Well of Orboros

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Well of Orboros
Circle Structure

Fluff

Basic Info[edit]

Well of Orboros
Missing Info
Well of Orboros.jpg
COST N/A
UNIT SIZE N/A
FA N/A
Warcaster 0
BASE Huge
SPD N/A
STR N/A
MAT N/A
RAT 6
M.A. N/A
DEF 5
ARM 19
CMD 12
FOCUS N/A
FURY N/A
THRS N/A
HP 32
F. Field N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST 10 (★)
(★) You get a free solo too
N/A
FA 2
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]

  • Structure - All structures share the same set of special rules. Most notably being big fat buildings. Click the link for full text.
  • Construct - This model is a construct and is not a living model.
  • Eyeless Sight - This model 1) ignores cloud effects when determining LOS, 2) always ignores concealment and Stealth, and 3) never suffers Blind.
  • Destructive Power - This model can suffer 1 damage to boost an attack or damage roll. The damage is suffered after the attack is resolved.
  • Forward Deployment - This model can be deployed up to 8" beyond your deployment zone.
  • Nexus of Power - The control range of friendly Circle models with the Fury Manipulation rule are extended 2" while in the Well's CMD range.
  • Opening the Gate - Once per game at any time in its activation, the Well can add to play one friendly non-character Circle solo that costs 5 points or less. The solo must be placed completely within 3" of the Well and forfeits its Combat Action the turn it arrives.
  • Waken the Stones - While in the Well's CMD range, friendly Circle construct warbeasts gain Hyper-Aggressive. (Hyper-Aggressive - When this model suffers damage from an enemy attack at any time except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.)

Weapons[edit]

  • Sink Hole - 14" range, 4" AOE, POW 14 ranged attack
    • Damage Type: Magical - This weapon deals Magical damage.
    • Bone Keeper - Models destroyed by the Sinkhole are RFP'd. When the Sinkhole destroys a living or undead model, you can choose a friendly model that can gain corpse tokens to gain the destroyed model's corpse token, regardless of the proximity of other models.
    • From Beneath - Attacks with this weapon ignore cover, concealment, and elevation.
    • High-Explosive - Blast damage caused by this is POW 10.
    • Rear Attack - Attacks with this weapon may target models in the attacker's rear arc.

Thoughts on the Well of Orboros[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.

Well of Orboros in a nutshell[edit]

This structure offers a variety of army support. It has a reliable ranged attack which can power up other Tharn models by giving them corpse tokens. It increases the control range of friendly models nearby. It grants a new ability to Construct warbeasts. Most importantly, it can add a model to your army during play.

Combos & Synergies[edit]

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Drawbacks & Downsides[edit]

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Tricks & Tips[edit]

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Other[edit]

Trivia[edit]

  • Spoilers revealed at Lock and Load (2018.06), beta rules in the Tharn CID (2018.08), final rules on the card database 2018.11

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]

RC symbol.png

Rules Clarification : Structure      (Edit)

  • The main differences between structures and the other huge bases are:
    • They can't aim.
    • Unlike Colossals and Gargantuans, your opponent can take control of your structure. There are very few such abilities that work on this model type, though.
  • 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.

Rules Clarification : Construct - None yet. (Edit)

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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.

Rules Clarification : Destructive Power - None yet. (Edit)

RC symbol.png

Rules Clarification : Forward Deployment      (Edit)

  • This model is placed at the same time as your normal deployment, not with your advance deployment models.
  • A model that is deployed touching a scenario zone does not count as within that zone, so won't contest/control it. (Infernal Ruling)
RC symbol.png

Rules Clarification : Nexus of Power      (Edit)

Rules Clarification : Opening the Gate - None yet. (Edit)

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Rules Clarification : Waken the Stones      (Edit)

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Rules Clarification : Hyper-Aggressive      (Edit)

  • Because you must move directly towards your attacker, you cannot change facing after completing your Hyper-Aggressive move.
  • HA can be triggered more than once per turn.


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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.")
RC symbol.png

Rules Clarification : Bone Keeper      (Edit)

  • There is no range limit on who you give the corpse to.
  • You can give corpses to Minion models.
  • You can collect corpses from friendly models you kill yourself.

Rules Clarification : From Beneath - None yet. (Edit)
Rules Clarification : High-Explosive - None yet. (Edit)
Rules Clarification : Rear Attack - None yet. (Edit)