Throne of Everblight

From LOS Warmachine University
Jump to: navigation, search
We have 1327 articles and 90% are complete!   Please help review these models from 12+ months ago: (and/or the rest) (Edit)  

Legion Logo.jpg Throne of Everblight

Legion Battle Engine

Towering above Everblight’s legions are nightmarish creatures of writhing tentacles made possible only through the dragon’s will and power. From their positions atop these monstrosities, sorceresses rain down blighted magic upon the enemies of their master, freezing flesh with chilling frost or bursting bodies with explosions of razor-sharp spines. Those foolish enough to engage a Throne of Everblight in hand-to-hand combat are grabbed up by the blighted horror’s tentacles and pulled into its vast draconic maw to be devoured whole and screaming.

Basic Info

Throne of Everblight
Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
M.A. 7
DEF 10
ARM 20
ESSENCE {{{essence}}}
HP 36
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
Warcaster 1
the Statblock

Battle Engine - All battle engines share the same special rules, most notably being immune to a bunch of stuff. Click here for the long version.


  • Flight symbol.jpg Flight
  • Circular Vision - Models never gain a back strike bonus against this model.
  • Snacking - When this model boxes a living model with a melee attack, it can choose to RFP the boxed model. When it does, this model can remove d3 damage points.
  • Magic Ability [ 7 ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
  • Necrophage - This model can make one Magic Ability special attack each time it destroys or RFPs one or more enemy models with a melee attack during its activation.


  • Tentacle (x4) - 2" reach, P+S 16 melee weapons.



(★ Attack) 8" Spray - 12 (Cold) - Yes
Models hit suffer a POW 12 cold damage roll.
Ice Cage

(★ Attack) 10 - - (★) Yes
This attack causes no damage. Instead, a model hit suffers a cumulative -2 DEF penalty for one turn unless it has Immunity: Cold. When a model without Immunity: Cold is hit with three or more Ice Cage attacks in the same turn, it becomes stationary for one round.
Spine Burst

(★ Attack) 10 - 10 - Yes
If target model is hit, the d3 nearest models within 5" of it suffer a POW 10 magical damage roll. These additional damage rolls are not considered to have been caused by an attack. Spine Burst damage rolls are simultaneous.

Theme Forces

Recent Changes

2020.09 Virtues Errata

Thoughts on Throne of Everblight

Recent Change icon.png

Recent Errata - This article needs updating
The "Basic Info" section has been updated to match a recent errata/spoiler, but the "Thoughts On" section hasn't been brushed up yet.
If you play this Faction, please delete the old irrelevant info and then delete this warning.

See also Category: Recent Change and Category: Recent Release.

Throne of Everblight in a nutshell

The Throne of Everblight is a gun platform/brawler battle engine. Currently available only in the beast-heavy Oracles of Annihilation theme, it is the toughest, non-gargantuan model in the Legion's arsenal, both in terms of HP and ARM. However, that should be regarded in the faction's context: anything that can one-round a Khador Heavy may make short work on the Throne too. It has an impressive unaided threat range and 4 initial melee attacks. Combined with a decent MAT, the Necrophage special rule, and numerous Magical Attacks, which can hurt several infantry at once, the Throne is a superb infantry remover. If your list is tailored toward fighting heavier targets, the Throne can be a great choice for dealing with groups of light/medium armored warrior models, and can be expected to do something useful in every turn. However, it is ill-suited for brawling with heavy targets, so consider its inclusion with care when crafting your list.

Combos & Synergies

Locked into a single theme force, and not having native ability to boost attack or damage rolls, you still have various in-theme buffs for accuracy and hitting power.

Buffs for Strength

  • Blackfrost Shard - Their usefulness cannot be overestimated. Though the main attraction is Rhylyss' Kiss, Vyssar and Sevryn can occasionally cast Ice Cage onto a critical target, improving the Throne's accuracy and damage output with one stroke.
  • Bethayne - Her Disintegration - combined with the Shard's buff - allows you to send the Throne against a Centurion and emerge victorious.
  • Kryssa - Her feat can also prove to be useful, but beyond that, she offers not much direct synergy for the Throne.
  • Lylyth1 could fall into both buffing category, but since her feat only works for a single activation, it is better to regard her Parasite, which can be used multiple times throughout the game. She also tends to be low on FURY, so a Throne or two can help her to unlock free cards without having to worry about the excess FURY management.
  • Kallus1 can pump up its damage output with Ignite, and can also make it extra accurate with Dark Guidance.

Buffs for Accuracy

  • Nephilim Bloodseer - With an abundance of (possible) magic attacks you want a Bloodseer close to your target. Not THAT close to be hit by the secondary Spine Burst attacks, but with pre-measuring it is rarely a problem.
  • Vayl2's Icy Grip is a readily available DEF de-buff, and considering the size of the throne, it can be an excellent channeller, if being bit by the Oraculi (mind Circular Vision, though). Boundless charge can also be a pleasant threat-extender.
  • Vayl1's Incite is an universal MAT/STR fixer, It is also a great LOS blocker for the fragile warlock, and great recipient for her feat, as battle engines are not restricted to be moved outside of their activation.
  • Ice Witches - Yet another source for Ice Cage and Frostbite sprays, their Puppet master can help you with a crucial attack/damage roll.
  • Hex Hunters + Bayal - Shadow Bind makes your attacks effectively MAT10, plus you're most likely free of retaliation, if the target cannot shake it off.

Other Synergies

  • Bog Trog Mist Speaker - Despite being all mouth and tentacles, the Sorceress on the top apparently lacks Eyeless Sight, so you cannot cast Ice Cage or Eruption of Spines at Stealth/protected targets beyond 5". The Mist Speaker's Guidance helps you out in such cases. Also, if you'd be left with your spells to deal with a pesky Incorporeal model, the magical weapons will enable you to strike out with the tentacles, plus your melee kills may just trigger Necrophage as well.
  • Naga Nightlurker - Its animus also gives the Throne magical damage for their melee attacks, plus you don't have to worry about pesky upkeep spells like Arcane Shield and the like.
  • Thagrosh1 and Thagrosh2 value the Throne mainly for the LOS blocking capability, thanks to their very shootable medium/large bases. The prime version's Death Shroud is a great all-purpose survivability booster for a model with already high ARM. In a pinch, it's not an awful target for Draconic Blessing either.
  • Saeryn1 - her ARM buff feat works well with the Throne's already high ARM. Additionally, she can keep the Throne safe with clever positioning of Blight Bringer, and as a scenario/attrition focused caster, the two play well off of each other. If enemies are standing in B2B with the throne, you might risk dropping a Blight Bringer template upon it, as the 5" AoE is big enough to overlap completely the huge base.
  • Rhyas1's feat demands some special mention . As the Throne can be placed, there's nothing to stop you from teleporting your tentacle monster behind enemy lines (effectively netting it ~9-14" further threat range). Plus, the additional feat attack gives it 5 initials, and resulting in the same amount of destructive magic attacks.
  • The Throne can screen your caster, but also think about other models that could benefit from this safety. All of Legion's flying Warbeasts can use the Throne as a shield and charge right over it, since Flight allows you to ignore intervening models when determining LOS for charging and movement purposes. Beasts with guns may want to find a wall or forest though.

Drawbacks & Downsides

  • No innate ability to boost attack or damage rolls.
  • Slow-ish for a Legion model, and Slipstream won't work on it.
  • Like all battle engine, it is not part of the caster's battelgroup, and thus, unaffected by BG spells and feats
  • Though it is the Legion's most resilient, non-gargantuan model, its huge base makes concerted shooting a real threat.
  • Needs infantry or other light targets to operate at peak efficiency.
  • Not a real threat in a heavy-vs-heavy brawl on its own.
  • 4 spray spell in a turn sounds great, but will only happen once in a blue moon.
  • Lowest DEF in the faction after the Blightbringer, plus most of your infantry choices in the Oracles of Annihilation theme force bear paper-thin armor. Watch out for things like electro leaps, Ashes to Ashes, etc, as the Throne can be a good starting point for those effects.

Tricks & Tips

  • Unlike several battle engine weapons, neither your tentacles, nor your magic abilities are tied to your left or right firing arc. Though you still cannot pick targets behind the Throne, you can threaten models in your whole front arc.
  • Typical Chain Strike caveat to be applied here, as your melee range is 4" only during your activation.
    • You'll hand out free strikes at 2"
    • When shooting a target, which was engaged during the Throne's activation, and is more than 2" away from the Throne, it will not get the Target in Melee modifier.
  • It is one of the rare living battle engines, so affected by rules and abilities which interact with such models (Life drinker, Bleed, Butcher 3's feat, Poison, Annoyance, Burning Ash, etc.)



  • Released in Hordes: Domination, 2011 November
  • The Throne is carried around by a Hellmouth (or at least a very similar looking creature)

Other Legion models

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

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

Other Warbeast Controllers Beast Mistress - Blight Archon
Lesser Blight Wasps - Shredder - Harrier - Mekanoshredder - Stinger
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 Shepherd - 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: 2020.10

Rules Clarifications

Rules Clarification : Chain Weapon - None yet. (Edit)

RC symbol.png

Rules Clarification : Chain Strike and/or Lunge     (Edit)

  • The extra melee range kicks in the instant you start your activation, and if that makes you engage an enemy then it means you can't aim.
  • The extra range does apply during Frenzies (because that is defined as an activation)
  • The extra range doesn't apply during free strikes or when your opponent takes control of your model.
  • It doesn't increase the range of Power Attacks, because you do not apply weapon special rules to Power Attacks (unless they specifically reference Power Attacks, like Hard Head does). (Locked Thread)
  • If you're affected by another range-altering rule (such as Jakes2's feat) then that won't override Chain Strike. (Infernal Ruling)

RC symbol.png

Rules Clarification : Battle Engine      (Edit)

  • The main differences between battle engines and the other huge bases are:
    • They can be placed, and they can move outside their Normal Movement (such as Dodge).
    • They can benefit from Advance Deployment, Incorporeal, and Stealth.
    • They can't make ranged attacks while in melee.
      At least not by default; but many battle engines have Gun Platform, Dual Attack, or similar.
    • Unlike Colossals and Gargantuans, your opponent can take control of your battle engine. There are very few such abilities that work on this model type, though.
  • Being a huge-based model, a Battle Engine can never gain the DEF bonus from concealment ... but it can still have concealment and thereby trigger Prowl.
  • Huge Base (Edit)
    • Coming on a huge base triggers a bunch of rules scattered throughout the rulebook. Click here for a summary of them.
    • You can draw LOS from your Left arc to a target in your Right arc (and vice versa). See also this diagram
    • Huge-based models get bonus distance on Power Attack Slams. But this bonus doesn't apply to slams caused by other means, such as Critical Smite or the Hurricane's Thunder Charge ability.
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.
RC symbol.png

Rules Clarification : Circular Vision      (Edit)

  • This only prevents the normal bonus afforded from back strikes. It does not prevent things such as Backstab, which simply requires being in the rear arc.
RC symbol.png

Rules Clarification : Snacking      (Edit)

  • You can use Snacking to RFP your target even if you're at full health. (Locked thread)
  • Snacking occurs at boxed, and thus:
    • Doesn't prevent abilities that trigger at disabled (such as Tough, Self-Sacrifice, etc).
    • Might prevent abilities that trigger at boxed, depending on who the active player is and whose model the ability triggered on. Refer the 'Triggers' section (pg 10 of the pdf)
    • Does prevent abilties that trigger at destroyed (such as collecting soul tokens, etc)
  • You can snack friendly models.
  • You may choose where each individual point of healing goes.
  • If you kill multiple models with a single attack (such as trampling over them) then you get to heal once for each model killed.
RC symbol.png

Rules Clarification : Magic Ability      (Edit)

  • Combat Action
    Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
    • You must complete your movement before you use a MA.
    • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
    • You cannot make ranged or melee attacks on the same turn you use a MA.
    • You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Non-Combat Action
    There are a few models that can use a Magic Ability at any time (eg Geomancy and Necromancy), or can cast a spell "for free" under specific conditions that would otherwise require their Combat Action (eg Battle Wizard and Combat Caster). These models get around all the restrictions listed above.

Rules Clarification : Frostbite - None yet. (Edit)

RC symbol.png

Rules Clarification : Eruption of Spines and/or Spine Burst     (Edit)

  • Not considered an attack & "Non-attack damage roll" (Edit)   [Show/Hide]
    • There are two ways you can get these "non-attack" damage rolls. Either way, they interact with other special abilities that trigger on 'attack/damage' (such as Vengeance) in the same manner, and as such we'll call both types "Pure Damage" for brevity.
    • Type 1 - A secondary damage roll that is not considered to be an attack:
      Some attacks create a second damage roll that is explicitly "not considered an attack" (such as Electro Leap).
    (Note that although the second damage roll is not an attack, the original attack certainly is and will trigger stuff normally. These clarifications don't apply to the original attack.)
    • Type 2 - Non-attack damage roll:
      Some special abilities & special actions tell you to make a damage roll without mentioning whether it is considered an attack or not (such as Vent Steam and Flak Field).

    • Pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Pure damage is not an attack, so doesn't benefit from stuff that affects 'attack damage rolls' (such as Bethayne1's feat). (Infernal Ruling)
    • Pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
    • Pure damage is not from an attack, but it is damage from the original model. This has two implications:
      1. It's not an attack from a weapon so:
        • it won't gain damage buffs from the weapon (such as Poison).
        • it won't gain any Damage Types from the weapon. (Infernal Ruling)
      2. It is a damage roll from a model so:
  • Spells that "arc" (Edit)
    • For spells that cause damage to "leap" or "arc" to adjacent models (Chain Lightning, Eruption of Spines, Ashes to Ashes, etc) ...
    • The damage is from a spell, so it is magical damage. (Infernal Ruling)
    • Steamroller flags are models, and so are eligible to be leaped to/from (although they won't be damaged by the spell). (Infernal Ruling)
      • Check whether your spell specifies "enemy model" or just "model", because as of Steamroller 2017 flags are not enemy or friendly.
  • RC symbol.png

    Rules Clarification : Ice Cage      (Edit)

    • Models with Immunity Cold can be damaged by this attack, they just ignore the DEF penalties.
    • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
    • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
    RC symbol.png

    Rules Clarification : Necrophage      (Edit)

    • Unlike Battle Wizard, Necrophage will trigger multiple times in the same activation. Kill 4 enemies = get 4 free spells.