Crabbit

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Grymkin Logo.jpg

Crabbit
Grymkin Lesser Warbeast

"Click and clack, bound and leap, these nightmares will their harvest reap!"

These grotesque little nightmares may act ridiculous, but they ravenously defend their masters and devour the enemies of the Wicked Harvest. Able to bound in great leaps to land upon their prey, or to spring into harm’s way to protect their otherworldly patrons, crabbits gleefully rend any flesh in reach. If you spy a Defier, you can be sure that a colony of crabbits is near.

Basic Info

Crabbit
Missing Info
Crabbits.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT 5
RAT N/A
M.A. N/A
DEF 13
ARM 12
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 2
THRS 6
HP 13
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 7 points for 2 crabbits
N/A
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
Tip lightbulb.png

Tip !
Crabbit can be added to your army list in groups of 2 models. They are 2 separate warbeasts, not a unit.

Abilities

  • Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good. Click here to read the long version.
  • Bounding Leap - Once per activation, after making a full advance as its Normal Movement but before performing its Combat Action, this model can be forced to be placed completely within 5" of its current location.
  • Shield Guard - Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary.

Weapons

  • Bite - 0.5" reach, P+S 8 melee weapon

Animus

COST RNG AOE POW DUR OFF


Elusive

1 SELF - - Round -
The caster gains Dodge for one round.
Dodge - When an enemy misses this model with an attack at any time except when it is advancing, this model can immediately advance 2" ignoring free strikes.

Analysis of the Crabbit

Crabbit in a nutshell

Two shield guards for seven points that occasionally bounding leap to chomp solos.

Combos & Synergies

  • Deathknell - if any model ever wanted a shield guard, it's this.
  • The Child - Crabbits are great with the Child, as they provide you with a number of tricky options. You can use them to trigger Arcana. If your opponent damages a Crabbit in her battlegroup, you can trigger Wrath and give The Child and all her warbeasts 1 additional FURY the next round. You can also take advantage of its ability to jump to jam a Crabbit with Discord into a really disadvantageous location for your opponent, who then has to dedicate resources to killing that Crabbit if they want to give or receive orders or cast spells. Crabbits can also keep key elements of The Child's list, such as heavy warbeasts, alive long enough for them to get into melee.
  • The King of Nothing - they are the cheapest warbeast you can include to fuel his arcana and Kingdom of silence
  • Skin & Moans - Skin & Moans is very squishy while it is trying to get to full corpses. Even when it gets them all, it will still be a high priority target for your opponent. Keeping a few Crabbits nearby will make the Skin & Moans much safer on the approach.
  • Old Witch3 - Between OW3's Windstorm and Reconstruct you can get a ton of mileage out of a single pair of Crabbits as you advance. Just remember to move Reconstruct to something more important once you engage.

Drawbacks & Downsides

  • Fragile - they may have a lot of damage boxes, but that's a low ARM.
  • Little combat potential

Tricks & Tips

  • Crappy Offensive stats or no, this is a warbeast and you CAN boost it. Do not underestimate a chomp in a pinch, and in the end, with bounding leap you shouldn't have to really worry about a frenzy check.
  • For Steamroller tie-breakers, your opponent has to kill 2 Crabbits to score points. But it doesn't matter which "group" they came from, or even if they were put in your army list before the game or put into play during the game.


Other

Trivia

Beta rules released in the Grymkin CID (2017.03), final rules with the Faction release (2017.06)

Theme Forces

Themes for generic warbeasts (Edit)

Other Grymkin models

Grymkin Logo.jpg       Grymkin Index       (Edit)
Battlegroup
Warlocks

The Child - The Dreamer - The Heretic - The King of Nothing - The Wanderer - Old Witch 3
Arcana
Warlock Attachment: Baron Tonguelick

Warbeasts Lesser

Crabbit

Light

Frightmare - Gorehound - Rattler

Heavy

Cage Rager - Clockatrice - Skin & Moans

Units, Solos, & Battle Engines
Units

Dread Rots - Hollowmen - Mad Caps - Malady Man - Murder Crows - Neigh Slayers - Piggybacks - Twilight Sisters

Solos

Baron Tonguelick, Lord of Warts - Cask Imp - Glimmer Imp - Grave Ghoul - Gremlin Swarm - Lady Karianna Rose - Lord Longfellow - Trapperkin - Witchwood

Battle Engines Death Knell
Theme Forces Minions
Dark Menagerie - Bump in the Night

Eilish Garrity, the Occultist - Hermit of Henge Hold - J.A.I.M.s - Primal Archon

This index was last updated: 2019.04

Rules Clarifications

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Rules Clarification:  : Warbeast      (Edit)
(Click Expand to read)

See also the Warbeast page for a recap of the core warbeast rules.

Forcing

  • If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)

Animi

  • A single Animus can be on several models at the same time. (Infernal Ruling)
  • If a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)
  • An animi cast by a warlock is an animi and spell. (Infernal Ruling)

Transferring Damage

  • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)

Frenzy

  • You cannot trigger optional abilities during a Frenzy (such as Cleave). (Infernal Ruling)
  • You must trigger compulsory abilities during a Frenzy ... unless that ability generates an extra attack (like Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)
  • A warbeast may not make an Assault shot as part of a Frenzy activation. (Refer latest errata)
  • If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Ruling)
  • If a frenzying warbeast can't reach its charge target, then it will make a failed charge and end its activation. (Locked thread)
RC symbol.png

Rules Clarification : Bounding Leap and/or Jump     (Edit)

  • You cannot use Jump or Bounding Leap if you forfeit your movement. "After making a full advance" is a conditional requirement. (Infernal Ruling)
  • You can only use Jump or Bounding Leap after a full advance, which means you can't do it after a Slam, Trample, or Charge.
  • You can use "At any time" abilities between completing your move and doing the Jump/Leap. (Infernal Ruling)
  • Jumps & Leaps are a "placement". They do not trigger free strikes, and you can even jump over solid buildings of infinite height.
  • If you cannot advance more than 0" (for example suffering from Shadow Bind) then you can Jump/Leap. Making an advance of 0" is sufficient to trigger Jump/Leap.
  • Jump only
    You cannot use Jump if you are suffering "any effect which prevents charging". So...
    • If you forfeit your Normal Movement, you cannot Jump. (For the same reason as given above.)
    • If you forfeit your Combat Action, you cannot Jump. (Infernal Ruling)
    • If you "cannot make attacks" (such as with Morvahna1's feat), you cannot charge, therefore cannot Jump. (Locked Thread)
  • Unit with Jump
    • Complete all the models' Normal Movement before starting any Jumps. Then do all Jumps (that you can do and/or want to do) before starting any Combat Actions. (Infernal Ruling)
    • Models in a unit can Jump even if they don't receive a Press Forward order (failing to be told to charge is not the same as being prevented from charging). (Infernal Ruling)
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Rules Clarification : Shield Guard and/or Shadow Guardian     (Edit)

  • You can't use this ability vs spells.
  • You shift all effects onto the new model, including stuff that triggers on "when this attack hits".
  • When you use this ability vs an AOE attack, the template moves too. Because, with reference to Apdx A, the hit 'moves' at Step 6 and the template placement is determined at Step 7.
  • This ability doesn't work vs Point Blank attacks. Because Point Blank attacks are melee attacks that are made using a ranged weapon.
    • On the other hand, it will work vs Gunfighter attacks.
  • Shield Guard only
    • Since Shield Guard specifies "opponent's turn", it can't be used against stuff that shoots in your own turn (such as Watcher or Counterblast).
    • The Shield Guard does not necessarily need to be in the attacker's LOS or range.
    • The Shield Guarder is always hit even if they have an ability that makes them automatically get missed, such as Stealth. (Automatically missing is determined earlier in the timing sequence than the Shield Guard moving the hit.) (Infernal Ruling)


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Rules Clarification : Elusive      (Edit)

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Rules Clarification : Dodge      (Edit)

  • Dodge triggers after any missed attack - melee, ranged, or magic.
  • If you shoot at a model with Dodge that's in melee and miss, Dodge will trigger regardless of whether you then hit the random new target or not.
    • The Dodge movement occurs after making the attack against the new target.
  • An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
  • If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, you can choose whether to dodge or riposte first. Appendix A Step 13 applies here, because the controller of the model being attacked is not the active player.