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Grymkin Logo.jpg

Grymkin Solo

The vile fiends known as trapperkin dwell just out of sight below and behind the magical portals they can create at whim. Be wary, for these grymkin will suddenly throw open an unseen hatch to snatch up victims and drag them back to their hidden lairs. When a trapperkin is near, all must tread carefully—a wrong step could mean vanishing without a trace, stolen away by these deadly lurkers.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 14
ARM 11
ESSENCE {{{essence}}}
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
Warcaster 1
the Statblock


  • AD symbol.jpg Advance Deployment
  • Pathfinder symbol.jpg Pathfinder
  • Backstab - While completely within the back arc of an enemy model, this model gains an additional die on its attack and damage rolls against that model.
  • Dodge - This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
  • Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.
  • Trap Door (★ Action) - Replace this model with a trap door marker. At the beginning of each of your Maintenance Phases, you can choose to put this model back in play. If you do, place this model anywhere completely within 3" of the trap door marker, then remove the marker from the table. This model cannot use Trap Door that turn.


Theme Forces

Thoughts on Trapperkin

Trapperkin in a nutshell

The Trapperkin is a fast advance deploying assassin of a solo. It's goal will to be to take a key position on the board and then become a serious area denial threat as key solos, casters, and unit CAs with valuable effects don't dare go near its trap.

Why Should I Bring a Trapperkin?

Trapperkin are cheap, but provide Bump in the Night with a valuable forward scalpel. Generally a Trapperkin will appear, murder its target, and then sprint towards the enemy backline to force models to turn around to deal with it, while it contests zones. You can easily punch above its "three points" of value by killing something important or taking a huge chunk out of heavies. Its area denial effect and the fact your opponent will be thinking about it also is worth consideration. It's very hard to avoid a 10.5" bubble around a trap marker that's roughly in the middle of the board with every single important piece in an entire list.

Consider them when you want an aggressive melee scalpel who can reach behind the opponents frontlines. He can easily be more valuable than other three point option such as the Lantern Man attachment for the Hollowmen, if you play in a meta where the Lantern Man is not very effective for example.

Combos & Synergies

He's fairly self sufficient, just a 3pt missile who digs in and then controls an area around him. Don't expect much overt synergy.

  • Any Grymkin warlock who can buff his damage will be able to get value out of him slamming into the back of an enemy heavy
  • Old Witch 3 can protect him with Windstorm which makes it harder for him to be shot before he traps
  • The King of Nothing can hide him behind a cloud before he traps. With Scything Touch and King's aura if the trapper is in the backline you can potentially have him pop up for a PS13 5d6 charge into a casters behind. Against an ARM 16 caster this does an average of 14 damage. Great synergy with the King assassination run (Sands of Fate to apply -2 arm, sling spells, longfellow and army back him up to finish the job)
  • Sometimes your models that can control enemies can allow him to apply backstab (Lantern man, Witchwood, Dreamer). Expect this to be seriously rare as the trapper is usually so forward he doesn't struggle to get them.

Drawbacks & Downsides

  • He's going to die the turn after he pops up. 14/11 is extremely easy to make dead
  • Vs some high threat armies you can sometimes be forced to trap early if you lost the roll off. You don't want to risk him dying for nothing
  • He only gets one attack, and without backstab its not even an impressive attack for 3pts
  • Sprint combined with only one attack means Tough can make him seriously sad.

Tricks & Tips

  • He doesn't have to trap turn 1, you can greatly extend his area of control by running on turn 1 to a safe place behind LOS blocking terrain in the middle of the board. Then Turn 2 he can walk 7" and become a trap marker. This puts his potential trap 21" off the AD line, and with a 10.5" bubble surrounding it of stabby threat. Nice!
  • Charging a model in the back makes him extremely accurate (MAT 6+2 3d6 to hit) and hit very hard (PS9 5d6!)
    • He gains Backstab on free strikes too
  • After he pops up and kills someone he can stand in a position where hes contesting an important enemy zone. In this way he can help you begin to get a scenario lead too
  • Sometimes the threat of the trapper will be worth more than the trapper appearing, it can seriously wear down your opponent to have to consider your arcana, your army, **and** your trap marker sitting in the middle of the board



Released with the Faction launch (2017.06)

Other Grymkin models

Grymkin Logo.jpg       Grymkin Index       (Edit)

The Child - The Dreamer - The Heretic - The King of Nothing - The Wanderer - Old Witch 3
Warlock Attachment: Baron Tonguelick

Warbeasts Lesser



Frightmare - Gorehound - Rattler


Cage Rager - Clockatrice - Skin & Moans

Units, Solos, & Battle Engines

Dread Rots - Hollowmen - Mad Caps - Malady Man - Murder Crows - Neigh Slayers - Piggybacks - Twilight Sisters


Baron Tonguelick, Lord of Warts - Cask Imp - Defiled Archon - Four Horseymans - Glimmer Imp - Grave Ghoul - Gremlin Swarm - Isiah the Dread Harvester - Lady Karianna Rose - Lord Longfellow - Trapperkin - Weird Wendell - Witchwood

Battle Engines Death Knell
Theme Forces Minions
Dark Menagerie - Bump in the Night Refer to Category: Grymkin Minion
This index was last updated: 2020.07

Rules Clarifications

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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.")

Rules Clarification : Weapon Master - None yet. (Edit)

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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)
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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Backstab      (Edit)

  • Backstab always applies on a free strike, because free strikes are always in the back arc. (Infernal Ruling)
  • Backstab applies to magic and ranged attacks, too.
  • For a caster with Backstab that uses an arc node to attack their target: Backstab doesn't care about the point of origin of the attack, and does not interact with Arc Nodes at all.
In other words, if your arc node is in the target's back arc & but the caster is not, then Backstab doesn't apply. And vice versa, if your arc node is in the front arc & you're in the back arc, then Backstab will apply.
  • Models with Circular Vision aren't immune to Backstab. They still have a back arc, and backstabbers can stand in it.
  • Steamroller objectives have facings, and can be backstabbed. (Infernal Ruling)
    • Before the game starts you should discuss with your opponent the facing of the objective.
    • In Steamroller 2017, objectives face towards the opposing deployment zone.
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Rules Clarification : Dodge      (Edit)

  • Dodge triggers after any missed attack - melee, ranged, or magic.
  • An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
  • If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, you can choose whether to dodge or riposte first. Appendix A Step 13 applies here, because the controller of the model being attacked is not the active player.
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Rules Clarification : Sprint  and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
  • Run & Gun won't trigger if you RFP the model, but Sprint will.
  • End of Activation (Edit)
    • Some end-of-activation abilities explicitly state your activation ends as part of resolving the ability, and some don't. Either way, you can never do anything extra during or after triggering an end-of-activation ability. You cannot cast spells, purchase additional attacks, use a mini-feat, etc.
    • If you start resolving an end-of-activation-movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • For units: if any model in the unit starts resolving the unit's end-of-activation-movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
    • If you have more than one end-of-activation ability, you have to choose which one to resolve, then your activation ends and you cannot use the other one.
    • See also the training article: LPG - End of Activation.

Rules Clarification : Trap Door - None yet. (Edit)