Primus Jalaam: Difference between revisions

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[[Skorne]] [[Category:Skorne]] [[:Category:Army of the Western Reaches|Army of the Western Reaches]][[Category:Army of the Western Reaches]] [[:Category:Legacy|Legacy]] [[Category:Legacy]] [[:Category:Warlock|Warlock]][[Category:Warlock]] [[Category:Leader]]
[[:Category:Skorne|Skorne]] [[:Category:Army of the Western Reaches|Army of the Western Reaches]] [[:Category:Paingiver|Paingiver]] [[:Category:Scout|Scout]] [[:Category:Warlock|Warlock]]  


=Model stats and abilities=
[[Category:Skorne]]
[[Category:Army of the Western Reaches]]
[[Category:Prime]]
[[Category:Legacy]]
[[Category:Warlock]]
[[Category:Leader]]
[[Category:Paingiver]]


<table>
== Model stats and abilities ==
  <tr>
{{Model-stats  
      <td style = "border: 1px solid grey; vertical-align: top;">
|name =  
{{Model-stats
|base = 40mm  
| name = Hellyth
|fa = C
| base  = 30 mm
|hp = 18
| hp   = 15
|spd = 6
| spd   = 7
|aat=7
| aat   = 6
|mat = 7
| mat   = 6
|rat = 6
| rat   = 7
|def = 15
| def   = 14
|arm = 16
| arm   = 17
|arc = 7
| arc   = 7
|ctrl = 14  
| ctrl  = 12
|abilities =
{{AbilitySingle|Tough}}
{{AbilitySingle|Dual Attack}}
{{AbilitySingle|Annoyance}}
{{AbilityComplex|main=Battle Plan|sub1=Precision Strike|sub2=Special Orders|sub3=Stand Your Ground}}
{{AbilityComplex|main=Special Action|sub1=Spyglass}}
}}
}}
</td>
      <td style = "border: 1px solid grey; vertical-align: top;"> <table >
          {{Model Advantage | advantage = Resistance Fire | icon = Resistance Fire}}
          {{Model Advantage | advantage = Resistance Corrosion| icon = Resistance Corrosion}}
          {{Model Advantage | advantage = Pathfinder| icon = Pathfinder}}                   
          {{Model Advantage | advantage = Dual Attack | icon = Dual_attack}} Corrosion}}
          {{Model Advantage | advantage = Tough| icon = Tough}} 
          {{Model Advantage | advantage = Undead | icon = Undead}}
          {{Field Marshal | ability = Hyper-Aggressive}}           
          {{Model Ability | ability = Arcane Machinery}}
          {{Model Ability | ability = Arcane Calibrations}}
          {{Model Ability | ability = Ionization}}
          {{Model Ability | ability = Vexing Alignment}}
          {{Star Attack | ability = Death Rattle}}
          {{Star Attack| ability = Marionette}}
          {{Star Action| ability = Pupppet Master}}
          {{Model Ability | ability = Prowl}}
          {{Model Ability | ability = Reposition}}
          {{Model Ability | ability = Take Down}}
          {{Veteran Leader | ability = Assault Kommando}}


      </table> </td>
==== Weapons ====
</table>
{{Weapon | weapon= Hand Cannon| type = R | rng = 12 | rof = 1 | aoe = - | pow = 12| loc = - | abilities = {{AbilitySingle|Pistol}} }}
 
{{Weapon | weapon=Black Heart| type = M | rng = 1 | rof = - | aoe = - | pow = 14| loc = - | abilities = {{AbilitySingle|Damage Type:Magical}} {{AbilitySingle|Grievous Wounds}}
{{Warcaster}}
}}
 
=Weapons=
  <table style="border-collapse: collapse;>      <tr>
<th>Weapon</th><th>Type</th><th>Stats</th><th>Specials</th>
  </tr>
        {WEAPONNAME1}}
        {WEAPONNAME2}}
 
</table>
 
=Feat=
FEATNAME
{{#ifexist: Template:Errata-FEATNAME|  
{{Template:Errata-FEATNAME}}
| }}
 
=Spells=
{{SPELLNAME}}
{{SPELLNAME}}
 
==Spell Rack (Slots 2)==
 
 
=Errata=
No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).


=Changes and Updates=
==Spells==
{{Spellbox|Avenging Force}}
{{Spellbox|Storm Rager}}


=Lore=
==Warlock Rules==
{{Category:Warlock}}
===Feat===
====Rough House====
While in Boomhowler's control range, friendly Faction models gain:
* +2 DEF
* Rapid Healing
{{AbilitySubordinate|Rapid Healing}}
Rough House lasts for one round.


=Trivia=
==Changes and Updates==


=Battle Reports=


=Videos=
==Lore==


==Trivia==


==Battle Reports==


----------LEGACY------------
==Videos==
--------------------LEGACY------------





Latest revision as of 02:46, 9 February 2024

Skorne Army of the Western Reaches Paingiver Scout Warlock

Model stats and abilities

Model Statistics

Base size = 40mmSPDAATMATRATDEFARMARCCTRL
Health = 18
FA = C
Cost = Free67761516714
-
-

Model Advantages and Abilities

Tough
Tough
When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down, this model loses Tough.

  Errata-Tough on 4-5-6 (2023-6-22)
Question: If a feat or ability says when a model "makes a Tough roll of 4,5, or 6... that model can remove 1 damage point," does that mean the model gets to remove 1 damage point from that ability PLUS another damage point from the Tough ability?
Answer: No, you only remove 1 damage point.
Explanation: You will only heal one point of damage due to [Madrak's] feat
Infernal Ruling: elswickchuck - PP Community forum


Dual Attack
Dual Attack

This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks, it can also make its initial ranged attacks. A model with Dual Attack can make its initial melee and ranged attacks in any order you choose. This model cannot make ranged attacks after making a power attack.

  Errata-Dual Attack and Unit Charges (2023-10-27)
Question: If a unit with Dual Attack charges a single model, are all placed in melee range, and the first model kills the charge target, can the remaining members of the unit make ranged attacks, or do they forfeit their Combat Action because they don't have any enemy models in their melee range?
Answer: The check for melee range is done at the end of movement. If you kill the targets before they attack, they can still do their ranged attack. (Malkav13)
Explanation: This post is correct.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum


  Errata-Dual Attack and Special Attacks (2023-08-10)
Question: Can a model with Dual Attack make any combination of ranged special attack and normal melee initial attacks, or its melee special attack and normal ranged initial attacks? (Example: Bison Both Barrels and Ram, or Mariner Thresher and gunshot).
Answer: No.
Explanation: The bison can not use dual attack and also make a special attack. That is correct in that (Thresher) example too.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum




Annoyance
Living enemy models within 1 inch of this model suffer -1 to attack rolls.

No errata for Annoyance (Create)

Battle Plan

This model can use one of the following plans at any time during its activation:


Precision Strike - While within 10 inches of this model, friendly models ignore other friendly models when determining Line of Sight (LOS). Firnely models can advance through other friendly models within 10 inches of this model if they have enough movement to move completely past them.Precision Lasts for one turn.
Special Orders - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Reposition[3"].

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)


Stand Your Ground - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Set Defense for one round.
Models suffer -2 on charge and slam power attack rolls against this model.


No errata for Set Defense (Create)

No errata for Battle Plan (Create)
No errata for Precision Strike (Create)
No errata for Special Orders (Create)
No errata for Stand Your Ground (Create)
Special Action

A model can make one of the following special action(s) during its Combat Action if it meets the requirements for the special action's use:


Spyglass - Target an enemy model in this model's LOS. That model loses Stealth for one round.
No errata for Special Action (Create)
No errata for Spyglass (Create)



Weapons

Hand Cannon
 RNG   ROF   AOE   POW   LOCATION 
12 1 - 12 -
Pistol
Pistol

A model making an attack with this weapon targeting a model it is in melee with ignores the Target in Melee bonus when resolving this attack.

  Errata-Pistol (2023-09-17)
Question: Does the pistol benefit apply to models not in melee with the attacking model when the pistol is on a spray?
Answer: No, it only applies to models with which the attacking model is in melee.
Explanation: The intent is that a model only ignore the penalty for being in melee with the models that model is in melee with. Pistol only works against the models in the melee with the attacking model.
Infernal Ruling: Dark Legacy - PP Community forum


Black Heart
 RNG   ROF   AOE   POW   LOCATION 
1 - - 14 -

Damage Type:Magical
This weapon causes magical damage.

No errata for Damage Type:Magical (Create)


Grievous Wounds

A model hit by this weapon loses Tough and cannot have damage removed from it for one round.

No errata for Grievous Wounds (Create)


Spells

Avenging Force Cost RNG AOE POW DUR OFF
2 Self Ctrl - Upkeep No
If one or more friendly Faction warrior models were damaged by enemy attacks while in the spellcaster's control range during your opponent's last turn, during your Maintenance Phase one model in the spellcaster's battlegroup in its control range can advance 3 inches and make one basic attack.
No errata for Avenging Force (Create)
Storm Rager Cost RNG AOE POW DUR OFF
3 6 - - Upkeep No
Target friendly Faction warrior model gains +2 MAT and ARM and +2 on melee attack damage rolls and cannot be targeted by combined ranged attacks or combined melee attacks.
No errata for Storm Rager (Create)


Warlock Rules

Warlock

Warlock Rules
  • A warlock is
  • Warlocks use Fury Manipulation
    • Uses ARC to determine how many fury points it gains each turn.
    • Begins the game with a number of fury points equal to its ARC.
    • Cannot exceed its ARC stat in fury points as a result of leeching.
    • Can spend fury points only during its activation (unless a special rule states otherwise) for the following:
      • Buy additional attacks
      • Boost attack rolls
      • Boost damage rolls
      • Shake some effects
    • Can leach fury points from warbeasts in its battlegroup in its control range.
    • Spirit Bond allows the warlock to gain a fury for each of its dead battlegroup warbeasts.
    • Reaving allows the warlock to pull fury points from a warbeast in its battlegroup when it dies.

Feat

Rough House

While in Boomhowler's control range, friendly Faction models gain:

  • +2 DEF
  • Rapid Healing
When this model is damaged by an enemy attack, immediately after the attack is resolved remove d3 damage points from it.
No errata for Rapid Healing (Create)


Rough House lasts for one round.

Changes and Updates

Lore

Trivia

Battle Reports

Videos


LEGACY------------


The northern reaches of the Skorne Empire are a wild untamed place where beasts like the hydra and mammoth roam—only the fiercest of skorne prosper here. Among them is Primus Jalaam, one of the greatest hunters of his people, a cunning warlock who feels no shame killing his enemies at a distance. He is as effective stalking intelligent prey as are the beasts of his homeland.

Basic Info

Template:Infobox-Model

This model is a Warlock.

Warlock Rules
  • A warlock is
  • Warlocks use Fury Manipulation
    • Uses ARC to determine how many fury points it gains each turn.
    • Begins the game with a number of fury points equal to its ARC.
    • Cannot exceed its ARC stat in fury points as a result of leeching.
    • Can spend fury points only during its activation (unless a special rule states otherwise) for the following:
      • Buy additional attacks
      • Boost attack rolls
      • Boost damage rolls
      • Shake some effects
    • Can leach fury points from warbeasts in its battlegroup in its control range.
    • Spirit Bond allows the warlock to gain a fury for each of its dead battlegroup warbeasts.
    • Reaving allows the warlock to pull fury points from a warbeast in its battlegroup when it dies.

Feat : Hide in Sight

The hunters under Jalaam's command are made elusive as a mirage shimmering over the vast desert plains of the east, and the enemy's efforts to target or strike them are rendered as clumsy and futile as those of the blind.

When an enemy model makes an attack roll against a friendly Faction model in Jalaam's Template:CTRL range, the enemy model rolls one less die. Hide in Sight lasts for one round.

Abilities

Weapons

Reiver
File:Gun icon.jpg  RNG   ROF   AOE   POW 
12 2 Template:- 10
Blade
File:Sword icon.jpg  RNG   POW   P+S 
1 6 12
  • Damage Type: Magical
  • Grievous Wounds

Spells

{{Category: Template:Artifice of DeviationTemplate:DeadeyeTemplate:Scavenger's BlessingTemplate:VanishTemplate:Warpath }}[[Category: Template:Artifice of DeviationTemplate:DeadeyeTemplate:Scavenger's BlessingTemplate:VanishTemplate:Warpath ]]


Theme Forces


Thoughts on Primus Jalaam

Primus Jalaam in a Nutshell

Jalaam is a master hunter, who is relatively low ranked in the Skorne army because he's a hunter and low caste. A spell to create cover, Deadeye, a spell for mobility, and one for him to hit and run create a nice little combination. He has a feat that is weak on beasts but the fantastic Warpath spell that encourages a at least few of them.

He has a normal (albeit magical) Reiver that he can shoot twice, but because he has Prey and gets to boost (with grievous wounds) his personal threat is often a lot more than people realise, even if he is unlikely to assassinate an enemy caster alone with 2 shots, denying healing can really mess with an opponents battle-plans.

As a faction Skorne’s ranged options are limited to the 2 weaker/ out of favour themes Winds of Death and Masters of War with this in mind its currently a better plan to treat Jalaam as a caster who delivers his army with anti ranged tech, rather than a gun-line caster, as that isn’t something skorne can leverage without a damage buff or 2.

Feat thoughts

Jalaam's feat is purely defensive and pretty effective for protecting infantry even if it does nothing for Titans. Remember that rolling all 1s always misses so even if you use it on Def11 immortals if your opponent can’t boost they still may not hit.

Spell thoughts

  • Artifice of Deviation keeps models safe both from shooting and from enemy charges if they lack pathfinder. Its a great defensive ability. Remember the ‘faction’ keyword when you have a mix of models in the AOE as it does not give cover to minions and this is easily forgotten in the heat of the moment.
  • Warpath gives him a solid beast game and some beast assassination threat.
    • Jalaam himself is a fantastic way to trigger this twice a turn as vanish and far strike give him a very long threat range.
  • Vanish is extremely flexible
    • Vanish lets him snipe and hide. Or just get a couple of shots off from downtown in the first round or two.
    • Vanish *also* can be cast before movement, to be in position to charge something. Remember, he hits harder in melee than at range.
    • He can Vanish, then Sprint - useful if you engage more people than you can kill.
  • Deadeye is really useful to land shots.
    • it’s best used on units but the only themes with eligible unit targets are Masters of War & Winds of Death
    • Marketh can hang back and cast this for you most turns via spell slave.
  • Scavenger’s Blessing is unique to Jalaam and mostly played for Pathfinder; with Prowls usefulness depending a lot on your opponent. Use it to keep models safe from shooting that aren't in the Artifice of Deviation.
    • On the turn you engage you can probably transfer it over to a warbeast and make use of his Resourceful rule. Prowl isn’t great at close range and you will only ever have so many casts of Rush a turn.
    • This spell can affect minions, but not many lack pathfinder. It Combos well with the Gatorman Posse and Dirge of Mists.

Drawbacks & Downsides

  • No anti-ARM tech. He just have to exploit the natural POW of his beasts or, occasionally, his troops.
  • Vanish, artifice of deviation, and his feat can keep him safe, but remember his base defensive stats are mediocre.

Tips & Tricks

  • He threats 13" in melee and he can be frightening in melee, especially vs his Prey target.
  • Don't be afraid of choosing the opposing caster as a prey. In case of doubt, it's better to prey a caster than to prey a heavy you won't easily kill, or a solo that can stay in the deployment zone.
  • His high DEF + his feat make him almost immune to free strikes.
  • If you Prey a large base then your gun is POW 14. If it's a heavy with low DEF, you've got good chances of hitting.
  • Even if you can't damage a model, you can shoot it to prevent it healing.
  • Deadeye being an extra dice means that the enemy needs to be very wary of any shooting warbeasts; DEF won't protect them at all. Like most assassinations it's a control effect that makes casters hide rather than in general kills them. Plus, putting this on a Mammoth is just hilarious.

List Building Advice

Strategy

Jalaam is mostly an attrition warlock; two boosted POW 12s are going to make enemy casters keep their head down but it won’t kill them in 1 turn. He can either win a shooting duel due to most of his models being under either Artifice of Deviation or Scavenger's Blessing or focus on a ranged battlegroup with melee infantry and utilise skorne’s naturally high damage output as a faction.

Theme Thoughts

Jalaam's preferred theme choices are slightly unexpected...

Template:Header You'd think the Venator warlock would want to go in the Venator theme, but actually Jalaam doesn't like Winds of Death too much. Venator Reivers and most Winds of Death staples really, really want a POW bonus that Jalaam doesn't have, and Deadeye doesn't help battle engines or artillery too much. There are still some things to do, especially with Venator Slingers, but casters like Rasheth1 or Morghoul2 will usually work better. Of course you can play a double Siege Animantarax based list and it'll be good. He also gains the veteran leader bonus from the Dakaar.

  • Venator Slingers Deadeye lets them land Flare or just kill infantry (with corrosion to drop tough infantry), and Artifice of Deviation prevents them dropping like flies. Scavenger's Blessing can also let them virtually ignore terrain.
  • Venator Reivers are extremely effective against infantry under Jalaam. The average 2 man deadeye CRA will hit def 17 on average and has a reroll if you miss. Versus any lower-stat infantry, a withering volley of individual rounds will wipe out units all the while triggering warpath after warpath. Their high accuracy means they can generally contribute to an assassination especially vs lower arm casters.

Template:Header There's a strong case to use this theme. Cataphract Arcuarii and Cataphract Incindiarii both love Deadeye, and both Artifice of Deviation and Scavenger's Blessing are good to deliver your hard hitting infantry, and Praetorian are mostly DEF 13, meaning hard to hit under feat.

  • Cataphract Arcuarii really love Dead Eye on their weapon master shots, and really love hiding in the cover provided by Jalaam. (Incindiarii don't worry so much about missing).
  • Legends of Halaak are DEF 14 normally and DEF 16 in melee, under Jalaam’s feat models that can’t boost; even elite MAT models like Acosta can’t hit them.
  • Praetorian Keltarii are all but guaranteed to reach melee with him.
  • Praetorian Swordsmen can avoid being utterly melted under Artifice of Deviation, and are effective weapon masters under their mini-feat

Template:Header This is another natural choice, due to Warpath being a great spell for big battlegroups. Remember that you can take Tyrant Zaadesh, protect him and bring him in melee. Scavenger's Blessing works on minions, which can be particularly handy to protect Farrow Slaughterhousers or other minion units of choice.

Template:Header With the Skorne update the only major synergy this theme provided (granting stealth to immortals with concealment) disappeared. In general Jalaam goes best with other lists and Immortals go better with other casters.

  • Void Spirits are Defence 14 and incorporeal, you can really turn their annoyance factor up to 11 on feat turn if you choose not to attack.
  • Despoiler an expensive investment but Dark Shroud can pay for itself when you lack a damage buff.

Template:Header

  • Aptimus Marketh - Marketh is an interesting proposition and probably best when he's taken as a free solo. He can upkeep a maximum of 2 spells, and can cast only one usefully - but Deadeye is an excellent spell if you're playing with Cataphract Arcuarii. If Scavenger's Blessing goes on a battlegroup model or your ranged forces are decimated, Marketh becomes less appealing - but by that point in the game you probably have your use out of him and the enemy should still be wary of your Spirit Eye.

Template:Header

  • Wrongeye & Snapjaw - Although they don't benefit from Jalaam's feat themselves, Wrongeye can apply Star-Crossed to models which are, affected, which is pretty funny.
  • The Wastelander - Scavenger's Blessing can be put on him, giving him Prowl. So if he has concealment he will always be missed by ranged attacks forming a nice combo with his Take a Bullet and Deflect rules.

Battlegroup

  • Archidon - DEF 14 with dropping a dice to hit is impressively hard to hit for a warbeast. They also synergise with warpath, allowing them out-of-activation moves. Warpath from outside LOS into LOS, warpath after a sprint to be 10" away etc. Possibilities are limited to the imagination of the player using them.
  • Basilisk Krea - a deadeyed Krea hits DEF 18 on average rolls and has Eyeless Sight. It's yet another low-budget assassination from Jalaam or way of taking down a high DEF heavy warbeast, and with warpath it has a threat range of 17". And is good in general.
  • Basilisk Drake or Aradus Sentinel - although Deadeye doesn't work on sprays Warpath can offer some really interesting sprays down enemy lines. Also a Drake can spray then warpath to set up flanking for a Krea. This also allows Jalaam to cast the Drake's animus, Lurker, which lets Jalaam shoot, THEN move away to cover, a tactic your opponent may not see coming.
  • Titan Cannoneer or Cyclops Raider for Far Strike. Adding 4" to Jalaam's threat range for a single fury is strong enough it's almost automatic. Cannoneers are not to be underestimated in end game melee either, warpath makes them effectively speed 7, and Deadeye is extremely useful for sniping out enemy casters.
  • Aradus Soldier and Aradus Sentinel - advance deploying and Pathfinder work really well with Warpath. The Soldier is probably his best option for a heavy and the Sentinel has a good gun + animus for Jalaam.
  • Titan Gladiator or Terrorizer - Rush is a great animus that offers great threat ranges with warpath.
  • Aradus Scarab - digging in other lessers on feat turn makes them all but immune to guns. Watpath as always improves its really awful threat range.

Other

Trivia

  • A member of House Kevaar
  • Released in the Twelve Factions Of Xmas CID (2017.07)
  • He has a longer fluff blurb on PP's "extras" page.
  • In the story, he is probably one of the most practical and least ambitious of the Skorne. Because of this, don't expect to hear much of him.

Video Battle Reports

Other Skorne models

Template:Index Skorne

Rules Clarifications

Template:RC Burst Fire Template:RC Magical Weapon Template:RC Grievous Wounds

Template:RC Warlock Template:RC Pathfinder Template:RC Tough Template:RC Hunter Template:RC Prey Template:RC Resourceful

Template:RC Artifice of Deviation Template:RC Deadeye Template:RC Scavenger's Blessing Template:RC Vanish Template:RC Warpath