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Tharn women practicing the rites of the Bloodweavers are true masters of bloodletting. Their devotion to the Devourer Wurm is absolute, and they kill with the visceral immediacy of sacral blades wielded in their own hands. As their blades taste flesh, primal power causes a victim’s heart to race frantically before the blood suddenly ignites and vaporizes into an expanding mist.
The bloodweaver haruspex is able to divine the strands of future and fate from the blood and viscera of her slain foes, bringing the power of divination to the bloodweavers who accompany her in battle. Her bloody fortune-telling guides their strikes with unerring accuracy and imbues them with lethal potency. Through her sacrificial rites, she empowers her sacral blade to act as a conduit for the very energies of life and death.
Basic Info
| Tharn Bloodweavers |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Small |
| SPD |
7 |
| STR |
6 |
| MAT |
6 / 7 |
| RAT |
N/A |
| M.A. |
N/A |
| DEF |
14 |
| ARM |
11 |
| CMD |
7 / 9 |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
N/A |
| THRS |
N/A |
| HP |
1 / 5 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
3 |
| UNIT SIZE |
6 +1CA |
| COST |
8 +4CA |
| 1.7 each |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Abilities
- Entire unit
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Pathfinder
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Stealth
- 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 melee damage rolls.
Weapons
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| Sacral Blade
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RNG
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POW
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P+S
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0,5
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3
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9
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Damage Type: Magical
- Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
- Blood Burst - When this attack boxes a living or undead enemy model, center a 5" AOE on the boxed model, then RFP it. Enemy models in the AOE are hit and suffer a blast damage roll with a POW equal to the boxed model's STR. This damage is not considered to have been caused by an attack.
- Grievous Wounds - A model hit by this weapon loses Tough and cannot have damage removed from it for one round.
- Life Stealer - When an attack with this weapon destroys an enemy model, immediately after the attack is resolved a friendly living Faction model currently in this model's command range can remove d3 damage points.
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Theme Forces
Recent Changes
No changes since 2018.10
Thoughts on Tharn Bloodweavers
Tharn Bloodweavers in a Nutshell
Tharn Bloodweavers are the conscript infantry amongst the Tharn. Cheap warm bodies with Stealth and Pathfinder. Their special attack types give them some utility, and the ability for one unit to Ambush in The Devourer's Host theme force shouldn't be underestimated.
They will never really crack armour but what they do they do well and are cheap.
Thoughts on adding the CA
The Haruspex provides offensive, defensive, and speed upgrades to the base unit via Divine Inspiration, Sacred Ward, and Advance Deploy. Adding her to the unit makes the Bloodweavers much more impactful, meaning the opponent will be far less likely to ignore them.
Because of her cost she isn't always worth taking because she changes the unit from 6 cheap bodies to 7 average cost bodies. So you need to have a plan for using her going in. Additionally tactics advanced deployment can't be used with ambush.
Combos & Synergies
- Baldur the Stonecleaver - Solid Ground prevents them from being shot off by random blasts (though worse after the 2021.10 changes - ARM 15 or respectively 17 with Stone Skin might not save them from all blasts), while his feat can protect them from both melee enemies and those who can see through Stealth. Although Stoneskin is usually better on a larger unit, you can throw it on the Bloodweavers to make them (potentially) hit at a respectable POW 13.
- Krueger the Stormwrath - Gang and Lightning Tendrils love each other.
- Iona the Unseen - Surefoot can make them devilishly hard to hit, while Phantasm can keep Eyeless/True Sight shooting off them. Her feat turns them into absolute infantry blenders through both the increased POW and rerolling missed attack rolls; you might not even need Gang during the feat.
- Bloodweaver Night Witch - Killing Spree is absolutely awesome as an ability and enables the Bloodweavers to both shred enemy infantry and to spread out again afterwards. It almost is a case of not bringing the Bloodweavers without the Night Witch.
Drawbacks & Downsides
- They have competition in other themes and their own theme is full of other powerful infantry options.
- They struggle without the gang bonus.
- Gang and short melee range means they tend to bunch up. This, combined with their low arm, makes them very vulnerable to blast damage.
- Most infantry don't have strength high enough to actually fear blood burst.
Tricks & Tips
- Jacks and Beasts only need to be hit with Grievous Wounds to be affected by it. Tagging a beast with a crippled aspect or a jack with a crippled cortex can be debilitating for the enemy.
- If a beast is stuck in with an infantry unit that didn't kill it, charging in and using Life Stealer can free the beast and bring its health back up.
Other
Trivia
- Unit released in Hordes: Metamorphosis (2009)
- CA released at Warmachine Weekend (2018.10)
- Haruspex: (in ancient Rome) a religious official who interpreted omens by inspecting the entrails of sacrificial animals.
Other Circle models
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* 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 : Attack Type and/or Arcane Savant (Edit)
- If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
- If your target can only be targeted by certain kinds of attack (ie a Menoth warjack with Passage), you can first choose the correct Attack Type (ie Magical Damage vs Passage) and then that allows you to target it. The Attack Type selection and target declaration both occur at Step 1 (Refer Appendix A). (Infernal Ruling)
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Rules Clarification : Blood Burst (Edit)
- Because the boxed model is RFP'd before the damage roll, and buffs/debuffs on its STR don't apply - you use the base STR.
- You don't halve the blast damage POW - it is "already" halved.
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Not considered an attack & "Non-attack damage roll" ( Edit) [Show/Hide]
- There are two ways you can get these "non-attack" damage rolls.
- Type 1 - A secondary damage roll that is not considered to be an attack. Some attacks create a second damage roll that is explicitly "not considered an attack" (such as Electro Leap).
- (Note that although the secondary damage roll is not an attack, the original attack certainly is and will trigger stuff normally. These clarifications don't apply to the original attack.)
- Type 2 - A damage roll that's not from an attack. Some special abilities & special actions tell you to make a damage roll without mentioning whether it is considered an attack or not (such as Vent Steam and Flak Field).
- When it comes to other abilities that trigger on damage (such as Vengeance) both types function the same way. For brevity we'll refer to both as "Pure Damage".
- Pure damage is not an attack, so doesn't trigger stuff like Vengeance.
- Pure damage is not an attack, so doesn't benefit from stuff that affects 'attack damage rolls' (such as Bethayne1's feat). (Infernal Ruling)
- Pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
- Pure damage is not from an attack, but it is (normally) damage from the original model. This has two implications:
- It's not an attack from a weapon so:
- it won't gain damage buffs from the weapon (such as Poison).
- it won't gain any Damage Types from the weapon. (Infernal Ruling)
- It is a damage roll from a model so:
- Exception: Some damage is not from an attack and not from a model (for example, Collateral damage). In this case, you should reverse the stuff listed under #2 above.
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Rules Clarification : Grievous Wounds (Edit)
- GW prevents "repairs" as well as "heals".
- It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.
- Does not affect models with the Massive rule.
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Rules Clarification : Life Stealer - None yet. (Edit)
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Rules Clarification : Stealth (Edit)
- Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
- You can target them with a charge.
- You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
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Rules Clarification : Gang and/or Gang Fighter and/or Tag Team and/or Team Effort (Edit)
- You can gain the Gang bonus on free strikes, but generally only the first "Ganger" will get it.
- For example, if a target is engaged by two models with Gang, when it leaves the melee range of the first Ganger it suffers a free strike with the Gang bonus. Then it leaves the melee range of the second and suffers a normal free strike.
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Rules Clarification : Officer (Edit)
- Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
- When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
- But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
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Rules Clarification : Tactics vs Granted (Edit)
- Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
- Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
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- Granted [ Vengeance ]
- If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
- It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
- It is not "If you get damaged, you get Vengeance next turn."
- If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
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Rules Clarification : Divine Inspiration (Edit)
- Discard Die (Edit)
- If you're discarding lowest or highest, you have to discard even if you want it for a critical hit.
- For instance: if you discard "the lowest die", need 6+ to hit, and roll a 3, 3, and a 4 ... then you must discard one of the 3s, and you'll end up with a non-critical hit with the 3 + 4.
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Rules Clarification : Advance Deployment (Edit)
- Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)
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Rules Clarification : Sacred Ward and/or Spell Ward (Edit)
- Sacred/Spell Warded models can still be affected by spells. For instance, CTRL area spells, AOE that deviate, and/or sprays that target a nearby non-warded model.
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Note to Editors
To edit the CA's tagged abilities, Click here
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