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Minion Gatorman Heavy Warbeast
Massive gators of voracious appetite, blackhide wrastlers easily drag the mightiest foes down to be shredded in a flurry of teeth and claws. Moreover, a bokor can subjugate and ritually alter a blackhide to create an even darker threat: a blind walker. The beast becomes a necromantic conduit—a mindless horror that lives only to obey its master’s commands.
- Claw (x2) - 1" reach, 14 P+S melee weapons.
- Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good.
- Amphibious - This model treats shallow water as open terrain while advancing. While completely in shallow water, this model gains concealment and does not block line of sight.
- Eyeless Sight - This model 1) ignores cloud effects when determining LOS, 2) always ignores concealment and Stealth, and 3) never suffers Blind.
- Shield Guard - Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary.
- This model’s controller can channel spells through it. When a spell is channeled through it, this model immediately suffers d3 damage points. Rites of Power lasts for one turn.
2017.12 Blindwater Dynamic Update
- Cost was reduced by 2 points
Analysis of Blind Walker
Blind Walker in a nutshell
This isn't a heavy warbeast. It's a combination Channeler/Shield Guard with a lot of damage boxes. You take it as support for those two abilities rather than for its combat potential (which is worse than some lights). Offensive spell-slinging support, but it's not much more expensive than one of Cygnar's Lancers.
Combos & Synergies
- Calaban the Grave Walker The offensive spell slinger loves something to channel through
- Maelok the Dreadbound Mortality and Venom are both excellent spells to channel and Maelok sends its already high ARM upwards on feat turn.
- Blackhide Wrastler - it might have a low MAT but with two claws and three Fury it's still worth putting Rage on.
Drawbacks & Downsides
- MAT 5, P+S 14 - the Blind Walker can't do the work of a heavy and shouldn't be thought of as one. Fortunately it now has the cost of a light.
Tricks & Tips
- Remember you can slam. Frequently the best use of the offensive capabilities of the Blind Walker
Released in Hordes: Devastation (2015)
- Skorne's Disciples of Agony - (Article) (Category)
- If taken by the solo Wrong Eye, he can be taken in a butt-load more themes (omitted for brevity).
Other Minion models
Rules Clarification: : Warbeast (Edit)
(Click Expand to read)
| See also the Warbeast page for a recap of the core warbeast rules.
- If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)
- A single Animus can be on several models at the same time. (Infernal Ruling)
- 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 spell. (Infernal Ruling)
- 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)
- Step 4 of Frenzy was errata'd in 2016. Make sure you're using the latest version of the rules.
- You cannot trigger optional abilities during a Frenzy (such as Cleave). (Infernal Ruling)
- You must trigger compulsory abilities during a Frenzy ... unless that ability generates an extra attack (like 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. (Refer latest errata)
- 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 Confirmation)
Rules Clarification : Amphibious - None yet. (Edit)
Rules Clarification : Eyeless Sight (Edit)
- A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
- This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
Rules Clarification : Shield Guard (Edit)
- Shield Guard doesn't work vs spells.
- Since Shield Guard specifies "opponent's turn", it can't be used against stuff that shoots in your own turn (such as Watcher or Counterblast).
- The Shield Guard does not necessarily need to be in the attacker's LOS or range.
- The Shield Guarder is always hit even if they have an ability that makes them automatically get missed, such as Stealth. (Automatically missing is determined earlier in the timing sequence than the Shield Guard moving the hit.) (Infernal Ruling)
- You shift all effects onto the shield guard, including stuff that triggers on "when this attack hits".
- When you use Shield Guard vs an AOE attack, the template moves too. Because, with reference to Apdx A, the hit 'moves' at Step 6 and the template placement is determined at Step 7.
- Shield Guard doesn't work vs Point Blank attacks. Because Point Blank attacks are melee attacks that are made using a ranged weapon.
- On the other hand, it will work vs Gunfighter attacks.
Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
- See the Throw article for a recap of the core Throw rules.
- 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.
- 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)
- Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. The Infernals are currently checking it.
Rules Clarification : Rites of Power (Edit)
Rules Clarification : Channeler and/or Arc Node (Edit)
- You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
- If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS.
- You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
- If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the DEF bonus.
- Since Stealth has both a LOS component (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed); this can lead to some non-intuitive interactions between channeling and stealth when either the caster or channeler is able to ignore stealth.
We've put a bunch of examples on the Category:Channeler page.