Ancestral Guardian

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Skorne Logo.jpg Ancestral Guardian

Skorne Exalted Solo

Mk4 icon.png
Prime
This model is available in one Prime Army, Exalted. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

The Ancestral Guardians are elite Exalted walking statues of the Skorne animated by the spirits of dead and venerated ancestors who died gloriously in battle and have had their souls saved by Extollers.

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See also Category: Ancestral Guardian for other models that count as Ancestral Guardians.

Basic Info

Ancestral Guardian
Missing Info
Ancestral Guardian.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 4
STR 8
MAT 8
RAT N/A
M.A. N/A
DEF 10
ARM 18
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 10
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 3
UNIT SIZE N/A
COST 5
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Construct symbol.jpg Construct
  • Defensive Strike - Once per turn, when an enemy advances into and ends its movement in this model's melee range, this model can immediately make one basic melee attack against it.
  • Resonance [Immortal] - An Immortal model/unit activating within 5˝ of this model gains +2 movement when advancing as part of its Normal Movement that activation.
  • Soul Taker: Gatekeeper - This model can collect soul tokens. When a living friendly Faction model is destroyed while in this model's command range, this model gains the destroyed model's soul token. This model can have up to three soul tokens at any time. This model can spend soul tokens for the following:
    • Soul-Powered - During its Combat Action, this model can spend soul tokens to make additional melee attacks. It can make one additional attack for each token spent.
    • Spirit-Driven - At the beginning of this model's activation, it can spend one soul token to gain +2" movement when advancing as part of its Normal Movement this activation.
    • Strength of Death - During its Combat Action, this model can spend soul tokens to boost one attack or damage roll for each token spent.
  • Soul Vessel - This model generates soul tokens as if it were a living model.
  • Steady - This model cannot become knocked down.

Weapons

Theme Forces


Thoughts on Ancestral Guardian

Ancestral Guardian in a nutshell

The Ancestral Guardian might be a solo on paper but its ability to buy and boost and effective melee weapon means that it has the offensive combat profile of a light warbeast. Indeed when compared to an Enraged Cyclops Savage, they both have the same threat range and the effective damage after charging is different only in that a couple of points of MAT are counterbalanced by STR from the Enrage buff. And although not nearly as resilient the Guardian is only 2/3 the cost of the Savage. Generally however the Guardian is used in a finesse role, taking advantage of its superb MAT to poke solos who think their DEF is high enough.

It also serves a support role by increasing the speed and threat range of Immortal models.

Combos & Synergies

  • Any cheap infantry - for that matter expensive infantry also power it up. It only needs three dead models.
  • Supreme Aptimus Zaal can feed it souls - and turn it into a Kovaas when it dies.
  • Zaal the Ancestral Advocate has a feat that gives it a massive ARM buff.
  • Extoller Novititate - MAT 8, Pow 16, three souls is better than most light warbeasts.

Drawbacks & Downsides

  • Low DEF
  • Low basic speed and no Pathfinder mean a predictable threat.
  • Hakaar the Destroyer, the character Ancestral Guardian, is only a little more expensive - and has a far more powerful threat profile.
  • The Guardian doesn't crack armour - and for infantry smashing the Paingiver Bloodrunner Master Tormentor is normally quite a lot more effective and a bit cheaper.
  • It will almost never matter - but Resonance doesn't say it only applies to friendly Immortals. So opposing Immortals can Resonance off Ancestral Guardians.

Tricks & Tips

The Ancestral Guardian is a counter-puncher with a very high MAT, and that needs other models to fuel its soul collection. It then gets an excellent frenzy of death if it's fuelled up, with MAT 8 and POW 13s. But you need to use it as a cleaner, and as something to unjam everyone.

Other

Trivia

Ancestral Guardian Angel, Limited Edition Sculpt (Mini Crate)

Other Skorne models

Skorne Logo.jpg       Skorne Index       (Edit)
Battlegroup & Similar
Warlocks Hexeris1 - Hexeris2 - Jalaam1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Rasheth1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (Lesser Warlock) - Makeda0 (Lesser Warlock)
Lesser

Agonizer - Aradus Scarab - Reptile Hounds - The Terrorizer

Light Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm
Heavy

Aradus Sentinel - Aradus Soldier - Archidon - Chiron - Bronzeback Titan - Despoiler - Molik Karn - Rhinodon - Tiberion - Titan Cannoneer - Titan Gladiator - Titan Sentry

Gargantuans Desert Hydra - Mammoth
Units, Solos, & Battle Engines
Units

Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - Legends of Halaak - Nihilators - Paingiver Beast Handlers - Paingiver Bloodrunners - Praetorian Ferox - Praetorian Karax - Praetorian Keltarii - Praetorian Swordsmen - Tyrant Commander & Standard Bearer - Venator Catapult Crew - Venator Flayer Cannon Crew - Venator Reivers - Venator Slingers

Solos

Abidan the Keeper - Ancestral Guardian - Aptimus Marketh - Extoller Novitiate - Extoller Soulward - Hakaar the Destroyer - Immortal Vessel - Makeda0 - Mortitheurge Willbreaker - Paingiver Bloodrunner Master Tormentor - Paingiver Task Master - Tyrant Rhadeim - Venator Dakar - Void Spirit - Zaadesh1

Battle Engines Siege Animantarax - Supreme Guardian
Theme Forces
Disciples of Agony - Masters of War - The Exalted - Winds of Death
Minions
Refer to Who Works for Whom and/or Category: Skorne Minion
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Construct - None yet. (Edit)

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Rules Clarification : Defensive Strike      (Edit)

  • If an enemy doesn't stop in your melee range, but continue all the way through it and out the other side, you won't get to make a Defensive Strike.
    You will get to make a free strike as per normal, though.
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Rules Clarification : Resonance      (Edit)

  • "Normal Movement" refers to full advances, runs, and charges. It doesn't apply to bonus movement (like Reposition) or out-of-activation movement (lile Overrun).
  • You only need one model from a unit to activate in range for the entire unit to benefit. This model can even be out of formation. (Locked Thread)

Rules Clarification : Gatekeeper - None yet. (Edit)

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Rules Clarification : Soul-Powered      (Edit)

  • You cannot buy melee attacks after casting a spell, due to the "The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any." rule. And none of the spells you can cast specify that additional attacks can be made.

Rules Clarification : Spirit-Driven - None yet. (Edit)
Rules Clarification : Strength of Death - None yet. (Edit)

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Rules Clarification : Soul Vessel      (Edit)

  • The only thing the Soul Vessel rules does is, the model produces a soul when it is destroyed as if it were a living model.
For similar logic, things that prevent living models from generating souls (such as Annihilator) also prevent Soul Vessels from generating souls. (Infernal Ruling)
  • A Soul Vessel is not a living model for the purposes of anything except soul generation & collection. Special rules that interact with living models but which aren't soul-related (such as Bloodthirst or Poison) don't do anything vs Soul Vessels.
For example: An attack that RFPs living models (such as Snacking) would normally prevent that living model from generating a soul token; but Snacking doesn't work vs non-living. So a Soul Vessel doesn't get Snacked and will produce a soul token.
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Rules Clarification : Steady      (Edit)

  • If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
    In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
  • Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
  • Steady models who make a tough check during an advance can continue advancing. (Locked Thread)