Helldiver

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Cryx Logo.jpg Helldiver

Cryx Light Warjack

The Helldiver drags itself through the earth using its powerful front claws. Though incredibly strong, these appendages are used only for movement, not attacks. The machine's primary weapon is its mighty jaws, which it uses to seize and sunder its hapless victims. Few sights are more terrible than one of the metallic menaces erupting unexpectedly from the earth and shredding every living body within reach.

Basic Info

Helldiver
Missing Info
Helldiver.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR 8
MAT 6
RAT N/A
M.A. N/A
DEF 13
ARM 15
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 22
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 6
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

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.
  • Burrow - You can choose not to deploy this model at the start of the game. If it is not deployed normally, place the burrow marker up to 6" beyond your deployment zone at the same time you would place your models with Advance Deployment. At the beginning of each of your Maintenance Phases, you can either cause this model to surface or move the burrow marker up to 3". If this model surfaces, place it anywhere completely within 3" of the burrow marker. If there is no room to place this model, remove it from play. Once this model has been placed or removed from play, remove the burrow marker from the table. This model must forfeit its Normal Movement or Combat Action during its activation the turn it surfaces.
  • Dig In (★ Action) - This model gains cover, it does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. It can begin the game dug in.
  • Drag Below - During this model's activation, immediately after resolving an attack in which it boxed an enemy warrior model, this model can use Drag Below. The boxed model is RFP'd and this model can immediately make a full advance and then perform a Dig In special action, then its activation ends. This model cannot be targeted by free strikes during this movement.

Weapons

  • Jaws - 0.5" reach, P+S 13 melee weapon.

Theme Forces


Thoughts on Helldiver

Helldiver in a nutshell

One of the pure combat lights, the Helldiver is a tough bugger to kill with more ARM and HP than usual for a Cryx jack, and a good layout of boxes. Its DEF is lower than norm, but Dig In assures that you'll be safe from most unboosted ranged/spell attacks.

Unfortunately the Helldiver was one of the victims of "over-nerfing" that occurred in the transition between mk2 and mk2, and nowadays its combination of restrictive rules and high points cost makes it one of the least played models in the entire game.

Combos & Synergies

Direct support is usually wasted on such a cheap model, but CTRL area spells (Skarre1), battlegroup buffs (both Mortenebra, Venethrax) and de-buffs (Denny1) work just fine with it.

  • Though it lacks arc node, it can still be used as carrier for Scything Touch/Dark Shroud into the midst of the enemy ranks. At worst, you can aim an AoE onto it, as it has an effective DEF of 11 on the back.

Drawbacks & Downsides

  • You'd be better off with a Deathripper for the same points cost.
  • It is very slow while burrowed, and incredibly limited in what it can do on the turn it unburrows.
  • Even while above ground, it is among the slowest jacks within the faction.
  • If you want a combat-oriented light, there are numerous in-faction substitutes, who cost only a tad bit more.
  • Most enemies won't stand close enough to the burrow marker for you to attack them on the turn you unburrow.

Tricks & Tips

Burrow

  • Burrow can be used as a bluff to force your enemy second-guessing your intentions with it.
  • Special rules that deny Advance Deployment or Ambush, don't deny Burrow.
  • Use Burrow to sneak into a scenario zone, then Unburrow mid-to-late game when no one else is there to contest it or attack you. With Dig In and no one nearby you'll be hard to remove.
  • You cannot run after unburrowing because you can't forfeit your Combat Action twice.

Other

  • Once dug in, be wary of models with 1" or longer melee range. They can run past you, engage you briefly causing you to lose Dig In, but not come close enough to eat a free strike. Placement effects like Agatha's feat also blow your cover.
  • If you intend to make more than one attack, remember that Drag Below ends your activation. Plan accordingly.

Other

Trivia

  • Originally released in Warmachine: Superiority (2006)
  • Sculptor: Jeff Wilhelm
  • Nickname(s): Dirt Dolphin (this name is likely to fade from use now that it can no longer re-burrow in Mk3)

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
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 - Infernal Machines - Scourge of the Broken Coast - Slaughter Fleet Raiders
Mercenaries
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2019.02

Rules Clarifications

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)

RC symbol.png

Rules Clarification : Burrow      (Edit)

  • You cannot run on the turn you Unburrow, because you can't forfeit your Combat Action twice.
  • The burrow marker is not a model, and other models may move through it or stand on it.
  • While you're not on the table, you cannot be targeted by anything. (Infernal Ruling)
    • Furthermore, even if the burrow marker is caught in a "models currently within ..." effect (such as Deneghra1's feat) the burrowed models are not within that area, so won't be affected.
RC symbol.png

Rules Clarification : Dig In      (Edit)

  • Unlike nearly every ability in the game, Dig In doesn't have a "expires after one turn/round" clause.
  • Thus you could spend your action on turn 1 to Dig In and (assuming you don't move or get engaged) stay Dug In on turn 2 and use your action to make ranged attacks.
  • Being pushed counts as moving. (Locked thread)
  • If a model with Dig In is added to play or returned to play, it does not count as "starting the game". It can't be put into play already Dug In. (Infernal Ruling)
RC symbol.png

Rules Clarification : Drag Below      (Edit)

  • You cannot use an "anytime" ability (such as an animus) during an attack that involves a Drag Below. This is because Drag Below is resolved during Step 12 of the Attack Sequence and causes your activation to end, and you can't use an "anytime" ability until after finishing step 14. (Infernal Ruling)