Goreshade the Cursed

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Goreshade the Cursed

Cryx Warcaster

A terrible hubris motivates Goreshade. His eyes fire with a mad glow all the more terrifying for its unshakable conviction. Becoming an eldritch granted him insight into the endless chasm between Caen and Urcaen from which the banes manifest and irrevocably altered his perception of reality. Even if his people refuse his unorthodox notion of "salvation", he will bring it to them by force. He stands ready to unmake Caen if he must.

Basic Info[edit]

Goreshade2
34054 GoreshadetheCursed WEB.jpg
SPD 6
MAT 7
DEF 15
ARM 16
FOCUS 7
HP 17
WJP +28
Base Size Medium
See also How to Read the statblock

Weapons[edit]

Abilities[edit]

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • Arcane Consumption - If an enemy model casts a spell while in this model's CMD range, the enemy caster immediately takes d3 damage and this caster heals d3 damage. If the enemy caster is destroyed from the damage their spell does not take effect.
  • Tactician [Bane] - While in this model's CMD range, friendly Bane models can ignore other friendly Bane models when determining LOS. Friendly Bane models can advance through other friendly Bane models in this model's CMD range if they have enough movement to move completely past them.
  • Immunity: Cold - This model does not suffer cold damage.
  • Undead - This model is an undead model and not a living model.

Spells[edit]

If an enemy non-warcaster, non-warlock model is damaged, that model can be placed anywhere completely within 3" of its current location. A model can only be placed once by the Gate per turn.
Target model/unit suffers -2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base.
  • Hex Blast - Cost 3, 10" range, 3" AOE, POW 13
On a direct hit, enemy upkeeps and animi on the target expire.
  • Mirage - Cost 2, 6" range, Upkeep
Target friendly Faction model/unit gains Apparition. (Apparition - During your Control Phase, place this model anywhere completely within 2" of it's current location.)
Target Friendly faction model/unit gains Stealth. Models are not affected while out of formation.

Feat: Reanimator[edit]

Remove one or more friendly Faction warrior models currently in Goreshade's control range from play. For each model removed, return one destroyed non-character friendly Faction warrior model to play completely within Goreshade's control range. Place returned trooper models in formation with their original units. Returned models forfeit their Combat Actions the turn they return to play.

Thoughts on Goreshade the Cursed[edit]

Goreshade the Cursed in a Nutshell[edit]

Goreshade the Cursed is an offensive spellslinger who supports troops, and debuffs the enemy. He also shuts down a variety of spellcasting troopers and solos without having to do anything. His feat allows a really effective denial/attrition game, whic can turn the tide of battle.

  • Arcane Consumption is the bane of single wound units with Magic Ability. It makes close-range spellcasting a suicide mission for them, support and offensive alike. Animi are spells as well, so you can chip crucial health points from warbeasts too. It works in your CMD zone rather than CTRL.
  • Tactician on Bane units work hand in hand with their Ghostly ability; ignore terrain with the latter, and your own models with the former.

Feat thoughts[edit]

A really potent feat, for which you bring cheap, disposable units to swing the attrition war to your favour. Nothing illustrates efficiency better than exchanging your 0,9 pts Mechanithrall to a 4 pts Bane Rider.

Spell Thoughts[edit]

  • Abyssal Gate - Expensive, but can be extremely useful due to the place effect. Battle engines, and various models resist pushes and slams, but few resist placement effects. Don't forget to turn the model around - models with Backstab (like Croe's Cutthroats will really appreciate that.
  • Curse of Shadows - Good Cryxian damage fixer. Combine it with Dark Shroud from the Bane Warriors and watch enemy jacks and beasts crumble.
  • Hex Blast - Complements nicely with Arcane Consumption.
  • Mirage - Extra threat range for your units, or ways to extricate them from jamming models.
  • Occultation - Ensure your Bane Knights or Bane Riders reach their target in tact.

Strategy[edit]

Goreshade allows you to commit your forces more boldly than with other casters, and once you tied down the enemy, bring back losses to strengthen your lines. Keep a unit of cheap infantry behind (but in CTRL) for sacrificing purposes, and out of reach for the enemy's guns.

Army[edit]

Goreshade lacks battlegroup spells, and works well works well with infantry units. he both likes both very cheap and very expensive units too

  • Scrap Thrall, Mechanithralls, Carrion Thralls, Soul Trappers - cheapest models available for your feat. The Necrosurgeon's Stitch Thralls can also work in a pinch.
  • Bane Riders - Both Mirage and Occultation are excellent on them, and Curse of Shadows can deal with screening models too.
  • Bane Warriors - With their UA and Bane Lord Tartarus' Death Toll it takes quite a while until the enemy can take down a whole unit. If the UA gets sniped out before their minifeat, use Gorshade's feat to bring them back.
  • With all the synergy with Banes, the Dark Host might seem like an ideal theme force. However, the only cheap, disposable infantry will be Scrap Thralls and Soul Trappers, or Cephalyx partisans.

Drawbacks, Downsides, & Bad Match-Ups[edit]

  • RFP attacks on your important models won't allow them to be brought back by your feat - avoid themes like Band of Heroes, Masters of War, or Shadows of the Retribution.
  • Anti-magic tricks and units will cause him a lot of headache.
  • Not much support which goes exclusively to your battlegroup.

Tricks & Tips[edit]

  • If your enemy has attacks that can cause RFP, like in the above mentioned Troll or Retribution themes, warn them in the spirit of fair play that they actually have to state whether or not they'll use the RFP feature. If they don't the attack doesn't automatically has that effect on them, and those slain models will be eligible for revival.
  • As the feat affects warrior models, you can return to play cavalry, solos, and sometimes even unit leaders (like the Revenant Crew of the Atramentos's leader) or Officers, when the enemy killed them and you couldn't field promote.
  • A dimension of the feat that is often overlooked is that it also works on non-character faction solos. This has several interesting advantages over feating to bring back troopers, as trooper recursion is stymied if the entire unit is wiped out. Solos can always be brought back so long as they were not RFP'd, and moreover, they can be placed anywhere in his control range. Saving the feat for later turns to bring back the likes of Pistol Wraiths, Warwitch Sirens, or even Machine Wraiths when there is less to threaten them can open up interesting scenario possibilities.
  • If you are fielding living infantry then a min unit of Mechanithralls and a Necrosurgeon can take corpse tokens generated from friendly casualties and turn them into thralls. On feat turn the thralls charge then get turned back into living infantry.

Other[edit]

Trivia[edit]

Theme Forces[edit]

Themes for any-and-all casters (Edit)

Other Cryx Models[edit]

CryxLogo.jpg

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Battlegroups
Warcasters Agathia - Aiakos2 - Goreshade1 - Goreshade2 - Goreshade3 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Terminus - Venethrax - Scaverous - Mortenebra1 - Mortenebra2 - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Deneghra1 - Deneghra2 - Deneghra3 - Coven
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Warcaster attachments The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Madelyn Corbeau (Mercenary)
Other Controllers Iron Lich Overseer (Marshal) - Aiakos1 (BGC)
Light warjacks Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker
Cankerworm
Heavy warjacks Corruptor - Desecrator - Harrower - Inflictor - Leviathan - Reaper - Seether - Slayer
Barathrum - Deathjack - Erebus - Kharybdis - Malice - Nightmare
Colossal Kraken - Sepulcher
 
Units, Solos, & Battle Engines
Living Undead
Units BO Boarding Party - BO Ironmongers - BO Smog Belchers - Bloodgorgers - Marauders - Cephalyx Drudges - Cephalyx Overlords - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - Carrion Thralls - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Soulhunters
Characters: Blackbane's Ghost Raiders - The Withershadow Combine
Solos Misery Cage - Satyxis Blood Priestess - Satyxis Raider Captain - Warwitch Siren
Characters: Agrimony - Aiakos1 - Axiara - Darragh Wrathe - Gerlak - Severa Blacktide
Bloat Thrall - Iron Lich Overseer - Machine Wraith - Necrotech - Pistol Wraith - Scrap Thrall - Skarlock Thrall - Soul Trapper
Characters: Bane Lord Tartarus - Mobius - Captain Rengrave - Hellslinger
Battle Engines No living engines Wraith Engine
 
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Infernal Machines - Scourge of the Broken Coast - Slaughter Fleet Raiders
Merc cryx.jpg

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Mercenary Battlegroups
Warcasters Captain Bartolo - Captain Damiano - Cognifex - Drake MacBain - Exulon - Fiona - Magnus1 - Magnus2

Requires a 2+ caster game.

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Other Controllers Raluk Moorclaw (Marshal) - Rorsh & Brine (Lesser Warlock) - Wrongeye & Snapjaw (Lesser Warlock)
Warjacks, Warbeasts, & Monstrosities The mercenary battlegroup members you can include in a Cryx army depends entirely on what type of model is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
 
Mercenary Units, Solos, & Battle Engines
Units Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates & CA & WA - Steelhead Halberdiers - Steelhead Heavy Cavalry - Steelhead Riflemen


Croe's Cutthroats - Nyss Hunters - Devil's Shadow Mutineers - Boomhowlers

Solos Ogrun Bokur - Swamp Gobber Raiders


Bloody Bradigan - Bosun Grogspar - Doc Killingsworth - [[Eilish Garrity - Hawk - Gorman - Gudran - Rockbottom - Dougal - Orin - Ragman - Raluk Moorclaw - Rorsh & Brine - Madelyn Corbeau (Attached)- Saxon - Seargeant Nicolas - Stannis - Wrong Eye & Snapjaw

Battle Engines None


Rules Clarifications[edit]

Rules Clarification : Feat: Reanimator

  • Goreshade can bring back solos.
    The clause about "must be placed in formation" only applies if you bring back a unit member, it doesn't mean you must bring back unit members and only unit members.
  • If a unit is completely wiped out you can't bring it back, because even the first guy you place needs to be in formation.
  • Models are returned with full health.


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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 : Freeze      (Edit)

  • Remember Stationary only prevents what it says it does. Refer the page on Stationary for a refresher.
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Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

 
  • General
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


Restrictions on "Any Time" abilities     (Edit)      
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
  • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
  • Units with "Any Time" abilities
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
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Rules Clarification : Arcane Consumption      (Edit)

  • A model can be affected by more than one Arcane Consumption at a time, and thus will take multiple damage rolls. (Infernal Ruling)
  • The d3 for damage and heal are rolled separately.
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Rules Clarification : Tactician      (Edit)

  • The moving model doesn't have to be in CMD range, just the model they're moving through.
  • The "can ignore for LOS" is not optional. You cannot opt to "turn off" your ability to see through models, in the hope of getting a free strike or some such. (Infernal Ruling)

Rules Clarification : Cold - None yet. (Edit)
Rules Clarification : Undead - None yet. (Edit)

Rules Clarification : Abyssal Gate - None yet. (Edit)

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Rules Clarification : Curse of Shadows      (Edit)

  • There is no distinction in the spell between friendly and enemy; neither in the targeting restrictions or in the 'who can move through them' effect.
  • You can't move through affected models during involuntary movement (pushes & slams) because that's not an advance.
  • 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 : Hex Blast      (Edit)

  • If you miss and deviate onto a different target, no upkeeps or animi expire. You need a direct hit.
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Rules Clarification : Mirage      (Edit)

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Rules Clarification : Apparition      (Edit)

  • If a model is B2B with you when you use Apparition then they will be exactly 2" away afterwards. So you can't get away from 'long reach' melee weapons.
  • Unit members must always be placed in formation. Refer to the "Placed" section if the core rulebook.
    • If a trooper can't be placed in formation (because it's more than 2" out of formation to begin with) then it can't be placed at all.
    • The unit commander is always "In Formation" by definition, so can be placed where he likes.
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Rules Clarification : Occultation      (Edit)

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Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.