Soul Stalker

From LOS Warmachine University
Jump to: navigation, search
99% of this website is about Mark 3 (mk3), which is the previous edition of the game (2016 to 2022). The reasons for this are explained here.

1% of the website is about Mark 4 (mk4), but only in regards to which mk3 models are useable in mk4 Prime and which are mk4 Unlimited. See Legacy Armies for more detail.
Infernal Logo.jpg Soul Stalker

Infernal Heavy Horror

Mk4 icon.png
Prime
This model is available in one Prime Army, Infernals. 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.

Among the most frequently witnessed of horrors on Caen, the soul stalker is a terrifying serpentine creature that tirelessly stalks its prey. Arriving into the world with a piercing shriek, a stalker twists through the air in defiance of natural laws. Stalkers are sent from the Outer Abyss to harvest marked souls lingering in Caen so they can be brought back to the infernal masters. They can slay by bite or constriction, absorbing the souls of any they slay to add to those they have already collected.

Basic Info

Soul Stalker
Missing Info
Soul Stalker.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 7
STR 10
MAT 6
RAT N/A
M.A. N/A
DEF 13
ARM 16
CMD N/A
ESSENCE 4
FOCUS N/A
FURY N/A
THRS N/A
HP 22
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE N/A
COST 13
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock
  • Horror - This model is the Infernal equivalent of a warjack or warbeast. They have a number of unique rules (which you can read here), but fulfil the same role; namely, being big and stompy.

Abilities

Weapons

Bite
Sword icon.jpg  RNG   POW   P+S 
1 5 15
Constrict
Sword icon.jpg  RNG   POW   P+S 
1 3 13
  • Magical dam symbol.jpg Damage Type: Magical
  • Coil - When this model directly hits a model with this weapon, this model's melee attacks against that model automatically hit for one turn.

Theme Forces


Thoughts on the Soul Stalker

Soul Stalker in a Nutshell

The Soul Stalker is the lightest of the heavy Horrors, and is a gribbly snake monster thing that helps collect souls for your Master. It is fast and nimble, and when it eats enemy living models their souls get passed back to it's Master, allowing them to make use of Cull Soul without needing to be on the front lines. Against the right kind of enemy army, the Soul Stalker can help mitigate Essence issues by sending souls back to your Master.

While not an exceptional combatatant, POW 15s become a whole lot more exciting when they are auto-hitting thanks to Coil. This combo makes the Soul Stalker remarkably hard hitting on the charge, especially against lower ARM lights or models which rely on DEF.

When to Summon

You summon the soul stalker when you need to take advantage of the unique abilities of this horror over the others: Native Pathfinder, Native stealth, its increased threat range, its auto hit ability to deal with high defense models, or its ability to collect souls while keeping your master at a safe but reachable distance.

Combos & Synergies

  • Runewood2 can use his curse to make it effectively MAT 8
  • Desolator spray can make it effectively P+S 15 and 17 for its attacks.
  • Zaateroth can give it ghostly to help it move around without free strikes, black spot increases its ability to hit and can trigger free attacks, or rites of torment to increase it's threat range. Her feat bumps it's defense up to 16. A Def 16 model that can't be knocked down and moves if an attack misses it and has stealth can be quite a pain for your opponent. She will appreciate the ability to get souls from a safe distance in instances where you can collect them.
  • Agathon can tether it to increase it's threat range and provide curse of shadows to either make it hit harder or get to places previously blocked. He will appreciate the ability to get souls from a safe distance in instances where you can collect them.
  • Omodamos increases it's ability to hit and damage via synergy, his signature spell increases it's survivability in melee, and his feat increases it's threat range and provides ghostly to ignore free strikes.

Drawbacks & Downsides

  • Weakest of the 3 heavy horrors both offensively and defensively - as it sits between both in terms of points cost and as it’s value depends a lot on your opponents list it is often a safer bet to reach for one of the other heavies.
  • One of it's biggest advantages over other heavies is to collect souls for the master, which will not be possible in all situations and Omodamos already grants a similar ability to horrors in his battlegroup.

Tricks & Tips

  • Soul Claiming only works while the Soul Stalker is within its controller's control range. With Agathon, this is a massive 18" off a large base. With Omodamos, this is a much more reasonable 12" off a large base.

Other

Trivia

  • Released with the Faction launch (2019.06)

Other Infernal models

Infernal Logo.jpg       Infernal Index       (Edit)
Unique Rules : Masters, Horrors, Essence, & Summoning
Battlegroup
Infernal Masters Agathon - Omodamos - Zaateroth
Attachment (1) Lord Roget d'Vyaros
Master Infernalist Princess Regna
Lesser Foreboder Heavy Desolator - Soul Stalker - Tormentor
Light Lamenter - Shrieker Colossal Guardian of Souls - Harvester of Souls
Units, Solos, & Structures
Structures Infernal Gate
Solos

Eilish1 - Eilish2 - Great Princess Regna Gravnoy (Master Infernalist) - Hermit of Henge Hold - Lord Roget d'Vyaros (Attachment) - Lynda the Forgotten - Nicia2 - Orin1 - Saxon Orrik - Runewood2 - The Wretch - Umbral Guardian - Valin Hauke, The Fallen Knight

Units

Croe's Cutthroats - Cultist Band - Griever Swarm - Howlers

Theme Forces Mercenaries
Dark Legacy - Hearts of Darkness J.A.I.M.s

This index was last updated: 2021.07

(1) - Note that an Infernal Master Attachment is not part of the battlegroup, they are merely listed there for convenience.

Rules Clarifications

RC symbol.png

Rules Clarification : Horror      (Edit)

  • Horrors cannot spend essence outside of their activation. For instance, they can't boost free strikes. (Infernal Ruling)
  • If both the master and the horror are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the horror before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the horror. (Infernal Ruling)
  • Tithe is optional (despite the use of the word "must" in the Tithe rules; it's used in much the same way as "a warjack must spend 1 focus to run"). (Infernal Ruling)
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.
  • Blind vs Eyeless Sight (Edit)
    • If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
    • Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.
  • Anti-Cloud abilities vs Burning Earth (Edit)
If you make a piece of terrain "Burning Earth" it counts as a cloud effect in addition to it's original type. This has 2 odd rulings:
  1. If any part of the terrain piece is "hit" by an ability that makes clouds expire (such as Gale Winds) then the entire terrain piece is taken off the table. (Infernal Ruling)
  2. If a model can ignore clouds but not the original terrain type, they don't ignore the terrain. For instance if you have a burning forest, then Eyeless Sight can't see through the forest. (Infernal Ruling)
RC symbol.png

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Soulless - None yet. (Edit)

RC symbol.png

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.

Rules Clarification : Serpentine - None yet. (Edit)

RC symbol.png

Rules Clarification : Soul Claiming      (Edit)

  • "Regardless of proximity" soul takers (Edit)
    • The model which ignores distance doesn't always get the soul. Abilities which say you "can't" collect souls (such as Soul Ward) trump it, due to the general rule that "can't trumps can".
    • If there are multiple models that all have the "regardless of proximity" clause, then you randomise who the soul goes to. (Infernal Ruling)


RC symbol.png

Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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.")
RC symbol.png

Rules Clarification : Coil      (Edit)

  • Translation for newbies : Once you hit your target, your next attack(s) will auto-hit.
  • If your target becomes out of range in between attacks (somehow), then Coil will not let you auto-hit. Refer Step 3 vs Step 4 of the Attack Sequence (Apdx A).