Feral Warpwolf

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Circle Logo.jpg Feral Warpwolf

Circle Warpwolf Heavy Warbeast

Warpwolves are humans that have been transformed into savage beasts well suited for battle. The druids of the Circle Orboros use the vicious feral warpwolves to strike their enemies hard and fast, unleashing them to sow death and discord with tooth and claw.

Basic Info

Feral Warpwolf
Missing Info
Feral Warpwolf.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
STR 11
M.A. N/A
DEF 14
ARM 16
ESSENCE {{{essence}}}
HP 30
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • 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 to read the long version.
  • 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.
  • Controlled Warping - This model must choose one of the following benefits when it activates. If it frenzies it must choose Warp Strength.
  • 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.


  • Bite - 1" reach, P+S 14 melee attack
  • Claw (x2) - 1" reach, P+S 15 melee attacks




2 6 - - (★) -
Target friendly Faction living warbeast gains +2 to MAT & STR for one round, but automatically frenzies in your next Control Phase (even if this animus expires for any reason).

Theme Forces

Recent Changes

No changes since 2018.10

Analysis of Feral Warpwolf

Extreme Sculpt

Feral Warpwolf in a nutshell

The Feral Warpwolf is a heavy killer. With a higher MAT than non-character Warpwolves and three initial melee attacks, it simply does a better job of killing heavies, especially as it comes with a scarily powerful animus. With above average speed for a heavy most of the time, you will find yourself warping STR and charging in to show your manliness off to anything that gets in your range.

Combos & Synergies

  • Baldur2 can cast Roots of the Earth on it, rendering it immune to knockdown and making it ARM 21 if it warps Armor. Rock Wall goes a long way toward keeping it safe against shooting and (to a lesser extent) melee.
  • Each of the Kaya's does something for the Feral:
    • Kaya1 increases its accuracy via Pack Hunter, allowing it to reliably hit DEF 16. She can also teleport it back for hit-and-run, and run it hotter thanks to Soothing Song.
    • Kaya2 increases its hitting power and survivability via Forced Evolution, and Shadow Pack helps keep it safe from shooting. She can also teleport it back once per game via feat. Dog Pile increases its threat.
    • Kaya3 can massively up its offense via Synergy, and protect it going in via Fog of War and her feat. Reposition 3" allows it to back up after it gets work done.
  • Kromac1 turns them into highly-accurate missiles with Wild Aggression and Road to War.
  • Kromac2 - Thanks to Awakened Spirit, Primal is free to cast, and Primal stacks with Kromac´s feat to give +4 STR +2 MAT +2 ARM.
  • Any living warbeast - Every warbeast wants to hit harder and more accurately. It's just a matter of determining what you can afford to lose next turn.
  • Lanyssa Ryssyl, Nyss Sorceress or the Blackclad Wayfarer - Hunter's Mark is an excellent threat range extender that provides free charges.

Drawbacks & Downsides

  • In order to get full use of the speed you need to not warp strength. It's pillow fisted at this point
  • no way of rampaging through infantry like other warpwolves.
  • Vulnerable to knockdown like other warpwolves

Tricks & Tips

  • Remember that you do have more speed (and a longer trample) than people expect
  • Decide when to Primal. It's not always a good idea.
  • Warp Armor is what you use before the fight actually starts.


Classic Sculpt


  • Originally released all the way back in Primal Mk1 (2006)
  • Resculpted in 2013 and now sold in a multi-kit with the pureblood and stalker wolves.
  • Also available in an extra-large "Extreme" sculpt.
  • Warpwolves are humans who were granted metamorphic abilities with an elixir concocted by the Druids of the Circle Orboros (ingestion of said elixir might or might not be voluntarily).

Other Circle models

Circle Logo.jpg       Circle Index       (Edit)
Battlegroup & Similar
Warlocks Baldur1 - Baldur2 - Bradigus1 - Grayle1 - Iona1 - Kaya1 - Kaya2 - Kaya3 - Kromac1 - Kromac2 - Krueger1 - Krueger2 - Mohsar1 - Morvahna1 - Morvahna2 - Tanith1 - Una2 - Wurmwood1
Lessers & Attachments Druid Wilder (Attached) - Una1 (Lesser)
Light Argus Moonhound - Winter Argus - Wild Argus - Gorax Rager - Razorwing Griffon - Rotterhorn Griffon - Scarsfell Griffon - Wold Wight - Woldwatcher - Woldwyrd
Heavy Gnarlhorn Satyr - Riphorn Satyr - Shadowhorn Satyr - Feral Warpwolf - Pureblood Warpwolf - Warpwolf Stalker - Wold Guardian - Woldwarden
Brennos the Elderhorn (Satyr) - Ghetorix (Warpwolf) - Loki (Warpwolf) - Megalith (Woldwarden)
Gargantuans Storm Raptor - Woldwrath
Units, Solos, Battle Engines, & Structures
Units Druid Mist Riders - Druids of Orboros & CA - Reeves of Orboros & CA - Sentry Stone & Mannikins - Shifting Stones & CA - Stoneward & Woldstalkers - Tharn Bloodtrackers & Character UA - Tharn Bloodweavers & CA - Tharn Blood Pack - Tharn Ravagers & CA - Tharn Wolf Riders - Warpborn Skinwalkers & CA - Wolves of Orboros & CA
Brighid & Caul - Death Wolves

Blackclad Stoneshaper - Blackclad Wayfarer - Bloodweaver Night Witch - Druid Wilder - Gallows Grove - Lord of the Feast - Reeve Hunter - Primal Archon - Tharn Blood Shaman - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - Una the Falconer - War Wolf - Wolf Lord Morraig

Battle Engines & Structures Celestial Fulcrum (Engine) - Well of Orboros (Structure)
Theme Forces
Secret Masters - The Bones of Orboros - The Devourer's Host - The Wild Hunt
Refer to Who Works for Whom and/or Category: Circle Orboros Minion
This index was last updated: 2019.07

Rules Clarifications

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Rules Clarification : Open Fist (aka, Power Attack Throw)     (Edit)

  • Throw - General ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • 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.
  • 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.
    • 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 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.

RC symbol.png

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)
  • 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)


  • 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 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)
RC symbol.png

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Controlled Warping - None yet. (Edit)
Rules Clarification : Protective Plates - None yet. (Edit)
Rules Clarification : Warp Speed - None yet. (Edit)
Rules Clarification : Warp Strength - None yet. (Edit)
Rules Clarification : Regeneration - None yet. (Edit)

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Rules Clarification : Primal      (Edit)

  • The warbeast will frenzy next turn even if the animus expires (for instance you cast another animus to "overwrite" Primal). (Closed thread)
  • Despite having a duration of (★), you lose the STR and MAT bonus if the animus expires. (Infernal Ruling)