Difference between revisions of "Cyclops Raider"

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[[Skorne]] light warbeast [[Category:Skorne]][[Category:Cyclops]]
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{{FH3|{{Skorne}} {{Cyclops}} {{Light Warbeast}} }} [[Category: Model]]
  
 
{{Battlebox}}
 
{{Battlebox}}
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{{Infobox-Model
 
{{Infobox-Model
 
| name  = Cyclops Raider
 
| name  = Cyclops Raider
| type  = [[Skorne]] [[Light Warbeast]]
 
 
| image = Cyclops_Raider.jpg
 
| image = Cyclops_Raider.jpg
 
| base  = Medium
 
| base  = Medium
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===Weapons===
 
===Weapons===
'''Heavy Reiver''' - ranged - RNG 10, ROF 1, P+S 12
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* '''Heavy Reiver''' - 10" range, POW 12 ranged attack
* {{Burst Fire}}
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** {{Burst Fire}}
  
'''Punching Spike''' - melee - RNG 0.5, P+S 11
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* '''Punching Spike''' - 0.5" reach, P+S 11 melee attack
*{{Open Fist}}
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** {{Open Fist}}
  
===Special Abilities===
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===Abilities===
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* {{Warbeast}}
 
* {{Arcane Precision}}
 
* {{Arcane Precision}}
  
 
===Animus===
 
===Animus===
{{Far Strike}}
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* {{Far Strike}}
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=Analysis of the Cyclops Raider=
 
=Analysis of the Cyclops Raider=
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=Other=
 
=Other=
===Changes from Mk2===
 
In Mk2 Far Strike wasn't a cheap animus so you couldn't fully boost and use the animus - but it could be cast on other models. This meant you brought the Raider to give its animus to someone better at shooting. It's therefore now a much better solo hunter and no longer a support model at all; a minor change has entirely changed its role in a Skorne army. It also got slightly cheaper.
 
 
 
===Trivia===  
 
===Trivia===  
{{PH}}
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Released in [[Hordes: Domination]] (2011)
  
===Theme Forces this is a member of===
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===Theme Forces ===
 
{{Skorne NCW}}
 
{{Skorne NCW}}
{{:Index Skorne}}
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 +
===Other Skorne models===
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{{Index Skorne}}
 +
 
 +
===Rules Clarifications===
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{{RC Burst Fire}}
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{{RC Open Fist}}
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 +
{{RC Warbeast}}
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{{RC Arcane Precision}}
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{{RC Far Strike}}

Revision as of 00:14, 5 June 2018

Skorne Cyclops Light Warbeast Template:Battlebox

The cyclops raider is a terrifying sight—an eight-foot-tall brute capable of unleashing torrents of razor-sharp steel. The few who survive the excruciating hail of the raider’s heavy reiver are dispatched by crushing blows of its spiked gauntlets. The raider’s proficiency at arms is greatly enhanced by its natural prescient abilities. It can train its weapon on even the best-hidden enemies and annihilate them in a burst of fire before they have time to react.

Basic Info

Cyclops Raider
Missing Info
Cyclops Raider.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR 8
MAT 5
RAT 5
M.A. N/A
DEF 13
ARM 16
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 3
THRS 8
HP 22
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE N/A
COST 9
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Weapons

  • Heavy Reiver - 10" range, POW 12 ranged attack
    • Burst Fire - Gain +1 to damage rolls with this weapon against medium-based models, and +2 to damage rolls against large- and huge-based models.
  • Punching Spike - 0.5" reach, P+S 11 melee attack

Abilities

  • 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.
  • Arcane Precision - If this model uses its Normal Movement to aim, it ignores Stealth that activation.

Animus

  • |-

|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Far Strike ! style="border-top: 1px solid #A8A8A8;"| 1

! SELF

! -

! -

! Turn

! No

|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|The spellcaster's ranged weapons gain Snipe. Far Strike lasts for one turn.

Snipe - This attack gains +4 RNG.


Analysis of the Cyclops Raider

The Cyclops Raider in a nutshell

The Cyclops Raider is a solo or attachment hunter - able to take out a stealth solo from 14" away with a fully boosted attack, or a non-stealth solo from 20" away. It's not great in melee - but the ability to boost means it isn't completely terrible.

Combos & Synergies

  • Paingiver Beast Handlers - clear off that fury after it's shot the solo.
  • Supreme Aptimus Zaal and Void Seer Mordikaar - both of them have decent guns to use the Raider's animus. But it might be exposing either of them a little too much.
  • Cyclops Shaman a Raider can turn a Shaman into an excellent solo-sniper, and a pack of Shamans into a scary assassination threat as they can ignore LoS and throw down boosted attacks while using the Snipe animus.

Drawbacks and Downsides

Tricks and Tactics

  • If you've no solos to shoot, a pot shot can make the enemy caster keep their head down.
  • In melee, throw enemies away.

Other

Trivia

Released in Hordes: Domination (2011)

Theme Forces

Template:Skorne NCW

Other Skorne models

Skorne Logo.jpg       Skorne Index       (Edit)
Battlegroup & Similar
Warlocks Hexeris1 - Hexeris2 - Jalaam1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Rasheth1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (Lesser Warlock) - Makeda0 (Lesser Warlock)
Lesser

Agonizer - Aradus Scarab - Reptile Hounds - The Terrorizer

Light Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm
Heavy

Aradus Sentinel - Aradus Soldier - Archidon - Chiron - Bronzeback Titan - Despoiler - Molik Karn - Rhinodon - Tiberion - Titan Cannoneer - Titan Gladiator - Titan Sentry

Gargantuans Desert Hydra - Mammoth
Units, Solos, & Battle Engines
Units

Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - Legends of Halaak - Nihilators - Paingiver Beast Handlers - Paingiver Bloodrunners - Praetorian Ferox - Praetorian Karax - Praetorian Keltarii - Praetorian Swordsmen - Tyrant Commander & Standard Bearer - Venator Catapult Crew - Venator Flayer Cannon Crew - Venator Reivers - Venator Slingers

Solos

Abidan the Keeper - Ancestral Guardian - Aptimus Marketh - Extoller Novitiate - Extoller Soulward - Hakaar the Destroyer - Immortal Vessel - Makeda0 - Mortitheurge Willbreaker - Paingiver Bloodrunner Master Tormentor - Paingiver Task Master - Tyrant Rhadeim - Venator Dakar - Void Spirit - Zaadesh1

Battle Engines Siege Animantarax - Supreme Guardian
Theme Forces
Disciples of Agony - Masters of War - The Exalted - Winds of Death
Minions
Refer to Who Works for Whom and/or Category: Skorne Minion
This index was last updated: 2021.11

Rules Clarifications

Rules Clarification : Burst Fire and/or Volume Fire - None yet. (Edit)

RC symbol.png

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

  • Throw ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
    • 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.
  • 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.
  • Collateral Damage
    • Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
      • It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
      • It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
      • It doesn't matter if the attacker has crippled weapon systems or aspects.
  • 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. (Locked Thread)
    • 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)
    • Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
    • Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.


RC symbol.png

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

See also the Warbeast page for a recap of the core warbeast rules.
  • Forcing
    • If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)
  • Animi
    • A single Animus can be on several models at the same time. (Infernal Ruling)
    • Unlike in Mk2, in Mk3 if a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)
    • An animi cast by a warlock is an animi and a spell. (Infernal Ruling)
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
  • Frenzy (Edit)
    • You cannot trigger optional abilities (such as Cleave or Sprint). (Infernal Ruling)
    • You must trigger compulsory abilities (such as Consume) ... except for compulsory abilities that also generate an extra attack (such as Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)
    • A warbeast may not make an Assault shot as part of a Frenzy activation.
    • If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Ruling)
    • If a frenzying warbeast can't reach its charge target (because the charge lane is blocked by terrain, etc) then it will make a failed charge and end its activation. (Locked thread)
    • If a frenzying warbeast has two melee weapons with the same POW, it can choose which one to use. (Infernal Ruling)
RC symbol.png

Rules Clarification : Arcane Precision      (Edit)

  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.


RC symbol.png

Rules Clarification : Far Strike      (Edit)

RC symbol.png

Rules Clarification : Snipe      (Edit)

  • Although Snipe the spell and Snipe the Attack Type are two different "sources", they are multiple instances of the same effect. As such, they're not cumulative. Refer to the "Rule Priority" section of the core rulebook.
  • Snipe does not affect the range of weapons that use the Spray template, or one's which have RNG = CTRL.