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The storm raptor soars over the battlefields of Immoren, its body crackling with electrical energies. Its silhouette blots out the sun while its keen eyes scan for those who would oppose its druidic masters of the Circle Orboros. The captive lightning that flickers through its feathers is unleashed in blinding arcs of voltaic energy as the raptor dives upon its prey, talons extended for the kill.
Basic Info
| Storm Raptor |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Huge |
| SPD |
7 |
| STR |
13 |
| MAT |
6 |
| RAT |
6 |
| M.A. |
N/A |
| DEF |
12 |
| ARM |
18 |
| CMD |
N/A |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
4 |
| THRS |
9 |
| HP |
50 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
2 |
| UNIT SIZE |
N/A |
| COST |
34 |
| N/A |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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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.
Gargantuan - Gargantuans are mega-warbeasts, even bigger and stompier. They use nearly all the same rules as normal warbeasts but with a few alterations. These changes are summarized here or can be read in full here.
Abilities
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Flight
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Immunity: Electricity
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Pathfinder
- Plasma Nimbus - If this model is hit by a melee attack, immediately after the attack is resolved you can choose to have the attacking model suffer a POW 10 electrical damage roll unless this model was destroyed or removed from play by the attack.
- Deceptively Mobile - At the end of an activation in which it didn't run or fail a charge, this model can advance up to 3", then its activation ends. This model can move outside its Normal Movement as a result of Deceptively Mobile.
- Flying High - Ranged attacks targeting this model with a RNG greater than 8" suffer –3 RNG, to a minimum of 8. Friendly models can advance through this model if they have enough movement to move completely past its base. This model loses Flying High if it loses Flight.
Weapons
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| Lightning
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RNG
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ROF
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AOE
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POW
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14
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1
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14
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Damage Type: Electricity
- Energy Pulse (★ Attack) - This attack does not need a target. Each other model within 6" of this model that is in its front arc is automatically hit unless this model's LOS to it is blocked by terrain. Models hit suffer suffer a POW 12 electrical damage roll. Energy Pulse damage rolls are simultaenous.
- Reload [2] - This model can be forced to to make up to 2 additional ranged attacks with this weapon during its Combat Action. It can make one additional attack for each time it is forced.
- Sustained Attack - During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
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| Talons (x2)
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RNG
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POW
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P+S
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2
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4
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17
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Critical Disruption
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Open Fist
- Electro Leap - When a model is directly hit with a basic attack made with this weapon, you can have lightning arc to the nearest model within 4" of the the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the leap.
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| Beak
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RNG
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POW
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P+S
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2
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5
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18
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Disruption
- Electro Leap - When a model is directly hit with a basic attack made with this weapon, you can have lightning arc to the nearest model within 4" of the the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the leap.
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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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| Sky Fire
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1
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SELF
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Round
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| When a friendly Faction model makes an attack with a ranged weapon with Damage Type: Electricity targeting an enemy model within 10" of the spellcaster, the attacking model gains +2 to its attack roll. When an enemy model within 10" of the spellcaster suffers an electrical damage roll, add +2 to the roll. Sky Fire lasts for one round.
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Theme Forces
Recent Changes
No changes since 2021.10
Thoughts on Storm Raptor
Storm Raptor in a nutshell
The Storm Raptor is a mixed bag. It has very high speed, but being on a huge base means there are very few ways to extend that (Sprint, Apparition, etc don't work). It fries low ARM infantry that hit it, and does work against infantry via energy pulse. It has a three shot sustained attack gun, of which you can reload twice after pulsing, and due to how it functions with sustained attack, will allow you to auto hit your normal attacks on a pulse'd model that may have survived. On the other hand, it is one of the least hard hitting huge based models anywhere and isn't terribly tough. It is a living Warbeast which means you can cast Primal on it.
Combos & Synergies
- Krueger the Stormseer - Lightning Blade is a much appreciated STR buff, sadly it is to big to fit in a Fleeting Storm, but he can transfer to it with Lifeline.
- Krueger the Stormwrath - Krueger1 is all about zapping people and Sky Fire add +2 to electrical damage rolls. Gale Winds makes it much harder to shoot on top of Flying High
- Krueger the Stormlord - Also benefits greatly from Sky Fire. Flying High and Windstorm stack, though both cap at a minimum RNG of 8.
- Una the Skyhunter can speed it up with her feat and up its offensive potential with Hand of Fate.
- Baldur2 can make it tougher with Roots of the Earth and help shore up its melee defenses with Rock Wall, either using it for a DEF bonus in melee or blocking off models from reaching it.
- Iona the Unseen can put use Hunters Mark for more threat range, Abattoir for an extra melee attack and her feat for rerolls. Pursuit doesn't work on it though.
- Kromac2 ups its accuracy in melee with Carnage and can grant it either a free casting of Sky Fire via Awakened Spirit or Retaliatory Strike with Vengeful, which is especially useful for Disrupting enemy warjacks your opponent send at it. His feat ups the raptor's offensive potential and survivability to more respectable levels.
- Morvahna2 can buff its offensive potential with both Scales of Fate rerolls and Carnivore.
- Una1 - Although it's risky, you can put it on her to allow it to ignore terrain and intervening models via Bird's Eye. When Guardian Beast triggers it can make a full advance, because of deceptively mobile and make a melee or even ranged attack afterwards.
- Argus Moonhound can strip Stealth from enemy models and provide an accuracy buff for the Raptor's gun.
- Bog Trog Mist Speaker can give it Eyeless Sight and Magical Weapons, perfect for dealing with Stealth, Incorporeal models, or Menoth warjacks under the Choir.
- It can buff anything with electrical rolls.
- The Wild Hunt playing it in this theme force reduces the cost of Sky Fire to 0, effectively making it free, barring effects such as Lamentation that we make it still cost 1.
- Tanith1 - Scything Touch is excellent on a huge base because it covers a large area. The debuff brings the Raptors effective P+S in line with other gargantuans and colossals and even affects its gun if you fire at targets you are in melee with.
- Gorax Rager - If you want to commit it to melee put Primal on it.
- Shivers - Shivers can Mimicry Sky Fire and thus provide another 10" bubble of it.
Drawbacks & Downsides
- It is a really big target and not that tough.
- Heavies won't be bothered by plasma nimbus.
- Currently, its animus only buffs a handful of things in the faction (Druids, Goat Riders, Krueger1 and 2, Celestial Fulcrum, Woldwrath and itself). It is the sort of thing that could be great after another release or two.
Tricks & Tips
- The beak has straight disruption (as opposed to critical), which is very rare outside of Cygnar. Against warjacks (apart from colossi), hit them with that at least once. Even if you don't kill them, warjacks without focus won't be able to hit back much.
- Watch out for support solos with Empower, as they can both give focus for the jacks, and nullify Disruption.
Other
Trivia
Released in Hordes: Devastation (2015)
Other Circle models
Rules Clarifications
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Rules Clarification : Energy Pulse (Edit)
- You cannot choose to roll Energy Pulse (to fish for a critical, or avoid hitting your own high-DEF models). Normally you can do that with auto-hitting attacks, but Energy Pulse is an exception.
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The reason for this is ... [Show/Hide]
- there is no attack roll for Energy Pulse. It says "each model is automatically hit"
- Compare to Sustained Attack: "the attack automatically hits"
- or Guided: "Attacks made with this weapon automatically hit".
- Those other abilities imply an attack roll with a weapon. Energy Pulse does not.
- Energy Pulse does not target, so:
- Stealth doesn't stop it. Stealth's auto-miss only kicks in when someone targets the stealth model from more than 5" away. (Infernal Ruling)
- Abilities that "prevent a model being targeted by ranged attacks" (such as Submerge or Passage) don't stop it.
- Auto-hits are considered direct hits (refer Attack Roll in the core rulebook), so:
- For the purposes of Thunderhead using Reload plus Sustained Attack after a Pulse:
- All models hit by an Energy Pulse are considered to be the "last model hit by that weapon". So for your first bought attack, you can auto-hit any of them.
- Once you shoot a model with a bought attack, though, that model becomes the new "last one". So if you buy a second attack, there is only one model you can auto-hit.
- Although the Pulse doesn't target and it can hit Stealth models, your bought attacks do target and will auto-miss Stealth models (despite having Sustained Attack). Refer to the "auto-miss vs auto-hit" rule in the core rules.
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Rules Clarification : Reload (Edit)
- You cannot mix melee attacks and ranged attacks in the same activation unless you have a special rule (such as Dual Attack). Reload does not get around this restriction.
- A Trample Power Attack is a melee attack, even if you don't actually trample over anyone and make zero dice rolls. So you can't trample then Reload (unless you have something like Dual Attack).
- You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)
- If you have (x2) of a weapon with Reload (such as Caine1), the special rule will only be written on the card once. But you can reload both weapons to the max limit. (Infernal Ruling)
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Rules Clarification : Electricity (Edit)
- When electricity arcs/leaps, you ignore models with Immunity:Electricity. The arc "skips" them.
- If you attack a model with Immunity:Electricity, the arc/leap won't go anywhere at all. The arc is "grounded".
- Incorporeal models do not have Immunity: Electricity (they just ignore non-magical damage). As such electricity can arc/leap to and from incorporeal models.
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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 : Disruption (Edit)
- If a model is disrupted, it cannot get focus for any reason. Whether the rule says 'allocate', 'gain', 'receive' or 'give' ... Disruption stops it all. (Infernal Ruling)
- Despite being unable to channel spells, a warjack can still be the target of spells just fine.
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Rules Clarification : Electro Leap (Edit)
- Electro Leaps are optional.
- Electro Leap is a weapon property. As such, it doesn't apply to Power Attacks at all.
- A Steamroller flag can be hit by Electro Leap (if it's the nearest model). (Infernal Ruling)
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Not considered an attack & "Non-attack damage roll" ( Edit) [Show/Hide]
- There are two ways you can get these "non-attack" damage rolls.
- Type 1 - A secondary damage roll that is not considered to be an attack. Some attacks create a second damage roll that is explicitly "not considered an attack" (such as Electro Leap).
- (Note that although the secondary damage roll is not an attack, the original attack certainly is and will trigger stuff normally. These clarifications don't apply to the original attack.)
- Type 2 - A damage roll that's not from an attack. Some special abilities & special actions tell you to make a damage roll without mentioning whether it is considered an attack or not (such as Vent Steam and Flak Field).
- When it comes to other abilities that trigger on damage (such as Vengeance) both types function the same way. For brevity we'll refer to both as "Pure Damage".
- Pure damage is not an attack, so doesn't trigger stuff like Vengeance.
- Pure damage is not an attack, so doesn't benefit from stuff that affects 'attack damage rolls' (such as Bethayne1's feat). (Infernal Ruling)
- Pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
- Pure damage is not from an attack, but it is (normally) damage from the original model. This has two implications:
- It's not an attack from a weapon so:
- it won't gain damage buffs from the weapon (such as Poison).
- it won't gain any Damage Types from the weapon. (Infernal Ruling)
- It is a damage roll from a model so:
- Exception: Some damage is not from an attack and not from a model (for example, Collateral damage). In this case, you should reverse the stuff listed under #2 above.
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Rules Clarification : Gargantuan (Edit)
- Warroom
- 2017 bug: Gargantuan's have their animus labelled as "spells". Despite this, it's an animus and as such the warlock can cast it. This is a known bug. (Staff Comment)
- 2020 bug: The animus doesn't show up at all. You'll have to go to the official card database instead.
- Refer to the Gargantuan article for a recap of their rules.
Huge Base (Edit)
- But this bonus doesn't apply to slams triggered by normal attacks (such as Critical Smite or the Hurricane's Thunder Charge ability).
Also, simply being on a huge base triggers a bunch of rules scattered throughout the rulebook, click to read them. [Show/Hide]
From the 2020.02 edition of the core rules (Edit)
- Fields of Fire
- Page 37 A huge-based model’s front arc is marked on its base. Its front arc is further divided into two 90° fields of fire. These fields of fire determine which models a huge-based model can target with its weapons, depending on the location of those weapons. Weapons located on a huge-based model’s left side (L) can be used to target only models in its left field of fire, and weapons located on its right side (R) can be used to target only models in its right field of fire. Weapons with locations “S,” “H,” or “—” can be used to target models in either field of fire. If any part of a model’s base is on the line separating the left and right fields of fire, the model is considered to be in both fields of fire.
- Concealment, Cover, LOS
- Page 49 Concealment & Cover - Huge-based models never gain the DEF bonuses from concealment or cover.
- Page 60 Clouds - Cloud effects do not block line of sight to huge-based models.
- Page 87 Forests - Forests do not block line of sight to huge-based models.
- Huge-Based models in melee
- Page 54 - Huge-based models never gain the Target in Melee DEF bonus.
- Page 65 - Combined Ranged Attacks cannot target a model in melee unless it has a huge base.
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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: : Flight (Edit) (Click Expand to read)
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- Flight doesn't ignore:
- Impassable terrain.
- Most hazards. The exception is they do ignore Acid Bath and Burning Earth as long as they don't land in them.
- Templates that stay in play and do damage to models moving through them (such as a Scather).
- Free strikes.
- Trampling with a flying model (Edit)
- Flight allows you to trample "over" medium- and larger-bases.
- Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
- Unless, of course, you have an exception like Blade Rush.
- Flight on a Cavalry model (Edit)
- Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
- Charging through models (Edit)
- You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
- Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
- Your melee range only extends to your front arc. Refer to the latest errata.
- You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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Rules Clarification : Deceptively Mobile (Edit)
- This rule doesn't give you carte blanche to move whenever you like, and doesn't work with stuff like Overrun.
When it says "can move [...] as a result of Deceptively Mobile" it means it can move while applying that rule. (Locked thread)
- End of Activation (Edit)
- You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
- Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
- Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
- You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
- If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
- For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
- See also the training article: LPG - End of Activation.
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Rules Clarification : Flying High - None yet. (Edit)
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Rules Clarification : Plasma Nimbus (Edit)
- If you're hit by a CMA, only the primary attacker takes damage from Plasma Nimbus.
- For a warbeast with Plasma Nimbus and a crippled body, you roll less one dice for the Plasma Nimbus damage.
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Rules Clarification : Sky Fire - None yet. (Edit)