Throne of Everblight

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Legion Logo.jpg Throne of Everblight

Legion Battle Engine

Towering above Everblight’s legions are nightmarish creatures of writhing tentacles made possible only through the dragon’s will and power. From their positions atop these monstrosities, sorceresses rain down blighted magic upon the enemies of their master, freezing flesh with chilling frost or bursting bodies with explosions of razor-sharp spines. Those foolish enough to engage a Throne of Everblight in hand-to-hand combat are grabbed up by the blighted horror’s tentacles and pulled into its vast draconic maw to be devoured whole and screaming.

Basic Info

Throne of Everblight
Missing Info
ThroneOfEverblight.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Huge
SPD 5
STR
MAT 7
RAT N/A
M.A. 7
DEF 10
ARM 20
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 36
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE N/A
COST 16
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Battle Engine - All battle engines share the same special rules, most notably being immune to a bunch of stuff. Click here for the long version.

Abilities

  • Flight symbol.jpg Flight
  • Circular Vision - Models never gain a back strike bonus against this model.
  • Snacking - When this model boxes a living model with a melee attack, it can choose to RFP the boxed model. When it does, this model can remove d3 damage points.
  • Magic Ability [ 7 ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
  • Necrophage - This model can make one Magic Ability special attack each time it destroys or RFPs one or more enemy models with a melee attack during its activation.

Weapons

  • Tentacle (x4) - 2" reach, P+S 16 melee weapons.

Spells

COST RNG AOE POW DUR OFF
Frostbite

(★ Attack) 8" Spray - 12 (Cold) - Yes
Models hit suffer a POW 12 cold damage roll.
Ice Cage

(★ Attack) 10 - - (★) Yes
This attack causes no damage. Instead, a model hit suffers a cumulative -2 DEF penalty for one turn unless it has Immunity: Cold. When a model without Immunity: Cold is hit with three or more Ice Cage attacks in the same turn, it becomes stationary for one round.
Spine Burst

(★ Attack) 10 - 10 - Yes
If target model is hit, the d3 nearest models within 5" of it suffer a POW 10 magical damage roll. These additional damage rolls are not considered to have been caused by an attack. Spine Burst damage rolls are simultaneous.

Theme Forces

Recent Changes

2020.09 Virtues Errata


Thoughts on Throne of Everblight

Throne of Everblight in a nutshell

The Throne of Everblight is a gun platform/brawler battle engine. It is the toughest, non-gargantuan model in the Legion's arsenal, both in terms of HP and ARM. However, that should be regarded in the faction's context: anything that can one-round a Khador warjack may make short work on the Throne too. It is especially true against gunlines since its huge base makes screening all but impossible - except for 5"+ tall obstructions. With a 4" melee range during its activation it has an impressive unaided threat range and 4 initial melee attacks. Combined with a decent MAT, the Necrophage special rule, and numerous Magic Attacks, which can hurt several infantry at once, the Throne is a superb infantry remover.

Thanks to its huge base and chain strike it may pose threat on an enormous area during its activation. That may enable you to craft attack vectors that may allow you to reach models far from each other not only with your melee attacks, but especially with your sprays and Spine Bursts when you triggered Necrophage.

If your list is tailored toward fighting heavier targets, the Throne can be a great choice for dealing with groups of light/medium armored warrior models or light warbeasts, and can be expected to do something useful in every turn. However, it is ill-suited for brawling with heavy targets one-on-one; something to consider when crafting your list.

Combos & Synergies

The Throne has slightly above-average offensive stats, but unlike many battle engines it has no native ability to boost attack or damage rolls. Casters and models who can help it out will greatly increase its performance.

Children of the Dragon

  • Craelix - Weaken not only increases the Throne's accuracy against living models, it also boosts its survival against them, making it effectively ARM22.

Oracles of Annihilation

  • Bog Trog Mist Speaker - Despite being all mouth and tentacles, the Sorceress on the top lacks Eyeless Sight and she is the one casting, so you cannot cast Ice Cage or Eruption of Spines at Stealth-protected targets beyond 5". You also cannot charge beyond smoke screens, something that can really hurt the Throne with its 4" melee range. The Mist Speaker's Guidance helps you out in such cases. Also, if you'd be left with your spells to deal with a pesky Incorporeal model, the magical weapons will enable you to strike out with the tentacles, plus your melee kills trigger Necrophage as well.
  • Thagrosh0 - If you can deliver a Blight Burst patch into the presumed landing spot of a heavy that may try to engage the Throne next turn, it will have a hard time of removing it with unboosted initial attacks (and maybe one boost for the charge attack damage roll).

Both Themes

  • Blackfrost Shard - Though the main attraction is Rhylyss' Kiss, Vyssar and Sevryn can occasionally cast Ice Cage onto a critical target, improving the Throne's accuracy and damage output with one stroke. Sevryn's Unbinding may also help you get rid of upkeep debuffs.
  • Ice Witches - Yet another source for Ice Cage and Frostbite sprays, their Puppet Master can help you with a crucial attack/damage roll.
  • Hex Hunters + Bayal - Shadow Bind makes your attacks effectively MAT10, plus you're most likely free of retaliation, if the target cannot shake it off.
  • Nephilim Bloodseer - Telemetry has natural synergy with the (possibly numerous) magic attack rolls, but usually you'll delegate this duty to the Hermit who can act as a quasi-spark-node for your Spine Burst shots as well.
  • Yssylla - Shatter Storm lets the Throne to destroy multiple single would infantries with each of it's four initial melee attacks. Fortunately Necrophage also triggers on RFP, so you can still get free casts out of detonating enemies. Puppet Master is also useful on its numerous initials.

Other

  • Mekanoshredder - Full Steam increases your threat against constructs to a whooping 14", and it can also help you out if your opponent has tools to make the Throne lose its Flight ability, and you need to navigate through difficult terrain. Note that it won't help in case of windswept terrain features.
  • Naga Nightlurker - Its animus also gives the Throne magical damage for their melee attacks, plus you don't have to worry about pesky upkeep spells like Arcane Shield, Arcane Ward, etc.
  • Blight Archon - An ARM22 Throne is no joke, plus Impending Doom can pull things close to your spray attack(s).

Warlocks

  • Mekanolyth - Though her list may have a penchant toward ranged assets, Mortality is a universal accuracy and damage fixer, and counters the occasional Tough bubble that would diminish your damage output into infantry. Deflection may not be your primary asset on a DEF10 target but it is one of the rare defensive spells from which the Throne can benefit, occasionally inducing misses on RAT4-5 assailants.
  • Bethayne1 - Her Disintegration - combined with the Shard's buff - allows you to send the Throne against a Centurion and emerge victorious. Her feat also fully boosts each and every magic attack the Throne might make (note that this does not extend to the d3 spine burst damage, since they are not considered to be caused by an attack).
  • Bethayne2 - Dissolve and Transmutation goes hand in hand for damage buff, and the Throne can tank damage during your feat like few else.
  • Kryssa - Ignite is a solid damage buff to push the Throne into a creditable threat vs a heavy, and a major threat on her Feat turn.
  • Lylyth1 - Her feat is technically an attack roll boost, but it is Parasite that makes the Throne truly frightening. She's also low on FURY, so a Throne or two can help her to have combat pieces at her disposal, without producing excess Fury.
  • Fyanna2 offers Fury to provide a nice boost to damage output. Though the rest of her toolkit doesn't mean much to the Throne (Iron Flesh can target warrior models only), the feat pushes up its DEF to an OK level. If you even manage to get an onbstacle or obstruction between the Throne and its melee assailant, it will have a very nice DEF15 and Dodge, making removal through melee pretty difficult.
  • Absylonia1 - Not your first pick for a battlegroup-centric warlock, but Refuge works wonders on the Throne when it comes to piece trading.
  • Vayl2 and Vayl1 - Considering the size of the Throne it can be an excellent channeller, if being bit by the Oraculi, and a great LOS blocker for a fragile warlock. Vayl2's Boundless Charge is also a pleasant threat-extender, while Vayl1's Incite and Frost Field is an universal accuracy and damage fixer. The Throne is also a great recipient for her feat, as battle engines are not restricted to be moved outside of their activation.
  • Thagrosh1 - He values the Throne's LOS blocking capability, thanks to his shootable medium base. Death Shroud is a great all-purpose survivability booster for a model with already high ARM. In a pinch, it's not an awful target for Draconic Blessing either.
  • Saeryn1 - Her ARM buff feat works well with the Throne's already high ARM. Additionally, she can keep the Throne safe with clever positioning of Blight Bringer, and as a scenario/attrition focused caster, the two play well off of each other.
  • Rhyas1's - She can make the Throne Stealthy with Occultation, but it is her feat that demands special mention. As the Throne can be placed, there's nothing to stop you from teleporting your tentacle monster behind enemy lines (effectively netting it ~9-14" further threat range). The additional feat attack also gives it 5 initials, resulting in the same possible amount of destructive magic attacks.

Drawbacks & Downsides

  • No innate ability to boost attack or damage rolls, thus not a real threat in a heavy-vs-heavy brawl on its own.
  • Slow-ish for a Legion model and Slipstream won't work on it.
  • Though it is the Legion's most resilient non-gargantuan model, its huge base makes concerted shooting a real threat.
  • Needs infantry or other light targets to operate at peak efficiency.
  • Lowest DEF in the faction after the Blightbringer, plus most of your infantry bear paper-thin armor in the themes you can bring it. Watch out for things like electro leaps, Ashes to Ashes, etc, as the Throne can be a good starting point for those effects.
  • It's not Blighted, so benefits neither from the Archon's Veteran leader, nor from the Oracle theme's corrosion bonus.
  • Not gameplay related, but good luck transporting the model...

Tricks & Tips

  • Unlike several battle engine weapons, neither your tentacles, nor your magic abilities are tied to your left or right firing arc. Though you still cannot pick targets behind the Throne, you can threaten models in your whole front arc.
  • Typical Chain Strike caveat to be applied here, as your melee range is 4" only during your activation.
    • You'll hand out free strikes at 2"
    • When shooting a target, which was engaged during the Throne's activation, and is more than 2" away from the Throne, it will not get the Target in Melee modifier.
  • It is one of the rare living battle engines, so affected by rules and abilities which interact with such models (Life drinker, Bleed, Butcher 3's feat, Poison, Annoyance, Burning Ash, etc.) Also, despite Soulless being a common thrope in the Legion, this one has soul.
    • Talking about common thropes; the Throne has Flight (despite its appearence), but no Eyeless Sight. Since it cannot get it from the Steamroller Objective anymore, watch out for effects that cause Blind.
  • The Throne can screen your caster, and all of the flying warbeasts can use the Throne as a shield and charge right over it, since Flight allows you to ignore intervening models when determining LOS for charging and movement purposes. Beasts with guns may want to find a wall or forest though.

Other

Trivia

  • Released in Hordes: Domination, 2011 November
  • The Throne is carried around by a Hellmouth (or at least a very similar looking creature)

Other Legion models

Legion Logo.jpg       Legion Index       (Edit)            
Battlegroup & Similar
Warlocks

Absylonia1 - Absylonia2 - Anamag - Bethayne1 - Bethayne2 - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Lylyth4 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2

Other Warbeast Controllers

Beast Mistress - Blight Archon - Thagrosh0

Lesser Blight Wasps - Shredder - Harrier - Mekanoshredder - Stinger
Light Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph
Heavy

Angelius - Azrael - Carnivean - Golab - Neraph - Proteus - Ravagore - Scythean - Typhon - Seraph - Zuriel

Gargantuans Archangel - Blightbringer
Units, Solos, & Battle Engines
Units

Blackfrost Shard - B.N. Archers - B.N. Hex Hunters - B.N. Legionnaires - B.N. Raptors - B.N. Scather Crew - B.N. Swordsmen - B. Rotwings - B.O. Warmongers - B.O. Warspears - Chosen - Grotesque Banshees - Grotesque Raiders - Hellmouth - Ice Witches - Strider Blightblades - Strider Scouts - Spawning Vessel - Virtue Host

Solos

Ammok - Annyssa Ryvaal - Beast Mistress - Blight Archon - B.N Shepherd - B.N. Sorceress - B.N. Warlord - Craelix - Forsaken - Fyanna1 - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - Thagrosh0 - Virtue Champion - B.O. Warmonger War Chief - Yssylla

Battle Engines Throne of Everblight
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Minions
Refer to Who Works for Whom and/or Category: Legion of Everblight Minion
This index was last updated: 2021.11

Rules Clarifications

Rules Clarification : Chain Weapon - None yet. (Edit)

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Rules Clarification : Chain Strike and/or Lunge     (Edit)

  • The extra melee range kicks in the instant you start your activation, and if that makes you engage an enemy then it means you can't aim.
  • The extra range does apply during Frenzies (because that is defined as an activation)
  • The extra range doesn't apply during free strikes or when your opponent takes control of your model.
  • It doesn't increase the range of Power Attacks, because you do not apply weapon special rules to Power Attacks (unless they specifically reference Power Attacks, like Hard Head does). (Locked Thread)
  • If you're affected by another range-altering rule (such as Jakes2's feat) then that won't override Chain Strike. (Infernal Ruling)


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Rules Clarification : Battle Engine      (Edit)

  • The main differences between battle engines and the other huge bases are:
    • They can be placed, and they can move outside their Normal Movement (such as Dodge).
    • They can benefit from Advance Deployment, Incorporeal, and Stealth.
    • They can't make ranged attacks while in melee.
      At least not by default; but many battle engines have Gun Platform, Dual Attack, or similar.
    • Unlike Colossals and Gargantuans, your opponent can take control of your battle engine. There are very few such abilities that work on this model type, though.
  • Being a huge-based model, a Battle Engine can never gain the DEF bonus from concealment ... but it can still have concealment and thereby trigger Prowl.

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:  : Flight      (Edit)
(Click Expand to read)

 
  • 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 : Circular Vision      (Edit)

  • This only prevents the normal bonus afforded from back strikes. It does not prevent things such as Backstab, which simply requires being in the rear arc.
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Rules Clarification : Snacking      (Edit)

  • You can use Snacking to RFP your target even if you're at full health. (Locked thread)
  • Snacking occurs at boxed, and thus:
    • Doesn't prevent abilities that trigger at disabled (such as Tough, Self-Sacrifice, etc).
    • Might prevent abilities that trigger at boxed, depending on who the active player is and whose model the ability triggered on. Refer the 'Triggers' section (pg 10 of the pdf)
    • Does prevent abilties that trigger at destroyed (such as collecting soul tokens, etc)
  • You can snack friendly models.
  • You may choose where each individual point of healing goes.
  • If you kill multiple models with a single attack (such as trampling over them) then you get to heal once for each model killed.
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Rules Clarification : Magic Ability      (Edit)

  • Combat Action
Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
  • You must complete your movement before you use a MA.
  • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
  • You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
  • You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
  • You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Non-Combat Action
There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
  • Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
  • Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
  • Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
  • Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.

Rules Clarification : Frostbite - None yet. (Edit)

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Rules Clarification : Eruption of Spines and/or Spine Burst     (Edit)

  • Not considered an attack & "Non-attack damage roll" (Edit)   [Show/Hide]
    • There are two ways you can get these "non-attack" damage rolls.
      • Type 1 - A secondary damage roll that is not considered to be an attack. Some attacks create a second damage roll that is explicitly "not considered an attack" (such as Electro Leap).
        (Note that although the secondary damage roll is not an attack, the original attack certainly is and will trigger stuff normally. These clarifications don't apply to the original attack.)
      • Type 2 - A damage roll that's not from an attack. Some special abilities & special actions tell you to make a damage roll without mentioning whether it is considered an attack or not (such as Vent Steam and Flak Field).
    • When it comes to other abilities that trigger on damage (such as Vengeance) both types function the same way. For brevity we'll refer to both as "Pure Damage".

    • Pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Pure damage is not an attack, so doesn't benefit from stuff that affects 'attack damage rolls' (such as Bethayne1's feat). (Infernal Ruling)
    • Pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
    • Pure damage is not from an attack, but it is (normally) damage from the original model. This has two implications:
      1. It's not an attack from a weapon so:
        • it won't gain damage buffs from the weapon (such as Poison).
        • it won't gain any Damage Types from the weapon. (Infernal Ruling)
      2. It is a damage roll from a model so:
    • Exception: Some damage is not from an attack and not from a model (for example, Collateral damage). In this case, you should reverse the stuff listed under #2 above.
  • Spells that "arc" (Edit)
    • For spells that cause damage to "leap" or "arc" to adjacent models (Chain Lightning, Eruption of Spines, Ashes to Ashes, etc) ...
    • The damage is from a spell, so it is magical damage. (Infernal Ruling)
    • Steamroller flags are models, and so are eligible to be leaped to/from (although they won't be damaged by the spell). (Infernal Ruling)
      • Check whether your spell specifies "enemy model" or just "model", because as of Steamroller 2017 flags are not enemy or friendly.
  • RC symbol.png

    Rules Clarification : Ice Cage      (Edit)

    • Models with Immunity Cold can be damaged by this attack, they just ignore the DEF penalties.
    • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
    • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
    RC symbol.png

    Rules Clarification : Necrophage      (Edit)

    • Unlike Battle Wizard, Necrophage will trigger multiple times in the same activation. Kill 4 enemies = get 4 free spells.