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To break the valiant defense of those occupying the portal at Henge Hold, the infernal masters summoned something truly terrifying. The rituals took time and numerous sacrifices, but once completed, it brought forth new behemoth horrors torn from the fabric of reality. With each massive step they took, the ground quaked, and their mere presence caused an aura of dread strong enough to disable all but the most stalwart heroes.
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Black Anchor Heavy Industries
BAHI models are not available through normal distributors or local retailers. Players must purchase them directly from PP's online store (or second-hand).
See also Category: BAHI.
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Basic Info
| Guardian of Souls |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Huge |
| SPD |
6 |
| STR |
14 |
| MAT |
6 |
| RAT |
6 |
| M.A. |
N/A |
| DEF |
9 |
| ARM |
18 |
| CMD |
N/A |
| ESSENCE |
4 |
| FOCUS |
N/A |
| FURY |
N/A |
| THRS |
N/A |
| HP |
56 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
2 |
| UNIT SIZE |
N/A |
| COST |
31 |
| N/A |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Horror - This model is the Infernal equivalent of a warjack or warbeast. They have a number of unique rules (which you can read here), but fulfil the same role; namely, being big and stompy.
Colossal - Colossals are mega-horrors, even bigger and stompier. They use nearly all the same rules as normal horrors but with a few alterations. These changes are summarized here or can be read in full here.
Abilities
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Eyeless Sight
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Pathfinder
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Soulless
- Hollow Ward - This model gains +2 ARM against attack damage rolls made by constructs, soulless, or undead models.
- Incogitable Abomination - This model cannot be summoned.
- Soul Claiming - When a living enemy model is destroyed within 4" of this model while this model is in its controller's control range, its controller gains the destroyed model's soul token regardless of the proximity of other models.
- Soul Shatter - Once per turn, when a living enemy model without Soulless advances and ends its movement within 4" of this model, this model can spend 1 essence point. If it does, the enemy model gains Soulless and this model's controller gains a soul token.
Weapons
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| Abyssal 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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12
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1
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4
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14
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| Titanic Claw (x2)
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RNG
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POW
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P+S
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2
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7
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21
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Damage Type: Magical
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Open Fist
- Chain Attack: Sweep - If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a sweep power attack.
- Clamp - An enemy model with an equal or smaller base hit by this weapon suffers -2 DEF and for one round cannot advance while within this model's melee range.
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Theme Forces
Thoughts on the Guardian of Souls
Guardian of Souls in a Nutshell
The ‘melee one’ of the 2 huge horrors. It is cheaper than its brother and boosts an impressive chain attack that is difficult to use; because only the hardest targets will survive 2 punches from the massive claws.
Also the Sweep is limited to one of your firing arc, but since you ignore intervening models for line of sight when you make the attack, you can reach an important model who hides behind your main target.
Because it can't be summoned it's not as versitile as the smaller horrors, and paying it's tithe is a bit more of a chore ((Cultist Bands are always helpful)) and you have to be as deliberate with your placement as any other faction would be with a huge base. But it is very tough and hits hard.
Combos & Synergies
- Omodamos - Unyielding makes it armour 22 versus the soulless. The rest just polishes his kit further.
- Zaateroth - Long Shadows helps against guns. Ghost Walk, Scything Touch and Black Spot are all great spells for it.
- Agathon - Curse of Shadows is great for everything. Dark Seduction and Hellmouth can be used to set up clusters of enemies for its gun or Sweep Chain Attack.
- Regna - DEF 9/ARM 18 is an honestly pitiful statline for a model this big, so Deceleration is very much needed, especially against guns coming from models not affected by Hollow Ward.
Drawbacks & Downsides
- The physical model is almost identical to the Harvester of Souls but they are sold as separate models, not as a multi-kit.
- Soul Shatter and Hollow Ward do not affect Archons.
- As a huge base it is difficult to screen, is not affected by Zaat's Rites of Torment and the rest of your army cannot move or see through it, even with Hauke present.
- Even with Hollow Ward, anything that can put down a Khadoran Victor can put down a Colossal Horror, and such things are not rare these days.
- It has some Skornergy with the Lamenter if it chooses to steal souls.
Tricks & Tips
- The soul stealing lasts the rest of the game, so make sure you have a way to track this accurately.
- Soul Shatter doesn't normally increase/decrease the combat capability of what you use it against, so it doesn't matter what you use it against.
- Very niche but: using Soul Shatter vs Kallus1's feat will give the enemy +3 DEF.
Other
Trivia
- Released 2021.07
- This model is a BAHI model. It is not available in stores, it can only be purchased directly from PP's online store (or 2nd hand).
Other Infernal models
Rules Clarifications
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Rules Clarification : Horror (Edit)
- Horrors cannot spend essence outside of their activation. For instance, they can't boost free strikes. (Infernal Ruling)
- If both the master and the horror are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the horror before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the horror. (Infernal Ruling)
- Tithe is optional (despite the use of the word "must" in the Tithe rules; it's used in much the same way as "a warjack must spend 1 focus to run"). (Infernal Ruling)
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Rules Clarification : Colossal (Edit)
Huge Base (Edit)
- But this bonus doesn't apply to slams triggered by normal attacks (such as Critical Smite or the Hurricane's Thunder Charge ability).
Also, simply being on a huge base triggers a bunch of rules scattered throughout the rulebook, click to read them. [Show/Hide]
From the 2020.02 edition of the core rules (Edit)
- Fields of Fire
- Page 37 A huge-based model’s front arc is marked on its base. Its front arc is further divided into two 90° fields of fire. These fields of fire determine which models a huge-based model can target with its weapons, depending on the location of those weapons. Weapons located on a huge-based model’s left side (L) can be used to target only models in its left field of fire, and weapons located on its right side (R) can be used to target only models in its right field of fire. Weapons with locations “S,” “H,” or “—” can be used to target models in either field of fire. If any part of a model’s base is on the line separating the left and right fields of fire, the model is considered to be in both fields of fire.
- Concealment, Cover, LOS
- Page 49 Concealment & Cover - Huge-based models never gain the DEF bonuses from concealment or cover.
- Page 60 Clouds - Cloud effects do not block line of sight to huge-based models.
- Page 87 Forests - Forests do not block line of sight to huge-based models.
- Huge-Based models in melee
- Page 54 - Huge-based models never gain the Target in Melee DEF bonus.
- Page 65 - Combined Ranged Attacks cannot target a model in melee unless it has a huge base.
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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)
Rules Clarification : Hollow Ward - None yet. (Edit)
Rules Clarification : Incogitable Abomination - None yet. (Edit)
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Rules Clarification : Soul Claiming (Edit)
- "Regardless of proximity" soul takers (Edit)
- The model which ignores distance doesn't always get the soul. Abilities which say you "can't" collect souls (such as Soul Ward) trump it, due to the general rule that "can't trumps can".
- If there are multiple models that all have the "regardless of proximity" clause, then you randomise who the soul goes to. (Infernal Ruling)
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Rules Clarification : Soul Splinter (Edit)
- Despite what it implies, the way the rule is worded means you're not taking a soul token from the model hit.
- As such, enemy soul-protection tech (such as Soul Ward) does not block Soul Shatter.
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
- All spells have "Damage Type: Magical" (refer errata).
- This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
- and might be inherited by "lingering" secondary damage (see below).
- If a spell leaves a template in play that does damage to models that walk around in it, then:
- if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
- if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
- (Infernal Ruling)
- If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Void Static (Edit)
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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 : Chain Attack (Edit)
- Some Chain Attacks generate a Power Attack (such as Chain Attack: Throw. These Chains can be used after charging, even though Power Attacks normally can't be used after a charge. (Infernal Ruling)
- Buying extra attacks with fury or focus cannot trigger a Chain Attack - only initial attacks can trigger it.
- If you have 3 weapons but only 2 of them are associated with the Chain Attack, then you can make that 3rd initial attack at any point without it preventing the Chain Attack from triggering.
Also, interrupting your initials to resolve the Chain Attack will not prevent you taking the 3rd initial. For example, the Cryx Nightmare has two Claws with a Chain Attack, plus some Tusks. When he makes his initial attacks he can go:
- [Claw] - [Tusks] - [Claw] - [Chain Attack] ... even though the two Claw attacks weren't sequential.
- [Claw] - [Claw] - [Chain Attack] - [Tusks] ... even though he did the Chain Attack before getting to his initial Tusk.
- [Tusks] - [Claw] - [Claw] - [Chain Attack]
- He cannot go ... [Claw] - [Claw] - [Tusks] - [Chain Attack] ... because you must resolve the Chain Attack as soon as it's triggered, or not at all.
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Rules Clarification : Clamp (Edit)
- Unlike Shadowbind and similar abilities, the Clamp prevents all advances.
- Models hit with the Clamp may still be placed, so abilities like Apparition will still work.
- The restriction applies to all advances: normal activation, bonus in-activation (like Overtake), and out-of-activation (like Energiser).
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