Stoneward & Woldstalkers: Difference between revisions

From Warma-wiki
Jump to navigation Jump to search
m (1 revision imported)
mNo edit summary
Line 1: Line 1:
{{Circlebox|{{Circle}} {{Unit}} }} [[Category: Model]]
[[Circle Orboros]] [[Secret Dominion]] [[Blackclad]] [[Unit]]
{{4P|Secret Dominion}}


''The druids have been animating even greater quantities of inert materials to create legions made of earth and stone. Woldstalkers are fast and efficient floating killers led in battle by the mental commands of the Stoneward who created them. Guided by his mental commands and protected by his druidic enhancements, these constructs unleash formidable blasts of concentrated energy.
[[Category:Legacy]]
 
[[Category:Prime]]
=Basic Info=
[[Category:Circle Orboros]]
{{Infobox-Model
[[Category:Secret Dominion]]
| name  = {{PAGENAME}}
[[Category:Blackclad]]
| altname = Man{{/}}Stones
[[Category:Unit]]
| image = Stoneward & Woldstalkers.jpg
| base  = Small
| spd  = 6
| str  = 6{{/}}4
| mat  = 6{{/}}-
| rat  = 4{{/}}6
| def  = 14{{/}}12
| arm  = 13{{/}}15
| cmd  = 9{{/}}4
| hp    = 1
| size  = 1 man 5 stones
| cost  = 8
| cost_note = 1.3 pts each
| fa    = 2
}}
 
===Abilities===
* '''''Stoneward
** {{Pathfinder}}
** {{Officer}}
** '''{{Blackclad}}''' - This model is a Blackclad model (but the unit is not a Blackclad unit).
** {{Magical Ability|-}}
** {{Self-Sacrifice}}
 
* '''''Woldstalker Grunts
** {{Construct}}
** {{Gunfighter}}
** {{Pathfinder}}
 
===Weapons ===
{| class="wikitable" style="width:100%;"
|- style="vertical-align:top;"
! Stoneward
|style="width:99%;"|
{| class="wikitable"
{{melee|Voulge|2|4|10|
* {{Magical Weapon}} }}
|}
|- style="vertical-align:top;"
!Woldstalker Grunts
|
{| class="wikitable"
{{ranged|Arcane Strike|10|12|
* {{Damage Type: Magical}} }}
|}
|}


===Spells (Stoneward)===
==Model stats and abilities==
{{Spellbox|
{{Model-stats
{{Concentrated Fire Spell}}
| name  = Grunt
{{Zephyr}}
| base  = 50 mm
| hp    = 5
| spd  = 9
| mat  = 6
| aat = 6
| def  = 14
| arm  = 15
| fa = 2
| cost = 9
| cpm = 3
|abilities=
{{AbilitySingle|Cavalry}} {{AbilitySingle|Pathfinder}} {{AbilitySingle|Unstoppable}}
{{AbilitySingle|Battle Wizard}}
{{AbilityMagic|main=Magic Ability|sub1=Chain Lightning|sub1box=y|sub2=Obscuring Mist|sub2box=y|sub3=Stone Spray|sub3box=y}}
{{AbilitySingle|Prowl}}{{AbilitySingle|Reposition|3}}
}}
}}
== Weapons ==
{{Weapon|weapon=Voulge|type = M|rng = 2|rof = -|aoe = - |pow = 10| loc = -| abilities ={{AbilitySingle|Damage Type-Magical}}{{AbilitySingle|Brutal Charge}}  }}


===Theme Forces ===
== Unit Rules ==
* {{The Bones of Orboros}}
{{Category:Unit}}
 


=Thoughts on {{PAGENAME}}=
==Trivia==
==={{PAGENAME}} in a Nutshell===
=== Release ===
The Woldstalkers are a set of shooty stone shrimp that can put some hurt on a heavy at range. The guns start at POW 12, but with Concentrated Power in play the last one will hit at POW 16 (assuming everyone hits) which is high enough to start dinging heavies.
 
===Combos & Synergies===
* [[Druids of Orboros]] can use Pulse of the Earth to knockdown some random cannon fodder, ensuring these guys hit and get that Concentrated Fire bonus to maximum before attacking a real target.
* [[Chuck Dogwood]] - Veteran Leader is a great passive bonus, even ignoring the rest of his kit.
 
===Drawbacks & Downsides===
* The Stoneward doesn't have an attack worth talking about. Meaning you get fewer actually useful models than you would in a minimum unit of [[Reeves of Orboros]] or [[Tharn Bloodtrackers]] for almost the same cost.
* They have a low DEF for infantry so they loose shooting duels.
* Since the stones are CMD 4, if the Stoneward dies then chances are good that most of the stones will be out of formation and unable to do anything next turn.
** It also means if they are in formation they are at risks to AOEs.
* Since the [[Woldwyrd]] was buffed to POW 12 on its shooting and can make boostable shots, there's even less of a place for the Woldshrimp.
* They live outside of themes with the [[Argus Moonhound]] so hitting targets is that much harder.
 
===Tricks & Tips===
* If they get stuck in melee, you can Zephyr them back out again before they shoot. (Beware free strikes)
* They can aim and still move via Zephyr.
* They can use Zephyr to "hit and run".
* You can declare a charge with this unit, in extreme circumstances, but note the Stoneward won't be able to use a Magic Ability that activation.
 
 
=Other=
===Trivia===
Released in [[Hordes: Metamorphosis]] (2009)
Released in [[Hordes: Metamorphosis]] (2009)


===Other Circle models===
=== MK3 to MK IV ===
{{Index Circle}}
* Lost Immunity to Electricity (and did not gain Resistance)
* Lost Mount attack & Impact attacks (Cavalry change game-wide)
* Lost Summon Vortex (cloud that disappeared if model died)
* Gained Obsuring Mist (Models in unit gain concealment - one model can cast for whole unit, triggering Prowl)
* Gained Stone Spray
* Magic Ability 7 dropped to AAT 6


===Rules Clarifications===
==Community==
{{RC Magical Weapon}}
===Battle Reports===
 
===Videos===
{{RC Pathfinder}}
===Lore===
{{RC Officer}}
''The druids have been animating even greater quantities of inert materials to create legions made of earth and stone. Woldstalkers are fast and efficient floating killers led in battle by the mental commands of the Stoneward who created them. Guided by his mental commands and protected by his druidic enhancements, these constructs unleash formidable blasts of concentrated energy.
{{RC Magical Ability}}
{{RC Concentrated Fire}}
{{RC Zephyr}}
{{RC Self-Sacrifice}}
 
{{RC Construct}}
{{RC Gunfighter}}

Revision as of 21:41, 27 May 2024

Circle Orboros Secret Dominion Blackclad Unit

Model stats and abilities

Model Statistics

Base size = 50 mmSPDAATMATDEFARM
Health = 5
FA = 2
Cost = 99661415
Cost per model = 3
-

Model Advantages and Abilities

Cavalry
Cavalry
This model is a cavalry model. Cavalry models gain boosted charge attack rolls.

No errata for Cavalry (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)

Unstoppable
Unstoppable
This model does not have to forfeit its Combat Action when it advances or is placed out of one or more enemy models' melee ranges during its Normal Movement.

No errata for Unstoppable (Create)


Battle Wizard
Once per turn, when this model destroys or removes from play one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.

No errata for Battle Wizard (Create)

Magic Ability

This model can make the following Special Attacks or Special Actions. Doing so counts as casting a spell. If a Cost is listed, the model does not pay that cost. A cost might be listed because the Special Action or Special Attack is also a Spell listed on a Leader model.

If a model uses a Special Action or Special Attack to cast a spell in this manner, they cannot buy additional melee or ranged attacks unless otherwise stated in the spell, because using a Special Action or Special Attack is a Combat Action choice other than using Initial Attacks.


Chain Lightning Cost RNG AOE POW DUR OFF
3 10 - 10 - Yes
A model hit by Chain Lightning suffers a POW 10 electrical damage roll, and lightning arcs from that model to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 3" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage from the attack that caused the leap.
No errata for Chain Lightning (Create)
Obscuring Mist Cost RNG AOE POW DUR OFF
- - - - Rnd No
Models in this unit gain concealment for one round.
No errata for Obscuring Mist (Create)
Stone Spray Cost RNG AOE POW DUR OFF
- SP 8 - 12 - Yes
Critical Knockdown
A critical hit occurs if the attack directly hits and any two dice in the Attack Roll show the same number. This Critical grants the following weapon qualities or has the following effects: Knockdown
When a model is hit by an attack with this weapon, it becomes knocked down.
No errata for Knockdown (Create)
No errata for Stone Spray (Create)



Prowl
While this model has concealment, it gains Stealth.

  Errata-Prowl (2024-2-17)
Question: Does Prowl prevent a model from losing stealth while it has concealment?


Example 1:
A Warpwolf Stalker with Prowl has concealment and is shot by a weapon with Flare. Thus the model gets -2DEF and loses Stealth. However, as soon as the model loses stealth, it gains it back by having Prowl and being in Concealment.
Example 2:

A Soul Stalker is targetted by Spyglass and thus loses Stealth for a round. However, when it was shot by an AoE also hitting a cultist, the cultis dies and Agathon now casts Occultation on the soul snake, does it gain Stealth again despite having lost it?
Answer: For now stealth will not be reapplied in the above example.
Explanation: So we will be using the ruling from MKIII until we have time to go through the different abilities. For now we are looking into the issue brought up by this thread for now. Mainly due to the volume of rules we need to address this first prior to moving on the the other issues, similar to this. Also it is due to the fact we have a previous edition ruling that we are applying to this scenario.
Infernal Ruling: elswickchuck Infernal - PP Community forum



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

Voulge
 RNG   ROF   AOE   POW   LOCATION 
2 - - 10 -
Damage Type-Magical
Damage Type-Magical
This weapon causes magical damage.

No errata for Damage Type-Magical (Create)


Brutal Charge
This model gains +2 to charge attack damage rolls with this weapon.

No errata for Brutal Charge (Create)


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



Trivia

Release

Released in Hordes: Metamorphosis (2009)

MK3 to MK IV

  • Lost Immunity to Electricity (and did not gain Resistance)
  • Lost Mount attack & Impact attacks (Cavalry change game-wide)
  • Lost Summon Vortex (cloud that disappeared if model died)
  • Gained Obsuring Mist (Models in unit gain concealment - one model can cast for whole unit, triggering Prowl)
  • Gained Stone Spray
  • Magic Ability 7 dropped to AAT 6

Community

Battle Reports

Videos

Lore

The druids have been animating even greater quantities of inert materials to create legions made of earth and stone. Woldstalkers are fast and efficient floating killers led in battle by the mental commands of the Stoneward who created them. Guided by his mental commands and protected by his druidic enhancements, these constructs unleash formidable blasts of concentrated energy.