101 - Warlocks

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This article is part of Warmachine University's Crash Course (101) series, which is "Basic Training" aimed at new players who are still learning the core rules.
 
The 101 series is intended to help you understand the rulebook, but you shouldn't be reading this instead of the rulebook.


This article is a recap of the Warlock rules. (For a verbatim copy of the rules, refer to Warlock.) If you've just read the 101 article on Warcasters, you'll find this article is very similar; the only real differences are animus spells, how warlocks get fury, and how warlocks reduce damage.

More unususal caster types, such as Infernal Masters, are covered in the Intermediate LPG series.

Note: Most players use the word caster as shorthand for warcaster and/or warlock and/or Infernal Master.
Kromac2, a warlock from the Circle faction.


If Hordes was chess, then Warlocks would be a King piece and a Queen piece combined. They are extremely powerful (like a Queen piece) but if they die then you instantly lose the game (like a King piece). They are very skilled combatants, leaders, and spellcasters in and of themselves - but their true potential is unlocked when they lead a battlegroup of warbeasts.

Warlocks have access to fury, a supply of magical energy, and they can use this fury to either:

  1. Cast spells - Perhaps the primary purpose of fury is to fuel the spells you cast. Different casters have different spells available that can be offensive, self-buffing, army-buffing, and/or enemy de-buffing. This "spell list" shapes the caster's playstyle, strategy, and the types of models they like to put in their army.
  2. Boost attacks - Casters can spend a single fury to add one die to any attack roll or damage roll the caster makes. Each boost must be bought separately, and each roll can only be boosted once.
  3. Buy attacks - Casters can spend fury to make extra attacks. Most ranged weapons cannot make extra attacks, but all melee weapons can make an unlimited number of attacks.
  4. Transfer damage - Casters can choose to not spend their fury, and instead use it during the enemy turn to redirect the damage your opponent inflicts on your caster. This is called camping your fury.
  5. Heal battlegroup - Warlocks can heal themselves or their warbeasts.

You will never have enough fury to do all the things you want to do in a single turn - the game is designed such that you are resouce-starved and so you need to make meaningful choices about what you spend fury on.

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Tip !

  • FURY (in all capitals) always refers to the fury stat (printed on your card +/- buffs)
  • fury (lower case) always refers to how many fury points are currently on your model.

Name and Number

You will see casters with a number beside their name, such as Caine1 and Caine2. These refer to the same character at different points in the overall storyline. They are different physical models and they'll have slightly different abilities and spells but have the same "feel" to them.

You cannot use multiple versions of the same character in the same army - for instance you cannot have Caine1 fight alongside Caine2. Each player can, however, have the same characters - you can have Caine1 fight against Caine1 if you really wanted.

A model with a number is always a character model. This is relevant for a few special rules like Fortune Hunter.

Feat

Every caster in the game has a once-per-game ability called a Feat which, if used smartly, can really turn the tide of battle in your favour. Every feat is unique (barring one exception: Sturgis1 and Sturgis2).

Control Range

A caster's control range is equal to double its current FURY statistic, not its current unspent fury points. In other words, your control range does not shrink as you spend fury.

A control range is used to determine which warbeasts can be forced for fury, which makes them much more powerful. Also, many spells and feats will work on all models in your control range.

Fury

How fury is generated & leeched

Warlocks do not auto-replenish fury (warcasters do). Instead warbeasts generate the fury, and next turn the warlock harvests it. The steps are:
  1. How warbeasts generate fury is covered in the warbeast section below. Essentially anything that a warjack would spend a focus to achieve, a warbeast instead generates a fury to do the same thing.
  2. At the start of each turn, fury left over from last turn does not expire.
  3. The warlock leeches fury from their warbeasts that are in their control range. You move the fury points from the warbeasts to the warlock, up to the warlock's current FURY stat.
  4. If there is still any fury on any warbeasts (ie your warlock wasn't able to take it all) then you have to check whether that warbeast will frenzy this turn instead of acting normally.
    Tip: You don't want your beasts to frenzy.
  5. If your warlock has less fury points than their current FURY stat (ie your beasts weren't furious enough to fill you back up), and if any of that warlock's warbeasts have died in a previous turn, then the warlock can spirit bond the dead warbeast(s) and gain 1 fury point per dead warbeast, up to their FURY.
  6. If, after spirit bond, your warlock still has less fury points than their current FURY stat then the warlock has the option of leeching their own lifeforce for more fury points; they can gain one fury point per damage point they put on themselves.
Also, if a warbeast dies to an enemy attack or continuous effect (Fire & Corrosion) while in the warlock's control range, the warlock can reave that warbeast's fury.
  • The warlock has to take all the fury currently on that warbeast, up to the warlock's current FURY stat.
  • You cannot reave from warbeasts that you kill with friendly models.
  • You cannot reave from warbeasts that you kill with transferred damage (see below).

Casting spells

Each spell has a COST, and you have to spend that many fury points to cast it. After that, it's a matter of finding a target in range and, if it targets an enemy model, rolling to hit/damage them. You will never have enough fury to cast all your spells.
Upkeep spells: Once they're in play, you only need to spend one fury next turn to keep them in play next turn (rather than the full COST). On the other hand, you can only have one copy of an upkeep in play at once - if you cast it on a new target, the earlier version immediately expires.
Target: SELF spells: Some casters can put a buff on themselves. Sometimes this is purely a self-buff (like Engine of Destruction) but othertimes it affects everyone in their control range or command range (like Fog of War).
Channeling spells: Some armies have access to non-warlock models with the Channeler advantage. This is much rarer for Warlocks than it is for Warcasters. Channelers allows the warcaster to cast spells "through" that model. Basically, after paying the COST of the spell, you can target any model that is in range of the channeler model (rather than just targets in range of the warcaster model).
  • The channeler needs to be in your control range, but you don't need LOS to it.
  • The channeler needs to be not engaged by an enemy model (but it can be engaging an enemy model).
  • The channeler needs LOS to the target, you can't cast spells on stuff behind the channeler.

Animus spells

Warbeasts have dormant arcane spells that warlocks can unlock. The warbeast can cast their own animus during their activation. Also, a warlock can cast any animus from any of their own warbeasts as if it were a spell on their own spell card (as long as that warbeast is in their control range).
This allows you to tailor your warlock's spellcasting ability at the army-list building stage, because you can choose warbeasts based not just on their prowess but also on how useful their animi is to the warlock.

Buying/Boosting attacks

Warlocks can ramp up their prowess and become true monsters by spending fury on attacks. This does, however, leave you with less fury to cast spells, or defend against enemy attacks.
  • Warlocks can spend 1 fury to buy one melee attack.
    • This is a basic attack, with one of their melee weapons.
    • You can continue buying more attacks as long as you have the fury to afford it.
  • Warlocks can spend 1 fury to boost any attack roll or damage roll (ranged, melee, and/or spells).
    • Each roll is paid for seperately.
    • Each roll can be boosted only once.
    • You can continue boosting different rolls as long as you have the fury to afford it.
  • Some warlocks can spend focus to buy ranged attacks, but they need a special rule to do so.

Transfer Damage & Heal Damage

When a warlock suffers damage from any source, it can transfer that damage to one of their warbeasts.
  • The warlock spends 1 fury point each time it does this.
  • The warbeast needs to be in the warlock's control range.
  • You can't transfer to a warbeast that is already at max fury.
  • If the transfer damage kills the warbeast, then you cannot reave fury from that warbeast. Also, if the damage exceeds the warbeast's hitpoints, any leftover damage must be applied to the warlock - you can't transfer it a second time.
  • Whether or not there was leftover damage, the warlock counts as being damaged (for the purposes of stuff like Drag, Vengeance, etc).
Also, warlocks can spend fury during their activation to heal damage on themselves or on their warbeasts that are in their control range. You heal 1 hitpoint per fury spent.

Interaction with Warbeasts

Interaction

Placeholder

Battlegroup

When you build your army list you assign warbeasts to be in your warlock's battlegroup. In fact, you have to assign a minimum number to each battlegroup. A caster can only leech fury from their warbeasts, gain animi from their warbeasts, and many spells/feats only affect battlegroup models (such as Energizer).

A battlegroup is a shared noun, a bit like the word "team"; the warbeasts are in the warlock's battlegroup, but also the warlock is in the warbeast's battlegroup.

It is possible to add more warjacks to your battlegroup mid-game, but only if that warjack's original controller died earlier in the game. This doesn't happen very often, especially in beginner games, so we won't cover it here. Instead it is detailed in the intermediate lesson LPG - Death of a Controller.

WBP

Each warlock has a stat called WBP. These are bonus army points that must be spent on warbeasts and those warbeasts must be assigned to that warlock's battlegroup. This forces you to play with a minimum number of warjacks in the game.

Lesser Warlocks do not get WBP.

Warlocks - Model Type

Morghoul3, a warlock unit (one warlock, two followers)
Saeryn & Rhyas, a unit of warlocks (two warlocks)

Most warlocks are a simple warrior model. But sometimes casters have extra/different types, which complicates their "normal caster functions" as follows:

    Warlock Cavalry    

Cavalry can make impact attacks, which allows the cavalry model to "pause" their movement mid-charge. Caster cavalry are not allowed to cast spells or trigger their feat during this "pause".

    Warlock Unit    

There's a weird interaction between a unit getting a Press Forward order (which means models must run or charge), a warlock casting a spell or using a feat (which means they can't run), and what happens if the warlock in a unit doesn't have LOS to a legal charge target. What if casting a spell changes the LOS? What if moving one of the other troopers changes the LOS?

This has had Infernal Rulings, clarifications on the ruling, updated rulings, and clarifications on updates. As of 2020.08 I've given up making sense of it, so instead here's a link to the 7th August 2020 ruling.

    Warlock Battle Engine    

There is no specific interaction between the battle engine rules and the caster rules.

    Companions    

Some casters come with a Companion model, normally a solo but sometimes a warjack or warbeast. These Companions are completely separate models, with their own activation, and don't interfere with the normal caster rules at all. Essentially, they're just a free bonus model when you take that caster.

Warlock Destruction

Normally when your main caster dies you lose the game, so "what happens next" doesn't come up that often. But those same rules kick in when a Lesser Warlock dies. See LPG - Death of a Controller for the Wild warbeast rules and how to re-tame them.

Warlock-adjacent models

Warlock attachment

Certain models serve as a Warlock Attachment. These models normally buff the caster's arcane power in some fashion or another, and follow their warlock around the entire game giving that buff each turn.

A few notes:

  • A warlock attachment must be attached to a warlock - you can't add it to your army "by itself".
  • Each warlock can only have one warlock attachment.
  • An attachment is not part of your battlegroup. It won't gain benefits from certain spells, feats, etc.
    • Sometimes an attachment has a separate rule, Companion, which does make it part of the battlegroup.
  • An attachment has a separate activation to the warlock.

Lesser Warlocks

This is a special rule that shows up on a few solos, units, and battle engines. It gives that model all the same rules as a warlock except 1) they don't get a feat, and 2) if/when they die you don't auto-lose the game.


Just a couple of things to keep in mind:

  1. A Lesser Warlock's battlegroup is completely different to your main warlock's battlegroup.
    • They can't swap warbeasts mid-game.
    • They can't take fury from, transfer damage to, or cast animi from each other's warbeasts.
    • They can't cast spells that specify "target battlegroup warbeast gains XXX" on each other,
    • etc
  2. When a Lesser Warlock dies, it traumatizes their warbeasts and those 'beasts go wild.
    • While wild a warbeast can't do anything ... but other warlocks can manually re-tame the warbeast.
    • We cover this in the intermediate article LPG - Death of a Controller.

Other

Rules Clarifications

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Rules Clarification:  : Warlock      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury 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 warlocks 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 Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "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).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • 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
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability 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)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • 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.

See Also

War-Nouns   (Edit)
Warmachine (Focus)
Recap for Newbies Official rules Category
Warcaster 101 - Warcasters Warcaster Category: Warcaster
"Junior Warcaster" Battlegroup Controller Category: Battlegroup Controller
'Jack Marshal LPG - 'Jack Marshal 'Jack Marshal Category: 'Jack Marshal
Warjack 101 - Warjacks Warjack Category: Warjack
Colossal LPG - Colossals & Gargantuans Colossals Category: Colossal Warjack
Vector LPG - Convergence Vector Category: Vector
Monstrosity LPG - Cephalyx Monstrosity Category: Monstrosity
Other LPG - Death of a Controller
Hordes (Fury)
Recap for Newbies Official rules Category
Warlock 101 - Warlocks Warlock Category: Warlock
Lesser Warlock Lesser Warlock Category: Lesser Warlock
Warbeast 101 - Warbeasts Warbeast Category: Warbeast
Gargantuan LPG - Colossals & Gargantuans Gargantuans Category: Gargantuan Warbeast
Other LPG - Death of a Controller
Infernals (Essence)
Recap for Newbies Official rules Category
Infernal Master LPG - Infernals Category: Infernal Master
Master Infernalist Master Infernalist Category: Master Infernalist
Horror LPG - Infernals Category: Horror