Harvester of Souls

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Infernal Logo.jpg Harvester of Souls

Infernal Colossal Horror

With the proper tithe, the infernal masters of the Nonokrion Order are casually able to summon forth a unceasing tide of horrors to rip apart their enemies. When their enemies persist despite those horrors, the masters can borrow the powers of even greater infernalists to prepare massive summoning rituals. For a daunting number of sacrifices, the Harvesters set foot in Immoren.

BAHI icon.png

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.

Basic Info

Harvester of Souls
Missing Info
Harvester of Souls.jpg
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
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE N/A
COST 34
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

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

Weapons

Abyssal Blast
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 4 14
Abyssal Harvester
Gun icon.jpg  RNG   ROF   AOE   POW 
SP 10 2 - 15
  • Magical dam symbol.jpg Damage Type: Magical
  • Soul Hunter - This model gains boosted attack damage rolls with this weapon against enemy models with one or more soul tokens.
  • Soul Splinter - Once per attack, when a living enemy model without Soulless is hit by an attack with this weapon, the enemy model hit gains Soulless and this model's controller gains a soul token.
Gaping Maw (x2)
Sword icon.jpg  RNG   POW   P+S 
2 5 19

Theme Forces


Thoughts on the Harvester of Souls

Harvester of Souls in a Nutshell

The 'shooty one' of the huge horrors. It's more expensive than the Guardian of Souls and while it is just as tough versus soulless models it has to be more deliberate with it's targeting due to how it steals souls.

It has a lot more impact on the game in earlier turns when it can bring it's gun to bear. It's not as lilly in melee as it's brother so it doesn't trade into other gargantuans and collosals very well. But kill shot really let's it shoot deep into enemy lines

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 guns.
  • 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.
  • The Wretch can use Ancillary Attack, letting you trigger Soul Splinter an extra time per turn.

Drawbacks & Downsides

  • The physical model is almost identical to the Guardian of Souls but they are sold as separate models, not as a multi-kit.
  • Soul Splinter and Hollow Ward do not affect Archons.
  • It has some Skornergy with models like the Lamenter
  • 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.
  • It isn't that tough, sure it gets armour against soulless models but even with that is not as durable as say a Victor

Tricks & Tips

  • Soul Splinter 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 Splinter vs Kallus1's feat will give the enemy +3 DEF.
    • Likewise very niche but Maelok making his troops undead is a big help to this models durability

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

Infernal Logo.jpg       Infernal Index       (Edit)
Unique Rules : Masters, Horrors, Essence, & Summoning
Battlegroup
Infernal Masters Agathon - Omodamos - Zaateroth
Attachment (1) Lord Roget d'Vyaros
Master Infernalist Princess Regna
Lesser Foreboder Heavy Desolator - Soul Stalker - Tormentor
Light Lamenter - Shrieker Colossal Guardian of Souls - Harvester of Souls
Units, Solos, & Structures
Structures Infernal Gate
Solos

Eilish1 - Eilish2 - Great Princess Regna Gravnoy (Master Infernalist) - Hermit of Henge Hold - Lord Roget d'Vyaros (Attachment) - Lynda the Forgotten - Nicia2 - Orin1 - Saxon Orrik - Runewood2 - The Wretch - Umbral Guardian - Valin Hauke, The Fallen Knight

Units

Croe's Cutthroats - Cultist Band - Griever Swarm - Howlers

Theme Forces Mercenaries
Dark Legacy - Hearts of Darkness J.A.I.M.s

This index was last updated: 2021.07

(1) - Note that an Infernal Master Attachment is not part of the battlegroup, they are merely listed there for convenience.

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:
  1. 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)
  2. 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 : Pathfinder      (Edit)

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 : Kill Shot      (Edit)

  • If you're still in melee when you trigger Kill Shot, you cannot make a ranged attack. Unless you have a rule that lets you shoot while in melee (such as being a Gargantuan or Colossal).
  • Kill Shot can be triggered from a Power Attack. Power Attacks are melee attacks.
  • Kill Shot only triggers one ranged attack, regardless of the gun's normal ROF. (Infernal Ruling)
  • Attack-Generating Abilities (Edit)
    • From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
    • If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
    • If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)


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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 : Void Static      (Edit)

  • 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.

Rules Clarification : Soul Hunter - None yet. (Edit)

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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 Splinter.
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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.