Slaughterhouse

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Slaughterhouse
Grymkin Gargantuan Warbeast

Grymkin are attracted not just to wicked souls, but sometimes to wicked places as well. A home or residence that has been the site of unspeakable acts of cruelty or violence can attract gremlins like moths to a flame. As more gremlins arrive to the growing celebration of debauchery, the residual malevolence of the acts performed inside the house begins to solidify, coagulating within its walls. Should the gremlin gala remain unchecked for too long, the house will become sentient and spring to “life.” Uprooted from its foundations, this animated grotesquerie, known colloquially as a “slaughterhouse,” is carried across the countryside by an ever-flowing tide of grave dirt and corpses. Within the afflicted building’s walls, the gremlin celebration remains at a constant climax in a party that will not end until the slaughterhouse itself is destroyed.

Hungry and malicious, a slaughterhouse seeks out individuals who have carried out the same acts that took place within its walls. A slaughterhouse that was once the site of a grisly killing will seek out souls stained by murderous deeds, a slaughterhouse animated by ritual sacrifices designed to summon horrors from the Outer Abyss will track down members of the nearest infernalist cult, and so on. When a slaughterhouse finds its prey, it drags its victim screaming through the maw of its front door. Once inside, the wicked individual is welcomed warmly by the gremlins, who hold a great feast in which the doomed soul is not only the honored guest, but the main course as well.

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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

Slaughterhouse
Missing Info
Slaughterhouse.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Huge
SPD 5
STR 14
MAT 6
RAT 5
M.A. N/A
DEF 7
ARM 20
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 5
THRS N/A
HP 58
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE N/A
COST 32
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

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.

Gargantuan - Gargantuans are mega-warbeasts, even bigger and stompier. They use nearly all the same rules as normal warbeasts but with a few alterations. These changes are summarized here or can be read in full here.

Abilities

  • Construct symbol.jpg Construct
  • Pathfinder symbol.jpg Pathfinder
  • Cram Inside - When an enemy model is destroyed or removed from play within 2" of this model, this model can immediately remove d3 damage points. Additionally, during its activation this model can spend corpse tokens on friendly Faction models within 2" of it to remove d3 damage points for each token spent.
  • Escapees - When this model is destroyed by an enemy attack, collateral damage, or a continuous effect, you can replace it with a Gremlin Swarm solo. Then this model is removed from play.

Weapons

Porch Light
Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
12 1 - 13 -
  • Magical dam symbol.jpg Damage Type: Magical
  • Drag - When this attack hits an enemy model with an equal or smaller base, immediately after the attack is resolved the enemy model can be pushed directly toward this model until it contacts a model, an obstacle, or an obstruction. After the enemy model is moved, this model can make one basic melee attack against the enemy model. After resolving this melee attack, this model can make additional melee attacks during its Combat Action.
The Front Door
Sword icon.jpg  RNG   POW   P+S   LOCATION 
0.5 7 21 -
Tree Limb (x2)
Sword icon.jpg  RNG   POW   P+S   LOCATION 
2 5 19 1 each side
  • Pull - If this model hits an enemy model with an equal or smaller base with a basic attack with this weapon, immediately after the attack is resolved the hit model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction.

Animus

COST RNG AOE POW DUR OFF
Undergrowth

2 SELF (★) - Round No
While within 5" of the spellcaster, enemy models treat open terrain as rough terrain and suffer –2 DEF. Undergrowth lasts for one round.

Theme Forces

Recent Changes

2021.10 Mega Update

  • -3 points
  • Drag now triggers on hit, instead of on damage

Thoughts on the Slaughterhouse

Slaughterhouse in a nutshell

Don’t let the front door hit you on the way out the Slaughterhouse is a grabby melee monster that’s really difficult to escape from. Undergrowth, Pull and Drag each have different ways of keeping your opponent on their toes. They may have some models with pathfinder, they may have some models with parry and they may have some shield guards but rarely will they have all three at once.

The Slaughterhouse is an expensive centrepiece model which dishes out damage & controls the space around it about as good as any other Gargantuan. It's especially comparable to the Dracodile with a similar arcana and similar overall output. Like its Minions counterpart, the Slaughterhouse also has a lot of support options in faction and several warlocks geared for big-beast play.

In Dark Menagerie other models start with corpses. This gives the Slaughterhouse a ready food source to keep its healing up, making it much harder for your opponent's chip damage to be relevant. Requisition Crabbits and a Death Knell with a corpse adds to this durability in your traditional beast brick. Additionally Lady Karianna Rose is available in this theme, practically an essential pick with how well the House & her interact.

Bump in the Night is not built to support the Slaughterhouse, and you will generally find equivalent output out of other options which have actual theme support. Neigh Slayers & Piggybacks both serve as cheaper but similar threats/blockers respectively. However this theme does run Murder Crows and the Death Knell is still available, so while it's not strictly ideal the Slaughterhouse is still a great model and there is plenty of space for a great Bump list that has an extra huge base.

Combos & Syngergies

Warlocks

  • The Slaughterhouse prefers to be in a chunky, beast-focused list and thus works best with Grykin warlocks who buff that style of play.
  • The Child is a natural first pick when considering how good is a Grymkin beast
    • The House can’t benefit from Tantrum, but Abuse and Pain Response and her Trump Arcana really let the slaughter commence.
    • Discord stacks well with Undergrowth when you're facing enemy infantry. It creates a huge area of rough terrain, and Discord stops units from running or charging through it. It's especially great vs units that rely on Relentless Charge to get through rough terrain.
  • The Heretic is another good warlock to pair with the Slaughterhouse
    • Fury’s negative effect of -1 DEF doesn’t really matter when you're DEF 7, and getting hit by every attack anyway.
    • The Heretic's Wall of Fire can be used to block an approach to the Slaughterhouse, or as a cheeky way to get in an extra attack by dragging a target through the fire
    • More so than other Grymkin warlocks, the Heretic wants to end the game in charge range of the enemy warcaster. Having a tough huge base controlling a big portion of the table is a great way to enable that kind of scenario.
  • The Dreamer loves beast bricks, and the Slaughterhouse naturally diversifies her preferred type of list
    • She provides the Slaughterhouse with two much needed to hit buffs in the form of Mark Target and Manifest Destiny
    • Phantasms are an even better way to block off a flank of the Slaughterhouse than the Heretic's Wall of Fire
  • Zevanna Agha, The Fate Keeper (Grymkin) is a zany, but potentially extremely exciting Slaughterhouse warlock
    • Boundless Charge is the threat extender the House really needs
    • Rerolls on attack rolls fixes DEF extremely efficiently, especially if it can be layered with another MAT/RAT fixer
    • Windstorm gives you even more control over your opponent's movement in the centre of the table
    • The main reason to not play OW3 with the Slaughterhouse is that such a list contains two huge bases of critical value. It can often be tactically impossible for both to be in the ideal position, and it's extremely difficult to not sacrifice the Slaughterhouse's positioning while also leveraging Zevanna Agha.

Other Synergies

  • Lady Karianna Rose is basically essential when playing the Slaughterhouse, and more than anything else is the main reason to choose Dark Menagerie.
    • Enrage takes the Slaughterhouse's already great output and pushes it even higher. +2 STR scales really well on a model with so many potential attacks per turn.
    • Ancillary Attack can be used to get in a second Drag. This is truly a game changer, since it allows the Slaughterhouse to stay relatively back from the frontlines while also potentially clearing multiple enemy heavies a turn.
    • When Karianna dies, that +1/+1 will not go lost on the Slaughterhouse. If the big boy has a weakness, it's its cost compared to guaranteed output. Fixing MAT & RAT at the same time is so relevant that if Karianna spent an entire game just scoring once and then dying, she'd have been worth her points.
  • Death Knell is another zany choice, but one which perhaps pairs better with the Slaughterhouse than Zevanna Agha.
    • One huge base can screen the other, and since neither is your warlock you don't need to risk the game to do this
    • The Slaughterhouse needs the armour and ready access to healing corpses.
  • Dread Rots & the Malady Man are good screening options that exist in both themes.
    • Isaiah, Dread Harvester is a very, very good model with even just a single unit of Dread Rots. It's more than viable to have him & the Slaughterhouse be the core of your list.
  • Gorehounds & Rattlers are cost effective warbeasts that can take care of softer targets for the Slaughterhouse, so the House can focus on ripping the heads off heavies.
    • Having a Rattler with the Slaughterhouse is particularly important due to how vulnerable the House can be to jamming infantry. Plus it helps that both models like the same kind of support.
    • Similarly, a Clockatrice or two represents the next step up in performance if you can afford the points.
  • Grave Ghoul rerolls are incredible with the Slaughterhouse, since they can be used at any time on either attack or damage. The Slaughterhouse is additionally almost guaranteed to generate a corpse out of anything it targets that isn't a Construct.
    • This is especially a strong combo since the House doesn't actually take the corpses it generates, and needs a friendly receiver nearby.
    • Also unfortunately, theme restrictions means you'll have to choose between a pair of Grave Ghouls or Lady Karianna Rose. Rose synergizes better with the House in a vacuum, so this decision needs to be carefully considered in the context of your pair.
  • A Cage Rager makes a good Slaughterhouse bodyguard.
    • It's a tougher large base beast with decent output, complementing the Slaughterhouse's role with more of the same.
    • Protecting against magical attacks is critical. Most debuffs take the form of spells, and with a DEF of 7 there's little chance they'll miss. Additionally some lists use magic as their primary form of ranged attack (such as other Grymkin lists using the Defiled Archon) so being able to mitigate that damage can really open up the House's survival prospects.
    • In Dark Menagerie, the Cage Rager starts with a corpse so can protect the House from minute one. Otherwise the Death Knell can be used, or the Slaughterhouse's Drag.
    • The House's tree limbs lack Damage Type: Magical, meaning it can be difficult for the House to maximize its output when dealing with certain types of targets. The Cage Rager fixes this and gives Blessed on the side.

Drawbacks & Downsides

  • Don't let the House die! This is way easier to do than it seems
    • DEF 7 is almost as easy to hit as a knocked down or stationary model, so it often ends up a debuff magnet. Don't forget to watch out for electroleaps onto your backline models
    • ARM 20 & 58 boxes seems like a lot, but that's actually less effective HP than two Skin & Moans with a couple of corpses.
    • The Slaughterhouse's only defensive rule is its animus. This means it relies on other models in your army to create space, providing screening, and back up its output when down that 2 fury.
    • High-powered shooting lists with mobility are the worst possible matchup for the Slaughterhouse. It will be nigh impossible to get work done while also keeping such a large target protected. Watch out for Dawnguard Tridents, Aurora2, or Crucible Guard lists (among many others).
  • It’s an issue with all gargantuans, but 35 points is a big chunk of any single list and it’s unlikely that the Slaughterhouse will make its point to back in a single round of combat. Karianna Rose can really help here, as can literally any DEF fixer.
    • It's also worth noting that almost any other combination of hard hitting Grymkin models will end up being more cost effective. If piece trading is your goal, bring Skin & Moans or Neighslayers instead.
    • You bring the Slaughterhouse for the last couple of turns of the game, when your opponent does not have enough punch in their army to one-round the House, letting you maximize its healing & Drags.
  • You need to buy a Gremlin Swarm to use escapees. You also won’t get the escapees if the house is removed from play.
  • Cheap shield guards really mess with it’s gun. Don't expect too many Drags when playing against Convergence.
  • It can be very awkward to position more than one huge base effectively every turn. Don't expect to be able to play a list that pairs the Slaughterhouse with Zevanna Agha or a Death Knell without some practice. More so than other Grymkin models, the Slaughterhouse is strong because of how it is used and the list it is facing more so than the list it is in.
  • While the Drag & Front Door are magical, the giant Tree Limbs are not. Against some targets this can be a real drag (heh), since you might need Magical to actually deal damage.
    • A Cage Rager can solve this problem with its animus if needed.

Tricks & Tips

  • Cram Inside can be used on every dead or removed-from-play enemy model within 2". This includes,
    • Models the Slaughterhouse kills
    • Models other models kill
    • Models that an opponent has that get removed-from-play by their own rules
    • This also means the corpses are free to be grabbed by another friendly model, such as a Grave Ghoul or Death Knell.
  • The Slaughterhouse is a Construct Warbeast, meaning it will never frenzy and does not generate a corpse or soul (the Gremlin Swarm it creates will have a corpse & soul however, so it's not a total loss).
    • This can let you run hot early in the game, only taking off the minimum amount of fury needed to use the animus each turn. Once you hit turn 5 and are down a couple of beasts, that's when you empty out the House and get it involved.
  • The Slaughterhouse is a Gargantuan which gives it a whole host of very useful rules
    • Most importantly the Slaughterhouse is immune to Grievous Wounds. You can't stop the Cramming (inside)!
    • The House cannot be pushed or placed, or move out of activation.
    • The House can always use its gun, even when engaged in melee
    • Unfortunately this also means you can't block line of sight to the Slaughterhouse, hence why it's so vulnerable to enemy ranged attacks
  • Escapees is a "may" not a "must", meaning you can choose not to create the Gremlin Swarm if you wish. This can be useful if that Swarm would block other models or be killed by an enemy to generate a corpse/soul.

Other

Trivia

  • Released 2021.05
  • 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 Grymkin models

Grymkin Logo.jpg       Grymkin Index       (Edit)
Battlegroup
Warlocks

The Child - The Dreamer - The Heretic - The King of Nothing - The Wanderer - Old Witch 3
Arcana
Warlock Attachment: Baron Tonguelick

Warbeasts

Lesser: Crabbit

Light: Frightmare - Gorehound - Rattler

Heavy: Cage Rager - Clockatrice - Skin & Moans

Gargantuan: Slaughterhouse

Units, Solos, & Battle Engines
Units

Dread Rots - Hollowmen - Mad Caps - Malady Man - Murder Crows - Neigh Slayers - Piggybacks - Twilight Sisters

Solos

Baron Tonguelick, Lord of Warts - Cask Imp - Defiled Archon - The Four Horseymans - Glimmer Imp - Grave Ghoul - Gremlin Swarm - Isiah, Dread Harvester - Lady Karianna Rose - Lord Longfellow - Trapperkin - Weird Wendell - Witchwood

Battle Engines Death Knell
Theme Forces Minions
Dark Menagerie - Bump in the Night Refer to Category: Grymkin Minion
This index was last updated: 2021.08

Rules Clarifications

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Rules Clarification:  : Warbeast      (Edit)
(Click Expand to read)

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 : Gargantuan      (Edit)

  • Warroom
    • 2017 bug: Gargantuan's have their animus labelled as "spells". Despite this, it's an animus and as such the warlock can cast it. This is a known bug. (Staff Comment)
    • 2020 bug: The animus doesn't show up at all. You'll have to go to the official card database instead.
  • Refer to the Gargantuan article for a recap of their rules.

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.

Rules Clarification : Construct - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Cram Inside      (Edit)

  • When the Slaughterhouse spends corpses on another model, it is the Slaughterhouse that gets healed (not the other model). (Infernal Ruling)
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Rules Clarification : Escapees      (Edit)

  • Although this causes Wendell to be RFP'd, he still generates a corpse and soul token because he got to the "destroyed" stage.
  • Regardless of which Faction Wendell works for, when he dies the Gremlins that are spawned are always a Minion Grymkin solo.
  • Replace (Edit)
    • There are three types of Replace: Dragoons getting dismounted, Grunt models being promoted to a Leader model, and abilities that transform one model into another (such as Infection or Soul Gate)
    • Colossals and Gargantuans cannot be placed via a replacement effect. (Infernal Ruling)
    • You cannot replace a model if there isn't enough space, and you don't apply the rule of Least Disturbance.
      This can lead to some awkward rules interactions when a larger model replaces a smaller, or any model replaces another while overlapping a third model. Click to read more.   [Show/Hide]
      1. If it is completely voluntary (such as casting Soulgate) then you simply don't get to place the larger model because there isn't room. (Infernal Ruling)
      2. If it is involuntary and occurs while moving (such as a flying Dragoon moving and taking a free strike that dismounts him while overlapping something) then you rewind the movement until you reach a point where there is sufficient space to carry out the replacement. This can cause it to move several inches away from where it took the free strike. (Infernal Ruling)
      3. If is involuntary and occurs while standing still (such as Little Alyce getting shot and trying to transform into Big Alyce) you simply don't get to place the larger model because there isn't room.
        In the case of Alyce, you can't trigger Traumatic Transformation so Little Alyce goes through the disabled-boxed-destroyed process like a normal model does, and never becomes Big Alyce. (Infernal Ruling)
        In the case of the Northkin Fireeaters, the Pyg Grunt model can only be promoted to the Troll Leader model if there is enough space. If not, he stays a Pyg but becomes the unit commander.
    • Note that if two models are B2B with a third model, that third model can't be replaced with a larger model. There is no configuration where it fits and overlaps where the small one was.


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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.")
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Rules Clarification:  : Drag , Pull, and/or Catch     (Edit)
(Click Expand to read)

Timing
With respect to the Attack Sequence:
  • Pull is resolved at Step 12.
  • Enemy effects (such as Retaliatory Strike or Enliven) are resolved at Step 13.
  • Drag and Catch are resolved at Step 14.


Ranged Attack Damage (Drag and Catch only)

  • If a model is destroyed by the ranged attack, Drag/Catch does not trigger.
    • Corpse tokens, soul tokens, and etc will be generated from the model’s original position.
    • Sicne it doesn't trigger, you won't get the free melee attack from Drag/Catch (even if there's something different already in your melee range).


The Movement

  • You cannot Drag/Pull/Catch models with a larger base size than you.
  • The movement is a Push effect, which is involuntary movement.
    • It is not an advance and will not trigger stuff like Countercharge.
    • They won't take free strikes because it is involuntary movement.
    • They will take damage from any hazards they're pushed through/into (such as Scathers).
  • You can drag your target through Incorporeal models, if there's enough space on the other side, because the rules for Incorporeal specifically allow this. (If there's not enough space, the push will stop on the far side of the Incorporeal model.)
  • You cannot drag models through Curse-of-Shadows-ed or similar models, because those rules refer to "models can advance through this model" and a push is not an advance.
  • You may drag models that you are already in melee with. However most models can't shoot while in melee, so this is pretty much limited to the Prime Axiom and Galleon (see the corner-case scenarios, below).
  • If you get to trigger Drag/Pull/Catch on a free strike (mostly just Pull), the moving model will never get out of your melee range. They have to keep advancing out and being pushed back until either they run out of movement, or you fail a free strike. (Infernal Ruling)
  • 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)


The Free Melee Attack(s) (Drag and Catch only)

  • If the target model doesn't end up in melee range (whether because the ranged attack killed it outright, or something blocked the drag movement) then you don't get a free melee attack and don't get the option to buy additional melee attacks.
  • If the dragged model can't be targeted by melee attacks, you may not make your free drag attack and don't get the option to buy additional melee attacks. (Infernal Ruling)
  • For both of the above two cases, you may still complete your initial ranged attacks and buy additional ranged attacks as per normal (if you have more guns and/or Reload).
  • You may make the free melee attack against models that "cannot be pushed" (assuming you're in melee range already). The "After the model is moved" is a timing clause, not a conditional clause.
    • To pull this off, you need an ability that allows you to make ranged attack while you're already in melee, so is pretty much limited to just Colossals and/or models attacking objectives.
  • After using Drag/Catch, the attacking model may make a single melee attack without spending focus. (So Black Ogrun can make a single melee attack.)
  • After doing the free attack, you may buy additional attacks if you have a method of purchasing them. Models with Drag but no focus/fury (such as Black Ogrun) can't buy additional attacks (despite what is implied by the rule on their card) - it's just a standarised wording for Drag.


More corner-case Rules Clarifications

  • Models that can make Ranged Attacks while in melee
    • This section is pretty much limited to the Prime Axiom and Galleon who, thanks to being Colossals, can continue to shoot after dragging something into melee with themselves. It can also apply to any model shooting at a "can never be in melee" model (eg Scenario objectives).
    • When you start your activation, you still need to choose either 'initial ranged attacks' or 'initial melee attacks'. If you choose melee attacks, then you will never get to shoot your Drag weapons.
    • If you shoot a Drag weapon you need to resolve the drag move and the free melee attack, but afterwards you're still in "shooting" mode. The best way to think of it is it's "interrupting" your normal ranged attacks and after resolving it, you go back to completing your initials. So it might go:
      • Shoot the Drag weapon.
      • Drag the enemy closer.
      • Resolve the free melee attack.
      • Drag resolved. Now you finish shooting the rest of your weapons.
    • Once you've completed all your initial ranged attacks (and any free drag melee attacks) then you have the option of buying additional attacks (ranged if you have Reload, melee otherwise.
    • However, if you get overexcited and start buying melee attacks after the free drag one then you don't get to finish shooting the rest of your weapons.
    • This is because shooting the rest of your guns is completing your "Initial Ranged Attacks" but by buying melee attacks you have jumped ahead to "After Initial Attacks" (refer first sentence of "Additional Attacks" pg 36 of Prime).
  • Black Spot + Drag or Catch
    • If you trigger Drag/Catch, then any attacks you get from Black Spot can be either ranged or melee, your choice. (Infernal Ruling)
This combo can lead to an infinite number of attacks, but it depends on your dice.
  • Case A (Fail): Make initial ranged attack, destroy the target with the ranged attack.
Drag does not trigger.
Black Spot does trigger, and the free BS attack must be a ranged attack because you don't have any rule that gets around the core rule "models cannot make both ranged and melee attacks during the same activation" (unless you have Dual Attack).
The free BS attack cannot generate any more free BS attacks.
  • Case B (Success): Make initial ranged attack, damage the target with the ranged attack.
Drag triggers, and now you have gotten around the core rule about mixing attack types. (Infernal Ruling)
Destroy the dragged model with a melee attack, and trigger Black Spot. The free BS attack can be either ranged or melee.
So you make a ranged attack and try to Drag another one to restart the sequence.
Theoretically, if you keep managing to damage + Drag targets with the free ranged attacks, and destroy + Black Spot them with the free melee attacks, you never run out of free attacks.
  • Dual Attack & Drag ( Edit )
    • This is pretty-much limited to just the Prime Axiom under Syntherion, or the Swabber, Galleon or Prime Axiom under Aurora2
    • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
    • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
    • If you didn't charge then ... just go nuts. There's no restrictions that I know of.
  • Assault & Drag ( Edit )
    • You determine whether a charge was successful or not before making the Assault attack.
    • If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
      • It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
      • You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
      • Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
      • You won't be able to purchase additionals (because your activation ended).


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Rules Clarification : Undergrowth      (Edit)

  • "Treat Open Terrain as..." (Edit)
    • This ability doesn't change the terrain type, just how models treat it. (In comparison to, say, Rapid Growth which creates a forest.)
    Because it doesn't change, models that get a benefit for being near terrain (ie the Earthborn Dire Troll) need to instead be inside the affected area to gain the benefit. If it's outside the area, then from its current point of view the area is open terrain.
    • If you have two overlapping effects like this (such as "treat open as rough" overlapping with "treat open as shallow water"), the area is treated as both terrain types.
    • If you then have a model that ignores one of the overlapping effects (such as Amphibious trying to treat shallow water as open terrain) they'll still suffer the effect they're not ignoring. (Infernal Ruling)