Cankerworm

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Cryx Logo.jpg Cankerworm

Cryx Character Light Warjack

Cankerworm attacks with a breed of cunning and sense of self-preservation that makes mockery of life. The 'jack's unprecedented ability to manipulate even the most sophisticated and complex mechanikal devices makes Cankerworm a versatile and vicious tool. It waits for the mightiest of warjacks to suffer crippling damage and springs to attack the vulnerable machine. After the final strike, Cankerworm harvests weapons and other useful machinery from the fallen construct and turns them against their former masters.

Basic Info

Cankerworm
Missing Info
Cankerworm.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR 8
MAT 7
RAT 5
M.A. N/A
DEF 14
ARM 16
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 24
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 9
N/A
N/A
FA C
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

  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click the link for a full run-down.
  • Construct - This model is a construct and is not a living model.
  • Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
  • Parry - This model cannot be targeted by free strikes.
  • Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Salvage - When a warjack is destroyed while in this model's melee range, remove d6 damage points from this model. If the destroyed warjack was a heavy or a colossal, remove +3 additional damage points from this model.
  • Bond [Asphyxious] - If this model begins the game in Asphyxious's battlegroup, it is bonded to him/her/them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to Asphyxious and in their control range, Cankerworm gains Reposition [5"]. (Reposition [5"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 5", then its activation ends.)

Weapons

  • Bite - 0.5" reach, POW 3, P+S 11 melee weapon
    • Armor-Piercing (★ Attack) - When calculating damage from this weapon, halve the base ARM stats of models hit.
  • Replicator - 0.5" reach, POW 5, P+S 13 melee weapon
    • Adapt - When Cankerworm uses the Salvage ability, you can have the Replicator gain the special rules and weapon qualities of one of the destroyed warjack's weapons. The Replicator becomes the new type of weapon adapted (melee or ranged) and uses that weapons's RNG, ROF, AOE, and POW. This effect lasts until Cankerworm uses Adapt again.

Theme Forces

Thoughts on Cankerworm

Cankerworm in a nutshell

Cankerworm is effectively everything you would want in a light combat jack at a bargain price. Offensively speaking, his bite will break heavies apart, the more armor the better. Average rolls give him approximately a 50% chance of breaking a system on a Khador juggernaut chassis, the gold standard of heavy jacks. Cankerworm is going to hurt them badly, he's going to require help to kill the target he's going for. Pathfinder give this little guy a very good chance of reaching his target in time.

Defensively speaking, stealth keeps him from being shot at. His defense is strong enough to justify a boost, and his armor isn't bad. Perhaps one of his greatest defensive strengths is his unique damage grid requires at least 12 damage to destroy a system, a Slayer stands at 10.66 (mitigated by a little more armor). Parry allows Cankerworm get stuck deep into enemy lines. When using the reposition bond from Gaspy, you get to see just how silppery this snake can be.

Put it together and you get a powerful anti-armor support piece.

Combos & Synergies

  • Cankerworm is fine with his armor piercing bite, but don't ignore the salvage ability altogether. It can be very advantageous in the right situation. While having Cankerworm kill targets and stealing their weapons is great, keep an eye on your own warjacks near their demise. Bring some jacks with the idea of possibly replicating their weapons in mind.
    • While the Kraken has the largest gun in the Cryx arsenal, don't discount the chain weapon Harvesters.
    • Harrowers have reach thresher weapons. If your opponents is using large group of infantry, let Cankerworm adapt to the field by keeping your Harrower nearby.
    • In an odd twist of fate, if Cankerworm picks up a weapon with Chain Strike, it cannot use it (because it requires two initial attacks with that weapon to trigger the ability), but the Combo Strike weapon ability has no such wording. Therefore, if a Slayer dies next to Cankerworm, taking the Death Claw 'only' gives it +1 POW over the Replicator, but Cankerworm can use Combo Strike for a nice POW 20 attack before debuffs. Not bad for a little light, especially if the head gets crippled.
    • If you like running the Inflictor, keep a lookout if it dies near Cankerworm. DEF 14 ARM 16 with 24 boxes is annoying. DEF 14 ARM 16 with a SHIELD is infuriating on a light warjack.

Drawbacks & Downsides

  • The armor piercing attack is a special attack - anything that forbids those will condemn the Cankerworm to rely on its mediocre basic attacks.

Tricks & Tips

  • If you adapt a 2" reach or Chain Strike weapon then your melee range increases and that also increases your Salvage range.
  • Know what rules are on a warjack's weapons, and what rules are on the warjack itself. Taking the Scavenger's Snapping jaws will grant Cankerworm the Assimilation ability, it will NOT grant the Scavenger's Finisher ability.
    • This is in your favor if you're ever playing against enemies with the Field Dependent ability, since that's a rule on the model, not the weapon. Cankerworm's just better at optimizing systems than Retribution scientists, it seems.

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 - 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: 2019.05

Rules Clarifications

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Rules Clarification : Armor-Piercing and/or Case Cracker     (Edit)

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Rules Clarification : Adapt      (Edit)

  • If you Adapt a weapon with a longer melee range, your Salvage area increases too.
  • You can use weapon rules that you'd think would require two arms, but it depends on the wording of the weapon in question. For instance, the Cankerworm ...
    • can make a Combo Smite (★ Attack) after adapting a Slayer's Death Claw.
    • can't make a Grab & Smash attack after adapting Nightmare's Wicked Claw.
  • Cankerworm can adapt and use Retribution Field Dependent weapons for two reasons:
    1. Field Dependent is a rule on the Retribution model, not the weapon, so it doesn't "carry over" to Cankerworm.
    2. Field Dependent only triggers if the Field Generator is crippled. Cankerworm doesn't have a Generator, so he certainly doesn't have a crippled one.
RC symbol.png

Rules Clarification : Salvage      (Edit)

  • Salvage triggers off friendlies dying, as well as enemies.
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 : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.

Rules Clarification : Parry - None yet. (Edit)
Rules Clarification : Advance Deployment - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)

RC symbol.png

Rules Clarification : Bond      (Edit)

  • Bonds are ineffective while the model is under your opponent's control. Refer the core rulebook.
  • Bonds & Themes
    • If a warjack/warbeast with a bond is in that caster's battlegroup, they can be taken in any theme force. Refer the core rulebook.
    • This is true even if the caster isn't a full warcaster or warlock (this interaction changed as of 2018.06).
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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)