Cankerworm
Cankerworm |
Cankerworm attacks with a breed of cunning and sense of self-preservation that makes mockery of life. The 'jack's unprecedented ability to manipulate even the most sophisticated and complex mechanikal devices makes Cankerworm a versatile and vicious tool. It waits for the mightiest of warjacks to suffer crippling damage and springs to attack the vulnerable machine. After the final strike, Cankerworm harvests weapons and other useful machinery from the fallen construct and turns them against their former masters.
Contents
Basic Info
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Abilities
- Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.
- Construct
- Stealth
- Parry
- Advance Deployment
- Pathfinder
- Salvage - When a warjack is destroyed while in this model's melee range, remove d6 damage points from this model. If the destroyed warjack was a heavy or a colossal, remove +3 additional damage points from this model.
- Bond [ Asphyxious ] - If this model begins the game in Asphyxious'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 Asphyxious and in their control range, Cankerworm gains Reposition [5"]. (Error: Use {{Reposition 3}} or {{Reposition 5}} instead.)
Weapons
- Bite - 0.5" reach, POW 3, P+S 11 melee weapon
- Armor-Piercing (★ Attack) - When calculating damage from this weapon, halve the base ARM stats of models hit.
- Replicator - 0.5" reach, POW 5, P+S 13 melee weapon
- Adapt - When Cankerworm uses the Salvage ability, you can have the Replicator gain the special rules and weapon qualities of one of the destroyed warjack's weapons. The Replicator becomes the type of weapon adapted (melee or ranged) and uses that weapons's RNG, ROF, AOE, and POW. This effect lasts until Cankerworm uses Adapt again.
Theme Forces
When taken by Asphyxious | When taken by anyone else |
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Cankerworm cannot be taken in a theme force. |
Thoughts on Cankerworm
Cankerworm in a nutshell
Cankerworm is effectively everything you would want in a light combat jack at a bargain price. Offensively speaking, his bite will break heavies apart, the more armor the better. Average rolls give him approximately a 50% chance of breaking a system on a Khador juggernaut chassis, the gold standard of heavy jacks. Cankerworm is going to hurt them badly, he's going to require help to kill the target he's going for. Pathfinder give this little guy a very good chance of reaching his target in time.
Defensively speaking, stealth keeps him from being shot at. His defense is strong enough to justify a boost, and his armor isn't bad. Perhaps one of his greatest defensive strengths is his unique damage grid requires at least 12 damage to destroy a system, a Slayer stands at 10.66 (mitigated by a little more armor). Parry allows Cankerworm get stuck deep into enemy lines. When using the reposition bond from Gaspy, you get to see just how silppery this snake can be.
Put it together and you get a powerful anti-armor support piece.
Combos & Synergies
- Cankerworm is fine with his armor piercing bite, but don't ignore the salvage ability altogether. It can be very advantageous in the right situation. While having Cankerworm kill targets and stealing their weapons is great, keep an eye on your own warjacks near their demise. Bring some jacks with the idea of possibly replicating their weapons in mind.
- While the Kraken has the largest gun in the Cryx arsenal, don't discount the chain weapon Harvesters.
- Harrowers have reach thresher weapons. If your opponents is using large group of infantry, let Cankerworm adapt to the field by keeping your Harrower nearby.
- Erebus has stationary on hit, opponents will be quite displeased to learn that once they remove that heavy jack, the weapons might stay on the table.
Drawbacks & Downsides
- The armor piercing attack is a special attack - anything that forbids those will condemn the Cankerworm to rely on its mediocre basic attacks.
Tricks & Tips
- If you adapt a 2" reach or Chain Strike weapon then your melee range increases and that also increases your Salvage range.
Other
Trivia
- Originally released in Warmachine: Legends (2008)
- Sculptor: Steve Saunders
Other Cryx models
Rules Clarifications
Rules Clarification : Armor-Piercing and/or Case Cracker (Edit)
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Rules Clarification : Adapt (Edit)
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Rules Clarification : Salvage (Edit)
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Rules Clarification : Warjack (Edit)
Inert warjacks
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Rules Clarification : Construct - None yet. (Edit)
Rules Clarification : Stealth (Edit)
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Rules Clarification : Parry - None yet. (Edit)
Rules Clarification : Advance Deployment (Edit)
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Rules Clarification : Pathfinder (Edit)
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Rules Clarification : Bond (Edit)
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Rules Clarification : Reposition (Edit)
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