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A lifetime of exposure to the elements and endless study of ancient rites has granted these wizened shamans of the northkin power over the very elements that shape Immoren’s frozen north. Their incantations chill the hearts of men and beasts that would threaten the kriels, turning flesh black with frostbite more potent than even what the bitterest winter can offer.
Basic Info
| Northkin Shaman |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Medium |
| SPD |
5 |
| STR |
|
| MAT |
6 |
| RAT |
N/A |
| M.A. |
6 |
| DEF |
12 |
| ARM |
15 |
| CMD |
N/A |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
N/A |
| THRS |
N/A |
| HP |
5 |
| F. Field |
N/A |
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|
|
| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
2 |
| UNIT SIZE |
N/A |
| COST |
2 |
| N/A |
| N/A |
|
|
|
|
| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Abilities
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Immunity: Cold
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Pathfinder
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Tough
- Battle Wizard - Once per turn, when this model destroys 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.
- Magic Ability [ 6 ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
Weapons
- Axe - 0.5" reach, P+S 10 melee weapon
Spells
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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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| Cold Snap
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(★ Action)
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-
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-
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-
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Round
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No
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This model gains Chiller for one turn.
- Chiller - While within 2" of a model with Chiller, enemy models suffer -2 DEF unless they have Immunity: Cold.
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| Freak Storm
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(★ Action)
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-
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3
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-
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Round
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No
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| Center a 3" AOE cloud effect on this model. Then place this model anywhere completely within 5" of its current location. The AOE remains in play for one round.
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| Frostbite
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(★ Attack)
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8" Spray
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-
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12 (Cold)
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-
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Yes
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| Models hit suffer a POW 12 cold damage roll.
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Theme Forces
Recent changes
2021.10
Thoughts on Northkin Shaman
Northkin Shaman in a nutshell
The Northkin Shaman is a utility solo who brings a nice DEF debuff and can also hold its own in combat with a handy spray or protect from incoming fire with a cloud.
Basically it's a troll model with Khador magic ice abilities.
For the Shaman you have to decide, if you want to get him close to war for his Chiller DEF debuff. Else you can have him in the backfield to protect your Lock against enemy Shooting. Playing him in front is a bit tricky, due to his low DEF and ARM stats. For the clouds have a look in this list: Anti Cloud Tech
Combos & Synergies
- A second Shaman - one cloud's not worth anywhere near as much as half of two.
- Swamp Gobber Bellows Crew for your cloud wall needs.
- Dire Troll Mauler - all beasts (and most melee infantry) like the DEF debuff but only the Mauler has its chain attack.
Drawbacks & Downsides
- Squishy magical solo
- Trollblood support bloat
- His Mat and Pow are very middling making battle wizard a bit of a trap
Tricks & Tips
- Keep it near the action for the DEF debuff.
Other
Trivia
Released near the start of Mk3 (2016.09)
Other Trollblood models
Rules Clarifications
Rules Clarification : Cold - None yet. (Edit)
Rules Clarification : Tough - None yet. (Edit)
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Rules Clarification : Battle Wizard (Edit)
- A Battle Wizard doesn't have to kill a model to cast a spell. They can instead skip making melee attacks and use their Combat Action to cast a spell.
- Cavalry Battle Wizards can trigger it from their Mount Attacks. (Infernal Ruling)
- This does not, however, allow them to trigger it twice in the same turn. (Infernal Ruling)
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Rules Clarification : Magic Ability (Edit)
- Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
- You must complete your movement before you use a MA.
- A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
- You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
- You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
- You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
- There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
- Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
- Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
- Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
- Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.
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Rules Clarification : Freak Storm - None yet. (Edit)
Rules Clarification : Frostbite - None yet. (Edit)
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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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