Nightmare

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Cryx Logo.jpg Nightmare

Cryx Character Heavy Warjack

If the Slayer is a perfect killing machine, Nightmare is darkness and mortality incarnate. The cold shell of this helljack gives form to a bestial predatory instinct. It can become a ghostly specter and move through the rock and steel of any barrier before coalescing into terrifying reality. Nightmare's blackened metal chassis melts into the greater darkness - until it reaches out to rend its luckless victims limb from limb.

Basic Info[edit]

Nightmare
Missing Info
Nightmare.png
COST N/A
UNIT SIZE N/A
FA N/A
Warcaster 0
BASE Large
SPD 6
STR 10
MAT 8
RAT N/A
M.A. N/A
DEF 13
ARM 18
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP 28
F. Field N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST 18
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[edit]

  • 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.
  • Prey - After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
  • Ghostly - This model can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. It cannot be targeted by free strikes.
  • Bond [Deneghra] - If Nightmare begins the game in Deneghra's battlegroup, it is bonded to them. Nightmare is not considered to be bonded while under your opponent's control. While Nightmare is bonded to Deneghra and in their control range, Nightmare gains Stealth.

Weapons[edit]

  • Wicked Claw (x2) - 1" reach, P+S 17 melee attacks
    • Open Fist - This warjack/warbeast may make Throw Power Attacks.
    • Chain Attack: Grab & Smash - If this model hits the same model with both its initial attacks with this weapon,after resolving the attacks it can immediately make a head-butt or throw power attack against that target.
  • Tusks - 1" reach, P+S 12 melee attack
    • Hard Head - This model can add this weapon's POW to its head-butt and slam power attack damage rolls.

Theme Forces[edit]

When taken by Deneghra1, Deneghra2, or Deneghra3 When taken by Deneghra0 When taken by anyone else
  • Cannot be taken in a theme force.
Nightmare gains
Hyper-Aggressive when taken in Infernal Machines;
Carapace when taken in Black Industries;
Gang Fighter when taken in Slaughter Fleet Raiders.


Thoughts on the Nightmare[edit]

Nightmare in a nutshell[edit]

He's a beatstick heavy, and his main schtick is ignoring terrain/free strikes which let's him get places other heavies can't. He also brings slightly higher damage vs his Prey and Smash & Grab which can be handy. Lastly, he gets Stealth from Deneghra which, due to the way theme forces work, is about the only place you see him these days.

He's unpopular due to his high points cost, and theme restrictions limiting him to Deneghra-only. But mostly the points cost, because even most of the Deneghras often don't want him in their battle group.

Combos & Synergies[edit]

  • Deneghra2 has a bit more trouble than the other versions of Deneghra to handle heavy armor. Nightmare can actually help with that - at least on his Prey target.
    • On top of that, Deneghra2 is the only version of Deneghra that has no access to Ghost Walk (which Nightmare has natively). Ghost Walk plus a clever use of Hellmouth can give you a good threat range, much more than in comparison to the heavy-hitter you'd put in Denny2's list in his place.

Damage Analysis[edit]

Nightmare can put out some very nice damage, even with average dice. Here are some examples using the biggest bricks I could think of.

Nightmare Damage vs Khador Victor Colossal (ARM 20, 62 HP)

  • Flat Damage: 17, 17, 12, up to 3 additional attacks.
  • Prey: +2 damage
  • Caster Buffs / Debuffs: +5 damage (obtainable from a variety of models, but I'm basing it on Denny1, as she is a likely caster for him).

Final Attacks:

  • Charge: 14 damage (-1 Focus)
  • Wicked Claw: 11 damage
  • Tusks: 6
  • Wicked Claw: 11 damage (-1 Focus)
  • Wicked Claw: 11 damage (-1 Focus)

TOTAL: 53 damage

This leaves the Victor with 9 boxes on Average Dice and only 1 box if you don't have to charge for your first attack. The Average Colossal/Gargantuan would be dead, since they rarely have as much armor, and never as much HP.

Doing these same calculations against a Khador Devastator Heavy Warjack (ARM 23, 32 HP) destroys it with only 2 focus used, letting you dedicate fewer focus or use the extra to smack something else, since it will get an additional attack from Smash & Grab.

Drawbacks & Downsides[edit]

  • The cost. A Seether has similar raw damage output for 5 pts less. For 3 pts less, Barathrum has comparable stats and brings more tech (AD, Feedback, Dig-in/Drag Below). Seethers aren't as protected and Barathrum can't do as much damage, but 18 points is still a lot.
  • Prey is less useful on a melee heavy than faster options like solos or calvary, as melee heavies can be dodged. Without Prey, P+S 17 isn't enough to handle high ARM values, although he'll always hit harder than that because all 4 Deneghra models have debuffs.
  • With DEF 13, ARM 18 and a terrible grid for a 18 pt piece, Nightmare is the embodiment of a glass cannon. It's even worse, he can be quickly neutered from range with boostable guns, although Carapace in Black Industries and Stealth go a very long way to prevent that.
  • Smash & Grab doesn't work against huge based models, so you'll only get your 3 initials, but, as shown above, that's enough to kill most colossals in a single activation on average dice.

Tricks & Tips[edit]

  • Nightmare only threatens 10", so it's often easy for your opponent to keep the Prey target out of his reach during the game. To get around that, an interesting tactic is to put the Prey on something likely to be played forward and easy to kill at the beginning of the game. The turn you intend to commit Nightmare on a target, kill the current Prey target with something else in your army, cycle Prey on Nightmare's target, and profit.

Other[edit]

Trivia[edit]

Other Cryx models[edit]

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[edit]

RC symbol.png

Rules Clarification : Open Fist (aka, Power Attack Throw)     (Edit)

  • Throw - General ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • 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.
  • 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.
    • 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)
    • Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
RC symbol.png

Rules Clarification : Chain Attack Grab & Smash      (Edit)

  • Grab & Smash allows you to make a Power Attack during the same activation that you charged. (Locked thread)
  • You may want to refresh yourself on the Rules Clarifications on Throws and Head-Butts.
RC symbol.png

Rules Clarification : Chain Attack      (Edit)

  • Some Chain Attacks generate a Power Attack (such as Chain Attack: Throw. These Chains can be used after charging, even though Power Attacks normally can't be used after a charge. (Infernal Ruling)
  • Buying extra attacks with fury or focus cannot trigger a Chain Attack - only initial attacks can trigger it.
  • If you have 3 weapons but only 2 of them are associated with the Chain Attack, then you can make that 3rd initial attack at any point without it preventing the Chain Attack from triggering.
    Also, interrupting your initials to resolve the Chain Attack will not prevent you taking the 3rd initial.
    For example, the Cryx Nightmare has two Claws with a Chain Attack, plus some Tusks. When he makes his initial attacks he can go:
    • [Claw] - [Tusks] - [Claw] - [Chain Attack] ... even though the two Claw attacks weren't sequential.
    • [Claw] - [Claw] - [Chain Attack] - [Tusks] ... even though he did the Chain Attack before getting to his initial Tusk.
    • [Tusks] - [Claw] - [Claw] - [Chain Attack]
    • He cannot go ... [Claw] - [Claw] - [Tusks] - [Chain Attack] ... because you must resolve the Chain Attack as soon as it's triggered, or not at all.
RC symbol.png

Rules Clarification : Hard Head      (Edit)

  • You can add the POW even if the weapon system is crippled.
  • Hard Head doesn't get applied to collateral damage, because that is a separate type of roll. Refer page 45 of the mini rulebook.
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)

Rules Clarification : Construct - None yet. (Edit)

RC symbol.png

Rules Clarification : Prey      (Edit)

  • When you declare your Prey target, it has to be used on a model that is currently on the table. You can't use it on models that are in Ambush, Burrow, etc. (Infernal Ruling)
  • If you have both Prey and Ambush, then you declare your Prey target at the normal time (even though the Prey-er isn't currently on the table). (Infernal Ruling)
  • Prey bonuses apply to "non-attack" damage, such as Electro Leap. (Infernal Ruling)
  • If you hit your Prey target, but your attack is "shifted" to a non-Prey model (via Shield Guard etc) then you don't get the damage bonus vs the new target.
RC symbol.png

Rules Clarification : Ghostly      (Edit)

  • Ghostly doesn't let you move through other models, just terrain.
  • Ghostly doesn't let you ignore damage from hazardous terrain. (Infernal Ruling)
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).
RC symbol.png

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.