Prime This model is available in one Prime Army, Secret Dominion. 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.
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The blackclads are few in number, but their work is constant and endless.
The masters of the wilderness are cunning.
Younger initiates to the Circle, these Druids bring a mastery of elemental forces against their enemies. With a wave of their hands they can uproot and throw enormous rocks, wreath themselves in wind and mist to confound their foes, or disrupt and unravel the magic of enemy spellcasters.
Basic Info
Druids of Orboros |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Unit / Overseer |
BASE |
Small |
SPD |
6 |
STR |
6 |
MAT |
5 / 6 |
RAT |
N/A |
M.A. |
6 |
DEF |
13 |
ARM |
13 |
CMD |
7 / 9 |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
1 / 5 |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
2 |
UNIT SIZE |
6 + 1 CA |
COST |
7 + 4 CA |
1.6 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
- Entire Unit
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Pathfinder
- Magic Ability [ 6 ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
- Prowl - While this model has concealment, it gains stealth.
- Overseer only
- He has a better statline and 1 extra spell.
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Officer
- Granted: Apparition - While this model is in formation, models in its unit gain Apparition. (Apparition - During your Control Phase, place models with Apparition anywhere completely within 2" of their current location.)
- Tactics: Sacred Ward - Models in this unit gain Sacred Ward. (Sacred Ward - A model with Sacred Ward cannot be targeted by enemy spells.)
Weapons
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Voulge
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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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10
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Spells
Theme Forces
Thoughts on the Druids of Orboros
Druids in a Nutshell
A unit of toolbox utility skirmishers and spellcasters. They knock models down, move them around, and can block line of sight.
Thoughts on adding the CA
Apparition, Sacred Ward, and the ability to cast Elemental Immunity come at the cost of more than half the base unit. Druids aren't generally worth it, but if you're going to buy Druids then 2" extra threat range, immune to incoming spells, and the ability to be immune to some incoming attacks is a substantial upgrade. It's probably overpriced though.
Combos & Synergies
- The Woldwrath gives boosted attack rolls on their offensive spells with its animus.
- The Celestial Fulcrum increases their ability to hit.
Drawbacks & Downsides
- Not a lot of killing power
- Vulnerable to blasts
- Hard to now get in front of the rest of the army to cloud wall
- The cloud wall dies when they do
Tricks & Tips
- Knock Shield Wall models out of B2B to lower their ARM by 4.
- Push people around to set up charge lanes.
Other
Trivia
Other Circle models
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* 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.")
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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 : Magic Ability (Edit)
- Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
- You must complete your movement before you use a MA.
- A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
- You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
- You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
- You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
- There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
- Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
- Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
- Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
- Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.
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Rules Clarification : Pulse of the Earth (Edit)
- Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
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Rules Clarification : Summon Vortex - None yet. (Edit)
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Rules Clarification : Wind Strike (Edit)
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Push - General ( Edit) [Show/Hide]
- Pushed models do not change their facing.
- Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
- Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
- You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
- Pushed models suffer the effects of anything they move through (such as acid clouds).
- If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
- However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
- In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
- If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
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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 : Elemental Protection - None yet. (Edit)
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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 : Apparition (Edit)
- Apparition is an "Other" Control Phase effect, so it happens at Step 7 of the Control Phase.
- It happens after paying for upkeeps, Power Up, etc
- If you have another "Other" Control Phase effect, you get to choose the order to resolve them.
- If a model is B2B with you when you use Apparition then they will be exactly 2" away afterwards. So you'll still be in the melee range of anything with RNG 2 or higher.
- Unit members must always be placed in formation. Refer to the "Placed" section of the core rulebook.
- If a trooper can't be placed in formation (because it's more than 2" out of formation to begin with) then it can't be placed at all.
- The unit commander is always "In Formation" by definition, so can be placed where it likes.
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Rules Clarification : Sacred Ward and/or Spell Ward (Edit)
- Sacred/Spell Warded models can still be affected by spells. For instance, CTRL area spells, AOE that deviate, and/or sprays that target a nearby non-warded model.
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Note to Editors
To edit the CA's tagged abilities, Click here
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