Behemoth

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Khador Logo.jpg Behemoth

Khador Character Heavy Warjack

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

Note that the rest of this page is about the model's Mark III rules.

Hailed as the ultimate Khadoran warjack, Behemoth exemplifies the best qualities of Khadoran design: extremely heavy armor, a devastating array of weaponry, and immense strength. This peerless warjack is as much a symbol of Khador’s power to the Khadoran people as it is a force of destruction to any who would stand against it.

Basic Info

Behemoth
Missing Info
Behemoth.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 4
STR 12
MAT 7
RAT 4
M.A. N/A
DEF 10
ARM 20
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 36 (★)
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST 20
N/A
N/A
(★) Has 2 Sub-Cortex hitboxes
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.

Abilities

  • Construct symbol.jpg Construct
  • Sub-Cortex - The S boxes of this warjack's damage grid represent its Sub-Cortex system. While this warjack's Sub-Cortex system is functional, its weapons gain Powerful Attack. (Powerful Attack - When attacking with this weapon, a model can spend 1 focus point to boost all attack and damage rolls for the attack.)

Weapons

Bombard (x2)
Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
14 1 4 14 1 Each Side
  • Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
Open Fist (x2)
Sword icon.jpg  RNG   POW   P+S   LOCATION 
1 0 12 1 Each Side

Theme Forces


Thoughts on Behemoth

Classic sculpt

Behemoth in a nutshell

The Behemoth is just an incredibly solid warjack. It hits hard and accurately at range, and hits even harder when it starts punching. It is incredibly focus-efficient and is viable against pretty much every potential opponent. Want to have super accurate, high-damage AOE firepower? Take the Behemoth. Want to punch any undamaged heavy out of the game in a single round? Take the Behemoth. Big B's main problem is his price tag, combined with the fact that he has absolutely no defensive rules to keep him safe on the way in. He costs almost as much as two Marauders, while being only as survivable as one, and most opponents know he will delete everything he touches, so the will do everything to make sure that does not happen. And even if he does get there; he is likely to have lost an arm or a leg on the way in.

The Behemoth is an extremely focus efficient jack, capable of operating with full power at range with only 1 extra focus thanks to Powerful Attack and Power Up. Up-close it is bit more focus-hungry, as even with its above-average MAT you may often want to boost against elusive targets. Its seemingly low P+S blows are deceptively devastating thanks to Armor Piercing: For example, take a strong melee Warjack such as a Juggernaut and pit it's Melee weapon against the tremendously high (23) ARM of say, a Devastator. Even the mighty P+S 19 Ice Axe will be rolling dice/minus 4 on the damage roll, but a Behemoth's fists will be dealing straight damage (12 P+S vs 12 ARM (23/2= 11.5, rounded up to 12)), effectively making them P+S 23. Against say, an ARM 20 opponent, Big B will be rolling +2 for damage, assuming he had not also been buffed or boosted, which may still be welcome either from charging, focus or spell.

Combos & Synergies

Almost every caster can put the Behemoth to good use. However spells, feats, and support solos who can lower the enemy's DEF will boost its effectiveness even more. Ironically Behemoth tends to perform worse for Khador's jack-focused casters, who generally prefer multiple cheaper jacks.

Casters

  • Butcher1 - Butcher's feat averages slightly less damage than Sorscha2, but he can add Full Throttle and Fury as well.
  • Irusk1 and Strakhov1 - Superiority helps the Behemoth to deliver death even further away.
  • Kozlov1 - If you really, really want to delete something from the table put Fury on Big B, put a Gang Fighter trigger on Big B's target, and pop your feat.
  • Sorscha1 - Frozen targets makes all of Behemoth's attacks autohit, plus Bboundless Charge for faster Behemoth smashing.
  • Sorscha2 - Behemoth does a stupid amount of melee damage on Sorscha2's feat turn, with Boundless Charge to get him there quicker.
  • Vladimir1 - Most people don't expect Behemoth to punch them in the face from over a foot away. With Boundless Charge (+2" movement) and Vlad1's feat (double SPD) the Behemoth has a 14" threat range on his charge. Signs and Portents also makes Behemoth super accurate.
  • Irusk2 - Fire for Effect isn't a good option on Big B (with Powerful Attack, a second fully boosted shot costs the same as the upkeep), but Energizer is! It can help him get in range to get aiming bonus or to avoid enemy retaliation after brutally bombing key targets.

Juniors & Marshals

  • Malakov1 - Journeyman Malakov can fill up Behemoth on focus and buff him up with Redline, and also allows you to combine with a main caster's tricks. Bear in mind, though that betting your 20 points warjack against the survivability of a squishy 4 points model might not be a good idea.
  • Greylord Forge Seer - A high-risk high-reward combo, the Seer's Drive makes it usually worth it. The ability to have Behemoth take on targets that are incorporeal, Arcane Shielded, or Hymn of Shielding'd is extremely powerful. Also the Seer can Empower Big B for one focus and that, plus the subcortex, armour piercing, and the appropriate marshal orders, is usually enough to wreck face.
  • Sorscha0 - Sorscha0 can put Boundless Charge on Behemoth whether or not he is in her battlegroup (tip: he usually isn't cause she is so squishy).

Other

  • Battle Mechaniks (or anyone else with the Repair skill) - with such a huge point investment you'll want Big B to be up and running all the time. Don't forget that a crippled weapon system will reduce the effectiveness of both the Open Fist and the Bombard Cannon, so a single point of repair on them will restore 2 weapons at once.
  • Greylord Adjunct - Behemoth is a spectacular target for Guidance thanks to Arcing Fire.

Drawbacks & Downsides

  • Incredibly expensive, but for a reason.
  • Despite having the cost of 2 Khador heavies, it is not much harder to kill than one.
  • Enemies know it and fear it, making it a priority target on par with the Deathjack

Tricks & Tips

  • Remember that Powerful Attack boosts the attack roll and *all* damage rolls, so the blast damage from the AOE is boosted as well as the direct hit. Even on a miss, boosted AOEs that deviate into enemy troops still have a fairly good chance of killing all but the heaviest of infantry.
  • With Powerful Attack you have to declare it at the first opportunity. You can't roll the attack and then powerful attack just the damage, however if you shoot a stealth target then you can powerful attack the damage because you haven't rolled any dice yet.
  • Don't commit your army to protecting the Behemoth at all costs. Sacrificing it in order to draw you opponents' army into the effective range of the rest of your army might win you the game, even if you lose the Behemoth on the way.
  • Due to Arcing Fire only a huge-based model can screen a target from your cannons - in every other situation you'll clip it, either with the blast damage, or with a direct hit via arcing fire (a medium AoE has a 50,8 mm radius, 0,4 mm larger than a large base's radius plus the max 1" distance where arcing fire won't trigger). Don't forget that other targeting restrictions still apply.

Other

Trivia

Other Khador models

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

Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev1 - Karchev2 - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2

Warcaster attachments

Khador: War Dog - Greylord Adjunct
Mercenary: Madelyn Corbeau - Reinholdt - Wyshnalyrr

Other Warjack Controllers

"Junior" Warcasters: Malakov1 - Sorscha0
'Jack Marshals: Man-o-War Kovnik - Greylord Forge Seer

Heavy Warjacks

Beast-09 - Behemoth - Berserker - Black Ivan - Decimator - Demolisher - Destroyer - Devastator - Drago - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Ruin - Spriggan - Torch

Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units

Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Great Bears of the Gallowswood - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Atanas & Standard - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Ranking Officer CA : Koldun Kapitan Valachev

Solos

Bulkhead - Fenris - Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Jozef - Koldun Lord - Malakov1 - Manhunter - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Markov - Sofya - Sorscha0 - Ol' Grim - Underboss Vizkoya - War Dog - Widowmaker Marksman - WG Artillery Kapitan - Yuri1 - Yuri2

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Korps - Flame in the Darkness - Jaws of the Wolf - Legions of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Mercenaries
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification : Arcing Fire      (Edit)

  • Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.
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Rules Clarification : Open Fist  (aka, Power Attack Throw)     (Edit)

  • Throw ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.
  • Collateral Damage
    • Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
      • It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
      • It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
      • It doesn't matter if the attacker has crippled weapon systems or aspects.
  • Throw - Power Attack
    • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
    • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
    • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
    • Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
    • Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
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Rules Clarification : Armor-Piercing and/or Case Cracker     (Edit)


RC symbol.png

Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Inert warjacks

  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.

Rules Clarification : Construct - None yet. (Edit)

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Rules Clarification : Sub-Cortex      (Edit)

RC symbol.png

Rules Clarification : Powerful Attack      (Edit)

  • If your weapon can make multiple attacks (such as a Charger's ROF 2 gun) then you need to declare (and pay for) Powerful Attack for each attack. (Infernal Ruling)
  • You must declare whether you're using Powerful Attack before making any attack rolls. If you choose not to use it on attack rolls, you can't trigger it on damage rolls. (Infernal Ruling)
    • Exception: If your attack auto-misses, such as an AOE vs Stealth, then you can declare it after deviation but before making damage rolls. (Infernal Ruling)
  • If you declare you're using Powerful Attack, it will apply to to-hit roll(s) and damage rolls. You can't choose to have it just boost the attack roll(s) or just boost the damage roll(s). (Infernal Ruling)
  • The Powerful Attack bonus doesn't apply to "secondary" damage such as Magic Bullet or Electro Leap.