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Following the unconventional path laid by Zaal, the Ancestral Advocate, the extoller caste has redefined its destiny, and now its most esteemed members no longer fear the Void. Some whose service to Zaal has been exemplary are allowed to transcend death to become immortal vessels, a stature below the full exalted yet preserved for eternity in stone. These vessels serve as conduits for the mortitheurgical power of warlocks and can guide destructive magics to smite those marked for death by the ancestors.
Basic Info
| Immortal Vessel |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Small |
| SPD |
5 |
| STR |
7 |
| MAT |
5 |
| RAT |
5 |
| M.A. |
N/A |
| DEF |
11 |
| ARM |
17 |
| CMD |
8 |
| 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 |
3 |
| UNIT SIZE |
N/A |
| COST |
3 |
| 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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Construct
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Gunfighter
- Channeler [Friendly Faction Warlock] - While this model is in a friendly Faction warlock's control range, the warlock can channel spells through this model.
- Set Defense - A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
- Soul Vessel - This model generates soul tokens as if it were a living model.
- Telemetry - Other friendly models gain +2 to magic attack rolls against enemy models in this model's command range.
Weapons
- Spirit Eye - 8" range, POW 5 ranged attack
- Polearm - 2" reach, POW 5, P+S 12 melee attack
Theme Forces
Recent Changes
No changes since 2019.08
Thoughts on the Immortal Vessel
Immortal Vessel in a nutshell
The Immortal Vessel is an Extoller turned Immortal by Zaal. They are arcane versions of Immortals instead of the normal Warrior type. Their main selling points are telemetry and a fantastic, if somewhat short ranged anti living/undead gun. They are naturally quite durable and able to take a charge thanks to set defence but given their importance to a lot of Warlocks they do have a big bullseye on their stone heads.
That model change a lot of things for Skorne. It's at the same time a channeler and a way to land spell more easily and is popular in all the theme forces where it is allowed as one of the most expensive Requisition options
Combos & Synergies
At a trivial level the Immortal Vessel is an Immortal; it gets a speed buff from the Resonance of an Ancestral Guardian. This is of course a whole lot less important than its channeler and telemetry combination; most Skorne casters have great nukes with utility effects, some of which can be game-swinging. Normally you wouldn't want to risk your caster on something that has to hit and damage to have an effect, as it will go very badly if you fail, but with a channeler, it'll be worth trying. How much of an impact and what the vessel does can be broken up by group.
Unlocks the caster - The Skorne have a couple of weak offensive spellslingers who really shouldn't leave home without an arc node.
- Beast Master Xekaar Mortality, Pursuit, and Deadweight are all excellent spells and Telemetry gives him the ability to hit, making him a nasty debuff caster with a strong melee defensive feat rather than a caster that has to take big risks if he tries to use Alpha Hunter.
- Lord Tyrant Hexeris (Hexeris 1) officially comes with a spell that lets him channel (Soul Slave). It is however tricky to use and can give order of activation issues; especially as for the initial cast Hexeris needs to be within 6" of the recipient beast. A channeler really unlocks this, and for offensive spells he has Parasite, Obliteration, and Sunder Spirit.
Opens the Toolbox - Skorne have a few casters that, while they don't rely on offensive spells, as above, become a lot more threatening with the combination of channeler and telemetry to augment their Fury 6.
- Archdomina Makeda (Makeda 1): Jackhammer is a great spell with a problem with a 6" range. More importantly The Lash gives an unexpected 2" movement that can catch people by surprise, and is much easier to land with a roaming channeler.
- Supreme Archdomina Makeda (Makeda 2): Prostration is an excellent nuke limited mainly by its range. Opponents are not generally thinking about her knockdown.
- Makeda & the Exalted Court (Makeda 3): Run this guy up to a clump of squishy enemies before feat turn, then commit Makeda to a valuable target. Blood Boon Eliminator into the squishies via the Vessel after you score your first kill... and profit.
- Lord Assassin Morghoul (Morghoul 2): A channeler lets Morghoul throw Mortality where he wants, and Telemetry gives him a much better chance of landing it. Also Flesh Hooks can be a really useful utility nuke.
- Dominar Morghoul & Escorts (Morghoul 3): Blind whatever, whereever.
- Supreme Aptimus Zaal & Kovaas (Zaal 1): Zaal has "Old Man" defensive stats and mostly upkeep spells; an Immortal Vessel lets him use Hex Blast to blow upkeep spells off enemies. (He's also Fury 7 unlike the rest of this list).
Telemetry's great for spell slinging Some Skorne warlocks don't need arc nodes but do sling offensive spells a lot. This means that although it's not a gamechanger +2 to hit on their offensive spells is really useful.
- Dominar Rasheth, Void Seer Mordikaar, and Lord Arbiter Hexeris all have their own ways of channeling (although Rasheth doesn't have to kill his infantry if he has an Immortal Vessel) so that isn't a gamechanger. But given they all want to land their spells 3 points for a +2 to hit bubble can really tune all three of them up. In general however these three (especially Rasheth) don't need the Vessel that much.
- Zaal the Ancestral Advocate: He doesn't normally want to channel - but for a spellslinging assassination when he has a stack of souls then both channeling and telemetry are great. Again +2 to hit - and another option for getting in range of the enemy caster. Oh, and it benefits from his feat. It's not uncommon for him to bring one in The Exalted for both spot removal and assassination.
The Rest In general the other Skorne warlocks don't have much use for the vessel, and Primus Jalaam, Tyrant Xerxis, and Lord Tyrant Zaadesh don't have an offensive spell between them. The two Fury 5 casters can use the Vessel but don't use it so much.
Drawbacks & downsides
- There are only a tiny handful of times when the Vessel isn't a second choice to Aptimus Marketh.
- The Spirit Eye being only POW 5 vs constructs and Archon’s can be annoying.
- The FA of the immortal vessel means you won’t always get Telemetry where ever you want it.
- Poor accuracy on either ranged or melee attacks - though this isn’t why you play this model.
Tricks & Tips
- Channeling into the back arc is a further +2 to hit
- You can run and channel
- Don't forget the spirit eye. It can really annoy gargantuans and is worth a shot if you aren't setting up anything else. (It's generally a lot better than the polearm).
- Remember that the RNG of most of Skorne's attack spells is 8" (or less), which means Telemetry likely applies to all your channeled spells.
Other
Trivia
- Released in the Exalted expansion (2018.10)
Other Skorne models
Rules Clarifications
Rules Clarification : Construct - None yet. (Edit)
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Rules Clarification: : Gunfighter (Edit) (Click Expand to read)
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General
- You cannot Aim if you start your activation in melee. (Infernal Confirmation)
- A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).
- If you have a Gunfighter stuck in melee and the Gunfighter wants to shoot a friendly model, then you can only do so if that friendly is within the Gunfighter's melee range. Also, if that friendly model is engaged by an enemy, that friendly model will always get the +4 DEF bonus (because the point of origin of the attack, the Gunfighter, is not "in melee" with the friendly model).
Targeting
- Outside of melee
- If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
- In melee, but didn't charge
- If it didn't charge, it can target anyone it's "in melee" with.
- This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
- If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
- Charged into melee
- If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
- If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
- However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
- Other targeting notes
- Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee.
- If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
- Gunfighter doesn't change the RNG of your gun, it just provides you an ability to use it while in melee and imposes some targeting restrictions.
- If you're affected by a debuff that reduces your RNG to 1", that will further limit who you can target.
- If you're affected by a debuff that reduces your RNG to 0", you cannot make attacks (refer 'Weapon Statistics', page 19 of rulebook).
Attack Roll
- You use the Gunfighter's RAT for the attack roll.
- Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
- How the +4 DEF bonus for "being in melee" works with Gunfighters is:
- they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
- they never ignore it vs friendlies, because you cannot be in melee with a friendly target.
Incorporeal Gunfighters
- Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
- If they engage you then you're in melee and your target selection is limited to just models in melee (as explained above).
Gunfighter + an AOE weapon
- If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
- If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.
Gunfighter + a spray weapon
- Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
- If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.
Units of Gunfighters
- If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
- Redirected attack:
- If they're still engaged, their initial attack (s) must be vs someone in their melee range.
- If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
- If they're unengaged, they are now free to shoot anyone within the gun's normal range.
Other interactions
- Gunfighter vs Point Blank (Edit)
- If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
- These two abilities are subtly different, but it's an important difference.
- Gunfighter allows you to make ranged attacks while in melee.
- Point blank allows you to make melee attacks with your ranged weapon.
- Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
- Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
- Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
- Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
- Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
- Gunfighter & Cavalry ( Edit )
- A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
- You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
- Gunfighter vs RNG modifiers (Edit)
- Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
- If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
- If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
- If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
- (Infernal Ruling)
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Rules Clarification : Channeler and/or Arc Node (Edit)
General
- It is possible to channel a spell with a range of CTRL. The control range is still measured from the caster though, so channeling it has zero effect ... unless you've got something like Empowered Arc Node or Reaction Drive. Stuff like that can trigger. (Infernal Ruling)
Channeling in melee
- A channeler that is engaged by an enemy model can not channel.
- A channeler that is engaging an enemy model can channel. (For example, the channeler is standing in the enemy's back arc.)
Channeler - LOS
- You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
- If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS (but not to the DEF bonus).
Caster - Attack roll
- You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
- If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the dice roll (but not to the LOS).
Stealth - It affects both LOS and the attack roll
- Since Stealth has both a LOS modifier (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed) things get a little complicated.
- If only the channeler ignores stealth, then all stealth models count as intervening models and block LOS, but the caster will auto-miss models more than 5" from the channeler.
- If only the caster ignores stealth, then only models within 5" of the channeler block LOS, but the caster won't auto-miss no matter what you target.
- If both channeler and caster ignore Stealth, it works as you'd expect.
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Stealth Examples [Show/Hide]
- Caster has Eyeless Sight, channeler does not.
- Stealth model is within 5" of channeler
- LOS - The model counts as an intervening model, as per the normal Stealth rules
- Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
- Stealth model is more than 5" away from channeler
- LOS - The model does not count as an intervening model, as per the normal Stealth rules.
- Attack roll - If you attack it then you don't auto-miss, as the attacking model has Eyeless Sight.
- Stealth model is more than 5" away from channeler, and you want to target a model behind it.
- LOS - The front model doesn't block LOS
- Attack roll - Doesn't auto-miss
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- Caster hasn't got Eyeless Sight, channeler does.
- Stealth model is within 5" of channeler
- LOS - The model counts as an intervening model, as per the normal Stealth rules
- Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
- Stealth model is more than 5" away from channeler
- LOS - The model counts as an intervening model, because the model drawing LOS ignores Stealth.
- Attack roll - If you attack it then you will auto-miss, as the attacker doesn't ignore Stealth.
- Stealth model is more than 5" away from channeler, and you want to target a model behind it.
- LOS - The front model blocks LOS, so you can't target the rear model.
- Attack roll - N/A
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Rules Clarification : Set Defense - None yet. (Edit)
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Rules Clarification : Soul Vessel (Edit)
- The only thing the Soul Vessel rules does is, the model produces a soul when it is destroyed as if it were a living model.
- For similar logic, things that prevent living models from generating souls (such as Annihilator) also prevent Soul Vessels from generating souls. (Infernal Ruling)
- A Soul Vessel is not a living model for the purposes of anything except soul generation & collection. Special rules that interact with living models but which aren't soul-related (such as Bloodthirst or Poison) don't do anything vs Soul Vessels.
- For example: An attack that RFPs living models (such as Snacking) would normally prevent that living model from generating a soul token; but Snacking doesn't work vs non-living. So a Soul Vessel doesn't get Snacked and will produce a soul token.
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Rules Clarification : Telemetry - 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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Rules Clarification : Annihilating Gaze - None yet. (Edit)
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Rules Clarification : Ghost Shot (Edit)
- Ignore LOS (Edit)
- Since you ignore LOS, you can target models in your back arc. (Infernal Ruling)
- Although you ignore concealment/cover, you don't ignore any other bonuses models get "from" them (such as Prowl).
- You don't ignore Stealth's "auto-miss" rule.
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