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.

SOM icon.jpg

Special Order Model
This model is no longer available through normal US distributors (as of 2018.04). Instead your local game store needs to order it through PP's Special Order Service. More info is available at PP Retailer Support As of 2019.09, PP have removed the SOS info from the Retailer Support website.

International distributors can still access the entire catalog of models.

See also the Official Press Release and/or Category: Special Order Model.

As of 2019.09, PP has removed

Basic Info

Bane Knights
Missing Info
Bane Knights.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR 7
MAT 6
RAT N/A
M.A. N/A
DEF 12
ARM 16
CMD 7
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
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

  • 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

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

Theme Forces

Recent Changes

None since 2019.02


Thoughts on Bane Knights

Command Attachment

Bane Knights in a nutshell

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

The Bane Knight Officer is just that - a commander for Bane Knights. He makes them better, but doesn't drastically change their role or competitiveness. If you already like Bane Knights then you'll want to get the Officer. If you didn't, you won't.

Combos & Synergies

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

  • They're a special order model.
  • 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

  • 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

Trivia

Other Cryx models

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 - The Devil's Shadow Mutineers

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 - Master Gurglepox - Necrotech - Pistol Wraith - Scrap Thrall - Skarlock Thrall - Soul Trapper

Battle Engines & Structures Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Scourge of the Broken Coast
Mercenaries
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2019.09

Rules Clarifications

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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)

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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)

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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.


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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.
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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.
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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)

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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. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "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).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Units: See below.

    • 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
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • 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 doing one of those things makes that specific model's activation to end (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)
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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.
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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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