Soul Trapper

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Cryx Logo.jpg Soul Trapper

Cryx Thrall Solo

Mk4 icon.png
Prime
This model is available in one Prime Army, Dark Host. 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.

Drawn to the dying, the soul trapper stalks the front lines with both eagerness and desperation. Its arms continually wrest souls of the recently departed from the air, limbs darting here and there like the workings of a manic threshing machine. It crams its stolen harvest into prepared chambers akin to soul cages within its body, where they await transference to other, mightier entities. It is said the screams of the souls transferred through the creation’s chest can be heard echoing from its ribcage long after they have gone, though few mortals have ever gotten close enough to hear.

Basic Info

Soul Trapper
Missing Info
Soul Trapper.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR 4
MAT 5
RAT N/A
M.A. N/A
DEF 11
ARM 12
CMD 10
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 6
UNIT SIZE N/A
COST 1
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Undead symbol.jpg Undead
  • Soul Taker: Collector - This model can gain soul tokens. When a living enemy model is destroyed while within this model's command range, this model gains the destroyed models soul token. This model can have up to three soul tokens at any time. This model can spend soul tokens for the following:
    • Soul Transfer (★ Action) - RNG 5. Target friendly Faction model with the Soul Taker special rule. If thr model is in range, remove any number of soul tokens from this model and place then on the friendly model.
  • Soul Shroud - While this model has one or more soul tokens it has Incorporeal.

Weapons

  • Mechano-Claw - 0.5" reach, P+S 8 melee attack

Theme Forces


Thoughts on Soul Trapper

Soul Trapper in a Nutshell

They catch souls and that's about it. They are also a cheap solo that can control flags or contest enemy zones.

Their advantage is that they're cheap fillers for your army and a good way to catch souls without putting your warcaster, skarlock thrall or withershadow combine at risk.

Most players only take one Trapper, to fill in the last point of their army. If they have two points spare, most people will get a different 2-point solo rather than two 1-point Trappers.

Combos & Synergies

Lots of Cryx models can use souls, but really you want something that can spend souls the same turn. Such models include:

  • Deneghra3 can spend souls to cast spells or load her warjacks.
  • Lord Exhumator Scaverous can spend souls to force rerolls.
  • Soulhunters can spend souls to turn incorporeal or boost attacks.
  • The Hellslinger Phantom can spend souls to buy or boost attacks.
  • Malice gets an ARM buff from souls, and can spend them to possess enemies.
  • The Harrower can buff its gun with a soul.
  • in Strange Bedfellows this model can give souls to the Enigma Foundry meaning it can by proxy gain friendly and enemy souls.
    • the additional move and attack from swift vengeance helps some of their order of activation issues. They can either get into a good position to collect souls before their activation or take a risk to earn 1 for themselves by hitting something.
    • Aurora1 is a general infantry buffer making them faster and flying.

Drawbacks & Downsides

  • No combat potential
  • It is harder to get souls where you want them than it appears on paper - you need to move the Trapper into position, then have something else kill enemies for it to collect. Next turn, the Soul Trapper moves over and hands the soul to someone. 2 turns for something useful to happen.
    • If you are trying to give the souls to a warcaster with Cull Soul, you have then got to wait a 3rd turn for the Soul token to turn into a focus token.
      • the only way around this are abilities like Vengeance or Swift Vengeance as they can reduce this interaction by 1 turn (if your opponent sets you up)

Tricks & Tips

  • If your opponent also collects his own army's souls, jam these guys straight forward so they're the closest eligible model. That is, use them to deny your opponent getting souls from his own troops, rather than enabling yourself to get souls.
    They'll probably just get shot to death, but that's one less shot against your main army.
    • Watch out for "regardless of proximity" soul takers, who will circumvent the closest eligible.
    • Definitely watch out for Direct Spirits who completely shut you down.
    • In either of those cases, the Trapper is probably only good as a flag-sitter or zone-contester.


Other

Trivia

Other Cryx models

Cryx Logo.jpg       Cryx Index       (Edit)            
Battlegroup & Similar
Warcasters

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - Deathjack2 - 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 - Doctor Stygius (Partisan) - Madelyn Corbeau (Mercenary)

Other Warjack Controllers

Jack Marshals: Iron Lich Overseer       "Junior Warcasters": Aiakos1 - Asphyxious4 - Deneghra0

Light

Cankerworm - Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker

Heavy

Barathrum - Corruptor - Deathjack1 - Desecrator - Erebus - Harrower - Kharybdis - Inflictor - Leviathan - Malice - Nightmare - Reaper - Seether - Slayer

Colossal Kraken - Sepulcher
Units, Solos, Battle Engines, & Structures
Units

Asphyxious4 - Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - BO Boarding Party - BO Ironmongers - BO Smog Belchers - Blackbane's Ghost Raiders - Bloodgorgers - Marauders - Carrion Thralls - Cephalyx Drudges - Cephalyx Overlords - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates - Soulhunters - The Devil's Shadow Mutineers - The Withershadow Combine

Solos

Aiakos1 - Agrimony - Axiara - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Darragh Wrathe - Doctor Stygius - Deneghra0 - Gerlak - Hellslinger - Iron Lich Overseer - Machine Wraith - Master Gurglepox - Misery Cage - Necrotech - Ol' Grim - Pistol Wraith - Satyxis Blood Priestess - Satyxis Raider Captain - Scrap Thrall - Skarlock Thrall - Severa Blacktide - Soul Trapper - Warwitch Siren

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: 2021.11

Rules Clarifications

Rules Clarification : Undead - None yet. (Edit)
Rules Clarification : Collector - None yet. (Edit)
Rules Clarification : Soul Transfer - None yet. (Edit)

RC symbol.png

Rules Clarification : Soul Shroud      (Edit)

  • If a Soul Trapper has a soul token, then later loses Incorporeal, it follows the normal rules for models losing/regaining their Incorporeal-iness. It does not insta-regain Incorporeal via the soul token. (Infernal Ruling)
RC symbol.png

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

Damage & Debuffs
  • All spells do magical damage. Refer to the latest errata.
  • If a weapon or spell does multiple types of damage (such as Chain Lightning doing Electricity damage), then you'll still be hurt by the spell. "Incorporeal" is not the same as "has immunity to all damage types". (Infernal Ruling)
  • "Mundane" weapons can still apply debuffs to Incorporeal models, even though they can't damage them. For instance, an Ironclad could hit an Incorporeal model with a Tremor Attack and knock the incorporeal model down; Small-based Incorporeal models can be Consumeed, etc. (Infernal Ruling)

Incorporeal models moving

  • If an incorporeal model declares a charge, then they stay incorporeal until they actually make an attack. So, for example:
    • If they're Countercharged after finishing their own charge movement, they will be Incorporeal while resolving the Countercharge attack.
    • If they fail the charge, they will stay Incorporeal.
  • Entering hazards: "Enters or ends its activation" can only be triggered once each turn.
    • If the Incorporeal model begins its activation outside the hazard, moves into the hazard and loses Incorporeal, it would not take any damage from ending its activation in the hazard.
    • If the Incorporeal model begins its activation inside the hazard, stays inside the hazard, and loses Incorporeal, it would take damage from ending its activation in the hazard.
    • (Infernal Ruling)
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.


Moving through an Incorporeal model

  • A model that is pushed into an Incorporeal model will go all the way through, only if the push is large enough to get all the through. If the push is too short, the moving model will "bounce back" to where they first started overlapping the incorporeal model. (Infernal Ruling)
  • The core rules that allows models to be pushed through the Incorporeal model will override any ability/spell that uses the phrase "is pushed until it contacts a model" (such as Grip, Drag, and Catch). (Infernal Ruling)
  • 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.

Other

  • Incorporeal models can engage enemy models. They can't make free strikes or bodyblock enemies, but they do prevent enemy models making ranged attacks, and everyone gets the 'Target in Melee' bonus.
  • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)