Bane Knights

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Cryx Logo.jpg

Bane Knights
Cryx Bane Unit
Officer
Command Attachment

Accompanied by an icy wind and a charnel smell, bane knights glide across the battlefield sowing blood and death. These fiends wield their shadow-forged lances with inhuman precision, cutting down any obstacles in their path. Adding to their implacable advance, bane knights can become fully spectral for short periods of time, allowing them to pass through any barrier to reach their victims.

Lost for an eternity in the shapeless void between Caen and Urcaen, all banes have their sanity shredded to madness, yet some few retain scraps of their minds. Great warlords or ancient military officers with strong will might retain the instincts that made them effective leaders in battle. They carry that forward into their unholy existence. Under the direction of these greater knights of shadow, banes demonstrate sophisticated tactics, moving in disciplined formations and proving considerably more formidable than is regularly the case.

Basic Info[edit]

Bane Knights
Missing Info
Bane Knights.jpg
COST N/A
UNIT SIZE N/A
FA N/A
Warcaster 0
BASE Small
SPD 5
STR 7
MAT 6
RAT N/A
M.A. N/A
DEF 12
ARM 16
CMD 7
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP N/A
WBP N/A
UNIT SIZE 6 / 10
COST 9 / 15
1.5 each
N/A
FA U
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]

  • Entire unit
    • Undead - This model is an undead model and not a living model.
    • Ghostly - This model can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. It cannot be targeted by free strikes.
    • Set Defense - A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
    • Wall of Steel - This model gains +2 ARM bonus while it is B2B with another model in its unit.
  • Officer only
    • He has +1 MAT, +1 CMD, and 5 hitpoints
    • Officer - This model is the unit commander even if the unit has a Leader model.
    • Granted: Reposition [3"] - While this model is in formation, models in its unit gain Reposition [3"]. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.)
    • Granted: Touch of the Grave - While this model is in formation, models in its unit gain Touch of the Grave. (Touch of the Grave - Models destroyed by a Bane Knight are RFP'd.)
    • Serpent's Coil (Minifeat) - Once per game the unit gains Defensive Strike. (Defensive Strike - Once per turn, when an enemy enters and ends their movement in this model's melee range, it may make one basic melee attack against it.)
    • Tactics: Coordinated Movement - Models in this unit gain Coordinated Movement. (Coordinated Movement - Friendly models can ignore this model for determining LOS, and can advance through this model if they have enough movement to move completely past it.)

Weapons[edit]

  • Entire unit
    • Bane Lance - 2" reach, POW 5, P+S 12 melee weapon
      • Brutal Charge - This model gains +2 damage on charge attacks with this weapon.

Theme Forces[edit]

Recent Changes[edit]

2019.02 Cornucopia models

  • Gained the Officer

Thoughts on Bane Knights[edit]

Command Attachment
Recent Release icon.jpg

Recent Change
This model/theme's rules have recently changed dramtically, and the "Thoughts On" section has not (yet) been updated to reflect its new capabilities.

Please feel free to update the article and remove this warning.

Bane Knights in a nutshell[edit]

Bane Knights are a defensive unit, able to shrug off blasts and small arms fire with ease, and when in melee Set Defense makes them relatively hard to hit. The Knights differentiate themselves from other Faction's equivalent defensive units thanks to Ghostly, which allows them to disengage from troops they don't like and sometimes lets them declare 3" charges even after battlelines have clashed.

Their raw damage output isn't as high as the Bane Warriors or Bane Riders, but if they can declare a charge they can still hit almost as hard as Bane Warriors and put the harm on enemy heavies, especially with some helping debuffs. They've slightly more threat range than the Warriors thanks to 2" reach, but slower than the Riders. They're cheaper than either of the others.

Since their role change in 2017, they present a new option for Cryx players: an ARM-skew. Wall of Steel, plus a Wraith Engine's buff, plus an ARM buff from your caster can put them up to DEF 12 ARM 22 vs magic & shooting, and DEF 14 ARM 20 vs models that charge them.

Thoughts on the CA[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.

he Bane Knight Officer is just that - a commander for Bane Knights. Playing up their defensive role in the Dark Host theme force is important to the model. Helping the unit maintain Wall of Steel with Re-position and giving a unique defensive option in the form of Serpent's Coil should help differentiate the unit from it's other Bane counterparts.

Combos & Synergies[edit]

Non-caster

Casters

  • Lich Lord Terminus gives them Tough which is really useful for a unit that relies on ARM skew to survive.
  • Asphyxious3
    • Can give them Ashen Veil pushing them up to DEF 16 vs living chargers,
    • In the Dark Host theme Ashen Veil also grants them Stealth.
    • He can debuff the enemy with Calamity, making them hit quite hard.
  • Coven can help them charge through the enemy with Curse of Shadows and/or Veil of Mists, to ensure they always get Brutal Damage. Curse of Shadows increases their damage output. Their feat can keep them alive until battlelines engage.
  • Scaverous can buff their ARM with Death Ward, has several debuffs to increase their accuracy/damage, and can quasi-speed buff them with Telekinesis.

Drawbacks & Downsides[edit]

  • Banes Knights are not terribly offensive, except on the charge. A single attack at MAT 6, P+S 12 is not a good option to skirmish with infantry.
  • They're slow, with a base threat range of only 10". So they're likely to take the alpha strike in most games.
  • Wall of Steel can be difficult to achieve every turn, especially if you want to charge multiple targets. It can also be "picked apart" if you line them up in a line, so that the second or third model getting shot isn't getting the bonus.
  • Anything which ignores ARM and does an auto-point of damage (such as Sniper and Continuous Corrosion) will give them a bad day.
  • Hazards can really mess them up, because you can't be in B2B while you advance through it.

Tricks & Tips[edit]

  • Use the "Dragon Tooth" formation: 3 Knights arranged in a triangle in B2B. That way your opponent has to kill 2 of them before any lose the Wall of Steel bonus.


Other[edit]

Trivia[edit]

Other Cryx models[edit]

Cryx Logo.jpg       Cryx Index       (Edit)            
Battlegroup & Similar
Warcasters

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - Deneghra1 - Deneghra2 - Deneghra3 - Goreshade1 - Goreshade2 - Goreshade3 - Mortenebra1 - Mortenebra2 - Rahera - Scaverous - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Terminus - Venethrax

Warcaster attachments The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Iron Lich Overseer (Marshal) - Aiakos1 (BGC) - Deneghra0 (BGC)
Light

Cankerworm - Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker

Heavy

Barathrum - Corruptor - Deathjack - Desecrator - Erebus - Harrower - Kharybdis - Inflictor - Leviathan - Malice - Nightmare - Reaper - Seether - Slayer

Colossal Kraken - Sepulcher
Units, Solos, Battle Engines, & Structures
Units - Living BO Boarding Party - BO Ironmongers - BO Smog Belchers - Bloodgorgers - Marauders - Cephalyx Drudges - Cephalyx Overlords - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates
Units - Undead

Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - Carrion Thralls - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Soulhunters - The Withershadow Combine

Solos - Living/Construct

Aiakos1 - Axiara - Darragh Wrathe - Deneghra0 - Gerlak - Misery Cage - Satyxis Blood Priestess - Satyxis Raider Captain - Severa Blacktide - Warwitch Siren

Solos - Undead

Agrimony - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Hellslinger - Iron Lich Overseer - Machine Wraith - Necrotech - Pistol Wraith - Scrap Thrall - Skarlock Thrall - Soul Trapper

Battle Engines & Structures Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Infernal Machines - Scourge of the Broken Coast - Slaughter Fleet Raiders
Mercenaries
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2019.02

Rules Clarifications[edit]

RC symbol.png

Rules Clarification : Brutal Charge      (Edit)

  • If your charge movement was less than 3", your first attack is not considered a 'charge attack' and thus you won't get the Brutal Charge bonus.

Rules Clarification : Undead - None yet. (Edit)

RC symbol.png

Rules Clarification : Ghostly      (Edit)

  • Ghostly doesn't let you move through other models, just terrain.
  • Ghostly doesn't let you ignore damage from hazardous terrain. (Infernal Ruling)

Rules Clarification : Set Defense - None yet. (Edit)

RC symbol.png

Rules Clarification : Wall of Steel      (Edit)

  • If you're slammed or thrown into a model with Wall of Steel, you'll immediately benefit. So you'll get the ARM bonus vs the slam/throw damage, too!
  • It's not possible to be B2B with someone at the same time you move, so you can't gain Wall of Steel at the same time you enter a damaging template (such as Covering Fire).
    • No, you cannot move an infinitely small distance and thus travel in an arc. This is Warmachine, not calculus.
    • However, if you can move through a model, ignore the above.


RC symbol.png

Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
RC symbol.png

Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies.
RC symbol.png

Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)

Rules Clarification : Touch of the Grave - None yet. (Edit)

RC symbol.png

Rules Clarification : Serpent's Coil      (Edit)

  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    • Units with "Any Time" abilities
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
RC symbol.png

Rules Clarification : Defensive Strike      (Edit)

  • If an enemy doesn't stop in your melee range, but continue all the way through it and out the other side, you won't get to make a Defensive Strike.
    You will get to make a free strike as per normal, though.
RC symbol.png

Rules Clarification : Coordinated Movement      (Edit)

  • The "can ignore for LOS" is not optional. You cannot opt to "turn off" your ability to see through models, in the hope of getting a free strike or some such. (Infernal Ruling)


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