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Warpborn Skinwalkers are Devourer worshippers who chose to undergo a partial transformation that leaves their minds more human while empowering them with a bestial strength. These monsters wade through opposing formations, ripping soldiers apart with their jaws or their hefty polearms.
Ravenous and brutal, warpborn alphas are fearsome combatants that lay low enemies and feast upon them even as they die screaming.
Basic Info
| Warpborn Skinwalkers |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Medium |
| SPD |
5 |
| STR |
8 |
| MAT |
7/ 6 |
| RAT |
N/A |
| M.A. |
N/A |
| DEF |
12 |
| ARM |
16 |
| CMD |
9/7 |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
N/A |
| THRS |
N/A |
| HP |
8 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
2 |
| UNIT SIZE |
3 or 5 +1 CA |
| COST |
8 or 13 +3 CA |
| 2.7 pts each (incl CA) |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Abilities
- Alpha only
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Officer
- Night Howls [ Minifeat ] - Once per game at any time during its unit's activation, this model can use Night Howls. For one round enemy models cannot cast spells or give or receive orders while within 3" of a model in this unit that is in formation.
- Tactics: Gang - Models in this unit gain Gang. (Gang - When making a melee attack targeting an enemy model in the melee range of another model in this unit, a model with Gang gains +2 to melee attack and melee damage rolls.)
Weapons
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| Pole Axe
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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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12
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Theme Forces
Recent Changes
2021 10 Mega Update
- Base unit dropped to 8/13 points (from 9/15)
- CA dropped to 3 points (from 4)
Thoughts on Warpborn Skinwalkers
Warpborn Skinwalkers in a Nutshell
Warpborn Skinwalkers are some of the toughest infantry in the game. The only other infantry with as many wounds as they do are either Convergence and made of metal or Khador's Man-O-Wars. The Alpha's Gang ability gives them the offence they need.
Circle isn’t really a faction that leverages hard to kill models very well and you will notice that a few will die to ranged attacks before they can reach the front lines. Their biggest issue however is the low volume of attacks you get for quite a steep points package.
Combos & Synergies
The tough benefit from being tougher. Anything that gives a mass ARM buff
- Baldur the Stonesoul with his feat.
- Morvahna the Autumnblade - Restoration gives +2 ARM and they get revived at effectively 1+d3 hp and Mortality lets them hit at effective MAT 10 and P+S 16.
- Morvahna the Dawnshadow finds them a great unit to bring back with her feat and a good target for Carnivore.
- Brennos can heal them up after they have been revive or otherwise taken damage.
- Grayle the Farstrider has Tactician:Wolf Sworn and the Death March spell, both of which work well for them.
Drawbacks & Downsides
- One mediocre attack per model. They are hard to kill - but don't do much work themselves. A shield not a sword.
- One of the few circle options without pathfinder.
Tricks & Tips
- Without unyielding, their arm isn't that great. Running to engage can often make them safer than not.
Other
Trivia
Other Circle models
Rules Clarifications
Rules Clarification : Hyper-Regeneration - None yet. (Edit)
Rules Clarification : Unyielding - 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 : Night Howls (Edit)
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Restrictions on "Any Time" abilities ( Edit) [Show/Hide]
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- 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).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- 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.)
- Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- 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.
- 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 : Tactics vs Granted (Edit)
- Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
- Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
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- Granted [ Vengeance ]
- If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
- It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
- It is not "If you get damaged, you get Vengeance next turn."
- If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
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Rules Clarification : Gang and/or Gang Fighter and/or Tag Team and/or Team Effort (Edit)
- You can gain the Gang bonus on free strikes, but generally only the first "Ganger" will get it.
- For example, if a target is engaged by two models with Gang, when it leaves the melee range of the first Ganger it suffers a free strike with the Gang bonus. Then it leaves the melee range of the second and suffers a normal free strike.
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Note to Editors
To edit the CA's tagged abilities, Click here
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