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Considered Everblight’s messengers of death, the seraphim and neraphim are winged spawn of sublime but horrific elegance. Seraphim possess deceptively slender frames that slice through the air on multiple powerful wings, their blighted energy leaving a distorted contrail in their wake. Other dragonspawn following in this slipstream are accelerated forward, while the seraph delivers incinerating blasts of blighted ash. Meanwhile the neraph closes to seize its prey in its prehensile tail before finishing it with a lethal strike.
Basic Info
| Neraph |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Large |
| SPD |
7 |
| STR |
9 |
| MAT |
7 |
| RAT |
N/A |
| M.A. |
N/A |
| DEF |
14 |
| ARM |
16 |
| CMD |
N/A |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
3 |
| THRS |
9 |
| HP |
27 |
| F. Field |
N/A |
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|
|
|
| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
U |
| UNIT SIZE |
N/A |
| COST |
12 |
| N/A |
| N/A |
|
|
|
|
| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Abilities
- 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.
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Eyeless Sight
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Flight
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Soulless
- Serpentine - This model cannot make slam or trample power attacks and cannot become knocked down.
- Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.
Weapons
- Grasping Tail - 1" reach, P+S 13 melee weapon.
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Open Fist
- Coil - When this model directly hits a model with this weapon, this model's melee attacks against that model automatically hit for one turn.
- Hammerhead - 1" reach, P+S 15 melee weapon.
- Beat Back - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.
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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| Attractor
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1
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SELF
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-
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-
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-
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No
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| Enemy models currently within 2" of the spellcaster are immediately pushed 2" directly toward it in the order you choose.
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Theme Forces
Thoughts on Neraph
Neraph in a nutshell
The Neraph is the Legion's cheapest heavy with an occasionally useful animus. On paper it is woefully weak as a pure beatstick, and you'll have a bad time, if you intend to use it without support. However, it sports the same excellent mobility and above average DEF, as the other 2 winged Legion beats, namely the Seraph and the Angelius. For its point cost it also brings a surprising amount of HP onto the board, and good MAT (which is very good in the faction).
The Neraph surely requires some practice to master. It has good board controlling tools between Beat BAck and its animus, while fixes MAT issues on its follow-up attacks thanks to Coil. However, its low FURY and middling P+S on its melee weapons require support, more than any other warbeast in the faction. Also, without proper target selection the Neraph is just dead weight on the board, and will make you wonder why you didn't spend a few more points to a stronger warbeast. However, with the proper combinations built upon each other, it can be a capable - if not outstanding - warbeast.
Combos & Synergies
- Sorceress - The Sorceress and the Neraph are near-inseparable from each other. Aerial Coordination is a must for proper FURY management, and to allow key boosts on attack and damage rolls.
- Mekanoshredder - its animus is another way to charge for free and if the target is a construct model Neraph can dive 2" deeper in enemy lines.
- Fyanna2 - Queen of the Flying Circus type lists, her Fury spell can make the Neraph hit way outside its weight class. After the Grasping Tail hits, auto-hitting P+S 18 attacks and extra attacks can do a lot of job. With Dodge, her feat and Sprint this beast becomes very hard to be brought down, before it deals damage.
- Rhyas1 may find some value in using a Neraph on feat to teleport behind the enemy and use Beat Back to push models forward, or use Attractor behind the target to pull models behind it closer to the rest of the army. The extra feat attack ensures an extra inch of push, which could help make your main heavy hitter stay safely back. There's also the option of using Rapport to have the Neraph serve as an extreme flanker, but it's probably better to give that job to a Raek, and just put Rapport on your main damage piece.
- Kryssa has a feat that allow the Neraph to do a lot of damage considering its point cost, something, you should exploit in the battlebox fights too. Keep in mind that her Tactical Supremacy does not stack with Sprint, but Energizer improves its impressive threat range.
- Absylonia2 - A beast caster second to none, her Alpha Hunter and feat can make a super scary, MAT9 SPD9 P+S 17 heavy out of the Neraph, which threats up to 14", plus as many beat back move you make.
Drawbacks & Downsides
- Fragile with low P+S on its weapons
- Low FURY makes it hard to take advantage of its animus, and if you just want the animus, the Afflictor will do it for half the price.
- If you treat it like a heavy warbeast you will find it lacking, it needs to bully weaker targets it will not crack armour alone.
Tips and Tricks
- Beat Back on your attack is optional. Don't trigger it, if you want to charge in with other models to finish the job.
- The Grasping Tail has the Open Fist advantage; it might occasionally come useful, if you want to throw your target.
- If you hit, but failed on the STR test, the attacks you buy may still hit automatically.
- Normally, a thrown target is knocked down after the throw, making your additional melee attacks to hit automatically (provided the target is still in your melee range). If you throw a Knockdown-immune model with the Neraph, your additional attacks will still auto-hit, thanks to Coil.
Other
Trivia
Released in Hordes: Exigence (2014)
Other Lrgion models
Rules Clarifications
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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 : Coil (Edit)
- Translation for newbies : Once you hit your target, your next attack(s) will auto-hit.
- If your target becomes out of range in between attacks (somehow), then Coil will not let you auto-hit. Refer Step 3 vs Step 4 of the Attack Sequence (Apdx A).
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Rules Clarification : Beat Back (Edit)
- You cannot use Beat Back if you destroy the target; because you can't advance towards a model that is no longer on the table. (Infernal Ruling)
- You can trigger Beat Back even if the model is no longer in your melee range after the attack. For instance, if you used a Pitch to throw it away, you can still Beat it Back. (Locked thread)
- The free advance doesn't depend on the target being pushed, but it is dependent on you trying to push them:
- If you try to push something which Cannot Be Pushed (such as a Colossal), then it won't move and then you can advance directly towards it.
- If you choose not to push your target, then you choose not to trigger Beat Back, so you don't get to advance.
- (mk2 Ruling)
- Beat Back can be used to push larger models.
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Push - General ( Edit) [Show/Hide]
- Pushed models do not change their facing.
- Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
- Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
- You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
- Pushed models suffer the effects of anything they move through (such as acid clouds).
- If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
- However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
- In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
- If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
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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: : Flight (Edit) (Click Expand to read)
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- 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.
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Rules Clarification : Soulless - None yet. (Edit)
Rules Clarification : Serpentine - None yet. (Edit)
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Rules Clarification : Sprint and/or Run & Gun (Edit)
- You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
- Run & Gun won't trigger if you RFP the model, but Sprint will.
- End of Activation (Edit)
- You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
- Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
- Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
- You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
- If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
- For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
- See also the training article: LPG - End of Activation.
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Rules Clarification : Attractor (Edit)
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Push - General ( Edit) [Show/Hide]
- Pushed models do not change their facing.
- Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
- Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
- You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
- Pushed models suffer the effects of anything they move through (such as acid clouds).
- If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
- However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
- In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
- If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
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