Feralgeist

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Feralgeist

Minion Solo

None know the Feralgeist's nature, but its insubstantial form hungers for a body of flesh. It descends into the carcasses of freshly slain beasts and brings to them a semblance of reanimated life. Feralgeists pose a deadly threat to any who venture near as they lash out with the claws or fangs of the corpse they inhabit.

Basic Info[edit]

Feralgeist
FeralgeistPNG.png
COST N/A
UNIT SIZE N/A
FA N/A
BASE Small
SPD 6
STR N/A
MAT 5
RAT N/A
M.A. N/A
DEF 14
ARM 11
CMD 3
FOCUS N/A
FURY N/A
THRS N/A
HP 1
WJP N/A
WBP N/A
UNIT SIZE N/A
COST 2
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Weapons[edit]

  • Claw - 0.5" reach, P+S 9 melee weapon.
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Critical Paralysis - On a critical hit, a living model hit has its base DEF reduced to 5 and cannot run, charge or make slam or trample power attacks for one round.

Abilities[edit]

  • Minion - Works as a Circle Orboros minion, Legion of Everblight Minion, Skorne minion, or Trollblood minion.
  • Incorporeal - This model can walk through walls, terrain, models, and just about anything else. It can't be damaged except by things which have Damage Type: Magical. When it makes a melee or ranged attack it loses Incorporeal until its next activation.
  • Undead - This model is an undead model and not a living model.
  • Spirit Bind - When a living warbeast in the Feralgeist's CMD range is destroyed, but not RFP'd, by an attack the Feralgeist can take control of it. The Feralgeist is RFP'd and the original owner can reave, then the warbeast becomes a Minion non-battlegroup model that has one health box left in each aspect and can't be forced.

Thoughts on Feralgeist[edit]

Feralgeist in a nutshell[edit]

The Feralgeist is a harrassment/annoyance support solo, rather than actual combat. The rules to take over enemy warbeasts is often just icing on the cake. It relies on incorporeal for protection against non-magical damage, which also makes them excellent contesters on scenario elements.

Bring them if you have some army points left, and you need a good contesting model. The Feralgeist also has some additional feature in form of applying paralysis on a critical hit, but that only should be a back-up plan as in 99% it will be much more useful in its incorporeal form.

Combos & Synergies[edit]

  • Any warbeast. Especially your own. For spirit Bond you have to stand within 3" of the target warbeast, but doesn't have to give up the Incorporeal form to be able to trigger. The damage that destroys the warbaest must come from an attack, so electro leaps, continuous effects, collateral damage and the like won't suffice.
  • If you don't want to take over a warbeast, just run up on the flank - and away from magical weapons.

Drawbacks & Downsides[edit]

  • Not much combat potential to talk about
  • Spirit Bind won't work on Gargantuans.

Tricks & Tips[edit]

  • Unlike Stationary, Knockdown or Blind, Paralysis cannot be shaken.
  • Electro leaps can jump on incorporeal Feralgeists, and they still count as a model for the King of Nothing's trump arcana - though none of them will hurt them, until they become corporeal.
  • Spirit Bind can be triggered by friendly attack on the warbeast too, if you really need to turn your warbeast into an Undead Minion...

Incorporeal 101 for beginners:

  • As models cannot end their movements within the same space as an Incorporeal model, Feralgesits and the like can effectively block charges, if your enemy needs a linear move to be in melee range.
  • For the same reason, Feralsgeists are ideal to block the movements of huge based models. Place them in front of such a model; they won't be able to advance past you without running due to the length of their base and losing their combat action.
  • Incorporeal models are immune against non-magical damage, and armies that tend to have few out of it will be hard-pressed to remove them. Park them on a suitable scenario element to counter point-writing.


Other[edit]

The Geist of Xmas Yet to Come - Limited Edition sculpt

Trivia[edit]

Theme Forces[edit]

Minion
Circle Orboros (Edit) Legion of Everblight (Edit)
Skorne (Edit) Trollbloods (Edit)

Other Minion models[edit]

MinionsLogo.jpg

(Edit)

Farrow Warlocks (Edit)
Warlocks Arkadius1 - Carver1 - Helga1 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh
Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks Wrong Eye
Gatorman Warbeasts (Edit)
Lights Boneswarm - Bull Snapper
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile
  M  
I
N
I
O
N
S
 
Units, Solos, & Battle Engines
Warlock attachments Targ - Gatorman Soul Slave
Units Farrow Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Farrow Valkyries
Gatorman Bog Trog Ambushers - Croak Raiders - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Special WA: Void Leech
Unaligned
Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea
Solos Farrow
Agata, Queen of Carnage - Maximus - Rorsh & Brine - Targ
Gatorman Boil Master & Spirit Cauldron - Bog Trog Mist Speaker - Bog Trog Trawler - Croak Hunter - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor
Kwaak Slickspine & Gub - Longchops - Wrong Eye & Snapjaw
Unaligned Efaarit Scout - Feralgeist -Gobber Tinker - Gremlin Swarm - Ogrun Bokur - Gobber Chef - Gobber Raiders - Thrullg - Totem Hunter
Alten Ashley - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Eilish Garrity - Gudrun the Wanderer - Hutchuck - Lanyssa Ryssyl, Nyss Sorceress - Orin - Raluk - Saxon Orrik - Viktor Pendrake
Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
 
Minion - Theme Forces (Edit)
The Blindwater Congregation - The Thornfall Alliance - Will Work for Food

Rules Clarifications[edit]

RC symbol.png

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.")

Rules Clarification : Paralysis - None yet. (Edit)


RC symbol.png

Rules Clarification : Incorporeal      (Edit)

  • All spells do magical damage. Refer to the latest errata.
  • If a weapon or spell does multiple types of damage (such as Chain Lightning doing Electricity damage), then you'll still be hurt by the spell. "Incorporeal" is not the same as "has immunity to all damage types". (Infernal Ruling)
  • If an incorporeal model declares a charge, then they stay incorporeal until they actually make an attack. So, for example:
    • If they're Countercharged after finishing their own charge movement, they will be Incorporeal while resolving the Countercharge attack.
    • If they fail the charge, they will stay Incorporeal.
  • Incorporeal models can be affected by pretty much any special ability, regardless of whether or not it's associated with a spell/magical weapon.
    For instance they can be knocked down by a gun with Quake or be eaten by a melee weapon with Consume. (Infernal Ruling)
  • 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.

Rules Clarification : Undead - None yet. (Edit)

RC symbol.png

Rules Clarification : Spirit Bind      (Edit)

  • When the possessed warbeast dies, control returns to the original owner and they can return it to play and use Spirit Bond to get fury from it. (Locked thread)
  • If two Feralgeists controlled by two different players are near a beast when it is destroyed, the Active player will trigger first for Spirit Bind. (Infernal Ruling)
  • Any continuous effects on the beast remain when a Feralgeist uses Spirit Bond. (Infernal Ruling)
Taking Control of an Enemy Model       (Edit)    

General

  • Taking control of a model means it is now friendly to you, and will immediately be engaged by it's erstwhile allies.
    • This will limit your ability to make ranged attacks.
    • If you get to make an advance with the controlled model, this can allow the original owner to take free strikes against his own model. He doesn't have to take these, of course.
  • The controlled model does not have a proper Activation, so stuff like Chain Strike won't apply.
  • Buffs and effects:
    • The controlled model counts as a "friendly model" and will benefit from any buffs that your own models are handing out (such as Mark Target), (assuming the controlled model meets the criteria for the buff).
    • If your opponent is the same faction, then the controlled model will count as a "friendly faction model" and even more buffs are potentially available (such as Veteran Leader).
    • If you have an ability that is "take control of an enemy then make an attack", and that model has an ability that triggers after making an attack (such as Death Toll), then (most) such abilities won't work. Because you must recheck the trigger conditions for Death Toll at the time of resolving it, and the friendly/enemy criteria are no longer valid.
  • Theme abilities:
    • If a model gains an ability via a Theme Force rule, and then the opponent takes it over, whether it keeps that ability is ... being checked

Movement

  • You can advance a model into an acid cloud and force them to take damage, but they only take damage once per advance (ref Prime rulebook pg 65). Thus you cannot keep moving them micro-millimetres in and out of an acid cloud to inflict infinite damage.
  • The model is friendly while under your control, so you can't force free strikes by walking it past your own models. You can, however, walk it past your opponent's models and politely ask if they want to take free strikes against their own model.
  • If you enter into an area, the controlled model can suffer the effect of entering into the area only once per advance. It means you cannot yo-yo a Devastator in and out of a Razor Wall 36 times to deplete all its damage boxes.

Melee Attacks

  • Models with the Gunfighter advantage can make attacks as they normally would if the ability controlling them allows for basic attacks (e.g., Influence). Note that other "take control" abilities only allow for melee attacks, such as Seduction and Bone Shaker (Gunfighter attacks are ranged attacks).
  • Point Blank attacks cannot be made with temporarily controlled models, as Point Blank is only allowed 'during activation.'
  • Controlled models do not receive back strike bonuses, because you can only get that bonus during your normal activation.
  • With reference to the attack sequence (appendix A) your control of the model doesn't expire until after Step 14. So you can potentially trigger abilities like Snacking (Step 11.4).
    • As long as it's not limited to "during combat action" or "during activation".

Destroying the Controlled model
If the model is destroyed or RFP'd while under your control (for instance you walked it into a hazard), this has two consequences:

  1. It is considered to be under your control at the moment it is taken off the table:
    • Your opponent can't reave fury off a warbeast destroyed this way, because it is an enemy warbeast when it is taken off the table.
    • Your opponent can't trigger stuff that depends on a "Friendly model" being destroyed (such as Righteous Vengeance).
    • You can't trigger stuff that depends on an "Enemy model" being destroyed (such as Cull Soul).
  2. It returns to the original owner once it's off the table:
    • Your opponent can use Spirit Bond to get fury from the dead warbeast.
    • Your opponent can use Return To Play abilities to get it back on the table (assuming it wasn't RFP'd).

Taking control of an enemy Trooper (member of a unit)

  • A trooper you take control of becomes an independent model. Thus:
    • It will not benefit from any bonuses that it gets from its comrades (such as Gang, Shield Wall, etc).
    • It will not benefit from any bonuses that rely on the trooper being "in formation" (such as Granted and Tactics abilities).
    • Spells on a unit are considered to be on the "unit", not on the "models that make up the unit". So a controlled trooper will not benefit from any spells on the unit.
    • If you take control of the last survivor of a unit then the "unit" ceases to exist for the duration of the control. This means that any spells on the "unit" will expire. Woo, free dispel!