| Mk4 has been announced, and we need to talk about what it means for the future of this website.
Please join the discussion either on the WMU Facebook Group or the Talk:Main Page area of this wiki.
|
Satyrs are elusive beasts, protected for centuries by the druids of the Circle Orboros. Only recently have these loyal creatures been called upon to join battles abroad. Shadowhorns possess a nimble athleticism which lets them perform impressive feats in battle, such as using an attacker’s own momentum against it.
Basic Info
| Shadowhorn Satyr |
| Missing Info |
|
|
| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Large |
| SPD |
6 |
| STR |
11 |
| MAT |
6 |
| RAT |
N/A |
| M.A. |
N/A |
| DEF |
13 |
| ARM |
17 |
| CMD |
N/A |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
3 |
| THRS |
8 |
| HP |
26 |
| F. Field |
N/A |
|
|
|
|
| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
U |
| UNIT SIZE |
N/A |
| COST |
10 |
| N/A |
| N/A |
|
|
|
|
| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
|
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.
Abilities
-
Pathfinder
- Bounding Leap - Once per activation, after making a full advance as its Normal Movement but before performing its Combat Action, this model can be forced to be placed completely within 5" of its current location.
- Set Defense - A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
Weapons
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Horns
|
|
|
RNG
|
POW
|
P+S
|
|
|
|
1
|
4
|
15
|
|
- Hard Head - This model can add this weapon's POW to its head-butt and slam power attack damage rolls.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Claw (x2)
|
|
|
RNG
|
POW
|
P+S
|
|
|
|
1
|
3
|
14
|
|
-
Open Fist
- Beat Back - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.
- Chain Attack: Throw - If this model hits the same model with both initial attacks with this weapon, after resolving the attack it can immediately make a throw power attack against that target.
|
Animus
|
|
COST
|
RNG
|
AOE
|
POW
|
DUR
|
OFF
|
|
|
|
|
| Elusive
|
1
|
SELF
|
-
|
-
|
Round
|
No
|
|
The spellcaster gains Dodge. Elusive lasts for one round.
- Dodge - A model with Dodge can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
|
Theme Forces
Recent Changes
2021 10 Mega Update
Thoughts on Shadowhorn Satyr
Shadowhorn Satyr in a nutshell
The Shadowhorn Satyr isn't a heavy, so much as a light with delusions of grandeur. It's a very fun warbeast, able to take flying leaps then two handed throw people, but is one of least damaging melee heavies in the entire game. Fortunately a few Circle casters have a nice collection of buffs; like most Satyrs the Shadowhorn has a lot of attacks for its points and so gets a lot of work out of buffs. On the other hand like most cheap heavy warbeasts the Shadowhorn is meant to be balanced against heavy warjacks assuming a buff vs two focus allocated to the warjack.
Combos & Synergies
The Shadowhorn needs buffs - and lots of them. On the other hand it is cheap - so really beenfits from anyone who can hand out mass buffs.
- Gorax Rager or Feral Warpwolf - bonus to hit and to damage from Primal? Yes Please.
- Kaya the Moonhunter & Laris - Forced Evolution is a great buff not only for the +2 STR but also granting +2 DEF means it goes to 17 against charge attacks and ARM 19 against melee attacks due to unyielding.
- Kaya the Wildheart - Synergy is everything the Satyrs want. It takes the Shadowhorn up to MAT 9 and P+S 18. You can even primal them up to MAT 10, P+S 19, which is incredible for a bargain basement warbeast, and not very hard to do either.
- Kromac, Champion of the Wurm - his feat plus Primal is enough to have the Shadowhorn hit respectably hard.
- Tanith the Feralsong - the Satyr is excellent at getting weird places, and if it goes in first it can easily use scything touch.
- Krueger0 - Lightning blade is another great buff granting +2 DMG and RNG 2 on all melee attacks. Don't forget though that the chain attack:throw stays at RNG 1!
- Theme Force The Wild Hunt - its animus is at 0 cost in this theme
Drawbacks & Downsides
- Like all models with a Chain Attack, your chances of getting three hits off in succession are going to be a lot lower than you think. It's only just over 50% against DEF 11 unless you boost
- For a melee combat heavy it's very pillow fisted. It won't hurt heavies much even with a damage buff.
- You can't head-butt or throw a model with a larger base so the chain attack doesn't work on gargantuans, colossals, or battle engines.
- It may be hella fun but it's hard to make the Shadowhorn worth its points.
Tricks & Tips
- Look for targets to two-handed throw people into.
- You can move 11" non-linearly before your two handed throw. You can also use Beat Back to set things up.
- It's frequently worth not even bothering primalling, and skipping straight to the two handed throw.
- It's often the case that the best place to throw a heavy is straight out of the controller's control area, leaving them knocked down and neutralised for a turn.
- Set defense makes him DEF 15 vs charges; this combos well with his animus, potentially allowing you to dodge away from an attacker unscathed.
Other
Trivia
- Resculpted around 2013, now comes in a triple kit with the other two satyrs
- Released in Hordes: Metamorphosis (2009)
Other Circle models
Rules Clarifications
|
Rules Clarification : Hard Head (Edit)
- You can add the POW even if the weapon system is crippled.
- Hard Head doesn't get applied to collateral damage, because that is a separate type of roll. Refer page 45 of the mini rulebook.
|
|
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.
|
|
Rules Clarification : Beat Back (Edit)
- You cannot use Beat Back if you destroy the target; because you can't advance towards a model that is no longer on the table. (Infernal Ruling)
- You can trigger Beat Back even if the model is no longer in your melee range after the attack. For instance, if you used a Pitch to throw it away, you can still Beat it Back. (Locked thread)
- The free advance doesn't depend on the target being pushed, but it is dependent on you trying to push them:
- If you try to push something which Cannot Be Pushed (such as a Colossal), then it won't move and then you can advance directly towards it.
- If you choose not to push your target, then you choose not to trigger Beat Back, so you don't get to advance.
- (mk2 Ruling)
- Beat Back can be used to push larger models.
-
Push - General ( Edit) [Show/Hide]
- Pushed models do not change their facing.
- Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
- Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
- You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
- Pushed models suffer the effects of anything they move through (such as acid clouds).
- If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
- However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
- In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
- If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
|
|
Rules Clarification : Chain Attack: Throw (Edit)
|
Rules Clarification : Chain Attack (Edit)
- Some Chain Attacks generate a Power Attack (such as Chain Attack: Throw. These Chains can be used after charging, even though Power Attacks normally can't be used after a charge. (Infernal Ruling)
- Buying extra attacks with fury or focus cannot trigger a Chain Attack - only initial attacks can trigger it.
- If you have 3 weapons but only 2 of them are associated with the Chain Attack, then you can make that 3rd initial attack at any point without it preventing the Chain Attack from triggering.
Also, interrupting your initials to resolve the Chain Attack will not prevent you taking the 3rd initial. For example, the Cryx Nightmare has two Claws with a Chain Attack, plus some Tusks. When he makes his initial attacks he can go:
- [Claw] - [Tusks] - [Claw] - [Chain Attack] ... even though the two Claw attacks weren't sequential.
- [Claw] - [Claw] - [Chain Attack] - [Tusks] ... even though he did the Chain Attack before getting to his initial Tusk.
- [Tusks] - [Claw] - [Claw] - [Chain Attack]
- He cannot go ... [Claw] - [Claw] - [Tusks] - [Chain Attack] ... because you must resolve the Chain Attack as soon as it's triggered, or not at all.
|
- Throw ( Edit )
-
- 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.
|
|
Rules Clarification: : Warbeast (Edit) (Click Expand to read)
|
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)
|
|
Rules Clarification : Bounding Leap and/or Jump and/or Leap (Edit)
- You cannot use this ability if you forfeit your movement, because "After making a full advance" is a conditional requirement. (Infernal Ruling)
- You can only use this ability after a full advance, which means you can't do it after a Slam, Trample, or Charge.
- You can use "At any time" abilities between completing your move and doing the Jump/Leap. (Infernal Ruling)
- Jumps & Leaps are a "placement". They do not trigger free strikes, and you can even jump over solid buildings of infinite height.
- If you cannot advance more than 0" (for example suffering from Shadow Bind) then you can Jump/Leap. Making an advance of 0" is sufficient to trigger Jump/Leap.
- Jump only
You cannot use Jump if you are suffering "any effect which prevents charging". So...
- If you forfeit your Normal Movement, you cannot Jump. (For the same reason as given above.)
- If you forfeit your Combat Action, you cannot Jump. (Infernal Ruling)
- If you "cannot make attacks" (such as with Morvahna1's feat), you cannot charge, therefore cannot Jump. (Locked Thread)
- Unit with Jump
- Complete all the models' Normal Movement before starting any Jumps. Then do all Jumps (that you can do and/or want to do) before starting any Combat Actions. (Infernal Ruling)
- Models in a unit can Jump even if they don't receive a Press Forward order (failing to be told to charge is not the same as being prevented from charging). (Infernal Ruling)
|
Rules Clarification : Set Defense - None yet. (Edit)
|
Rules Clarification : Elusive (Edit)
|
Rules Clarification : Dodge (Edit)
- Dodge triggers after any missed attack - melee, ranged, or magic.
- An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
- If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
- If an enemy can attack you when you advance and then stop moving (such as Countercharge or Defensive Strike) and they miss you, then you can trigger Dodge (because you're no longer advancing).
- Dodge plus Riposte (Edit)
- If a model has both Dodge and Riposte, you can choose whether to dodge or riposte first. Appendix A Step 13 applies here, because the controller of the model being attacked is not the active player.
|
|