Prime This model is available in one Prime Army, Blindwater Congregation. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.
Note that the rest of this page is about the model's Mark III rules.
|
Lumbering forth from the swamps of the Iron Kingdoms, the massive dracodile is the most terrifying beast among by the Blindwater Congregation. Rifle fire has little effect against its thick-scaled hide, each scale akin to a steel shield. Large enough to devour men whole, this reptile reduces targets to bubbling pools with each blast of its blinding acidic breath.
Basic Info
Dracodile |
Missing Info |
|
COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Huge |
SPD |
5 |
STR |
14 |
MAT |
6 |
RAT |
5 |
M.A. |
N/A |
DEF |
10 |
ARM |
20 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
4 |
THRS |
8 |
HP |
54 |
F. Field |
N/A |
|
|
|
|
WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
2 |
UNIT SIZE |
N/A |
COST |
33 |
N/A |
N/A |
|
|
|
|
N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
|
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 for a newbie-friendly recap, or click here for the full rules.
Gargantuan - Gargantuans are mega-warbeasts, even bigger and stompier. They use nearly all the same rules as normal warbeasts but with a few alterations. These changes are summarized here or can be read in full here.
Abilities
Weapons
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Acid Breath
|
|
|
RNG
|
ROF
|
AOE
|
POW
|
|
|
SP 10
|
1
|
-
|
14
|
|
-
Damage Type: Corrosion
-
Continuous Corrosion
- Blind - A model suffering Blind cannot make ranged or magic attacks, suffers -4 MAT and DEF, and cannot run, charge, or make slam or trample power attacks. It must forfeit either its Normal Movement or Combat Action during its next activation. Blind can be shaken.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Bite
|
|
|
RNG
|
POW
|
P+S
|
|
|
2
|
5
|
19
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Claw (x2)
|
|
|
RNG
|
POW
|
P+S
|
|
|
2
|
3
|
17
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Tail
|
|
|
RNG
|
POW
|
P+S
|
|
|
2
|
3
|
17
|
|
- Critical Smite - On a critical hit, the model hit can be slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. The POW of collateral damage is equal to the STR of this model.
|
Animus
|
COST
|
RNG
|
AOE
|
POW
|
DUR
|
OFF
|
|
|
|
Floodwaters
|
2
|
SELF
|
-
|
-
|
Round
|
No
|
|
While within 5" of the spellcaster, models treat open terrain as shallow water. Floodwaters lasts for one round.
|
Theme Forces
Thoughts on the Dracodile
Dracodile in a nutshell
The mighty Dracodile is Minion's first Gargantuan! Towering over the other warbeasts of the Blindwater Congregation the Dracodile boasts a high number of initial attacks with a bite, two claws and a tail slap. It's animus, Flood Waters, creates water terrain all around the Dracodile allowing amphibious models to hide in its depths and hinders enemy movements. As a ranged fighter the Dracodile breathes a large gout of acid in the form of a 10" spray attack, corroding and blinding any models hit.
Combos & Synergies
- Sturm & Drang gives him Polarity Shield and is generally considered the best Minions warlock for the Dracodile. It is typically placed on Mire here.
- Dr. Arkadius - He loves giving the dracodile raw adrenaline shots for boosted sprays. Obviously you'll need to run it under Mire or Wrong-Eye though.
- Great in a Blindwater theme force, because of all the amphibious models.
- Jaga-Jaga can use Signs and Portents to buff the Dracodile incredibly; the extra die (dropping the lowest) swings the bell curve heavily in your favor, meaning you're boosting less and buying more attacks. But remember, gargantuans wrecking heavies is, frequently, overkill.
- The Dracodile will commonly be included in Barnabas1 or Barnabas2's battlegroup
- Benefits heavily from the Blackhide Wrastler's animus Rage.
- When used in the Skorne Disciples of Agony theme force you have access to the Beast handlers, who can help with fury management, enrage it for a bit more oomph in melee, or heal it. And you have both Agonizer and Krea to raise its effective ARM over 20. This makes it a solid option for that theme.
Drawbacks & Downsides
- This model is a BAHI model. It is not available in stores, it can only be purchased directly from PP's online store (or 2nd hand).
- Blind is great during your turn (effectively +4 to hit), but so-so during the opponent's - most 1 wound infantry will die (either to the original attack, or the continuous corrosion), warnouns will just shake it during their Maintenance Phase, making it only really amazing vs multi-hp units or battle engines.
- Rather frail for a garguantuan. You'd better keep him as a second-wave piece.
Tricks & Tips
- Assault & Blind, then make the tail attack as the final one to slam away your ruined target. It's now kd, blinded, and probably almost dead.
- It's own animus can help it out a lot, five inches of rough terrain around it can slow a lot of would-be melee attackers down.
- If you get the Dracodile completely into water it no longer blocks LOS (due to the amphibious rule). But it can still be seen over clouds, forests, etc (due to the gargantuan rule). It's weird, but that's the rule
- I'm pretty sure using your animus triggers this.
Other
Trivia
- Released in the Blindwater expansion (2017.09)
- It was the first ever BAHI model, if I recall correctly.
Other Minion models
Rules Clarifications
|
Rules Clarification : Corrosion (Edit)
- If you deploy in corrosion hazard terrain (Acid Pool), then you get corroded before the game starts.
- Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
- A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.
|
|
Rules Clarification : Blind (Edit)
- Blind prevents magic attacks. However spell-casters, spell slaves, etc can still cast non-offensive spells.
- Blind vs Eyeless Sight (Edit)
- If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
- Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.
|
|
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.
|
|
Rules Clarification : Smite (Edit)
- This rule changed in Mk3 to no longer say it "adds the weapon's POW". It still does add the POW, however, because the whole section on calculating Slam damage was reworded in the main rulebook.
- Smite is not a Power Attack Slam, it is just an attack which causes a model to be slammed. As such, you can smite friendly models.
- You can trigger Critical Smite on a free strike.
- If you Smite on a charge, then the slam damage will be boosted.
- Chain Attack Smite only - Unlile the other versions of Smite, a Chain Attack one doesn't have the distance halved when a smaller base model smites a larger. The Knights Exemplar Seneschal is just that awesome.
- See also the clarifications on being slammed
|
|
Rules Clarification : Gargantuan (Edit)
- Warroom
- 2017 bug: Gargantuan's have their animus labelled as "spells". Despite this, it's an animus and as such the warlock can cast it. This is a known bug. (Staff Comment)
- 2020 bug: The animus doesn't show up at all. You'll have to go to the official card database instead.
- Refer to the Gargantuan article for a recap of their rules.
Huge Base (Edit)
- But this bonus doesn't apply to slams triggered by normal attacks (such as Critical Smite or the Hurricane's Thunder Charge ability).
Also, simply being on a huge base triggers a bunch of rules scattered throughout the rulebook, click to read them. [Show/Hide]
From the 2020.02 edition of the core rules (Edit)
- Fields of Fire
- Page 37 A huge-based model’s front arc is marked on its base. Its front arc is further divided into two 90° fields of fire. These fields of fire determine which models a huge-based model can target with its weapons, depending on the location of those weapons. Weapons located on a huge-based model’s left side (L) can be used to target only models in its left field of fire, and weapons located on its right side (R) can be used to target only models in its right field of fire. Weapons with locations “S,” “H,” or “—” can be used to target models in either field of fire. If any part of a model’s base is on the line separating the left and right fields of fire, the model is considered to be in both fields of fire.
- Concealment, Cover, LOS
- Page 49 Concealment & Cover - Huge-based models never gain the DEF bonuses from concealment or cover.
- Page 60 Clouds - Cloud effects do not block line of sight to huge-based models.
- Page 87 Forests - Forests do not block line of sight to huge-based models.
- Huge-Based models in melee
- Page 54 - Huge-based models never gain the Target in Melee DEF bonus.
- Page 65 - Combined Ranged Attacks cannot target a model in melee unless it has a huge base.
|
|
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)
- Unlike in Mk2, in Mk3 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 a 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 (Edit)
- You cannot trigger optional abilities (such as Cleave or Sprint). (Infernal Ruling)
- You must trigger compulsory abilities (such as Consume) ... except for compulsory abilities that also generate an extra attack (such as 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.
- 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 (because the charge lane is blocked by terrain, etc) then it will make a failed charge and end its activation. (Locked thread)
- If a frenzying warbeast has two melee weapons with the same POW, it can choose which one to use. (Infernal Ruling)
|
Rules Clarification : Amphibious - None yet. (Edit)
|
Rules Clarification: : Assault (Edit) (Click Expand to read)
|
General
Step 1: Declare the charge
- Are you in already melee? With any enemy, not just your charge target?
- If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
- If no, continue to Step 2.
- Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
- You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).
Step 2: Move the charging model
- As soon as the movement is finished, determine whether it was a successful charge or not.
- Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
- Do this before resolving your Assault attack.
- Did you make a successful charge? You get the ranged attack even though you're "in melee" (not yet though).
- Did you fail the charge? You will get the Assault shot anyway (not yet though).
- Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee" (not yet though). (Infernal Ruling)
- Now that you've figured out whether the charge successful, you resolve "Ends Movement" effects (such as Countercharge) before the Assault attack. (Infernal Ruling).
- If something happens at this point that changes whether a model is in/out of melee range, it does not retroactively change a failed charge into a successful charge or vice versa.
- If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
- If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
|
Tip !
Assault is not a "triggered ability" and it will never trigger simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot.
You can make an Assault shot even if you charged less than 3".
|
Step 3: Make the ranged attack
- The ranged attack is optional.
- Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)
- Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
- Make your ranged attack vs your charge target
- If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
- A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
- If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
- Is the target in melee with the shooter?
- If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
- If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.
Step 4: After finishing the Assault attack
- If it was an unsuccessful charge, your activation now ends.
- If it was a successful charge, and your charge target is ...
- still alive, then you get your charge attack (as per the charge rules)
- dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
- Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).
Units
- Move all models in the unit before making any Assault attacks. (Infernal Ruling)
- Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
- Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
- If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
- You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
- Assault & CRA (Edit)
- You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)
Other
- Warbeasts
- Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
- Assault vs Countercharge ( Edit )
- Assault & Drag ( Edit )
- You determine whether a charge was successful or not before making the Assault attack.
- If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
- It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
- You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
- Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
- You won't be able to purchase additionals (because your activation ended).
|
|
Rules Clarification : Snacking (Edit)
- You can use Snacking to RFP your target even if you're at full health. (Locked thread)
- Snacking occurs at boxed, and thus:
- Doesn't prevent abilities that trigger at disabled (such as Tough, Self-Sacrifice, etc).
- Might prevent abilities that trigger at boxed, depending on who the active player is and whose model the ability triggered on. Refer the 'Triggers' section (pg 10 of the pdf)
- Does prevent abilties that trigger at destroyed (such as collecting soul tokens, etc)
- You can snack friendly models.
- You may choose where each individual point of healing goes.
- If you kill multiple models with a single attack (such as trampling over them) then you get to heal once for each model killed.
|
Rules Clarification : Territorial - None yet. (Edit)
|
Rules Clarification : Floodwaters (Edit)
- "Treat Open Terrain as..." (Edit)
- This ability doesn't change the terrain type, just how models treat it. (In comparison to, say, Rapid Growth which creates a forest.)
- Because it doesn't change, models that get a benefit for being near terrain (ie the Earthborn Dire Troll) need to instead be inside the affected area to gain the benefit. If it's outside the area, then from its current point of view the area is open terrain.
- If you have two overlapping effects like this (such as "treat open as rough" overlapping with "treat open as shallow water"), the area is treated as both terrain types.
- If you then have a model that ignores one of the overlapping effects (such as Amphibious trying to treat shallow water as open terrain) they'll still suffer the effect they're not ignoring. (Infernal Ruling)
|