Difference between revisions of "Druids of Orboros"
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|[[Command Attachment]] | |[[Command Attachment]] | ||
}} [[Category: Model]] | }} [[Category: Model]] | ||
+ | {{4P|Secret Dominion}} | ||
''The blackclads are few in number, but their work is constant and endless. | ''The blackclads are few in number, but their work is constant and endless. | ||
''The masters of the wilderness are cunning.'' | ''The masters of the wilderness are cunning.'' | ||
+ | |||
+ | ''Younger initiates to the Circle, these Druids bring a mastery of elemental forces against their enemies. With a wave of their hands they can uproot and throw enormous rocks, wreath themselves in wind and mist to confound their foes, or disrupt and unravel the magic of enemy spellcasters.'' | ||
+ | |||
=Basic Info= | =Basic Info= | ||
{{Infobox-Model | {{Infobox-Model | ||
| name = {{PAGENAME}} | | name = {{PAGENAME}} | ||
+ | |altname = Unit{{/}}Overseer | ||
| image = Druids of Orboros.png | | image = Druids of Orboros.png | ||
| base = Small | | base = Small | ||
| spd = 6 | | spd = 6 | ||
| str = 6 | | str = 6 | ||
− | | mat = 5 | + | | mat = 5{{/}}6 |
| ma = 6 | | ma = 6 | ||
| def = 13 | | def = 13 | ||
| arm = 13 | | arm = 13 | ||
− | | cmd = 7 | + | | cmd = 7{{/}}9 |
− | | hp = 1 | + | | hp = 1{{/}}5 |
− | | size = 6{{+}} | + | | size = 6{{+}}1 CA |
− | | cost = | + | | cost = 7{{+}}4 CA |
− | | cost_note = | + | | cost_note = 1.6 pts each (incl CA) |
| fa = 2 | | fa = 2 | ||
}} | }} | ||
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* '''''Overseer only | * '''''Overseer only | ||
− | ** He has | + | ** He has a better statline and 1 extra spell. |
** {{Officer|Hide_Cat=}} | ** {{Officer|Hide_Cat=}} | ||
− | ** {{Granted|Apparition|Hide_Cat=|Hide_ability=}} (''{{Apparition|Hide_Cat=}}'') | + | ** {{Granted|Apparition|Hide_Cat=|Hide_ability=}} (''{{Apparition-alt|Hide_Cat=}}'') |
− | ** {{Tactics|Sacred Ward|Hide_Cat=|Hide_ability=}} (''{{Sacred Ward|Hide_Cat=}}'') | + | ** {{Tactics|Sacred Ward|Hide_Cat=|Hide_ability=}} (''{{Sacred Ward-alt|Hide_Cat=}}'') |
− | ===Weapons === | + | === Weapons === |
− | + | {|class="wikitable" | |
− | + | {{melee|Voulge|2|4|10| | |
+ | * {{Magical Weapon}}}} | ||
+ | |} | ||
===Spells=== | ===Spells=== | ||
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===Theme Forces === | ===Theme Forces === | ||
− | * {{Secret Masters}}. | + | * {{Secret Masters}}. This unit gains [[Sacrificial Pawn]] [Minion Warrior] in this theme. |
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===Thoughts on adding the CA=== | ===Thoughts on adding the CA=== | ||
− | Apparition, Sacred Ward, and the ability to cast Elemental Immunity | + | Apparition, Sacred Ward, and the ability to cast Elemental Immunity come at the cost of more than half the base unit. Druids aren't generally worth it, but if you're going to buy Druids then 2" extra threat range, immune to incoming spells, and the ability to be immune to some incoming attacks is a substantial upgrade. It's probably overpriced though. |
===Combos & Synergies=== | ===Combos & Synergies=== | ||
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===Drawbacks & Downsides=== | ===Drawbacks & Downsides=== | ||
− | |||
* Not a lot of killing power | * Not a lot of killing power | ||
* Vulnerable to blasts | * Vulnerable to blasts | ||
* Hard to now get in front of the rest of the army to cloud wall | * Hard to now get in front of the rest of the army to cloud wall | ||
+ | * The cloud wall dies when they do | ||
===Tricks & Tips=== | ===Tricks & Tips=== |
Latest revision as of 19:03, 9 March 2023
Druids of Orboros
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Prime This model is available in one Prime Army, Secret Dominion. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page. Note that the rest of this page is about the model's Mark III rules. |
The blackclads are few in number, but their work is constant and endless.
The masters of the wilderness are cunning.
Younger initiates to the Circle, these Druids bring a mastery of elemental forces against their enemies. With a wave of their hands they can uproot and throw enormous rocks, wreath themselves in wind and mist to confound their foes, or disrupt and unravel the magic of enemy spellcasters.
Contents
Basic Info
Druids of Orboros | |||||||||||||||||||||||||||||||||||||||
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Abilities
- Entire Unit
- Pathfinder
- Magic Ability [ 6 ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
- Prowl - While this model has concealment, it gains stealth.
- Overseer only
- He has a better statline and 1 extra spell.
- Officer
- Granted: Apparition - While this model is in formation, models in its unit gain Apparition. (Apparition - During your Control Phase, place models with Apparition anywhere completely within 2" of their current location.)
- Tactics: Sacred Ward - Models in this unit gain Sacred Ward. (Sacred Ward - A model with Sacred Ward cannot be targeted by enemy spells.)
Weapons
Voulge | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
RNG | POW | P+S | ||||||||||||
2 | 4 | 10 | ||||||||||||
Spells
COST | RNG | AOE | POW | DUR | OFF | |||
---|---|---|---|---|---|---|---|---|
Entire Unit
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Pulse of the Earth
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(★ Attack) | 8 | (★) | - | - | Yes | ||
This attack causes no damage. If the attack misses, nothing happens. On a direct hit against an enemy model, center a 3" model on the model hit. Models in the AOE are hit and become knocked down. | ||||||||
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Summon Vortex
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(★ Action) | - | 3 | - | Round | No | ||
Center a 3" AOE cloud effect on this model. The AOE remains centered on this model for one round. If this model is destroyed or removed from play, remove the AOE from play. While in the AOE, enemy models suffer -2 to attack rolls. | ||||||||
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Wind Strike
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(★ Attack) | 10 | - | 10 | - | Yes | ||
An enemy model hit by this attack can be pushed d3" directly away from this model. | ||||||||
Overseer only
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Elemental Protection
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(★ Action) | - | - | - | Round | No | ||
Models in this unit gain Immunity: Cold, Immunity: Corrosion, Immunity: Electricity, and Immunity: Fire. Elemental Protection lasts for one round. |
Theme Forces
- Secret Masters. This unit gains Sacrificial Pawn [Minion Warrior] in this theme.
Thoughts on the Druids of Orboros
Druids in a Nutshell
A unit of toolbox utility skirmishers and spellcasters. They knock models down, move them around, and can block line of sight.
Thoughts on adding the CA
Apparition, Sacred Ward, and the ability to cast Elemental Immunity come at the cost of more than half the base unit. Druids aren't generally worth it, but if you're going to buy Druids then 2" extra threat range, immune to incoming spells, and the ability to be immune to some incoming attacks is a substantial upgrade. It's probably overpriced though.
Combos & Synergies
- The Woldwrath gives boosted attack rolls on their offensive spells with its animus.
- The Celestial Fulcrum increases their ability to hit.
Drawbacks & Downsides
- Not a lot of killing power
- Vulnerable to blasts
- Hard to now get in front of the rest of the army to cloud wall
- The cloud wall dies when they do
Tricks & Tips
- Knock Shield Wall models out of B2B to lower their ARM by 4.
- Push people around to set up charge lanes.
Other
Trivia
- Base unit released way back in Primal Mk1 (2006)
- CA released in Hordes: Metamorphosis (2009)
Other Circle models
Rules Clarifications
Rules Clarification: : Magical Damage (Edit) | |
* 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)
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Rules Clarification : Pathfinder (Edit)
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Rules Clarification : Prowl and/or Just a Tree? (Edit)
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Rules Clarification : Magic Ability (Edit)
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Rules Clarification : Pulse of the Earth (Edit) |
Rules Clarification : Summon Vortex - None yet. (Edit)
Rules Clarification : Wind Strike (Edit)
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Rules Clarification : Officer (Edit)
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Rules Clarification : Elemental Protection - None yet. (Edit)
Rules Clarification : Tactics vs Granted (Edit)
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Rules Clarification : Apparition (Edit)
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Rules Clarification : Sacred Ward and/or Spell Ward (Edit)
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Note to Editors |