesn't harm them.
  • Templates that do damage (Edit)   [Show/Hide]
    • Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
      • A hazard is a terrain element
      • Damage from a hazard template is never considered to be from the model or weapon/spell that put it into play. So hazards never gain special rules of the weapon/spell (such as a Damage Type or Poison), nor does it gain special rules of the model (such as Hand of Fate).
      • Damage from a non-hazard template is considered to be from the model that put it in play. So non-hazards do get stuff like Hand of Fate. (Infernal Ruling)
      • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance)
      • Damage from a non-hazard is also not from an attack. Instead it will be a Special Action (Covering Fire), or a "instead of making an attack, place a template" (Creeping Barrage), or etc.
     
    • Damage templates from spells is complicated:
      • (Infernal Ruling)
      • Spells that leave templates that are not hazards (such as Razor Wall) do Damage Type: Magical.
      • Spells that leave templates that are hazards (such as Breath of Corruption) follow the rules for hazards, which are most likely not magical damage but it varies by the hazard.
      • The initial damage when you place the template, if any, is Damage Type: Magical.
      • For example, Breath of Corruption's initial POW 12 corrosion damage roll is Damage Type: Magical in addition to Damage Type: Corrosion. But the hazard that is put into play from Breath of Corruption is not Damage Type: Magical, just Damage Type: Corrosion.
     
    • By default, when you put a template into play it doesn't do damage to models they overlap. The exceptions are templates that are created by an AOE weapon, and templates that explicitly say they do damage when they're placed.
    • A model which is "placed" also counts as "entering" an area, so the template will damage any one who teleports/spawns into it, too.
    • If two templates are overlapping, a model that enters them will take two points of damage.
  • Hazardous Clouds (Edit)
    • A hazard, by definition, is a terrain effect. If a template is both a cloud and a hazard it will not block sprays as per the errata (2017.09) to spray attacks. (Infernal Ruling)

  • RC symbol.png

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

     
    • General
      • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
      • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
      • Your CTRL area is double your FURY stat, not double your fury 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 warlocks 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 Warlock rules.
    • Reaving & Leeching
      • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
      • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
      • If your warbeast is destroyed or RFP'd while under your opponent's control then:
        1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
        2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
    • 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)
      • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
    • 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.


    RC symbol.png

    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).
    RC symbol.png

    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.

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

    RC symbol.png

    Rules Clarification : Attuned Spirit      (Edit)

    • Attuned Spirit only changes the fury cost, not any other restrictions. So the warbeast needs to be in your CTRL range, it needs to have not "lost" its animus (to Unminding or similar), etc.
    • If you have Attuned Spirit normally, and also gain it from a theme (for example Borka2 in Vengeance of Dhunia) then:
      • you don't get to use Attuned Spirit twice per activation.
      • you choose which version of Attuned Spirit you use, each time you use it.
      • (Infernal Ruling)

    Rules Clarification : Death Shroud - None yet. (Edit)

    Rules Clarification : Draconic Blessing - None yet. (Edit)

    RC symbol.png

    Rules Clarification : Fog of War      (Edit)

    • All players will gain concealment from Fog of War. It lacks the "friendly models gain ..." part that would normally limit it.
    RC symbol.png

    Rules Clarification : Mutagenesis      (Edit)

    • Replace (Edit)
      • There are three types of Replace: Dragoons getting dismounted, Grunt models being promoted to a Leader model, and abilities that transform one model into another (such as Infection or Soul Gate)
      • Colossals and Gargantuans cannot be placed via a replacement effect. (Infernal Ruling)
      • You cannot replace a model if there isn't enough space, and you don't apply the rule of Least Disturbance.
        This can lead to some awkward rules interactions when a larger model replaces a smaller, or any model replaces another while overlapping a third model. Click to read more.   [Show/Hide]
        1. If it is completely voluntary (such as casting Soulgate) then you simply don't get to place the larger model because there isn't room. (Infernal Ruling)
        2. If it is involuntary and occurs while moving (such as a flying Dragoon moving and taking a free strike that dismounts him while overlapping something) then you rewind the movement until you reach a point where there is sufficient space to carry out the replacement. This can cause it to move several inches away from where it took the free strike. (Infernal Ruling)
        3. If is involuntary and occurs while standing still (such as Little Alyce getting shot and trying to transform into Big Alyce) you simply don't get to place the larger model because there isn't room.
          In the case of Alyce, you can't trigger Traumatic Transformation so Little Alyce goes through the disabled-boxed-destroyed process like a normal model does, and never becomes Big Alyce. (Infernal Ruling)
          In the case of the Northkin Fireeaters, the Pyg Grunt model can only be promoted to the Troll Leader model if there is enough space. If not, he stays a Pyg but becomes the unit commander.
      • Note that if two models are B2B with a third model, that third model can't be replaced with a larger model. There is no configuration where it fits and overlaps where the small one was.
    RC symbol.png

    Rules Clarification : Obliteration      (Edit)

    • The text description has no in-game effect. It's just for flavour.

    Rules Clarification : Twisted Form - None yet. (Edit)