Sentry Stone & Mannikins

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Circle Logo.jpg Sentry Stone & Mannikins

Circle Stone Unit

The Circle methodically inscribes certain stones to imbue mystical energy into their very essence. These self-sustaining fulcrums of power mimic thought, reaction, and awareness. Territorial and aggressive sentries, these stones animate creatures of sticks and vines cobbled together in imitation of humanity. Such mannikins collapse when beyond the influence of their stone but show an almost sentient pleasure in rending flesh.

Basic Info

Mannikin Grunt
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 7
MAT 5
RAT 4
M.A. N/A
DEF 12
ARM 12
CMD -
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock
Sentry Stone
Missing Info
Sentry Stone & Mannikins.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium / Small
SPD 0
STR 0
MAT 0
RAT 0
M.A. N/A
DEF 5
ARM 18
CMD 6
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 8
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE 1 Stone 3 Mannikins
COST 5
1.25 each
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Mannikins
    • Pathfinder symbol.jpg Pathfinder
    • Fury-Linked - At any time during its unit's activation, this model can spend fury points on its unit commander to boost one attack or damage roll for each fury point spent.
  • Sentry Stone
    • Officer symbol.jpg Officer
    • Immobile - This model has no Normal Movement or Combat Action, cannot become knocked down or be moved, and is automatically hit by melee attacks.
    • Strange Growth - Once per turn at any time during its activation, place this model anywhere completely within 5" of its current location. This model cannot be placed except as a result of Strange Growth.
    • Prowl - While this model has concealment, it gains stealth.
    • Forest Growth - Once per turn at any time during its unit's activation, this model can spend 1 fury point to use Forest Growth. When it does, center a 3" AOE on this model. The AOE is a forest that remains in play for one round.
    • Wellspring - 1) If there are fewer than 3 fury points on the Sentry Stone during your Maintenance Phase, place d3 fury points on it. This model can have up to three fury points at any time. 2) If there are fewer than three Mannikin Grunts in this unit in play during your Maintenance Phase, put one Mannikin Grunt into play, in formation. 3) If this model is destroyed or removed from play, the Mannikin Grunts are removed from play.

Mannikin Weapons

Splinter Burst
Gun icon.jpg  RNG   ROF   AOE   POW 
SP8 1 - 10
Claws
Sword icon.jpg  RNG   POW   P+S 
0,5 4 11
  • Sentry Stone
    • Unarmed - This model has no weapons.

Theme Forces

  • The Bones of Orboros - despite their being a unit you can get a Sentry Stone & Mannikins for a requisition point in this theme.

Thoughts on Sentry Stone & Mannikins

Sentry Stone & Mannikins in a nutshell

An excellent front-line unit which can help ensure that you get the alpha, assist in piece trading (as the stone is difficult to remove at range, and often requires something more expensive to commit to killing it), clear jams, and reach deep into the enemy's backline support with surprisingly accurate (and magical!) sprays—at least when they boost.

Combos & Synergies

  • Gobber Chef - there is nothing tastier or more nutritious than a mannikin. Maybe it's just a twiggy salad—but it's certainly the cheapest thing to sacrifice for fury management.
  • They work better in pairs than one on their own.
  • Most casters can't go wrong with two Sentry Stones as a start to a list. They're relatively cheap, hard to remove, and will nearly always make back more than their points in either actual casualties or in pure aggravation to the opponent.
  • Baldur2 - Roots of the Earth puts the sentry stone to armour 21 making it even harder to get rid of. Add in a forest and a rock wall if you need it.
  • Chuck Dogwood - Veteran leader is a great passive buff.
  • Megalith can lower the defence of nearby models with his animus

Drawbacks & Downsides

  • The Sentry Stone is easy to hit and if it dies, all the Mannikins get removed. Of course between stealth, damage boxes, and high ARM this isn't always easy.
  • Kara Sloan, Siege, and anyone who can give a ranged battlegroup True Sight or even Guidance make Sentry Stones cry, as they ignore their principal defense (Stealth) and often pack enough of a punch to remove them fairly trivially.
  • They can't really hurt heavy warbeasts or warjacks.
  • The Stone makes an excellent target for things like electro-leaps and Ashes to Ashes. Be mindful of putting anything valuable too close to them.

Tricks & Tips

  • Even without its Mannikins, the Stone makes an excellent blocker. Between high ARM/boxes and Immobile, it can ruin charge lanes and contest zones with the best of them.

Other

Trivia

Released in Hordes: Evolution (2007)

Other Circle models

Circle Logo.jpg       Circle Index       (Edit)
Battlegroup & Similar
Warlocks Baldur1 - Baldur2 - Bradigus1 - Grayle1 - Iona1 - Kaya1 - Kaya2 - Kaya3 - Kromac1 - Kromac2 - Krueger1 - Krueger2 - Mohsar1 - Morvahna1 - Morvahna2 - Tanith1 - Una2 - Wurmwood1
Lesser Warlocks

Krueger0 - Una1

Warlock Attachment

Druid Wilder - Tharn Blood Shaman

Light Argus Moonhound - Winter Argus - Wild Argus - Gorax Rager - Razorwing Griffon - Rotterhorn Griffon - Scarsfell Griffon - Wold Wight - Woldwatcher - Woldwyrd
Heavy Gnarlhorn Satyr - Riphorn Satyr - Shadowhorn Satyr - Feral Warpwolf - Pureblood Warpwolf - Warpwolf Stalker - Wold Guardian - Woldwarden
Brennos the Elderhorn (Satyr) - Ghetorix (Warpwolf) - Loki (Warpwolf) - Megalith (Woldwarden)
Gargantuans Storm Raptor - Woldwrath
Units, Solos, Battle Engines, & Structures
Units Druid Mist Riders - Druids of Orboros & CA - Reeves of Orboros & CA - Sentry Stone & Mannikins - Shifting Stones & CA - Stoneward & Woldstalkers - Tharn Bloodtrackers & Character UA - Tharn Bloodweavers & CA - Tharn Blood Pack - Tharn Ravagers & CA - Tharn Wolf Riders - Warpborn Skinwalkers & CA - Wolves of Orboros & CA
Brighid & Caul - Death Wolves
Solos

Blackclad Stoneshaper - Blackclad Wayfarer - Bloodweaver Night Witch - Chuck Dogwood - Druid Wilder - Gallows Grove - Kogan the Exile - Krueger0 - Lord of the Feast - Reeve Hunter - Primal Archon - Shivers - Tharn Blood Shaman - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - Una1 - War Wolf - Wolf Lord Morraig

Battle Engines & Structures Celestial Fulcrum (Engine) - Well of Orboros (Structure)
Theme Forces
Secret Masters - The Bones of Orboros - The Devourer's Host - The Wild Hunt
Minions
Refer to Who Works for Whom and/or Category: Circle Orboros Minion
This index was last updated: 2021.10

Rules Clarifications

RC symbol.png

Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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 : Unarmed      (Edit)

  • Since this model has no weapons it does not have a melee range.
    • This means it can't engage other models, declare charges, or make free strikes
    • Also it can't gain abilities that require a melee range (such as Ragman granting this model Dark Shroud).
  • However, other models that do have melee weapons can engage this model. So this model can still gain the "target in melee" shooting bonus.

Rules Clarification : Construct - None yet. (Edit)

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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)
RC symbol.png

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Fury-Linked - None yet. (Edit)


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Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
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Rules Clarification : Immovable and/or Immobile and/or Buried     (Edit)

  • There is no functional difference between "cannot move" and "cannot be moved".
    Even if you gain bonus movement (such as Dodge) via a spell or theme benefit, you still can't move. (Locked thread)
  • Witchwood only:
    • Since the Witchwood doesn't have Normal Movement, it can't gain the Aiming bonus.

Rules Clarification : Strange Growth - None yet. (Edit)

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Rules Clarification : Prowl and/or Just a Tree?     (Edit)

  • Whether you can trigger this ability is a bit awkward;
    • As long as you have concealment you get Stealth ... even if the attacker ignores concealment (such as with Hunter).
    • If you're standing in a cloud, and the attacker "ignores clouds for LOS" (such as Bird's Eye) you get Prowl/Tree.
    • If you're standing in a cloud, and the attacker "ignores clouds completely" (such as Alchemical Mask) you don't get it. (Infernal Ruling)
    • Similar for standing in a forest.
  • If a debuff removes Stealth, Prowl/Tree do not reapply stealth... But this ruling is being rechecked. (Infernal Checking)
RC symbol.png

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 : Forest Growth      (Edit)

  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
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Rules Clarification : Wellspring      (Edit)

  • This is not a "Return to Play" ability, so it doesn't matter if the original Mannikin was RFP'd or not.