Circle Tharn Solo
Fluff
Basic Info
Tharn Ravager Shaman |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Medium |
SPD |
6 |
STR |
{{{str}}} |
MAT |
7 |
RAT |
N/A |
M.A. |
6 |
DEF |
13 |
ARM |
15 |
CMD |
8 |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
5 |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
2 |
UNIT SIZE |
N/A |
COST |
4 |
N/A |
N/A |
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|
|
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Abilities
- Pathfinder
- Tough
- Heart Eater - When this model destroys a living or undead enemy model with a melee attack, it gains the destroyed model's corpse token. This model can carry up to three tokens at any time. During its activation, this model can spend corpse tokens to make additional melee attacks or to boost melee attack or melee damage rolls. It can make one additional attack or boost one roll for each token spent.
- Rapid Healing - When this model is damaged by an enemy attack, immediately after the attack is resolved remove d3 damage points from it.
- Treewalker - This model ignores forests when determining LOS. While completely within a forest, this model gains +2 DEF against melee attacks rolls.
- 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.
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|style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Chain Lightning
! style="border-top: 1px solid #A8A8A8;"| (★ Attack)
! 10
! -
! 10 (Electric)
! -
! Yes
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|colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|A model hit by Chain Lightning suffers a POW 10 electrical damage roll, and lightning arcs from that model to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Chain Lightning damage rolls are simultaneous.
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|style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Hunter's Grace
! style="border-top: 1px solid #A8A8A8;"| (★ Action)
! -
! Command
! -
! Round
! No
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|colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|Friendly Tharn models cannot become knocked down while in this model's command range. Hunter's Grace lasts for one round.
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|style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Sigil of Power
! style="border-top: 1px solid #A8A8A8;"| (★ Action)
! CMD
! -
! -
! Turn
! No
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|colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|Target friendly model/unit. If it is in range, its weapons gain Damage Type: Magical. Sigil of Power lasts for one turn.
Weapons
- Totem Staff - 2" reach, P+S 12 melee weapon
Recent Changes
2018.10 Tharn Dynamic Update
Analysis of Tharn Ravager Shaman
Template:Recent Change
Tharn Ravager Shaman in a Nutshell
The Tharn Ravager Shaman is one of many models in the Circle that kills light infantry. In this case, by crispy frying it with Chain Lightning.
Combos & Synergies
- Other Tharn who don't want to be knocked down. Which starts off with all the tough ones, like Tharn Ravagers
Drawbacks & Downsides
- Its magic ability is mediocre, meaning that the lightning frequently misses.
- Druid Mist Riders are better at most of the jobs it wants to do and cheaper per model.
- Presumably he is close to other Tharn, so if he uses Chain Lightning, he could end up frying his friends.
- Circle armies usually don't struggle to include magic weapons.
Tricks & Tips
- Work out whether you want the offensive or defensive abilities
Other
Trivia
- Originally released in Hordes: Evolution (2007) as a unit attachment.
- Became a solo in Mk3 (2016)
Theme Forces
Other Circle models
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* 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.")
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Rules Clarification : Tough - None yet. (Edit)
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Rules Clarification : Heart Eater (Edit)
- The attacker needs to be the closest eligible model. For instance if you destroy a Mechanithrall from 2" away but a Necrosurgeon is in B2B with it, the Necrosurgeon will get the corpse.
- Units Buying Attacks (Edit)
- If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
- A model can only buy additional attacks during its Combat Action.
- A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Rapid Healing (Edit)
- A warlock with Rapid Healing can transfer damage to a warbeast, then still trigger Rapid Healing because they're still considered to have been damaged.
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Rules Clarification : Treewalker (Edit)
- Treewalker does not ignore forest's concealment bonus.
- The DEF bonus doesn't stack with the "intervening terrain vs melee attackers" bonus, because forests don't count as intervening terrain. (Infernal Ruling)
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Rules Clarification : Magic Ability (Edit)
- Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
- You must complete your movement before you use a MA.
- 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)
- You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
- You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
- You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
- There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
- Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
- Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
- Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
- Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.
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Rules Clarification: : Chain Lightning (Edit) (Click Expand to read)
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- Spells that "arc" (Edit)
- For spells that cause damage to "leap" or "arc" to adjacent models (Chain Lightning, Eruption of Spines, Ashes to Ashes, etc) ...
- The damage is from a spell, so it is magical damage. (Infernal Ruling)
- Steamroller flags are models, and so are eligible to be leaped to/from (although they won't be damaged by the spell). (Infernal Ruling)
- Check whether your spell specifies "enemy model" or just "model", because as of Steamroller 2017 flags are not enemy or friendly.
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Not considered an attack & "Non-attack damage roll" ( Edit) [Show/Hide]
- There are two ways you can get these "non-attack" damage rolls.
- Type 1 - A secondary damage roll that is not considered to be an attack. Some attacks create a second damage roll that is explicitly "not considered an attack" (such as Electro Leap).
- (Note that although the secondary damage roll is not an attack, the original attack certainly is and will trigger stuff normally. These clarifications don't apply to the original attack.)
- Type 2 - A damage roll that's not from an attack. Some special abilities & special actions tell you to make a damage roll without mentioning whether it is considered an attack or not (such as Vent Steam and Flak Field).
- When it comes to other abilities that trigger on damage (such as Vengeance) both types function the same way. For brevity we'll refer to both as "Pure Damage".
- Pure damage is not an attack, so doesn't trigger stuff like Vengeance.
- Pure damage is not an attack, so doesn't benefit from stuff that affects 'attack damage rolls' (such as Bethayne1's feat). (Infernal Ruling)
- Pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
- Pure damage is not from an attack, but it is (normally) damage from the original model. This has two implications:
- It's not an attack from a weapon so:
- it won't gain damage buffs from the weapon (such as Poison).
- it won't gain any Damage Types from the weapon. (Infernal Ruling)
- It is a damage roll from a model so:
- Exception: Some damage is not from an attack and not from a model (for example, Collateral damage). In this case, you should reverse the stuff listed under #2 above.
Damage Type (Edit)
- This spell does elemental damage in addition to magical damage, not instead of magical damage. (Infernal Ruling)
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Rules Clarification : Hunter's Grace (Edit)
- This spell doesn't have a target, so it can't be stopped by anti-spell stuff that triggers on "target" (such as Arcane Vortex).
- If a Tharn model is already knocked down, casting this spell wont make it stand up.
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Rules Clarification : Sigil of Power (Edit)
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* 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.")
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