Storm Raptor

From LOS Warmachine University
Jump to: navigation, search
We have 1319 articles and 88% are complete!   Please help review these models from 12+ months ago: (and/or the rest) (Edit)  

Circle Logo.jpg Storm Raptor

Circle Gargantuan Warbeast

The storm raptor soars over the battlefields of Immoren, its body crackling with electrical energies. Its silhouette blots out the sun while its keen eyes scan for those who would oppose its druidic masters of the Circle Orboros. The captive lightning that flickers through its feathers is unleashed in blinding arcs of voltaic energy as the raptor dives upon its prey, talons extended for the kill.

Basic Info

Storm Raptor
Missing Info
Storm Raptor.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
STR 13
M.A. N/A
DEF 12
ARM 18
ESSENCE {{{essence}}}
HP 50
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
Warcaster 1
the Statblock


  • Gargantuan - Gargantuans are even bigger warbeasts, with additional special rules. Click here for the Gargantuan rules.
  • 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.
  • Flight symbol.jpg Flight
  • Pathfinder symbol.jpg Pathfinder
  • Electricity Imm symbol.jpg Immunity: Electricity
  • Plasma Nimbus - If this model is hit by a melee attack, immediately after the attack is resolved you can choose to have the attacking model suffer a POW 10 electrical damage roll unless this model was destroyed or removed from play by the attack.
  • Deceptively Mobile - At the end of an activation in which it didn't run or fail a charge, this model can advance up to 3", then its activation ends. This model can move outside its Normal Movement as a result of Deceptively Mobile.
  • Flying High - Ranged attacks targeting this model suffer –3 RNG. Friendly models can advance through this model if they have enough movement to move completely past its base. This model loses Flying High if it loses Flight.


  • Lightning - 14" range, POW 14 ranged attack.
    • Reload [2] - This model can be forced to to make up to 2 additional ranged attacks with this weapon during its Combat Action. It can make one additional attack for each time it is forced.
    • Electricity dam symbol.jpg Damage Type: Electricity
    • Sustained Attack - During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
    • Energy Pulse (★ Attack) - This attack does not need a target. Each other model within 6" of this model that is in its front arc is automatically hit unless this model's LOS to it is blocked by terrain. Models hit suffer suffer a POW 12 electrical damage roll. Energy Pulse damage rolls are simultaenous.
  • Talons (x2) - 2" reach, P+S 17 melee weapon.
    • Open Fist symbol.jpg Open Fist
    • Disruption Crit symbol.jpg Critical Disruption
    • Electro Leap - When a model is directly hit with a basic attack made with this weapon, you can have lightning arc to the nearest model within 4" of the the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the leap.
  • Beak - 2" reach, P+S 18 melee weapon.
    • Disruption symbol.jpg Disruption
    • Electro Leap - When a model is directly hit with a basic attack made with this weapon, you can have lightning arc to the nearest model within 4" of the the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the leap.


Sky Fire

1 SELF - - Round -
When a friendly Faction model makes an attack with a ranged weapon with Damage Type: Electricity targeting an enemy model within 10" of the spellcaster, the attacking model gains +2 to its attack roll. When an enemy model within 10" of the spellcaster suffers an electrical damage roll, add +2 to the roll. Sky Fire lasts for one round.

Theme Forces

Recent Changes

No changes since 2018.10

Thoughts on Storm Raptor

Storm Raptor in a nutshell

The Storm Raptor is a mixed bag. It has very high speed, but being on a huge base means there are very few ways to extend that (Sprint, Apparition, etc don't work). It fries low ARM infantry that hit it, and does work against infantry via energy pulse. It has a three shot sustained attack gun, of which you can reload twice after pulsing, and due to how it functions with sustained attack, will allow you to auto hit your normal attacks on a pulse'd model that may have survived. On the other hand, it is one of the least hard hitting huge based models anywhere and isn't terribly tough. It is a living Warbeast which means you can cast Primal on it, however you generally won't want to unless you're ending the game as it makes a 34 point model frenzy.

Combos & Synergies

  • Krueger the Stormwrath - even more zapping than normal thanks to Sky Fire.
  • Una the Skyhunter can speed it up with her feat and up its offensive potential with Hand of Fate.
  • Baldur2 can make it tougher with Roots of the Earth and help shore up its melee defenses with Rock Wall, either using it for a DEF bonus in melee or blocking off models from reaching it.
  • Iona the Unseen can put use Hunters Mark for more threat range, Abattoir for an extra melee attack and her feat for rerolls. Pursuit doesn't work on it though.
  • Kromac2 ups its accuracy in melee with Carnage and can grant it either a free casting of Sky Fire via Awakened Spirit or Retaliatory Strike with Vengeful, which is especially useful for Disrupting enemy warjacks your opponent send at it. His feat ups the raptor's offensive potential and survivability to more respectable levels.
  • Morvahna2 can buff its offensive potential with both Scales of Fate rerolls and Carnivore.
  • Although it's risky, you can put it on Una1 to allow it to ignore terrain and intervening models via Bird's Eye. Watcher can also be used to defend Una from enemy melee combatants.
  • The Argus Moonhound can strip Stealth from enemy models and provide an accuracy buff for the Raptor's gun.
  • The Bog Trog Mist Speaker can give it Eyeless Sight and Magical Weapons, perfect for dealing with Stealth, Incorporeal models, or Menoth warjacks under the Choir.
  • It can buff anything with electrical rolls.
  • Playing it in Call of the Wild reduces the cost of Sky Fire to 0, effectively making it free, barring effects such as Lamentation.

Drawbacks & Downsides

  • It is a really big target and not that tough.
  • Heavies won't be bothered by plasma nimbus.
  • Currently, its animus only buffs a handful of things in the faction (Druids, Goat Riders, Krueger1 and 2, Celestial Fulcrum, Woldwrath and itself). It is the sort of thing that could be great after another release or two.

Tricks & Tips

  • The beak has straight disruption (as opposed to critical), which is very rare outside of Cygnar. Against warjacks (apart from colossi), hit them with that at least once. Even if you don't kill them, warjacks without focus won't be able to hit back much.
    • Watch out for support solos with Empower, as they can both give focus for the jacks, and nullify Disruption.



Released in Hordes: Devastation (2015)

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 - Chuck Dogwood - 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: 2020.02

Rules Clarifications

RC symbol.png

Rules Clarification : Energy Pulse      (Edit)

  • Although most abilities that cause auto-hits give you the option to roll to hit if you really wanted to, Energy Pulse does not have that option.
The reason for this is ...   [Show/Hide]
there is no attack roll for Energy Pulse. It says "each model is automatically hit"
Compare to Sustained Attack: "the attack automatically hits"
or Guided: "Attacks made with this weapon automatically hit".
Those other abilities imply an attack roll with a weapon. Energy Pulse does not.
  • Since Energy Pulse does not target, Stealth doesn't stop it. Stealth's auto-miss only kicks in when someone targets the stealth model from more than 5" away. (Infernal Ruling)
  • Since Energy Pulse does not target, abilities that "prevent a model being targeted by ranged attacks" (such as Submerge or Passage) don't stop it.
  • Auto-hits are considered direct hits, so they can be Shield Guarded. (Locked thread)
  • For the purposes of Thunderhead's Sustained Attack ability, he can buy additional ranged attacks that will auto-hit anyone in the pulse, however...
    • All models hit by an Energy Pulse are considered to be the "last model hit by that weapon". Once you shoot one, though, it becomes the only "last one" and if you buy a second attack then you can only auto-hit that one.
    • Although the Pulse doesn't target and it can hit Stealth models, your bought attacks do target and will auto-miss Stealth models. Refer to the "auto-miss vs auto-hit" rule in the core rules.
RC symbol.png

Rules Clarification : Reload      (Edit)

  • You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)
  • If you have (x2) of a weapon with Reload (such as Caine1), the special rule will only be written on the card once. But you can reload both weapons to the max limit. (Infernal Ruling)
RC symbol.png

Rules Clarification : Electricity      (Edit)

  • When electricity arcs/leaps, you ignore models with Immunity:Electricity. The arc "skips" them.
  • If you attack a model with Immunity:Electricity, the arc/leap won't go anywhere at all. The arc is "grounded".
  • Incorporeal models do not have Immunity: Electricity (they just ignore non-magical damage). As such electricity can arc/leap to and from incorporeal models.
RC symbol.png

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 : Disruption      (Edit)

  • If a model is disrupted, it cannot get focus for any reason. Whether the rule says 'allocate', 'gain', 'receive' or 'give' ... Disruption stops it all. (Infernal Ruling)
  • Despite being unable to channel spells, a warjack can still be the target of spells just fine.
RC symbol.png

Rules Clarification : Electro Leap      (Edit)

  • Electro Leaps are optional.
  • Electro Leap is a weapon property. As such, it doesn't apply to Power Attacks at all.
  • A Steamroller flag can be hit by Electro Leap (if it's the nearest model). (Infernal Ruling)
  • Not considered an attack / Pure damage roll (Edit)   [Show/Hide]
    • Some attacks create a "secondary damage" roll that is explicitly "not considered an attack" (such as Electro Leap); while other abilities just tell you to make a "pure damage" roll without mentioning attacks at all (such as Vent Steam). In terms of interacting with 'attack triggers' (such as Vengeance) "secondary damage" and "pure damage" work the same.
    • When one attack triggers a secondary damage roll, the original attack and damage is definitely an attack and triggers stuff normally.
    • Secondary/pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Secondary/pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
    • Secondary/pure damage is not from an attack, but it is damage from the original model. This has two implications:
      1. It's not an attack from a weapon so:
        • it won't gain damage buffs from the weapon (such as Poison).
        • it won't gain any Damage Types from the weapon. (Infernal Ruling)
      2. It is a damage roll from a model so:

RC symbol.png

Rules Clarification : Gargantuan      (Edit)

  • In Warroom all gargantuan's have their animus incorrectly labelled as "spells". This is a known bug. (Staff Comment)
  • Refer to the Gargantuan article for a recap of their rules.
  • Huge Base (Edit)
    • Coming on a huge base triggers a bunch of rules scattered throughout the rulebook. Click here for a summary of them.
    • You can draw LOS from your Left arc to a target in your Right arc (and vice versa). See also this diagram
    • Huge-based models get bonus distance on Power Attack Slams. But this bonus doesn't apply to slams caused by other means, such as Critical Smite or the Hurricane's Thunder Charge ability.
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:  : Flight      (Edit)
(Click Expand to read)

  • Flight doesn't ignore:
    • Impassable terrain and hazardous terrain
    • Templates that stay in play and do damage to models moving through them (such as a Scather).
    • Free strikes.
  • Trampling with a flying model (Edit)
    • Flight allows you to trample "over" medium- and larger-bases.
    • Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
      • Unless, of course, you have an exception like Blade Rush.
  • Flight on a Cavalry model (Edit)
    • Although you can move over obstacles/models while charging, if you want to stop and make Impact Attacks while you fly "over" models you need to stop in a legal position. You can't make Impact Attacks while your flying horse is on top of obstacles, models, etc.
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
RC symbol.png

Rules Clarification : Pathfinder      (Edit)

RC symbol.png

Rules Clarification : Deceptively Mobile      (Edit)

  • This rule doesn't give you carte blanche to move whenever you like, and doesn't work with stuff like Overrun.
    When it says "can move [...] as a result of Deceptively Mobile" it means it can move while applying that rule. (Locked thread)

Rules Clarification : Flying High - None yet. (Edit)

RC symbol.png

Rules Clarification : Plasma Nimbus      (Edit)

  • If you're hit by a CMA, only the primary attacker takes damage from Plasma Nimbus.
  • For a warbeast with Plasma Nimbus and a crippled body, you roll less one dice for the Plasma Nimbus damage.

Rules Clarification : Sky Fire - None yet. (Edit)