Thagrosh, Prophet of Everblight

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Legion Logo.jpg Thagrosh, Prophet of Everblight

Legion Blighted Ogrun Warlock

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

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
M.A. N/A
DEF 14
ARM 16
CMD 10
ESSENCE {{{essence}}}
HP 18
F. Field N/A
WJP {{{wjp}}}
WBP +28
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Athanc - After leeching, this model gains fury points up to its maximum FURY if it had less than its maximum FURY.
  • Attuned Spirit [Legion] - Once per activation, this model can cast the animus of a Legion warbeast in its battlegroup without spending fury.
  • Death Shroud - Enemy models in Thagrosh's CMD range suffer -2 STR.


  • Blighted Breath - 8" spray, POW 12 ranged attack.
  • Rapture - 2" reach, P+S 16 melee weapon.
    • Damage Type: Magical - This weapon deals Magical damage.
    • 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.
  • Claw - 0.5" reach, P+S 12 melee weapon.



Draconic Blessing

2 6 - - Upkeep -
Target model/unit gains +2 STR and Immunity: Fire.
Fog of War

3 SELF Control - Upkeep -
Models gain concealment while in the caster's control range.

3 8 - 13 - Yes
Target model boxed by Mutagenesis is RFP'd. When the spell boxes an enemy, and Thagrosh was the origin, Thagrosh can replace the boxed model. He cannot advance this activation after replacing a model this way. Can only be cast once per activation.

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

2 8 - - Round Yes
For one round, target warbeast suffers -2 FURY, and cannot have damage removed from it or be a transfer target.

Feat - Dark Revival

Return to play one destroyed non-huge based warbeast that was part of Thagrosh's battlegroup completely within a 3" of him. The warbeast forfeits its combat action this turn.

Tip lightbulb.png

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

Theme Forces

Themes for any-and-all warlocks (Edit)

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

Thagrosh' feat contributes to his attrition play tremendously. For the sole purpose of the feat it worth to have at least one expensive (non-Gargantuan) beast in his army - and usually that's going to be Typhon.

Things to watch out with his feat:

  • RFP effects. If your favoured beast was killed by such an effect, you cannot bring it back.
  • The resurrected beast can't fight in the turn it was revived. However, it can still throw its animus up (if applicable), and can move it into a safe location for counterattack or into a really inconvenient spot for the opponent to try to kill again.

You can hold this feat to the late game to outlast an opponent's waning resources, or you can opt to throw a beast headlong into danger to eat a bunch of dude(s). Then it gladly dies a glorious death and comes right back, allowing him to get up on attrition early in the battle. Also, if an important support piece (say, a Seraph) has been killed, you can bring it back, and still enjoy the benefit of its animus.

Sometimes, your opponent may deny you your feat by just not killing your beast. If they do that, then really it's a wash. You don't get to feat, but they also aren't doing anything about that rampaging Typhon. Then again; His feat can be a trap if you try maximize it too eagerly. You might take your biggest, meanest beast in your arsenal, rush it up to kill stuff in turn 2 and so dies to retaliation; then you resurrect it in turn 3. Be aware however, turn 3 is often a critically murderific turn. Stuff goes down, and the heavy guy is not there for the party (except for placing him to dish out free strikes and block lanes). When he starts to do stuff in turn 4, it might be too late. So don't be too eager to burn something expensive in order to maximize the amount of points you can get back with the feat. If you can make excellent point trades, give it an early go, but don't make a careless sacrifice just because you know you'll get your beast back. You'll miss it when it really matters.

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.

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


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 fragilr 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.


  • 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 brining 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 with a STR buff. Not much else to say. For the point crunchers this is potentially more effective than a Carnivean.
  • 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.



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 - 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

Video Battle Reports

Rules Clarifications

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Rules Clarification : Fire      (Edit)

  • 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)
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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 : 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.
  • Hazard templates and "non-hazard" damage templates (Edit)   [Show/Hide]
    • What's a "non-hazard"? Well, most templates that deal damage to models that walk into them are defined as 'Hazards' but some, like Creeping Barrage and Wall of Fire, are not.
      They behave similarly, but a Hazard is classified as a type of terrain and also will only have a Damage Type if it says it does (it doesn't inherit a Damage Type from the gun/spell that put them into play).
    • Damage templates from spells:
      • Spells which leave a template and are not described as a hazard will do magical damage to models that walk around in them. (Example: Razor Wall)
      • Spells which leave a template and are hazards will not do magical damage to models that walk around in them. Instead, they do whatever damage type is specified by the spell description. (Example: Breath of Corruption).
      • (Infernal Ruling)
      • Some spells do both. They aren't labelled as a hazard, so it does magical damage, and also they specify another damage type. For example, Wall of Fire.
    • A model which is "placed" also counts as "entering" an area, so the hazard will damage any one who teleports/spawns into it, too.
    • If two hazard templates are overlapping, a model that enters them will take two points of damage.
    • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance).
    • Damage from a hazard is not considered to be from the weapon/spell that originally put it into play (so it doesn't gain the Damage Type or any other special rules of the weapon/spell).
  • 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)

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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. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. 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.)
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • 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
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat 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)
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.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • 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 (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • 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.

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

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Rules Clarification : Attuned Spirit      (Edit)

  • The warbeast needs to be in your CTRL range.
    Attuned Spirit only changes the fury cost, not the other restrictions.

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

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

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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.
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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.
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Rules Clarification : Obliteration      (Edit)

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

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