Blackclad Wayfarer
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Blackclad Wayfarer
Circle Blackclad Solo
Druid wayfarers act as the messengers of the omnipotents, assassins in the shadows, and heralds of the Circle's armies. Moving along ley lines with unparalleled ease, these warriors of Orboros can rend their enemies with blasts of elemental power, crush them with their massive voulges, or awaken their slumbering predator spirit and watch them turn on each other like mindless savages.
Contents
Basic Info[edit]
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Weapons[edit]
- Voulge - 2" reach, P+S 10 melee weapon
- Damage Type: Magical - This weapon deals Magical damage.
Abilities[edit]
- Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
- Battle Wizard - Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
- Magic Ability [ 7 ] - This model can use its Combat Action to cast spells. Offensive spells are a (★ Attack) and friendly spells are a (★ Action).
- Hunter's Mark (★ Attack) - 10" range, magic attack that deals no damage. 1) Friendly models can charge or slam an enemy model hit by this spell without being forced or spending focus. 2) Friendly models that charge the model hit by this spell gain +2" movement. 3) Lasts for one turn.
- Phase Jump (★ Action) - If the Wayfarer is within 2" of a friendly Shifting Stone, you can place him anywhere completely within 12" of his current location. Otherwise, place him completely within 2" of a friendly Shifting Stone anywhere on the table. After using Phase Jump, his activation ends.
- Stone Spray (★ Attack) - 8" spray, POW 12. On a critical hit, the target is knocked down.
- Prowl - While this model has concealment, it gains stealth.
Analysis of Blackclad Wayfarer[edit]
Blackclad Wayfarer in a Nutshell[edit]
A nice flexible magic user. An attack power, a movement power, and a support power.
Combos & Synergies[edit]
- Shifting Stones - you need them to Phase Jump.
- Anything that would like more threat range or free charges. So literally everything.
- Fog of War triggers his prowl and keeps him breathing.
Drawbacks and Downsides[edit]
- He's squishy, and Hunter's Mark is so powerful, it makes him a large target
Tricks and Tips[edit]
- Phase Jump can let you steal control points when set up properly. Or place your wayfarer on control points and draw him back to your stones.
- If your caster has a lot of friendly faction effects (such as the Baldurs and Morvanhas), consider him over Lanyssa to receive those benefits.
- His MAT is high enough that he has a decent chance of killing a squishy solo on the charge and getting battle wizard off. However, it's usually better to hide him in the back.
Other[edit]
Trivia[edit]
Released in Hordes: Evolution (2007)
Theme Forces[edit]
- Secret Masters - (Article) (Category)
- Call of the Wild - (Article) (Category)
- The Bones of Orboros (Article) (Category)
Other Circle models[edit]
Rules Clarifications[edit]
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Rules Clarification: : Magical Damage (Edit) |
* 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)
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Rules Clarification : Pathfinder (Edit)
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Rules Clarification : Battle Wizard (Edit)
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Rules Clarification : Magic Ability (Edit)
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Rules Clarification : Hunter's Mark - None yet. (Edit)
Rules Clarification : Phase Jump - None yet. (Edit)
Rules Clarification : Stone Spray - None yet. (Edit)
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Rules Clarification : Prowl (Edit)
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