The Chosen of Everblight are a special strain of blighted ogrun transformed by the effect of blighted blood. Once a Chosen arises from its reshaping, it towers above all others of its race, become a fusion of both rider and mount. A layer of hardened scales covers the lower half of their muscular bodies. Packs of the Chosen bound across the battlefield in great leaps, ripping apart their foes with hooked talons or their pole cleavers. The Chosen feast on the bodies of the dead, allowing their draconic flesh to knit even mortal wounds.
Basic Info
Chosen of Everblight |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Large |
SPD |
7 |
STR |
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MAT |
7 |
RAT |
N/A |
M.A. |
N/A |
DEF |
12 |
ARM |
17 |
CMD |
8 |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
8 each |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
2 |
UNIT SIZE |
3 / 5 |
COST |
12 / 20 |
4 each |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Abilities
Weapons
- Pole Cleaver - 2" reach, P+S 13 melee attack.
- Brutal Charge - This model gains +2 to charge attack damage rolls with this weapon.
- Mount - 0.5" reach, POW 14 mount attack.
Theme Forces
Thoughts on Chosen of Everblight
Chosen of Everblight in a nutshell
The Chosen are the heavy cavalry of Ogrun Forces (and the Legion in general, but since most of the games happen in theme forces, it is all the same). The Chosen are an aggressive and straightforward unit, who can weather incoming fire better than nearly any other models in the faction and still respond in kind. Once stuck in, they hit hard in combat, and their extreme resilience against weaker (POW 10) shooting/blows mean that they can go toe to toe with all but the toughest brawlers.
Combos & Synergies
Chosen were purposefully developed for the Primal Terrors theme force. Its elements can support their advance wonderfully, plus a full unit of them will unlock a free solo right away. With the 2" extra deployment zone their slower speed can be mitigated, and along with the Hellmouth they can draw fire away from the rest of your armies while they advance.
- Anamag - An Ogrun warlock developed for an Ogrun theme force, it is hardly a surprise that there's not a single spell or ability on her card that won't work with the Chosen. Buffed strength, buffed survival, and eligibility to trigger Ritual Slaughter even with Impact attacks - you can have it all. Best is the Feign Death from Bond of Gristle & Bone, making sure that even if the enemy gunline managed to bring a Chosen down to make a Tough roll, they can't hit him with follow-up attacks to finish off.
- Thagrosh1 - If you expect an enemy who out-threats you, Death Shroud allows you to take the charge a bit more safely, making your Chosen effectively ARM19 in melee.
- Ammok - Enjoy Rise from his sizable CMD area, and use his Unbinding to remove pesky upkeep spells from your cavalry.
- Blightbringer - Does a +4 STR swing from Anamag's Fury's Strength and feat sounds good? Drop in Dragon's Breath for a whooping +6 bonus for your damage rolls.
- Blighted Rotwings - Jam the enemy, and reap the benefits of an elite MAT8 on your attacks.
- Warmonger War Chief - An excellent choice for a free solo in the theme, his Veteran Leader ability increases your accuracy further (as well as your chances with critical knockdowns). His Blood Drinker ability also complements nicely with Rapid Healing - providing a source of possible damage removal in your turn as well as in the enemy's.
- Golab - If you do impact attacks against Tough infantry, and don't want to rely on the Crit Knockdown, fly Golab nearby to spread his Entropic Force aura
Drawbacks & Downsides
- Vulnerable to pop&drop techs, and tricks that deny Tough/healing (Grievous Wounds, Sniper, RFP attacks, etc)
- Big and expensive targets.
- They have no access to Tactics or Practiced Maneuvers. Position them carefully.
Tricks & Tips
- Rapid Healing triggers only after the attack is being resolved. If you've been killed (and failed your Tough check, if eligible), there will be no healing.
- On that note, a passed Tough check will likely make you eligible for Rapid Healing, meaning that a supposed-to-be-killed Chosen can come back with 2-4 health boxes.
Other
Trivia
- Released in the Primal Terrors CID (2018.01)
- Hmmm Dragon Ogres, anyone?
Other Legion models
Rules Clarifications
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Rules Clarification : Powerful Charge and/or Brutal Charge (Edit)
- If you declare a charge but move less than 3", then the attack doesn't count as a "Charge Attack" and you won't get the bonus.
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Rules Clarification : Knockdown (Edit)
- Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
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Rules Clarification: : Cavalry (Edit) (Click Expand to read)
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Mount Weapon
- Although the core rulebook specifies mount weapons have 0.5" range, this doesn't "overwrite" models that have a longer mount range listed on their card. (Infernal Ruling)
- Mount Weapons are melee weapons. (Infernal Ruling) This means:
- Mount Attacks can benefit from any buffs that affect "melee weapons" (such as Acidic Touch and Elasticity) or "melee attacks" (such as Battle Lust).
- Mount Weapons can be used to make free strikes.
- If the model doesn't have any regular melee weapon (such as the Gun Carriage) then it does have a melee range, can engage enemy models, and can make free strikes; anyway.
- Despite being a melee weapon, you cannot use a Mount's special attack on the same activation you charge. (Infernal Ruling)
- Exception: If you have Trampling Hooves, because that allows you to make charge attacks with your mount when you charge.
- Mount attacks will trigger "Melee attack" stuff like Battle Wizard.
- You can purchase additional attacks with your Mount Weapon. (Infernal Ruling)
Impact Attacks - Movement
- Impact Attacks "pause" your charge move, and as such don't normally trigger "ends an advance" abilities (such as Countercharge).
- The exception is if your Impact Attacks include your charge target, then you have to end the charge movement and turn to directly face the charge target before rolling any dice. In this case, stuff like Countercharge will get triggered before you get to roll your Impact Attacks.
- You cannot "pause" in an illegal position to carry out Impact Attacks. For instance: a Pathfinder cavalry model pausing halfway over an obstacle; a flying cavalry model pausing while it 'overlaps' other models; or any cavalry model pausing halfway through an Incorporeal model.
Impact Attacks - The attack(s)
- You resolve stuff that occurs "after the attack is resolved" (such as Battle Wizard) before continuing with your charge movement.
- If you have an ability that boosts your "first" melee attack (such as Stir the Blood), then only one attack will be boosted even though you're making multiple simultaneous attacks.
- If you choose to make any impact attacks, you make all attacks against all models in the Mount's melee range (even friendly models).(Infernal Ruling)
- Impact Attacks cannot be boosted, refer core rulebook.
- You cannot buy additional attacks while resolving Impact Attacks. Additional attacks can only be bought during your Combat Action, after resolving your initial melee attack(s) / special melee attack.
Impact Attacks - Other
- You cannot use "any time" abilities while resolving Impact Attacks. Because Impact Attacks occur during movement; and you can only use 'any time' abilities before moving or after moving, but not during movement. (Infernal Ruling)
- Exception: If your Impact targets 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.
Cavalry unit
- If you have a unit of Cavalry, charge them and do impact attacks, remember you interrupt movement to do impacts, but you have to resolve all movements before doing any charge attacks. So for example it would go:
- Cavalry model A charges enemy X, and contacts model M. Stop and make impact attacks against M. Then continue movement to X.
- Cavalry model B charges enemy Y, and contacts model N. Stop and make impact attacks against N. Then continue movement to Y.
- Cavalry model C charges enemy Z, and contacts model O. Stop and make impact attacks against O. Then continue movement to Z.
- Resolve model A's charge attack vs X, B's vs Y, and C's vs Z. (This can be done in any order, as per normal)
Other interactions
- Cavalry model with no melee weapon
- If you have a Mount weapon but no regular Melee weapon (such as the Efaarit Scout), you can still declare a charge. (Locked thread)
- You can make Impact Attacks along the way.
- Once you get to the charge target, however, you can't make a melee attack against it. Because you can't use the mount weapon for a charge attack, due to the way the Cavalry rules are written. (Unless you have a rule like Trampling Hooves.)
- If you don't charge, the mount attack can be used as an initial melee attack.
- Countercharge & Cavalry ( Edit )
- A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
- 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.
- Flight on a Cavalry model (Edit)
- Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
- Gunfighter & Cavalry ( Edit )
- A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
- You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
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Rules Clarification : Tough - None yet. (Edit)
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Rules Clarification : Rapid Healing (Edit)
- A warlock with Rapid Healing can transfer damage to a warbeast, then still trigger Rapid Healing because they're still considered to have been damaged.
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Rules Clarification : Reposition (Edit)
- Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
- End of Activation (Edit)
- You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
- Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
- Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
- You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
- If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
- For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
- See also the training article: LPG - End of Activation.
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