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| Razor Worm |
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.
- 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.
- Advance Deployment
- Eyeless Sight
- 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
|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.|
- 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
|See also the Warbeast page for a recap of the core warbeast rules.