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Standing solid before the tides of the enemy, the Paladins of the Order of the Wall preserve the last vestiges of a more merciful age.
Basic Info
| Paladin of the Order of the Wall |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Small |
| SPD |
6 |
| STR |
7 |
| MAT |
8 |
| RAT |
N/A |
| M.A. |
N/A |
| DEF |
13 |
| ARM |
18 / 23 (★) |
| 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 |
3 |
| UNIT SIZE |
N/A |
| COST |
4 |
| N/A |
| N/A |
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| (★) ARM 23 with Stone & Mortar |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Abilities
- Stone-and-Mortar Stance - During its activation, this model can forfeit its Normal Movement or Combat Action to gain +5 ARM. The affected model cannot become knocked down. Stone-and-Mortar Stance lasts for one round.
Weapons
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| Firebrand
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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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6
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13
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Theme Forces
Recent Changes
2021.10 Mega Update
Thoughts on Paladin of the Order of the Wall
Paladin of the Order of the Wall in a nutshell
The Paladin of the Order of the Wall is a tough hard hitting solo that is great at charging and holding an area. His Stone and Mortar stance is helpful at keeping him alive vs lower POW attacks and shooting.
Combos & Synergies
- High Paladin Dartan Vilmon gives them both extra mobility and an extra attack - both of which they desperately need. Do not bring them without Vilmon.
Drawbacks & Downsides
- Unless you have Vilmon, they only hit as hard as a battle-driven member of the Knights Exemplar while costing slightly more than two.
- In Stone and Mortar stance they are slooow.
Tricks & Tips
- They hit hard on the charge - or they brawl effectively for a solo. Both are decent.
Other
Trivia
Shield Sister of the Order of the Wall, Mini Crate exclusive
Other Protectorate models
Rules Clarifications
Rules Clarification : Weapon Master - 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 : Fire (Edit)
- If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
- Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
- Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
- You can always use non-standard terrain if you agree with your opponent before the game starts, however.
- A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
- In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
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Rules Clarification : Stone-and-Mortar Stance - None yet. (Edit)