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Warpwolves are humans that have been transformed into savage beasts well suited for battle. Retaining some portion of their human intellects, the sword-wielding stalkers are stealthy killers that prowl behind enemy lines and strike without warning.
Basic Info
| Warpwolf Stalker |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Large |
| SPD |
6 |
| STR |
12 |
| MAT |
6 |
| RAT |
N/A |
| M.A. |
N/A |
| DEF |
14 |
| ARM |
17 |
| CMD |
N/A |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
4 |
| THRS |
9 |
| HP |
27 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
U |
| UNIT SIZE |
N/A |
| COST |
15 |
| 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.
Abilities
- Controlled Warping - At the beginning of this model's activation, choose one of the following warp effects. warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation.
- Berserk - When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.
- Prowl - While this model has concealment, it gains stealth.
- Warp Strength - This model gains +2 STR.
- Regeneration [D3] - This model can be forced to remove D3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
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Pathfinder
Weapons
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| Claw
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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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4
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16
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| Great Sword
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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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6
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18
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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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| Lightning Strike
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1
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SELF
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Turn
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No
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The spellcaster gains Sprint. Lightning Strike lasts for one turn.
- Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, a model with Sprint can immediately make a full advance, then its activation ends.
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Theme Forces
Recent Changes
2021 10 Mega Update
Thoughts on Warpwolf Stalker
Warpwolf Stalker in a nutshell
The Warpwolf Stalker is a powerful and flexible warbeast and considered iconic to the Circle. The combination of its sword and Warp Strength let it hit hard. The combination of its long sword and Berserk let it thresh infantry. And its speed and Pathfinder lets it reach the enemy to kill them. It's very simple, very effective, and should possibly be any Circle player's first purchase after the battle box.
Combos & Synergies
- Each of the Kaya's does something for the Stalker:
- Kaya1 increases its accuracy via Pack Hunter, allowing it to scythe through infantry. She can also teleport it back for more hit-and-run, and run it hotter thanks to Soothing Song.
- Kaya2 increases its hitting power and survivability via Forced Evolution and unyielding, and Shadow Pack means you don't need to warp for Prowl to keep it safe from shooting. She can also teleport it back once per game via feat.
- Kaya3 can massively up its offense via Synergy, and protect it going in via Fog of War and her feat. Unfortunately, Reposition 3" (granted by her Field Marshall) doesn't stack with Sprint.
- Kromac1 turns it from an infantry-killer into an infantry-blender thanks to Wild Aggression and Warpath, allowing it to potentially scythe through a unit and run back without ever forcing.
- Kromac2 increases its accuracy via Carnage and its hitting power and survivability via feat. If you're not playing in Call of the Wild, Awakened Spirit will let it cast its animus for free. Kromac 2 also loves Sprint, enabling him to essentially act as a more dangerous Warpwolf Stalker on his own.
- Morvahna2 helps it survive shooting thanks to Fog of War. Re-rolling damage and hit rolls makes it perform much more consistently, and she loves having Sprint, which lets her personally contribute.
- Lanyssa Ryssyl, Nyss Sorceress or the Blackclad Wayfarer - Hunter's Mark is an excellent threat range extender that provides free charges.
- Primal, provided by the Gorax or Feral Warpwolf, gives the Stalker MAT 7 and POW 21 with its sword when warping Strength, allowing it a reasonable-to-good chance of one-rounding other heavies.
- Swamp Gobber Bellows Crew provide an easy way to turn Prowl into Stealth.
- Theme - The Wild Hunt makes Lightning Strike a 0 cost animus.
- Due to the wording of the respective abilities, a Stalker can be placed via Kaya the Moonhunter & Laris’s feat then move via sprint from it’s animus, but not the other way round.
Drawbacks & Downsides
- As heavies go, it's squishy.
- As with the other Warpwolves, it's high defense can be overcome with any sort of knockdown mechanic.
Tricks & Tips
The Stalker is useful in almost any situation where melee is even vaguely relevant
- Berserk lets you scythe through infantry
- Warp Strength means you hit at P+S 20
- Pathfinder + Prowl is really useful when you aren't attacking people.
Other
Trivia
- Released in Primal Mk2 (2010)
- Resculpted in 2013 and now sold in a multi-kit with the pureblood and feral wolves.
Other Circle models
Rules Clarifications
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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: : 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 : Controlled Warping - None yet. (Edit)
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Rules Clarification : Berserk (Edit)
- Berserk attacks will generate even more Berserk attacks. You keep going until you miss, something survives, or you run out of targets.
- Berserk grants an additional attack which by definition can only occur during your Combat Action. Therefore Berserk doesn't work on free strikes, impact attacks, etc.
- "Immediately" means you can't save it until later in your activation. Berserk must be resolved at step 14 of the attack sequence (refer Apdx A).
- You cannot use "Any Time" abilities while resolving the original attack, the Berserk attack, or between the attacks. Refer Apdx A.
- Berserk doesn't trigger during a frenzy. (Infernal Ruling)
- Berserk will not trigger if the target uses an ability to move the damage to another model (such as a warlock transfer).
- But it will trigger if they use an ability to move the attack to a different model (such as Grim Salvation).
- Berserk has a weird niche interaction with Agathon's abilities, which you can read here.
- Attack-Generating Abilities (Edit)
- From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
- If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
- If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)
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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)
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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 : Warp Strength - None yet. (Edit)
Rules Clarification : Regeneration - None yet. (Edit)
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Rules Clarification : Lightning Strike (Edit)
- Lightning Strike is retroactive. Which means you can cast it after killing a model, and still benefit from it. (Infernal Ruling)
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Rules Clarification : Sprint and/or Run & Gun (Edit)
- You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
- Run & Gun won't trigger if you RFP the model, but Sprint will.
- 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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