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| The Terrorizer |
What has four arms and wants revenge for a thousand years of suffering inflicted on his kind? Two smaller normal dudes…or this guy.
- Riot Quest - Although this model has rules which allow it to be played in Warmachine and Hordes, it was primarily designed for the Riot Quest game. RQ is set in an alternate and/or future timeline where the Infernals won the war. Some of the RQ models have a deliberately goofy aesthetic.
- Animosity [ Rasheth ] - This model cannot be part of an army that includes Rasheth.
- 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.
- Bond [ Naaresh ] - If this model begins the game in Naaresh's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to Naaresh and in their control range, this model gains an additional dice to melee attack rolls against targets within Naaresh's control range.
- Point-Blank - During its activation, this model can make melee attacks with its ranged weapon, with a melee range of 0.5". Do not add this model's STR to damage rolls with ranged weapons. Charge attacks made with ranged weapons are not boosted.
- Rage Fueled - While damaged this model gains +1 FURY.
- Side Step - When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.
- Scattergun - Spray 8, POW 12 ranged attack
- Slug Gun - 4" range, POW 14 ranged attack
- Ripper - 0.5" reach, POW 3, P+S 9 melee attack
- Sword - 1" reach, POW 3, P+S 9 melee attack
|Target friendly Faction warbeast gains +2" movement when advancing as part of its Normal Movement and gains Pathfinder. Rush lasts for one turn.|
When taken by Naaresh
When taken by anyone else
Thoughts on The Terrorizer
The Terrorizer in a nutshell
Riot Quest description: The Terrorizer is a Fighter-class Hero packed to the gills with weapons. Capable of making both melee and ranged attacks in a single turn, this lil’ guy can lay down big hurt. Additionally, when an enemy super damages him, The Terrorizer’s rage makes them pay for their transgression.
In Warmachine, he is a very fragile warbeast that nonetheless packs two guns hitting above his point cost, and a useful animus. With Point-Blank he can make 4 attacks in melee, which is reasonable output. However he needs to be kept back from the battle line because he's exceptionally squishy for a seven point model. The initial thoughts are that the Terrorizer is going to make the Titan Gladiator a niche pick in Disciples of Agony but is nowhere near good enough to make Naaresh good in other themes.
Combos & Synergies
- He brings Rush and thus synergieses with an warbeast that likes a threat extention (read: Aradus Soldier and anything that lets you double stack threat extenders as well.
- Lord Arbiter Hexeris Blackspot and a boostable spray goes very well together.
- Naaresh - Obviously since he is bonded to him. Field Marshal: Pain Response and his feat also go very well with Rage Fueled as the Terrorizer wants to be damaged anyway.
- Tyrant Zaadesh is frequently used if you want to cast Rush multiple times in one turn; the Terrorizer means that you lose a lot less to the lesser warlock being sniped, and Zaadesh's Tag Team can support the weird glass cannon attacks of the Terrorizer.
- Can be free in Disciples, as he's an Agonizer. Because he's a Titan as well he also benefits from the Bronzebacks Leadership.
- Makeda3 Incite, deathbringer and her feat help the terrorizer greatly.
Drawbacks & Downsides
- Extremely fragile; he is more resilient than a standard agonizer, but he still can be one shot by a direct hit of any boostable weapon if you're unlucky, and he is a lot more fragile than even the weakest light warbeast. Standing near a Krea helps
- Can not be used with Rasheth, which is sad, because Rasheth would do quite a number for his ranged and melee game. Of course Rasheth is quite powerful enough as he stands, and the Terrorizer has no plans to forgive Rasheth for making him carry his corpulent self around.
- There are almost no ways in faction to reliably do 1 damage to an ARM 14 model, to allow the terrorizer that third Fury without risking half eviscerating it. You may need 3 beast handlers turn1 to make this work (1 hits him in the back, 2 heal him just in case there is a dice spike
- he doesn’t really have a dedicated target, Mat6 makes going after high def infantry unreliable and the low pow of 2 of his weapons means that he will struggle vs lights and medium based infantry. he often needs a buff or 2 before committing him to actually get work done.
Tricks & Tips
- He can hit one of you own warbeasts to extract fury from it.
- When you make a Point Blank attack with a spray weapon, it's just a melee attack. You don't get to put the spray template down.
- Keep the Terrorizer well back until it's time to deploy him; he dies very easily and is a high priority target. Rush is good.
- With four initials and Side Step he's absurdly mobile - and thanks to side step and parry he should be making most attacks from back arcs.
- When charging lead with the sword due to its longer range, then choose whatever order you like after you have sidestepped (closer if needed)
- he is one of the best free requisition options in DOA take advantage of this.
- Released 2020.02
Other Faction models
|See also the Warbeast page for a recap of the core warbeast rules.