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Even the smallest motion or step a master tormentor takes conveys the potential for immediate death. The shadows find her wherever she strides, and those trying to track her motions amid the darkness discover their eyes are deceiving them. The razor lash with its serrated bone blades is the signature weapon of a master tormentor and requires considerable skill to employ. Bloodrunner Master Tormentor comes in a blister. A player may field two Bloodrunner Master Tormentors for each warlock in his Skorne horde.
Basic Info
| Paingiver Bloodrunner Master Tormentor |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Small |
| SPD |
6 |
| STR |
5 |
| MAT |
8 |
| RAT |
N/A |
| M.A. |
N/A |
| DEF |
14 |
| ARM |
13 |
| CMD |
9 |
| 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 |
4 |
| 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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Advance Deployment
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Pathfinder
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Stealth
- Anatomical Precision - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll.
- Apparition - During your Control Phase, place this model anywhere completely within 2" of its current location.
- Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.
- Veteran Leader [ Paingivers ] - While in this model's command range, other Paingiver models gain +1 to attack rolls.
Weapons
- Barbed Whip - 2" reach, POW 3, P+S 8 melee weapon
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Chain Weapon
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Weapon Master
- Thresher (★ Attack) - This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range. Thresher attacks are simultaneous.
Theme Forces
Recent Changes
2021.10 Mega Update
- Vet Leader [Paingiver Bloodrunners] buffed to Vet Leader [Paingivers]
Thoughts on Paingiver Bloodrunner Master Tormentor
Paingiver Bloodrunner Master Tormentor in a nutshell
The Bloodrunner Master Tormentor is a roving circular area of devastation for single wound infantry. It does little for anything else - but as far as single wound non-construct infantry are concerned it's sheer murder. The strong charging threat range combined with the ability to sprint back to safety and the way it buffs an already good unit make it a pretty popular choice of solo.
It will never crack enough armour to send vs multi wound models, but what it does it does very well if you play them as a pair they buff each other with veteran leader. If you Ambush your bloodrunners they are likely too out of position to get veteran leader, but there is very little difference between MAT 9 (with gang) and MAT 10.
The Master Tormentor is now a veteran leader for all paingivers, a group which doesn't just include Paingiver Bloodrunners but Paingiver Beast Handlers and both Morghoul and Xekaar
Combos & Synergies
- Paingiver Bloodrunners - they get Veteran Leader to help finish what it leaves alive.
- Lord Assassin Morghoul gives the Bloodrunner Master Tormentor parry and Morghoul gains from the Veteran Leader benefit to land that mortality or assassination.
- Beast Master Xekaar gets the Veteran Leader benefit to help with his spell slinging.
- Supreme Archdomina Makeda - dash with its free strike immunity can get the BRMT some very interesting places, and her ability to keep shooting away plus Stealth means delivering the Master Tormentor should be relatively easy.
Drawbacks & Downsides
- The Master Tormentor doesn't hit hard. It's going to masssacre single wound infantry, and if it makes a solo the charge target it's going to kill any but the toughest solo - but it's almost useless against warjacks and warbeasts. (Spike Damage is still decent. Even if you fail, it's only 4 points.)
- it has fairly average armour so it’s 5 hp means very little. On average dice a unboosted Pow10 will deal four damage
Tricks & Tips
- Sprint (or run) behind solid objects or deep into the woods - and use Apparition to gain line of sight when you activate so you can charge
Other
Trivia
Released in Hordes: Metamorphosis (2009)
Other Skorne models
Rules Clarifications
Rules Clarification : Chain Weapon - None yet. (Edit)
Rules Clarification : Weapon Master - None yet. (Edit)
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Rules Clarification : Thresher (Edit)
- Thresher is a special attack. If you make additional attacks, they will be a single basic attack (you cannot buy additional special attacks).
- Thresher is optional.
- All attacks generated are Special Attacks.
- Thresher will hit friendly models.
- Simultaneous melee attack (Edit)
- There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities: [Show/Hide]
- Targeting/Timing
- To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
- The attacks are effectively multiple separate attacks.
- If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
- The attacks are simultaneous.
- If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
- You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
- In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
- If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
- Charging
- If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
- If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
- Triggering other abilities
- Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
- Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
- Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
- If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
- If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)
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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 : 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 : Blight Storm and/or Anatomical Precision and/or Affliction (Edit)
- With an AOE, only the model directly hit by the AOE will take auto-damage, other models in the AOE take normal damage.
- You don't get auto-damage on stuff which isn't an attack, like Electro Leap and Flak Field.
- If someone is immune to damage, you can't trigger the auto-damage vs them. Because you never got a damage roll in the first place. (Infernal Ruling)
- When this ability is triggered by a spell (ie Blight Storm or Affliction) then that does not change the source of the damage to the caster, nor change the damage type to magical.
It merely changes the result of a damage roll. (Infernal Ruling)
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Rules Clarification : Apparition (Edit)
- Apparition is an "Other" Control Phase effect, so it happens at Step 7 of the Control Phase.
- It happens after paying for upkeeps, Power Up, etc
- If you have another "Other" Control Phase effect, you get to choose the order to resolve them.
- If a model is B2B with you when you use Apparition then they will be exactly 2" away afterwards. So you'll still be in the melee range of anything with RNG 2 or higher.
- Unit members must always be placed in formation. Refer to the "Placed" section of the core rulebook.
- If a trooper can't be placed in formation (because it's more than 2" out of formation to begin with) then it can't be placed at all.
- The unit commander is always "In Formation" by definition, so can be placed where it likes.
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Rules Clarification : Sprint and/or Run & Gun (Edit)
- You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
- Run & Gun won't trigger if you RFP the model, but Sprint will.
- End of Activation (Edit)
- You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
- Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
- Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
- You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
- If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
- For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
- See also the training article: LPG - End of Activation.
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Rules Clarification : Veteran Leader (Edit)
- Veteran Leaders don't give themselves the buff, because of the "other models within ..." clause. However, if you have two models giving out the buff, then they can give it to each other. (Locked thread)
- If a model can get Veteran Leader from two sources (such as Vet Leader [Winterguard] simultaneous with Vet Leader [Assault Kommandos]) then the benefit does not stack. (Infernal Ruling)
- Some versions say "friendly" and some don't. Regardless, Veteran Leader only buffs friendly models. (Infernal Ruling)
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