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The warlocks that serve the dragon Everblight can call upon a myriad of dragonspawn, each a perfect engine of draconic destruction. The Ravagore emulates it progenitor’s fearsome breath by engulfing foes in gouts of blighted fire.
Basic Info
| Ravagore |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Large |
| SPD |
5 |
| STR |
12 |
| MAT |
6 |
| RAT |
5 |
| M.A. |
N/A |
| DEF |
12 |
| ARM |
18 |
| CMD |
N/A |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
4 |
| THRS |
9 |
| HP |
30 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
U |
| UNIT SIZE |
N/A |
| COST |
14 |
| N/A |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good. Click here for a newbie-friendly recap, or click here for the full rules.
Abilities
Weapons
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| Blight Blast
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RNG
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ROF
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AOE
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POW
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14
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1
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4
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15
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| Talon (x2)
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RNG
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POW
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P+S
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1
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4
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16
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| Bite
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RNG
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POW
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P+S
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1
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3
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15
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Animus
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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| Recoil
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1
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SELF
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Turn
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No
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The spellcaster gains Swift Hunter. Recoil lasts for one turn.
- Swift Hunter - When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".
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Theme Forces
Recent changes
2021. October
- Dropped 2 points (from 16)
- Gained +1 MAT (from 5 to 6)
Thoughts on Ravagore
Classic sculpt - Can
you spot the difference?
Ravagore in a nutshell
Ravagore is your mobile, flesh and blood artillery - it is a ranged threat to reckon with. Its shot is rather inaccurate, but with its impressive range and eyeless sight and arcing fire, it's relatively easy to aim and ignore benefits like Concealment and Stealth that would normally hamper the Ravagore's poor RAT more than other similar gun platforms. On top of this, the lingering AOE scather can act as board controlling tool for enemy infantry. Thanks to its high POW it can end unwary, low ARM warlocks and warcasters with a single shot, and soften other heavies on the approach with its superior range. With certain warlocks, he melee prowess is actually not awful as well.
Unfortunately, the Ravagore's stock as a board control piece has waned as the prevalence of single wound infantry has become less popular. The scather aspect is still valuable certainly, but not its usefulness is not as widespread as it once was. This is especially true as it no longer can set large swathes of the board on fire, as it traded in its animus for the much less useful Recoil animus. Recoil has its uses, but they're fairly limited; the Ravagore doesn't really need to scoot up the board too swiftly thanks to his long range, and most things can't threaten him back when shooting from maximum distance, meaning Swift Hunter on the retreat just risks losing your aiming bonus next turn. To make it all worse, most of the Ravagore's favorite warlocks already have ways to scoot and shoot, or would rather have the Bolt Thrower's Snipe animus instead.
The Ravagore can certainly can and will still be fielded, but his high cost often outweighs everything he brings to the table.
Combos & Synergies
Warlocks
If you're brining a lot of guns, you're probably thinkng about the Ravagore since he's the highest single shot Legion can put on the field in the heavy warbeast bracket. Any warlock who has general DEF debuffs will like a Ravagore, as well as warlocks with guns of their own. Also consider warlocks with access to ARM debuffs, as our STR buffers won't help the Ravagore's damage output at range (though he can be a last ditch target of these and be a reasonable melee threat in the end game). In many cases, you also might want a Ravagore simply to bring a ranged threat to the list to keep opposing gunlines honest, especially those with an infantry backbone like Retribution and certain Cygnar lists.
- All the Llylths are unsurprisingly huge fans of the Ravagore.
- Lylyth1 doesn't necessarily need to bring a gunline, but Parasite allows you to build one just as easily as it allows a melee force. On top of that, she is the only Lylyth without additional movement tech, so Swift Hunter is somewhat useful on her (though she may still prefer Snipe in most cases).
- Lylyth2 with a pair of Ravagores can cover 16" of board in scather AOEs which is an absolute nightmare for an enemy focusing on infantry. On top of that, Pincushion makes those shots more accurate and more powerful just the same as any other gun she brings. She's also the one who actually appreciates the
- Lylyth3 can appreciate the Ravagore's arcing fire and long range for her feat turn, as he can comfortably drop his shots on important models you don't want moving the following turn (or a stationary warlock/warcaster!). Battle Host ups their walking threat range to a whopping 21".
- Lylyth4's Mortality is a self-evident accuracy &damage fixer, while Broadside works all the better the more warbeasts you have. She probably is the only caster where you'd consider casting Recoil: Side-step can be activated with kills from your Broadside shot and can also be stacked with Run&Gun from your Arcane Machinery (though not the two together since you need to activate either Lylyth first for Broadside+R&G, or the Ravagore to get Recoil). Still, a 4-7" move after 1 or 2 kills is pretty nice.
- Thagrosh1 can bring a little ranged threat to his lists by slotting a Ravagore in. Fog of War works nicely with Legion guns since your army will ignore Concealment while the enemy won't. Death Shroud keeps him a little safer in melee, more valuable on his already relatively high armor compared to other models.
- Last ditch Draconic Blessing on a Ravagore can save your skin if he's all you have left to punch with. They're not stellar in terms of damage on their own, but he's still a heavy with three initials and four fury to spend.
- Draconic Blessing makes the affected unit immune to fire. This is a great boon for the Ravagore's gun, as it's fire type damage, so it allows you to shoot your own models and units in the back and place those Scather templates exactly where you want them.
- Absylonia2 can keep the enemy from shooting at your Ravagores with Return Fire, though that's more of a scare tactic than something actually useful. That said, much like any of her beast choices, her feat and Alpha Hunter turn the Ravagore into a pretty scary threat despite his role as a gun. Similar to Thgrosh1, a Ravagore in an Abby2 list, can dent opposing heavies on the way up the field to help ensure a devestating feat turn.
- Since Kallus1's main focus is on infantry but still has a ton of warbeast points, sometimes you may want to bring a ranged presence in the form of a Ravagorem and to spend those 30 free points. The Ravagore can be a nice complement to a large swarm of melee infantry. If the Ravagore has to be commited to melee in the late game, Ignite and Dark Guidance make him a solid beater.
- Bethayne1 can make single Ravagore even more of a serious threat thanks to Blood Thorn and +2POW to its already impressive shot. Combine it with Disintegration on a right target and it can be a +4 damage swing, possible from 14" away! In the late game it all makes him a powerful melee beatstick.
Non-warlocks
- Shepherds or a Forsaken can help fury management, as the Ravagore can be fury intensive. Especially when firing on large clumps of multiple targets (wen boosting all the blast damage rolls).
- Croak Raiders - They can buff fire damage.
- Ravens of War - Lesser Warbeasts gain Mark Target which will make this guy more accurate - which is the big guy's core issue.
Drawbacks & Downsides
- The Ravagore is a 5pts upgrade from the Teraph which offers a gun with similar control elements, a better animus that also controls the game and can dig in to leverage a stat legion are better known for (DEF not HP or ARM)
- It struggles without buffs against heavies once the enemy gets in close combat with it
- Desperately needs dedicated fury management models to do the most work, further increasing its already high cost.
- Situational at best animus. Swift Hunter is very good for ranged warlocks, but so is the Far Strike animus, so you have to pick and choose, which one to apply and Far Strike is usually better.
- Poor RAT for a dedicated gun, which contributes to its high fury output.
- Scather is only ever as good as the enemy's single-wound infantries, making the Ravagore meta-dependant
Tricks & Tips
- 4" Scather templates really mess up infantry movement even if they miss
- Look for the ranged assassinations; Ravagores have a very high threat range, Eyeless Sight, and boosted RAT 5 hits DEF 16 50% of the time and DEF 15 66% of the time.
- Like almost all ranged heavies it actually does more damage in melee than at range - but it’s average MAT will see it struggle vs high DEF targets
Other
Trivia
Other Legion models
Rules Clarifications
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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)
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Rules Clarification : Arcing Fire (Edit)
- Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.
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Rules Clarification : Scather (Edit)
- The AOE that remains in play is not a cloud effect.
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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.
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- 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.
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- 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.
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Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
- Throw ( Edit )
- See also the Throw article for a recap of the core Throw rules.
- If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
- Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
- Incorporeal vs Slammed/Thrown models ( Edit )
- Incorporeal models cannot be moved by someone trying to slam them.
- Slammed models can move through Incorporeal models.
- If they have enough movement to get past them, no dramas.
- If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
- If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
- For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
- The same logic applies to Throws.
- Collateral Damage
- Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
- It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
- It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
- It doesn't matter if the attacker has crippled weapon systems or aspects.
- Throw - Power Attack
- When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
- If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
- A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
- Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
- Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
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Rules Clarification: : Warbeast (Edit) (Click Expand to read)
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See also the Warbeast page for a recap of the core warbeast rules.
- Forcing
- If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)
- Animi
- A single Animus can be on several models at the same time. (Infernal Ruling)
- Unlike in Mk2, in Mk3 if a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)
- An animi cast by a warlock is an animi and a spell. (Infernal Ruling)
- 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)
- Frenzy (Edit)
- You cannot trigger optional abilities (such as Cleave or Sprint). (Infernal Ruling)
- You must trigger compulsory abilities (such as Consume) ... except for compulsory abilities that also generate an extra attack (such as Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)
- A warbeast may not make an Assault shot as part of a Frenzy activation.
- If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Ruling)
- If a frenzying warbeast can't reach its charge target (because the charge lane is blocked by terrain, etc) then it will make a failed charge and end its activation. (Locked thread)
- If a frenzying warbeast has two melee weapons with the same POW, it can choose which one to use. (Infernal Ruling)
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Rules Clarification : Eyeless Sight (Edit)
- A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
- This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
- Blind vs Eyeless Sight (Edit)
- If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
- Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.
- Anti-Cloud abilities vs Burning Earth (Edit)
- If you make a piece of terrain "Burning Earth" it counts as a cloud effect in addition to it's original type. This has 2 odd rulings:
- If any part of the terrain piece is "hit" by an ability that makes clouds expire (such as Gale Winds) then the entire terrain piece is taken off the table. (Infernal Ruling)
- If a model can ignore clouds but not the original terrain type, they don't ignore the terrain. For instance if you have a burning forest, then Eyeless Sight can't see through the forest. (Infernal Ruling)
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Rules Clarification : Soulless - None yet. (Edit)
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Rules Clarification : Recoil (Edit)
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Rules Clarification : Swift Hunter and/or Overtake (Edit)
- The free move must be resolved before other abilities that involve attacks (such as Quick Work or Berserk). Refer Step 12 vs 14 in Appendix A.
- This ability does not trigger off special attacks, only basic ones.
- An important difference:
- Swift Hunter can be triggered by any attack, including out-of-activation attacks.
- Overtake only works on attacks during your Combat Action. Even stuff like Impact Attacks won't trigger it.
- If you make a free strike during your Combat Action (for instance the enemy used a special rule to move during your Combat Action) you can trigger Overtake on that free strike. It still counts as being during your Combat Action. (Infernal Ruling)
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