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For generations, boars have been trained for battle by the farrow. These boars have become powerful weapons in the arsenal of the Thornfall Alliance. The lumbering gun boars are walking artillery platforms in the service of Lord Carver. These warbeasts turn their cannons upon enemy formations to scatter them with explosive force.
Basic Info
| Gun Boar |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Medium |
| SPD |
5 |
| STR |
8 |
| MAT |
5 |
| RAT |
5 |
| M.A. |
N/A |
| DEF |
12 |
| ARM |
16 |
| CMD |
6 |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
3 |
| THRS |
7 |
| HP |
22 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
U |
| UNIT SIZE |
N/A |
| COST |
7 |
| N/A |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Abilities
- Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good. Click here for a newbie-friendly recap, or click here for the full rules.
- Bacon - When this model is destroyed, each living warbeast B2B can remove d3 damage points.
Weapons
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| Big Gun
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RNG
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ROF
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AOE
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POW
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12
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1
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3
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13
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| Open Fist (x2)
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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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11
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Animus
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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| Counterblast
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1
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SELF
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-
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Round
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No
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| When an enemy model advances and ends its movement within the spellcaster's command range, the spellcaster can make one basic melee or ranged attack targeting that model, then Counterblast expires. Counterblast lasts for one round.
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Theme Forces
Recent Changes
2021. 10 (Rebalancepocalypse): -1 point
Thoughts on Gun Boar
Gun Boar in a nutshell
The Gun Boar is a warbeast carrying boostable light artillery on its back and has adequate MAT. It will not disappoint with it's range-game, sometimes it can fire twice in a turn.
It’s gun is great and will reliably kill infantry and dent light targets but it will do very little to heavies even on a direct hit. It’s currently the only way for Farrow & Troll Warlocks (Vengeance of Dhunia) to get assess to counterblast; which can be useful on a big gun or powerful melee weapon to deter an assassination.
Combos & Synergies
- Helga the Conquerer Field Marshal: Gang Fighter gives the gun boar an actual melee game
- Lord Carver, BMMD, Esq. III Batten Down the Hatches makes them as tough as some heavies and puts them really into play in gun duels.
- Midas Cheap bone tokens once they are dead - and expendable warbeasts used as roadblocks return to play easily with Pet Cemetary. Let the enemy kill them - and bring them back that much stronger.
- Sturm & Drang Under Sturm they win shooting duels with other lights forever thanks to the ARM buff and Shield Guard. Drang makes them at least vaguely competent in melee.
- Battle Boar because Primaling it then sending it into melee is a good plan.
Drawbacks & Downsides
- Low MAT and not high enough POW to hurt heavies - while even with high explosive the small AoE means that they only hit one infantry model most of the time if they hit.
Tricks & Tips
- You might prefer missing to hitting with them against infantry - that high explosive attack can then cover more than one enemy.
Other
Trivia
Released in Forces of Hordes: Minions (2010)
Who can take this warbeast?
With the way Minion battlegroups work, this warbeast can't simply be taken by any Minion warlock, and instead it must be controlled by one of the following:
Alternatively, a Skorne warlock can take this warbeast in the Disciples of Agony theme.
Other Minion models
Rules Clarifications
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Rules Clarification: : Warbeast (Edit) (Click Expand to read)
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See also the Warbeast page for a recap of the core warbeast rules.
- Forcing
- If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)
- Animi
- A single Animus can be on several models at the same time. (Infernal Ruling)
- Unlike in Mk2, in Mk3 if a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)
- An animi cast by a warlock is an animi and a spell. (Infernal Ruling)
- 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)
- Frenzy (Edit)
- You cannot trigger optional abilities (such as Cleave or Sprint). (Infernal Ruling)
- You must trigger compulsory abilities (such as Consume) ... except for compulsory abilities that also generate an extra attack (such as Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)
- A warbeast may not make an Assault shot as part of a Frenzy activation.
- If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Ruling)
- If a frenzying warbeast can't reach its charge target (because the charge lane is blocked by terrain, etc) then it will make a failed charge and end its activation. (Locked thread)
- If a frenzying warbeast has two melee weapons with the same POW, it can choose which one to use. (Infernal Ruling)
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Rules Clarification : Bacon (Edit)
- Enemy warbeasts can benefit from Bacon. Everyone* loves bacon!
- everyone does not include the undead.
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Rules Clarification : High-Explosive (Edit)
- Deadly Precision vs High Explosive (Edit)
- The +2 POW from Deadly Precision would not apply to high explosive POW (Infernal Ruling)
- Full Force vs High Explosive (Edit)
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Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
- Throw ( Edit )
- See also the Throw article for a recap of the core Throw rules.
- If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
- Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
- Incorporeal vs Slammed/Thrown models ( Edit )
- Incorporeal models cannot be moved by someone trying to slam them.
- Slammed models can move through Incorporeal models.
- If they have enough movement to get past them, no dramas.
- If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
- If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
- For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
- The same logic applies to Throws.
- Collateral Damage
- Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
- It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
- It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
- It doesn't matter if the attacker has crippled weapon systems or aspects.
- Throw - Power Attack
- When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
- If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
- A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
- Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
- Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
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Rules Clarification : Counterblast (Edit)
- What does trigger Counterblast
- Counterblast triggers off any advance, not just in-activation stuff.
- You can trigger Counterblast during your own turn, if your opponent has an ability to move during your turn (such as Admonition).
- Standing still but changing facing is an advance.
- What doesn't trigger Counterblast
- Aiming, or forfeiting your movement, is not advancing.
- If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
- Being placed (such as Teleport) is not an advance.
- Involuntary movement (being slammed, thrown, or pushed) is not an advance.
- Models can trigger this by walking into your back arc or out of LOS, but you still need LOS to make your attack. Unless you have something like Ghost Shot.
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