Gorax Rager

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Circle Logo.jpg Gorax Rager

Circle Light Warbeast

Hulking brutes that fall somewhere between man and beast, gorax serve the Circle Orboros by ripping its enemies limb from limb with their powerful, oversized claws. When wounded, gorax become living embodiments of primal rage, tearing into enemies with unfettered savagery.

Basic Info

SOM icon.jpg

Special Order Model
This model is no longer available through normal US distributors (as of 2018.04). Instead your local game store needs to order it through PP's Special Order Service. More info is available at PP Retailer Support.

International distributors can still access the entire catalog of models.

See also the Official Press Release and/or Category: Special Order Model.

Gorax Rager
Missing Info
Gorax.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR 9
MAT 5
RAT N/A
M.A. N/A
DEF 12
ARM 16
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 3
THRS 6
HP 22
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 7
N/A
N/A
FA U
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

Weapons

Animus

COST RNG AOE POW DUR OFF


Primal

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).

Minion status

The Gorax can also be controlled by the Minion Warlock known as Dr. Arkadius, and becomes a Minion Farrow warbeast when it does so.

Theme Forces

Thoughts on Gorax Rager

Gorax Rager in a nutshell

The Gorax is a cheap light warbeast that brings the Primal Animus, allowing Circle warbeasts to mangle armour. Every Circle player should own one - the animus is just that useful on a light warbeast.

Combos & Synergies

  • Riphorn Satyr is a good Primal target, and less of a loss than a warpwolf when it frenzies.
  • Kromac 2 lets the Gorax cast primal for free with Awakened Spirit. A circle warbeast with primal on feat turn will have a massive +4 Strength, as well as +4 mat against any target in Kromacs 14 inch command range. Up to 4 beasts can easily be put under primal in one turn between the gorax and kromac, but it will leave your army out of commission so its best used for an assassination run.
  • Primal does wonders for low strength lights like Griffons who are cheap enough to be relatively disposable after being targeted with primal
    • This is especially true with Una 2, since flank, hand of fate, and primal means griffons are hitting like heavies.
  • Tanith can throw out primals for 1 fury on her feat turn, allowing her to send in a ton of buffed up beasts, and still possibly camp some.
  • A Gorax is pretty much an auto-include in the beast heavy Call of the Wild Theme. Only pass up on it if you want a feral Warpwolf instead, although the 11 point difference is enough that taking the gorax nets you an extra light and an extra solo

Drawbacks & Downsides

  • It's a special order model
  • Mostly just an animus on a stick.
  • Does nothing for Wolds

Tricks & Tips

  • Remember it can two handed throw people.
  • Pain Response only requires a single box be filled. You can have a Bloodweaver put a single anatomical precision hit into it turn 1, and it will enjoy free charges for the rest of the game. Alternatively, have your warlock put an unboosted melee swing into it if they aren't very strong.
  • Primal is best used in situations where you don't care if your beast survives until your next turn, use it to trade up with lights like Scarsfel Griffons, or on a high pow heavy such as a Stalker for an assassination run

Other

Trivia

Released way back in Primal Mk1 (2006)

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
Solos

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
Call of the Wild - Secret Masters - The Bones of Orboros - The Devourer's Host - The Wild Hunt
Minions
Refer to Who Works for Whom and/or Category: Circle Orboros Minion
This index was last updated: 2019.04

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.
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Rules Clarification:  : Warbeast      (Edit)
(Click Expand to read)

See also the Warbeast page for a recap of the core warbeast rules.

Forcing

  • If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)

Animi

  • 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)

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)

Frenzy

  • 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, then it will make a failed charge and end its activation. (Locked thread)

Rules Clarification : Pain Response - 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)