Paingiver Bloodrunners: Difference between revisions

From Warma-wiki
Jump to navigation Jump to search
wmu>Juckto
No edit summary
 
mNo edit summary
 
(4 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{Skornebox
[[Skorne]] [[Exalted]] [[Unit]]  
|n={{Paingiver}} {{Bloodrunner}}s
|{{Skorne}} {{unit}}
}} [[Category: Model]]
{{4P|'''Exalted'''}}


''Bloodrunners have turned killing into an art and walk the narrow divide between assassin and warrior. The final release of death inflicted by their hands empowers them to flicker through shadows like phantoms. Working in tandem, a team of Bloodrunners scything through the enemy ranks looks like a macabre dance where it becomes impossible to discern one killer from another.”
[[Category:Skorne]]
[[Category:Exalted]]
[[Category:Prime]]
[[Category:Legacy]]
[[Category:Unit]]


=Basic Info=
== Model stats and abilities ==
{{Infobox-Model
{{Model-stats
| name   = Paingiver Bloodrunners
|name = Grunt
| image  = Paingiver_Bloodrunners.png
|base = 30mm
| spd    = 6
|fa =4
| str    = 5
|hp = 1
| mat     = 7
|spd = 7
| def     = 14
|mat = 7
| arm     = 11
|def = 14
| cmd    = 7
|arm = 11
| base    = small
|cost = 4
| cost    = 6
|cpm = 1.33 ( 3 grunts)
| cost_note = 1 each
|abilities =
| size    = 6
{{AbilitySingle|Stealth}}
| fa      = 2
{{AbilitySingle|Pathfinder}}
}}
{{AbilitySingle|Ambush}}
{{AbilitySingle|Advance Deployment}}
{{AbilitySingle|Anatomical Precision}}
{{AbilitySingle|Gang}}
{{AbilitySingle|Reposition|3}}


===Abilities===
* {{Advance Deployment}}
* {{Pathfinder}}
* {{Stealth}}
* {{Ambush2}}
* {{Anatomical Precision}}
* {{Apparition}}
* {{Gang}}
* {{Reposition 3}}


===Weapons===
}}
* '''Assassin's Blade''' - 0.5" reach, POW 3, P+S 8 melee weapon
==== Weapons ====
 
{{Weapon | weapon=Assassin's Blade| type = M| rng =1| rof = - | aoe = - | pow =8| loc =-| abilities = }}
===Theme Forces ===
* {{Disciples of Agony}}. They gain [[Sacrificial Pawn]] [Minion warrior] in this theme.
 
 
= Thoughts on {{PAGENAME}} =
=== {{PAGENAME}} in a nutshell===
Paingiver Bloodrunners are an advance deploying unit of skirmishers whose job it is to kill other advance deploying units of skirmishers. They struggle to hurt anything that's not either a trooper or solo - but they have an excellent threat range and tech to ensure that they can shank skirmishers and remain relatively safe. In a shooting-heavy metagame Stealth and their high threat range really helps, as does the ability to jump back behind walls and obstacles. And as shield walls are the safest infantry in the current shooting heavy meta their Anatomical Precision can be really useful. (Metagames differ of course). Also at one point each these are an amazing bargain
 
=== Combos & Synergies ===
* [[Paingiver Bloodrunner Master Tormentor]] - their veteran leader gives them +1 to hit.
* [[Siege Animantarax]] - they make a great skirmish screen for it, and can stab it using anatomical precision to trigger its cantankerous nature just as well as beast handlers.
* [[Archdomina Makeda]] on feat turn can make them really ''really'' irritating to remove.
* [[Supreme Archdomina Makeda]] can send them odd places with Dash and granting them immunity to free strikes.
* [[Void Seer Mordikaar]] loves expendable units to Hollow and units that are good at getting weird places for Essence Blast attacks. His feat is also great on high def models.
* [[Lord Assassin Morghoul]] gives them Parry.
* The [[Disciples of Agony]] theme gives them Sacrificial Pawn, not that they often want it.
 
=== Drawbacks & Downsides ===
* They don't hit hard at all. Gang allow them to threaten single wound infantry, solos, and maybe the odd high-def, low-arm beast or jack, but don't expect them to take on MoW or protectorate jacks.
* Terrible ARM - they die to blast damage, and need to bunch up for gang and because of their melee range.
* Their only way out of melee without taking free strikes is Apparition or running Morghoul2.
* Ambush is a trap as you can't Apparition and Ambush giving them a surprisingly low threat range.
 
=== Tricks & Tips===
* Reposition allows you to hide behind solid objects or trees too deep into a forest to be seen - and Apparition to jump out from behind them before charging.
* Reposition and Gang work really well together, spreading you out after using Gang before blast damage gets you.
* high mat, gang, and their veteran leader allow them to hit thoses annoying def 14-16 targets.
* Because of their high melee skill and gang, they are much more dangerous to most warcasters than normal infantry of that cost.


==Unit Rules==
{{Category:Unit}}


=Other=
==Changes and Updates==
===Trivia===
===Initial Release===
* The Paingivers are inspired by Japanese ninjas with generous helpings of sadistic fetishes thrown in.
* Released in [[Hordes: Metamorphosis]] (2009)
* Released in [[Hordes: Metamorphosis]] (2009)
 
==Lore==
===Other Skorne models===
''Bloodrunners have turned killing into an art and walk the narrow divide between assassin and warrior. The final release of death inflicted by their hands empowers them to flicker through shadows like phantoms. Working in tandem, a team of Bloodrunners scything through the enemy ranks looks like a macabre dance where it becomes impossible to discern one killer from another.”
{{Index Skorne}}
 
===Rules Clarifications===
{{RC Advance Deployment}}
{{RC Pathfinder}}
{{RC Stealth}}
{{RC Ambush}}
{{RC Anatomical Precision}}
{{RC Apparition}}
{{RC Gang}}
{{RC Reposition}}

Latest revision as of 20:08, 24 December 2024

Skorne Exalted Unit

Model stats and abilities

Model Statistics

Base size = 30mmSPDMATDEFARM
Health = 1
FA = 4
Cost = 4771411
Cost per model = 1.33 ( 3 grunts)
-

Model Advantages and Abilities

Stealth
Stealth
Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.‎

No errata for Stealth (Create)

Pathfinder
Pathfinder
This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.

No errata for Pathfinder (Create)

Ambush
Ambush
In most scenarios, this model/unit does not have to be deployed at the start of the game. Instead, it can be placed at the end of any of your Control Phases after the first round.
  • Choose any table edge except the back of your opponent's deployment zone.
  • Place the models/units completely within 3 inches of the chosen table edge.
  • Place so that every model in the unit is within 3 inches of every other model in the unit.
  • Ambushing models/units must forfeit either their Normal Movement or Combat Action during the turn they are put into play.

  Errata-Ambush (2024-1-16)
Question: When can Ambush happen - the rule book conflicts with app.
Answer: End of Control after the first round.
Explanation: N/A
Infernal Ruling: pps_Loren Privateer Press Staff/Dev - PP Community forum


Advance Deployment
Advance Deployment
In most scenarios, this model can be deployed after normal deployment, up to three inches beyond the established deployment zone.

No errata for Advance Deployment (Create)


Anatomical Precision
When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll.

No errata for Anatomical Precision (Create)


Gang

When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and damage rolls.

No errata for Gang (Create)


Reposition
At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3 inches, then its activation ends.

No errata for Reposition (Create)


Weapons

Assassin's Blade
 RNG   ROF   AOE   POW   LOCATION 
1 - - 8 -


Unit Rules

A unit is a group of models that band together. They've got special deployment rules and activation rules.

  • All models of a unit are Trooper models.
  Errata-Unit-Advance (2023-12-07)
Question: When something triggers because an "advancing enemy model that ends their movement" is within a given distance something, and the enemy model advancing is part of a unit, does the trigger only affect the moving model, or does it also affect the troopers that are placed?
Answer: Only the model moved counts for triggering when something advances into an area.
Explanation: We are aware of the situation. Currently looking at what the wording of the feats should be as well as the bigger question at hand here. For now it would be just the models that actually moved, not were placed. This is just for these right now amd not looking at other aspects of unit movement. When there is any update for wording i will post. As stated until we have a wording update this ruling is applying here. So for now just the model that was actually moved and not the ones placed will be affected.
Infernal Ruling: elswickchuck Infernal - PP Community forum



Changes and Updates

Initial Release

Lore

Bloodrunners have turned killing into an art and walk the narrow divide between assassin and warrior. The final release of death inflicted by their hands empowers them to flicker through shadows like phantoms. Working in tandem, a team of Bloodrunners scything through the enemy ranks looks like a macabre dance where it becomes impossible to discern one killer from another.”