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This article goes over the core rules of warlocks. The content is a repeat of the core rulebook (as of version 2018v1.pdf).
See also the Basic Training article LPG - Warcasters & Warlocks
Core Rules - Warlocks
All warlocks are independent models and have the following special rules in common.
This model can control a group of warbeasts. This model and the warbeasts it controls are collectively referred to as a battlegroup. This model can force the warbeasts in its battlegroup.
Only friendly models can be part of a battlegroup. If a rule causes a warbeast to become an enemy model, it is not part of its original battlegroup while that rule is in effect.
If an effect causes a battlegroup commander to fall under your opponent’s control, while the model is controlled by your opponent the warbeasts in its battlegroup remain under your control but are not considered to be part of their former controller’s battlegroup. If you regain control of the battlegroup commander, it resumes control of the warbeasts in its battlegroup unless some other model has already taken control of them.
Each warlock has a unique feat that can turn the tide of battle if used at the right time. A warlock can use this feat at any time during its activation. A warlock can use its feat only once per game.
Remember that a warlock cannot use its Normal Movement to run after using its feat and cannot use its feat after using its Normal Movement to run, as its activation ends as soon as it completes the run movement. Additionally, because a warlock can use its feat at any time, it can do so before moving, after moving, before making an attack, or after an attack but not while moving or attacking (see “Use of ‘Any Time’ Special Rules,”p. 11).
This model has a Fury stat (FURY) and begins the game with a number of fury points equal to its FURY. During your Control Phase, this model replenishes its fury points by leeching fury from the warbeasts in its battlegroup. This model cannot exceed its Fury stat in fury points as a result of leeching. Unless otherwise stated, this model can spend fury points only during its activation.
A model with the Fury Manipulation special rule has a control range and can spend its fury points for additional melee attacks, to boost attack and damage rolls, and to shake some effects. During its controller’s Maintenance Phase, a model with the Fury Manipulation special rule loses all fury points in excess of its Fury stat.
A model with the Fury Manipulation special rule has a control range, a circular area centered on the model with a radius that extends out from the edge of its base a number of inches equal to twice its current FURY. When a special rule changes a model’s current FURY, its control range changes accordingly. Some spells and feats use the control range, noted as “CTRL,” as their range or area of effect.
A model is always considered to be in its own control range.
A warbeast must be in its battlegroup commander’s control range to be forced or for the battlegroup commander to leech fury points from it.
Forcing Warbeasts, Leeching, Spirit Bond, & Reaving
- See Warbeast-Warlock interaction, below.
Fury: Additional Attack
A model with the Fury Manipulation special rule can spend fury points to make additional melee attacks as part of its Combat Action (p. 50). It can make one additional attack for each fury point spent. Some models have special rules that enable them to also spend fury points to make additional ranged attacks.
A model with the Fury Manipulation special rule can spend 1 fury point to boost any of its attack or damage rolls during its activation. Add an extra die to the boosted roll. Boosting must be declared before rolling any dice for the roll. Remember, a particular roll can be boosted only once, but a model can boost as many different rolls as you choose and can afford.
Fury: Shake Effect
During your Control Phase after leeching fury, a model with the Fury Manipulation special rule can spend fury points for the following:
- If the model is knocked down (p. 75), it can spend 1 fury point to stand up.
- If the model is stationary (p. 75), it can spend 1 fury point to cause the stationary status to expire.
- If the model is suffering an effect like Blind or Shadow Bind that can be shaken, it can spend 1 fury point to cause the effect to expire.
During its activation, a model with the Fury Manipulation special rule can remove any number of fury points from itself, even if it runs.
- See Warbeast-Warlock interaction, below.
At any time during its activation, this model can heal by spending fury points to remove damage it has suffered. This model can also spend fury points to remove damage suffered by warbeasts in its battlegroup that are in its control range. For each fury point it spends this way, this model can remove 1 damage point.
This model can cast spells by paying the COST of the spells in fury points. In addition to the spells listed on its card, a battlegroup commander can also cast the animi (p. 98) of the warbeasts in its battlegroup that are in its control range.
Warlocks are the driving force of your army and do not cost army points to include. Instead, they grant you a number warbeast points that can be spent only on warbeasts for your warlock’s battlegroup. These bonus points are in addition to the army points determined for the game, and any warbeast points not spent on warbeasts for a warlock’s battlegroup are lost.
Warlock & Warbeast interaction
Warlocks are the most powerful models in HORDES. They are potent shamans and deadly warriors as effective in martial combat as when wielding magical forces. A warlock’s greatest talent, however, is controlling warbeasts.
A model with the Fury Manipulation special rule can force its warbeasts as long as they meet the following criteria. The warbeast must be in the battlegroup commander’s own battlegroup and in its control range, though the warbeast need not be in its battlegroup commander’s line of sight. A battlegroup commander cannot force warbeasts in another model’s battlegroup even if they are both part of the same army.
- For more info about forcing, see the Warbeast article.
During its controlling player’s Control Phase, a model with the Fury Manipulation special rule can leech fury points from warbeasts in its battlegroup that are in its control range. Fury points leeched from a warbeast are removed from it and placed on the warlock.
A warlock can also leech fury points from its own life force during its controlling player’s Control Phase. For each fury point a model leeches in this way, it suffers 1 damage point. This damage cannot be transferred.
A warlock can leech any number of fury points but cannot exceed its FURY in fury points as a result of leeching. Leeching is performed at the start of the Control Phase before threshold checks are made or fury is spent to upkeep spells.
After leeching, a model with the Fury Manipulation special rule can additionally gain up to 1 fury point for each medium-based or larger warbeast that was part of its battlegroup and has been destroyed or removed from play. If a destroyed warbeast returns to play for any reason, the warlock can no longer gain fury points for that warbeast from Spirit Bond. A warlock cannot exceed its FURY in fury points as a result of Spirit Bond.
A model with the Fury Manipulation special rule is able to capture the life essence of its warbeasts as they are destroyed or removed from play. When a warbeast in its battlegroup is destroyed or removed from play while in its control range, the warlock can reave the fury points on the warbeast. Before removing the warbeast from the table, remove its fury points and place them on the reaving model. A model cannot reave fury points from a warbeast in its battlegroup that was destroyed or removed from play by a friendly attack or as a result of transferring damage to the warbeast.
Some special rules enable a model that does not control a warbeast to reave its fury points. The fury points of a warbeast that was destroyed or removed from play can only ever be reaved by a single model, however.
A model cannot exceed its FURY in fury points as a result of reaving. Excess fury points gained from reaving are lost.
When a warlock would suffer damage, it can spend 1 fury point to transfer that damage to a warbeast in its battlegroup that is in its control range. The warbeast takes the damage instead of the warlock. Determine where to mark the damage normally. When the warlock transfers damage to a warbeast, damage exceeding the warbeast’s unmarked damage boxes is applied to the warlock and cannot be transferred again. The warlock cannot transfer damage to a warbeast that has a number of fury points equal to its FURY. The warlock is still considered to have suffered damage even if the damage is transferred. Models unable to suffer transferred damage cannot have damage transferred to them.
When a battlegroup commander is destroyed or removed from the table, the warbeasts in its battlegroup become wild. Additionally, all upkeep spells cast by that model immediately expire.
While it is wild, a warbeast must use its Normal Movement to run during its activations. It is not required to move the full distance of its run, however, and can even run 0˝ if desired. If a wild warbeast cannot run, it makes a full advance and must forfeit its Combat Action. A wild warbeast cannot advance outside its Normal Movement, make special actions, be forced, cast its animus, or make attacks, including attacks that do not take place during the warbeast’s activation, such as free strikes. It also does not gain an ARM bonus for shields or bucklers. A wild warbeast cannot gain fury points and never frenzies.
When a warbeast goes wild, remove all fury points from it.
A friendly Faction model with the Battlegroup Commander special rule, such as a warlock, that ends its movement in base-to-base contact with a wild warbeast can take control of it. To take control of the warbeast, the battlegroup commander must spend 1 fury point during its activation while base-to-base with the warbeast. The warbeast is no longer wild but must forfeit its Combat Action the turn it becomes controlled. The warbeast becomes a part of its new controller’s battlegroup.
Some warlocks are part of a unit rather than being independent models. The warlock is the unit commander and activates as part of the unit. The warlock is the model in the unit with the Officer advantage and is the only model in the unit that has the special rules of a warlock. The warlock controls a battlegroup, has a feat, can spend fury, and so on. If the warlock is destroyed, its upkeep spells expire and its warbeasts become wild as normal.
The models in a warlock’s unit are part of its battlegroup.
Warlock units cannot have command or weapon attachments added to them. However, a warlock that is part of a warlock unit can still have solos with the Attached rule attached to it. If a solo with the Attached special rule is attached to a warlock who is part of a warlock unit, the solo remains an independent model and does not become part of the warlock unit.