Thagrosh, the Messiah

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Legion Logo.jpg Thagrosh, the Messiah

Legion Blighted Ogrun Warlock

Thagrosh is no longer ogrun. He has become Everblight’s true avatar. It is as though the dragon lurks just behind the top layer of his thoughts, a vast alien presence looking through his eyes and speaking with his tongue. Similarly, the draconic temper increasingly dominates Thagrosh’s mood. This fury is a brand of searing iron that ignites the pure dragon blood pumping through his veins, pushing him to crush and humiliate each foe he faces.

Basic Info

Thagrosh2
Missing Info
Thagrosh2.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 6
STR 11
MAT 7
RAT 5
M.A. N/A
DEF 14
ARM 18
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 7
THRS N/A
HP 20
F. Field N/A
WJP {{{wjp}}}
WBP +25
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 - Dragon Storm

After all friendly models have completed their activations this turn, each warbeast in Thagrosh's battlegroup that is in his control range can make a full advance followed by one basic melee attack. Completely resolve each warbeast's movement and attack before moving onto the next.

Abilities

  • Flight symbol.jpg Flight
  • 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.
  • Blood Spawn - Once per game, when this model suffers damage from an enemy attack and the damage is not transferred, after the attack is resolved you can add to play a non-character Faction lesser warbeast in play anywhere completely wihtin 3" of this model. The warbeast is part of this model's battlegroup. The warbeast cannot activate this turn.
  • Sacrificial Pawn [ lesser warbeast ] - When this model is directly hit by an enemy ranged attack, you can have one friendly, non-incorporeal {{{2}}} within 3" of it directly hit instead. That model is automatically hit and suffers all damage and effects. The Sacrificial Pawn special rule can only trigger once per attack roll.

Weapons

Spells

COST RNG AOE POW DUR OFF
Aggravator

3 SELF CTRL - Upkeep No
While in the spellcaster's control range, friendly Faction warbeasts gain Hyper-Aggressive.
Hyper-Aggressive - When a model with Hyper-Aggressive suffers damage from an enemy attack at any time except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.
Dragon's Blood

2 6 - - Upkeep No
(1) Target friendly Faction model/unit gains +2 ARM. (2) When an affected model is disabled by a melee attack, the attacker suffers the Corrosion continuous effect. (3) Models are not affected while out of formation.
Manifest Destiny

3 SELF Control - Turn No
While in the spellcaster's control range, models in its battlegroup gain an additional die on melee attack and melee damage rolls. Discard the lowest die of each roll. Manifest Destiny lasts for one turn.
Scourge

4 8 3 13 - Yes
Models hit by this attack become knocked down.

Theme Forces

Recent Changes

No changes since 2018.03


Thoughts on Thagrosh2

Thagrosh2 in a nutshell

Thagrosh is a brutish powerhouse of a warlock and a poster child of Legion's archetypal battlegroup swarms thanks to his battlegroup enhancing spells and feat. Manifest Destiny is a superb army multiplier, which, combined with his feat allows his beasts to strike hard twice when used correctly.

After his CID cycle he now bears a lot of similarities with another dragon-aligned warlock, namely Lich Lord Terminus:

  • Both have a destructive melee attack and a respectable spray template to toss around
  • They have identical stats and mobility, plus their large base makes screening difficult
  • To survive against gunlines, they can pass down unwanted shots to their lesser brethren via SacPawn

While Terminus is a powerhouse warcaster by himself, Thagrosh is a potent support warlock. With access to a small amount of board control through Scourge and an ARM buff in Dragon's Blood, Thagrosh has answers to a fair few questions. That said, his primary strength is, well, his strength - Thagrosh is an ARM cracker through and through.

Like many other large based warcaster and warlock in the game, Thagrosh's actual stats belie his stature and large base. Though with his improved ARM and DEF he has a fair staying power (bearing the highest DEF+ARM stat in the faction), it is just enough that unboosted POW10s now start to fail to hurt him. His ARM reaches impressive levels with the help of Spiny Growth - on par with an average Khador heavy - dedicated assassins can still dispatch him. That all said, he is personally an offensive force to be reckoned with, hitting as hard as a Carnivean, and can contribute to the fight himself with great effectiveness if you can ensure his safety the following turn.

He struggles to be as powerful a warlock as he could be thanks to his deceptively kill-able nature, but is a strong choice in Legion's stable of leaders when he can be kept safe and sound.

Feat thoughts

Thagrosh wants a larger battlegroup to make the most out of his feat, and in his battlegroup should be a lot of self-sufficient attacks to make the feat attack extra punchy since the feat attack is out of activation - something to keep in mind for beasts like Zuriel, who relies on his combo strike to punch heavier targets. A common use is to apply the alpha strike, then use the feat to jam Raeks or similar high DEF beats, while moving the heavy hitters back for a second alpha; a similar tactic to that of Vayl1, with the added bonus of a free attack. Remember that this movement does not ignore free strikes, so be careful when choosing what to pull back and what to jam with.

This feat is also extremely useful if the enemy has tricks that deny charging, like Polarity Field/Shield, or Zerkova1's feat. Though your damage rolls will be unboosted, you can still punch in, which is much better option than just walking in, and jamming the lines, or getting charged/shot into the face.

Spell thoughts

  • Dragon's Blood - Put this on a unit in front of Thagrosh to protect him, or your favorite beast you want to make a pain to remove. The corrosion on kill aspect of this spell is mostly fluffy, and kind of not the greatest, since it doesn't even have a chance to kill/damage until the following turn, assuming it doesn't expire.
    • Units technically allow you to get more out of the corrosion half of this spell, but Thagrosh tends to not like too many units, so making a tanky beast tankier is often a good choice.
  • Manifest Destiny - Manifest Destiny should be up pretty much every turn unless you have a very good reason to do otherwise. Due to the additional die, models that can boost can roll four dice and drop the lowest. This can make armor cracking pretty reliable, basically adding 1,5 to your rolls (50% of the value you statistically gain with boosts). Critical effects have slightly bigger chance to happen, but since you must discard the lowest die from your rolls, it is still a little risky to build your strategy around.
  • Scourge - Knock something down, make it easy to hit. Very expensive spell, but if it hits something with a high DEF then that model will be much easier to kill. Look for casters standing next to easier to hit targets, or perhaps have a Harrier swoop in and shoot it in the back, as the entire template is a knockdown on direct hit. Also, if you can deliver a Spell Martyr within 5" of a small based target, the template still lands on it (maximum scatter distance).
  • Aggravator - This spell replaced Unnatural Aggression, but is still more of a deterrent. Gunlines will think twice damaging your warbeasts between this spell and your feat. Be careful; some opponents may purposely damage the beasts in order to pull them out of position, but remember that you can choose to advance 0" if you're smelling something fishy. Also, the move must happen directly toward your opponent.

Ability thoughts

Weapons

Thagrosh's weapons come in handy and help him maintain a personal presence on the battlefield, so don't forget you have them. Rapture hits at heavy warbeast levels, and Blight Fire can clear jamming infantry, or in a pinch set up a clutch stationary model for murdering.

Eruption of Ash'

This is more useful than ever for Thagrosh thanks to his large base. At maximum melee range, you can kill two of your own friendly models to set up a cloud wall and block LOS to Thagrosh altogether. Legionnaires or spare Spawning Vessel Acolytes make for good targets for this, though both of these units are not the most optimal picks for Thagrosh in the new edition.

  • Eruption of Ash from the Rapture's melee attack is not optional. Be careful not to unintentionally 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 army's corpse-gathering mechanisms.
  • Eruption of Ash triggers on your models as well as on the enemy's. Use it to form a smoke screen if you expect incoming fire. It also works on constructs.
Athanc'

Like his other self, Athanc makes Thagrosh act like a warcaster and refill his fury every turn no matter what. That said, his spells and feat really want a large battlegroup, so this won't be as useful as on Thagrosh1, who can run larger infantry blocks without minding.

Blood Spawn

This is a pretty fluffy ability, but actually quite useful, and easier to trigger than Mark 2. If Thagrosh takes an unexpected hit he can explode a Harrier out of himself, suddenly giving him some extra DEF if his would-be assassin is living. It's also an extra transfer target, which can be very useful especially if you're being attacked on a turn you ran very hot.

  • It doesn't trigger from collateral damage, electro leaps, many enemy feats, etc
  • Mekanoshredder is often the best lesser to spawn if Thagrosh is likely to survive, or if the effect is triggered at range. It makes a good transfer target with extra ARM and hitpoints.

Drawbacks & Downsides

  • Pretty expensive spells. Be prepared to have a Plan B if you play into casters with Lamentation.
  • Marginal support for your army outside your battlegroup.
  • Large base and average defensive stats - expect lots of assassinations.

Tricks & Tips

  • Dragon Storm can eat up a lot of time - easily extending your turn to double the amount it normally takes. Practice accordingly.
  • If your beast frenzied during your turn, it can still move and attack with Dragon Storm.
  • Sac Pawn is tied only to friendly Lessers, not battlegroup lessers. If a Beast Master's lesser is nearby, you can tag it too.
  • Aggravator interrupts the enemy's gameplay, as it triggers in his turn. In timed games it is a measure of good sportmanship if you swap the clock to you as soon as you want to move the damaged warbeast.

List Building Advice

Strategy

His main method of winning is to beat the enemy until they stop moving and then continue beating on them. Manifest Destiny is great, and his feat is even more of a beating. And Thagrosh himself can beat faces (especially under Manifest Destiny) and doesn't even need surviving warbeasts to have full fury.

Theme thoughts

    Children of the Dragon    

  • Legionnaires take Dragon's Blood well, bringing them up to ARM 21 when Wall of Steel and Battle-Driven are both in effect. Being able to spread corrosion on whatever kills them and then retaliate with Vengeance is a strong combination. Note that the Blight Archon can also set up this same combo.
    • If you're going to bring these, there can be an argument for the Spawning Vessel to bring out unexpected Shredder missiles, but your points might be better spent on more support solos.
  • As a battlegroup-centric caster, a few Shepherds and Forsaken can help manage Fury.
  • The Blackfrost Shard, Ice Witches, and Yssylla can all help fix the hit and damage rolls of your beasts, especially important for the feat attacks during which they cannot boost.
  • Eruption of Ash pairs well with additional clouds, which the Virtue Host, Virtue Champion, and Succubus all offer. The Virtues can use their Scathers to ensure that your beasts don't get jammed by cheap, fast-moving infantry before they have a chance to get in an alpha strike.

    Primal Terrors    

  • The Chosen with Dragon's blood become a exceedingly tanky unit requiring a lot of resources spent by your opponent to take them out for good. Their high speed and large bases can provide a bunker for Thagrosh and his battlegroup on their approach. With Thag's ARM buff applied, they are practically immune to most unboosted shooting.
  • The Hellmouth lends an element of board control which Thagrosh can sometimes struggle with, and can create some very safe feat turn alpha strikes.
    • Place a tentacle 8" in front of Thagrosh, then walk up and smack it to create an Eruption of Ash for him to hide behind. If you have two Hellmouths, use one tentacle from each unit. The tentacle (s) will respawn next turn.
  • With Golab, Thagrosh can become fairly difficult to pin down. He can now charge in, kill a model triggering Eruption of Ash, then sprint away to a safer position.
  • The combination of Golab and a Seraph can allow Thagrosh to play a more hit-and-run playstyle, allowing him to directly contribute to the game then fly away to safety.
  • Generally lists built in this theme include a Blightbringer which can turn Thagrosh into a real monster, but may only provide situational buffs for his battle group.

    Ravens of War    

  • The Hellmouth and Golab, mentioned above, can also be taken in this theme.
  • The Blighted Nyss Sorceress & Hellion can be taken for free in this theme, and provides free charges for his flying beasts.

    Oracles of Annihilation    

  • The Shepherd and Succubus, mentioned above, can also be taken in this theme.
  • A Throne of Everblight with dragon's blood can make it very resilient on the approach while providing a nice screen for Thagrosh to hide behind.
  • The Blighted Nyss Sorceress & Hellion can also be taken as a free model in this theme.

    Support models & Minions - Various themes    

  • As a battlegroup-centric caster, a full FA of Forsaken will be needed to keep everything calm.
  • A Spell Martyr or two as point filler to enable a well-placed Scourge can make a massive difference, and keeps the threat of an assassination looming over your opponent.
  • A Swamp Gobber Bellows Crew can fit Thagrosh snugly into their cloud, and raise his DEF against guns and magic to a more respectable level. Placed correctly they can block LOS to him as well.

Battlegroup

As discussed before, Thagrosh wants a very large battlegroup. He'll want a core of solid warbeasts from the Carnivean family to do the heavy lifting, but he may still want to pick a few things from the options below to add some more utility to his army. Some other options include upgrading a standard beast to one of our very powerful character options:

  • Thagrosh loves Raeks. With their Extended Control Range, extreme speed, and flanking abilities they can make up for a usual lack in shooting in Thagrosh's list by jamming units or killing off troubling solos.
    • Never forget the Bounding Leap Headbutt for enabling assassinations from downtown. The mere presence of a Raek can divert a fair amount of resources if the enemy wants to feel safe.
    • Occasionally, their animus may come in handy to deny an area if place on Thagrosh himself as a counter-charging Thagrosh will hit like a ton of bricks. That said, just make sure you don't charge yourself too far into danger if you choose to do something silly like this.
  • A Seraph's gun is a bit redundant for a Thagrosh2 army thanks to Manifest Destiny (though it can pick off flanking solos or chaff infantry well), but can still be useful against the most evasive of targets, but you're really bringing him for Slipstream to guarantee alpha strikes. With a high defense and quite a lot of hit boxes for his cost, it's also a very useful jamming unit during the feat in a pinch.
    • Also in a pinch, Manifest Destiny can help him fish for Critical Poison on his tail, which can soften up or finish off a key target.
  • Typhon is Thagrosh's pet warbeast that he can take in any theme. His sprays don't benefit from Manifest Destiny, but in melee it will make him even more of a monster, and with Excessive Healing and Dragon's Blood, Typhon can last a lot longer than should be allowed. He's still hampered by his lack of pathfinder, so advance carefully.
  • Blight Wasps find one of their few uses with Thagrosh2. With Manifest Destiny and Hunting Pack, they can pose a decent threat to infantry, and even warbeasts if you leverage Manifest Destiny to land more Critical Poison hits. Note that their animus won't trigger if they kill anything with their feat attack.
  • Nephilim Protector - A questionable choice. A large based warlock definitely wants a Shield Guard to intercept stray shots from Eiryss1 or a Prime Axiom. Guard Dog helps to stay alive against melee assassins, while Ornery can be downright scary with Rapture. However, there are way cheaper shield guards available to you (Farrow Valkyries, Ogrun Bokur), plus with Sac Pawn you can have up to 3 lessers around you for the price of a single Protector. Also, Guard Dog won't save you against knockdowns / slams / stationary attacks, which will likely be used against you by assassins.
  • Golab has given Thagrosh a way to stay safer while still contributing to the fight directly. However since sprint ends his activation after the movement, you won't have a chance to re-apply any defensive animi so make sure he is tucked away safe and sound after he sprints.


Other

Trivia

Released in Hordes: Metamorphosis (2009)

Video Battle Reports

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

Rules Clarifications

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 : 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 : Freeze      (Edit)

  • Remember Stationary only prevents what it says it does. Refer the page on Stationary for a refresher.
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).
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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.
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    Rules Clarification:  : Flight      (Edit)
    (Click Expand to read)

     
    • Flight doesn't ignore:
      • Impassable terrain.
      • Most hazards. The exception is they do ignore Acid Bath and Burning Earth as long as they don't land in them.
      • 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 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.
    • 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.

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

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    Rules Clarification:  : Sacrificial Pawn and/or Sucker! and/or Grim Salvation     (Edit)
    (Click Expand to read)

    Differences
    • Sacrificial Pawn is optional.
      Grim Salvation and Sucker are not optional.
    • Grim Salvation only works vs basic attacks, not special attacks, power attacks, chain attacks.
      • Spells are not basic attacks, because they are not "made with a weapon". (Infernal Ruling)
      • CRA and CMA are basic attacks. (Infernal Ruling)
      • If a Special Attack generates an additional attack (such as Multi-Fire), the second attack will be basic and as such can have Grim Salvation used vs it. (Infernal Ruling)
    • Sacrificial Pawn & Sucker! don't work against melee attacks.
    • None of them work vs magic attacks (spells).
      All of them work against Magical Ranged attacks, though.
    • The model the attack is transferred to is always hit, even if they have an ability that makes them automatically get missed (such as Stealth).
      Automatically missing is determined earlier in the timing sequence than when the attack is moved. (Infernal Ruling)

    From here down, the terms Sacrificial Pawn, Grim Salvation, and Sucker! are interchangeable

    • Using Sac Pawn moves all damage and effects onto the other model.
    • The new model hit may use any abilities that trigger on being hit/damaged by an enemy attack (such as Vengeance and Shock Field).
    • Sprays and AOEs
      • With reference to the timing chart in Appendix A: placing a spray template down occurs at Step 3. Using Sacrificial Pawn occurs at step 6. Placing an AOE template down occurs at step 7.
        Therefore if you use Sac Pawn vs a spray, the placement of the spray template does not change. If you use Sac Pawn vs an AOE, the placement of the AOE template does change.
      • A model indirectly hit by an AOE attack cannot use Sac Pawn vs it.
      • Since a spray template doesn't move, it may cause the Pawn to be hit twice by the same spray. So you then resolve two damage rolls against it.
      • When/if you shift an AOE template, the original target may be clipped by the edge of the AOE anyway (depending on how far apart the original target and Pawn are).
    • Quick Draw vs Sacrificial Pawn (Edit)
      • If enemy "Model A" shoots you, and then you use Quick Draw against "Model A", but they use Sac Pawn to move your Quick Draw attack to "Model B" then ... Quick Draw has no effect (or rather, it affects "Model B" who isn't currently shooting you so is irrelevant). Point is, "Model A" can continue shooting you.
      • This won't happen with Shield Guard though (outside of a very low-probability scenario) because Shield Guard can only be triggered during an enemy turn.


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    Rules Clarification : Aggravator      (Edit)

    • Unlike most spells, this one doesn't care whether the warbeasts are in the caster's battlegroup or not.
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    Rules Clarification : Hyper-Aggressive      (Edit)

    • Because you must move directly towards your attacker, you cannot change facing after completing your Hyper-Aggressive move.
    • HA can be triggered more than once per turn.
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    Rules Clarification : Dragon's Blood      (Edit)

    • Dragon's Blood triggers simultaneously with Tough. Strictly speaking if you choose to resolve Tough first and the model passes, the trigger condition for Dragon's Blood no longer applies. I think most players will allow you to 'count as' resolving DB first, even if you forget to say so.
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    Rules Clarification : Hand of Fate and/or Manifest Destiny and/or Signs & Portents     (Edit)

    • This buff affects any damage roll that is caused by a model, not just normal attacks. For instance, it can affect the damage roll when a Berserker explodes via Unstable. (Infernal Ruling)
    • Discard Die (Edit)
      • If you're discarding lowest or highest, you have to discard even if you want it for a critical hit.
      For instance: if you discard "the lowest die", need 6+ to hit, and roll a 3, 3, and a 4 ... then you must discard one of the 3s, and you'll end up with a non-critical hit with the 3 + 4.

    Rules Clarification : Scourge - None yet. (Edit)