Tharn Blood Shaman

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Circle Logo.jpg Tharn Blood Shaman

Circle Tharn Solo - (Warlock Attachment)

Blood magic is the oldest of arcane practices in western Immoren, one the Tharn have mastered. While bloodweavers leap into the fray to wet their sacrificial blades, blood shamans are more reserved and focused, steeped in deeper sacrificial rites. They have long served the masters of the Circle Orboros, facilitating their magics through bloodletting, a talent also brought to the greatest warlocks among the Tharn. Linked by blood-sworn pacts, such shamans can borrow spells from those they serve.

Basic Info[edit]

Tharn Blood Shaman
Missing Info
Tharn Blood Shaman.jpg
COST N/A
UNIT SIZE N/A
FA N/A
Warcaster 0
BASE Small
SPD 7
STR 6
MAT 7
RAT N/A
M.A. 6
DEF 14
ARM 11
CMD 7
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST 4
N/A
N/A
FA 1
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[edit]

  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
  • Attached - Before the start of the game, attach this model/unit to a friendly Faction warcaster/warlock for the rest of the game. Each warcaster/warlock can only have one model/unit attached to it.
  • Battle Wizard - Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
  • Magic Ability [ 6 ] - This model can use its Combat Action to cast spells. Offensive spells are a (★ Attack) and friendly spells are a (★ Action).
    • Blood Ritual (★ Action) - RNG 3. Target friendly living Circle model. If the model is in range, RFP it. If model is RFP'd, then choose one friendly Circle warrior model in the Shaman's CMD range. That model gains Divine Inspiration for one turn. (Divine Inspiration - This model gains an extra die on melee attack & damage rolls, but discards the lowest die.)
    • Harmonious Exaltation (★ Action) - Target this model's warcaster/warlock. If the warcaster/warlock is in CMD range, the first spell they cast this turn costs 1 less to cast.
    • Spell Slave (★ Action) or (★ Attack) - While in its controlling warcaster/warlock's control range, this model may cast a single spell from their boss's spell list with a COST of 3 or less, excluding upkeep spells and spells with a RNG of "SELF" or "CTRL".
  • Set Defense - A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.

Weapons[edit]

  • Spear - 2" reach, POW 5, P+S 11 melee weapon
  • Ritual Blade - 0.5" reach, POW 3, P+S 9 melee weapon


Thoughts on the Tharn Blood Shaman[edit]

Recent Release icon.jpg

Recent Release
This model/theme has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Feel free to remove this warning if you, personally, have a good level of gameplay experience with the model, have reviewed this article, and either you A) agree with the content 100% or B) for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.

Tharn Blood Shaman in a nutshell[edit]

The Blood Shaman is a warlock support model and a melee combat solo. She should offer useful support to the warlock and be capable in combat.

Combos & Synergies[edit]

  • Placeholder text inserted 2018.10.

Drawbacks & Downsides[edit]

  • Spell Slave is even more restricted than it sounds on paper.
    As well as the "obvious" restrictions listed on the card (no upkeeps, no SELF, no CTRL, no COST 4+), you're also limited by the core rulebook's definition of "spellcaster" which renders a lot of spells as useless or near-useless. Because if the spell text includes a sentence that has "the spellcaster's battlegroup" or "the spellcaster's control range" you have to mentally delete that sentence from the spell effects (because the Shaman has neither a battlegroup or fury stat).

Tricks & Tips[edit]

  • Placeholder text inserted 2018.10.


Other[edit]

Trivia[edit]

  • Spoilers revealed at Lock and Load (2018.06), beta rules released in the Tharn CID (2018.08), final rules released at Warmachine Weekend (2018.10)

Theme Forces[edit]

Other Circle models[edit]

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 (Attached) - Gallows Grove - Reeve Hunter - Tharn Blood Shaman - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - War Wolf
Lord of the Feast - Una1 (Lesser) - 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: 2018.10

Rules Clarifications[edit]

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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.
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Rules Clarification : Attached      (Edit)

  • Attached models are not (normally) part of the warcaster's/warlock's battlegroup. (Infernal Ruling)
(You need the Companion rule to become part of the battlegroup).
  • Thus, attachments are not affected by battlegroup-only effects such as Energizer (unless they're a Companion).
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Rules Clarification : Battle Wizard      (Edit)

  • Cavalry Battle Wizards can trigger it from their Mount Attacks. (Infernal Ruling)
  • This does not, however, allow them to trigger it twice in the same turn. (Infernal Ruling)
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Rules Clarification : Magic Ability      (Edit)

  • Almost every magic ability cannot be used on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Using a Magic Ability counts as a spell, for effects such as Spell Ward, Witch Hunter, etc.
  • Unlike with warcasters/warlocks, using a Magic Ability is not an "any time" ability. This means:
    • You must complete your movement before you use a MA.
    • You cannot make ranged or melee attacks on the same turn you use a MA.
    • You cannot use a MA on the same turn you charge.
    • (Unless, of course, the rules for the specific MA you're using say you can.)
  • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
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Rules Clarification : Blood Ritual      (Edit)

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Rules Clarification : Divine Inspiration      (Edit)

  • Discard Die (Edit)
    • The dice must be discarded - you can't keep it even if you want it for a critical hit.
    • For instance: if you discard "the lowest die", need 6+ to hit, and roll a 3, 3, and a 4 ... then you must discard one of the 3s, and you'll end up with a non-critical hit with the 3 + 4.
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Rules Clarification : Harmonious Exaltation      (Edit)

  • If the warcaster/warlock is affected by multiple COST-altering abilities (such as Lamentation which doubles cost) then follow the math rules: double/halve before adding/subtracting. (Infernal Ruling)
    • For example, a warcaster with Harmonious Exaltation and Lamentation casting a COST 3 spell would pay [3x2] - 1 = 5 focus.
  • Harmonious Exaltation can, in fact, lower the COST to zero. (Infernal Ruling)
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Rules Clarification:  : Spell Slave      (Edit)
(Click Expand to read)

Explanatory Note

This Rules Clarification is very similar to the ones for Necromancy and Geomancy (since all 3 are very similar abilities). Where Spell Slave is unique, the text has been coloured blue.

Who does the casting

  • It is the model with Spell Slave that does the casting, not the warcaster. (Infernal Ruling)
    • It's not anything simple like "the warcaster gets an extra spell" during the warcaster's activation.
    • Nor is it the "Spell Slave acts like an arc node". (On that note, Spell Slaves can't use arc nodes).
    • Any buffs/debuffs currently on your warcaster/warlock are completely irrelevant to the Spell Slave's casting.
  • For stuff that interacts with spellcasters (such as Witch Hunter) it is the location of the Spell Slave that matters, not the location of the warcaster.
    • If the Spell Slave is within an area of "models cannot cast spells within this area" effect, it cannot cast spells. Regardless of where your warcaster is.
    • If the warcaster is within an area of "models cannot cast spells within this area" effect, that has no effect on what the Spell Slave can do.

When/how does a Spell Slave cast

  • Spell Slaves use their Magic Ability to perform either a (★ Attack) or (★ Action).
    • Because you use your Combat Action to do (★ Attack) or (★ Action) you must complete your movement before casting a spell (unlike warcasters).
    • Typically, you cannot cast a spell after charging, because instead you must use your Combat Action to make a melee attack.
    • If you forfeit your action, or are affected by a enemy abilities that prevents you using your action, you will be unable to cast spells.
    • After casting a spell, a Spell Slave's activation ends (unlike what happens when your warcaster casts spells) because it has now completed both its move and its action.
  • Spell Slaves do not pay the full cost of a spell, so are unaffected by stuff which changes the COST of a spell; such as Lamentation. (Infernal Ruling) or Scaverous's feat (Infernal Ruling)

What spells can they choose to cast

  • A Spell Slave cannot cast spells with a range of SELF or CTRL or with a COST more than 3, or that are an UPKEEP.
    • In addition to this, a Spell Slave is heavily limited by the definition of 'Spellcaster'. Specifically:
      1. Spell Slaves can't cast spells that use the phrase "Spellcaster's battlegroup" because (most) spell slaves aren't in the battlegroup.
      2. Spell Slaves cannot benefit from anything that occurs in the 'Spellcaster's CTRL area' because they don't have one. (Infernal Ruling)
        For instance, a Spell Slave that casts Excarnate will not be able to summon a new grunt.
      3. Spell Slaves cannot benefit from spells that give the caster Focus. Such benefits are limited to models with the 'Focus Manipulation' rule, which only warcasters have.
        For instance, a Spell Slave that casts Siphon Bolt would still take focus from the enemy, but won't gain any focus itself.
      4. Sometimes a Spell Slave can cast a cast a spell, but they will miss out on some of the benefits of the spell (as described above)
    • A Hordes Spell Slave cannot cast animi, because they're not "spells on the warlock's spell card".

How can they boost the spell

  • You can not use focus that is on the warcaster to boost spells that the Spell Slave casts. (refer rulebook section on using focus to boost: only the model with focus on it can spend it, and only during its own activation)
  • Spell Slaves can only boost if they have a special rule allowing them do so - for instance, the Skarlock Thrall can spend soul tokens on spells via its 'Strength of Death' ability.

Other

  • The Spell Slave doesn't gain any buffs/abilities that are on your warlock/warcaster (such as True Sight).
  • The Spell Slave cannot channel spells through arc nodes. You can only channel through nodes in your CTRL area, and none of the three models have a CTRL area.
  • The Spell Slave can use spells like Annihilation to gain enemy souls. But generally they will be unable to use the soul tokens so they will stay on the Spell Slave for the rest of the game (doing nothing). (Infernal Ruling)

Rules Clarification : Set Defense - None yet. (Edit)


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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.")