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Massive gators of voracious appetite, blackhide wrastlers easily drag the mightiest foes down to be shredded in a flurry of teeth and claws. Moreover, a bokor can subjugate and ritually alter a blackhide to create an even darker threat: a blind walker. The beast becomes a necromantic conduit—a mindless horror that lives only to obey its master’s commands.
Basic Info
| Blackhide Wrastler |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Large |
| SPD |
5 |
| STR |
12 |
| MAT |
6 |
| RAT |
N/A |
| M.A. |
N/A |
| DEF |
12 |
| ARM |
19 |
| CMD |
N/A |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
4 |
| THRS |
8 |
| HP |
29 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
U |
| UNIT SIZE |
N/A |
| COST |
14 |
| 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.
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Amphibious
- Man-Eater - This model can charge living warrior models without being forced.
- Rise - If this model is knocked down at the beginning of your Maintenance Phase, it stands up.
- Snacking - When this model boxes a living model with a melee attack, it can choose to RFP the boxed model. When it does, this model can remove d3 damage points.
Weapons
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| Bite
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RNG
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POW
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P+S
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1
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5
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17
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| Claw (x2)
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RNG
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POW
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P+S
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1
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2
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14
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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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| Rage
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2
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6
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-
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-
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Turn
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No
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| Target friendly Faction warbeast gains +3 STR. Rage lasts for 1 turn.
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Theme Forces
Recent Changes
2021. 10 (Rebalancepocalypse): -2 points
Thoughts on Blackhide Wrastler
Blackhide Wrastler in a nutshell
A solid beat stick with a strong STR buff. There's a reason it's almost always the first choice Gatorman warbeast. Most of what can be said of the Dire Troll Mauler can be said of the Wrastler with a few minimal thematic rules thrown in for good measure.
Rise is an odd hang over rule from its MK2 days when the Wrastler used to be a Luchador wrestler focused on power attacks and knocking people over (yes really) often your opponent won’t be kind enough to keep it breathing after it’s knocked over or you will use Captain Crawtooth to prevent it being knocked down in the first place.
Combos & Synergies
- Any other minion warbeast - Rage is a great animus.
- Rage with Calaban's Parasite is absurd.
- Rage with Rask's Fury is just as absurd.
- Rage with Maelok’s Mortality is, you guessed it absurd.
- Boomhowler3 can grant him Bloodthirst which stacks nicely with Man Eater.
Drawbacks & Downsides
- It's your best force multiplier thanks to Rage, but it also means losing it will see your overall threat diminish.
- At armor 19, def 12 and only 29 boxes it can still go down in a single round of combat if a heavy gets the charge against it.
- Loses some effectiveness vs non living targets
Tricks & Tips
- To get the most distance, charge a warrior model near your real beast/jack target for free - and punch it with one of the claws. Then spend everything on bite attacks on your real target.
- Just because you can plop Rage onto another model doesn't mean you should- more often than not the Wrastler itself is still the best platform for Rage, it and the Dracodile being the Congregation's best potential sources for armor-cracking damage. Spend Rage capitalizing on your strengths instead of trying to shore up weaknesses.
Other
Trivia
Who can control 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 : Amphibious - None yet. (Edit)
Rules Clarification : Man-Eater - None yet. (Edit)
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Rules Clarification : Snacking (Edit)
- You can use Snacking to RFP your target even if you're at full health. (Locked thread)
- Snacking occurs at boxed, and thus:
- Doesn't prevent abilities that trigger at disabled (such as Tough, Self-Sacrifice, etc).
- Might prevent abilities that trigger at boxed, depending on who the active player is and whose model the ability triggered on. Refer the 'Triggers' section (pg 10 of the pdf)
- Does prevent abilties that trigger at destroyed (such as collecting soul tokens, etc)
- You can snack friendly models.
- You may choose where each individual point of healing goes.
- If you kill multiple models with a single attack (such as trampling over them) then you get to heal once for each model killed.
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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 : Rage - None yet. (Edit)