Razor Worm

From LOS Warmachine University
Jump to: navigation, search
Are you stuck at home wishing you could play Warmachine & Hordes?
Why not check out the new fan-made War Table simulator?

Skorne Logo.jpg Razor Worm

Skorne Light Warbeast

Dragged from beneath the hardened ground of the Bloodstone Marches, razor worms are frightening and voracious monsters. The worms are difficult to track as they burrow through solid rock or the tangled roots of dense terrain. Under the direction of skorne warlocks, the razor worms bore through the surface earth of the battlefield, erupting from the ground as a nightmare of hungry teeth and piercing spines. Those they attack are dragged below the earth and consumed whole, their screams cut short by the choking earth.

Basic Info

Razor Worm
Missing Info
Razor Worm.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
M.A. N/A
DEF 13
ARM 15
ESSENCE {{{essence}}}
HP 21
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.
  • AD symbol.jpg Advance Deployment
  • Eyeless Sight symbol.jpg Eyeless Sight
  • Pathfinder symbol.jpg Pathfinder
  • Dig In (★ Action) - This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. It can begin the game dug in.
  • Drag Below - During this model's activation, immediately after resolving an attack in which it boxed an enemy warrior model, this model can use Drag Below. The boxed model is RFP'd and this model can immediately make a full advance and then perform a Dig In special action, then its activation ends. This model cannot be targeted by free strikes during this movement.
  • Extended Control Range - When checking to see if this model is in its controller's control range, double the range.
  • Serpentine - This model cannot make slam or trample power attacks and cannot become knocked down.


  • Bite - 1" reach, P+S 12 melee attack


Spiny Growth

1 SELF - - Round No
The spellcaster gains +2 ARM. If a non-warrior model hits the spellcaster with a melee attack, the attacking model suffers d3 damage points immediately after the attack is resolved unless the spellcaster was destroyed or RFP'd by the attack. Spiny Growth lasts for one round.

Theme Forces

Recent Changes

  • No changes since 2018.12

Thoughts on Razor Worm

Razor Worm in a nutshell

The Razor Worm is a light beast with a bunch of different abilities that, in conjunction, make it a decent skirmisher or flanker. While it doesn't have much staying power or hitting power, it can generally be elusive enough to cause your opponent a minor headache. And with a cost bordering on Lesser Beast pricing, you might just find this a worthwhile investment. Additionally, it's a cheap way to give your Warlock access to Spiny Growth.

Combos & Synergies

  • Lord Tyrant Hexeris and especially Lord Arbiter Hexeris. If you were trying to invent the perfect light Arc Node it have some combination of low cost, decent speed, advance deployment, eyeless sight, sprint, and long leash. The Razor Worm has all those (and some useful abilities besides) - and just needs Hexeris to allow it to be channeled through.
  • Master Ascetic Naaresh It's a mobile light warbeast. It gains a lot from his feat and Naaresh can use Spiny Growth with his Painmonger ability to stack arm pretty high after getting whipped by his boys.
  • Tyrant Zaadesh - his control area can be painful at times. The Razor Worm can roam further forward. It can also use Drag Below to set up Zaadesh tag teaming.
  • Tyrant Xerxis and Xerxis, Fury of Halaak - the Razor Worm can ignore both incarnations' pitifully small control range, allowing you to have some (poor) beast leverage across a larger swath of the table outside of Xerxis2's feat.
  • Xerxis1 can actually make the Razor Worm into a bit of a threat on feat turn, delivering POW 12 weapon master attacks well beyond the 10" bubble your opponent was likely expecting them to come from, and is cheap enough that you can mostly throw it away on a suicide mission on feat turn. Additionally, you can stack Spiny Growth and feat ARM buff for ARM22 for 1 turn. Another transfer might be better, but the Razor Worm gives you the option.
  • Xerxis2 buffs the Worm through his Field Marshal, and a SPD 8 Razor Worm suddenly becomes a little more worrisome for enemy support pieces. The SPD buff helps on your pseudo-Sprint from Drag Below too, allowing you to get slightly farther away from all the things that want to kill you.

Drawbacks & Downsides

  • It's a special order model.
  • It's a support model with low damage output
  • The Spiny Growth animus is often best left off of your Warlock because Fury for transfers is usually better than some ARM. However, some Warlocks like Naaresh or Zaal, the Ancestral Advocate both have good starting ARM, and can spare the Fury to cast the animus.
  • The Archidon has an overlapping role and a much more threatening combat presence.

Tricks & Tips

  • Drag Below is effectively a free strike immune sprint, but requires that you killed a warrior model to use. Fortunately, that is pretty much all the Razor Worm can kill, so the caveat is likely moot.
  • Do not forget that Drag Below is an RFP effect. This is extremely important in some match ups, especially against opponents who rely on recursion to win attrition.
  • The Razor Worm is often best off sprinting through the enemy so they can't charge it as it's in their back arc.
  • If you choose to hold the Razor Worm back in the early game, you can use it late game as a surprisingly effective scenario piece. It can easily hold or contest zones on the opposite side of the table from your warlock, and the fewer attacks your opponent has, the more effective Dig In and Spiny Growth become.



Released in Forces of Hordes: Skorne (2010)

Other Skorne models

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

Agonizer - Aradus Scarab - Reptile Hounds - The Terrorizer

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

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

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


Abidan the Keeper - Ancestral Guardian - Aptimus Marketh - Extoller Novitiate - Extoller Soulward - Hakaar the Destroyer - Immortal Vessel - 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
Refer to Who Works for Whom and/or Category: Skorne Minion
This index was last updated: 2020.01

Rules Clarifications

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 : Advance Deployment      (Edit)

  • Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)
RC symbol.png

Rules Clarification : Eyeless Sight      (Edit)

  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
RC symbol.png

Rules Clarification : Pathfinder      (Edit)

RC symbol.png

Rules Clarification : Dig In and/or Foxhole Buddy     (Edit)

  • Unlike nearly every ability in the game, Dig In doesn't have a "expires after one turn/round" clause.
  • Thus you could spend your action on turn 1 to Dig In and (assuming you don't move or get engaged) stay Dug In on turn 2 and use your action to make ranged attacks.
  • Being pushed counts as moving. (Locked thread)
  • If a model with Dig In is added to play or returned to play, it does not count as "starting the game". It can't be put into play already Dug In. (Infernal Ruling)
  • You can use Dig In while you're in someone's back arc. You are engaging, but not engaged.
RC symbol.png

Rules Clarification : Drag Below      (Edit)

  • You cannot use an "anytime" ability (such as an animus) during an attack that involves a Drag Below. This is because Drag Below is resolved during Step 12 of the Attack Sequence and causes your activation to end, and you can't use an "anytime" ability until after finishing step 14. (Infernal Ruling)

Rules Clarification : Extended Control Range and/or Long Leash - None yet. (Edit)
Rules Clarification : Serpentine - None yet. (Edit)

Rules Clarification : Spiny Growth - None yet. (Edit)