Difference between revisions of "Kharybdis"

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===Tricks & Tips===  
 
===Tricks & Tips===  
* Even though he isn't a warcaster, Aiakos1 will trigger Kharybdis's bond.
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* When the Acid Cloud is centered on you, it extends ''just over'' 1" past your base edge. So anyone with 0.5" or 1" range on their melee weapon ''has'' to enter it to attack you in melee.
* When the Acid Cloud is centred on you, it extends ''just over'' 1" past your base edge. So anyone with 0.5" or 1" range on their melee weapon ''has'' to enter it to attack you in melee.
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* Acid Cloud will trigger the Prowl ability when bonded with either [[Aiakos1]] or [[Aiakos2]].
* Acid Cloud will trigger your Prowl ability
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* You can use Acid Cloud after Trampling, but not after running or failing a charge.
 
 
  
 
=Other=
 
=Other=

Revision as of 00:33, 15 February 2018

Cryx Character Heavy Warjack

For decades Kharybdis was lost, believed to have been destroyed when the Cygnaran Navy sank the blackship carrying it. With nothing but a crude map, Captain Aiakos set out to recover this powerful helljack that slumbered in the deep. Kharybdis now terrorizes victims of the warcaster’s bloody raids, tearing anything within reach to pieces.

Basic Info

Kharybdis
Kharybdis.jpg
SPD 5
STR 12
MAT 7
RAT 6
DEF 12
ARM 18
HP 30
Cost 17
Base Size Large

Template:SBE

Weapons

  • Black Ink - 8" spray, POW 12 gun
    • Corrosion dam symbol.jpg Damage Type: Corrosion
    • Critical Blind - On a critical hit, the model hit suffers Blind for one round. (Blind - A model suffering Blind cannot make ranged or magic attacks, suffers -4 MAT and DEF, and cannot run, charge, or make slam or trample power attacks. It must forfeit either its Normal Movement or Combat Action during its next activation. Blind can be shaken.)
  • Tendril (x2) - 1" reach, P+S 16 melee weapons.

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.
  • Amphibious symbol.jpg Amphibious
  • Construct symbol.jpg Construct
  • Corrosion Imm symbol.jpg Immunity: Corrosion
  • Gunfighter symbol.jpg Gunfighter
  • Pathfinder symbol.jpg Pathfinder
  • Acid Cloud - This model can use Acid Cloud once per activation at any time or before finishing a run or failed charge. Center a 4" AOE cloud effect on this model. Models in the AOE when it is placed or that enter or end their activation in the AOE suffer the Corrosion continuous effect. The AOE remains in play for one round.
  • Bond [ [[Aiakos]] ] - If this model begins the game in Aiakos'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 Aiakos and in their control range, it gains Prowl.. (Prowl - While this model has concealment, it gains stealth.)
  • Steady - This model cannot become knocked down.

CID Changes

2017.11 Black Fleet CID - Khary got several buffs

Gained Gunfighter, +1 RAT, and -2 cost
Acid Cloud changed to being an any-time ability, instead of a (★ Action).
He was added to the Slaughter Fleet Raiders theme.

Thoughts on Kharybdis

Template:Recent Release

Kharybdis in a nutshell

Kharybdis is a nasty assassin warjack with a 12" threat range (before buffs), who only has to make it within 4" of the enemy caster. His defensive stats are pretty good and Prowl makes him incredible.

Before the Black Fleet errata he was unpopular due to his points cost and difficult rules, but now he represents a very solid package - neither over or underpriced.

Combos & Synergies

  • Aiakos2 (warcaster) makes Kharybdis faster and more accurate in melee, making the threat much more powerful. He also gives Kharybdis Prowl - and when Kharybdis can create clouds it makes getting stealth pretty easy.
  • Aiakos1 (solo) gives extra speed and Grievous Wounds.

Drawbacks & Downsides

Tricks & Tips

  • When the Acid Cloud is centered on you, it extends just over 1" past your base edge. So anyone with 0.5" or 1" range on their melee weapon has to enter it to attack you in melee.
  • Acid Cloud will trigger the Prowl ability when bonded with either Aiakos1 or Aiakos2.
  • You can use Acid Cloud after Trampling, but not after running or failing a charge.

Other

Trivia

Originally released 2017.03

Theme Forces

Any warcaster or solo can take Kharybdis in:


When taken in Aiakos2's battlegroup (but not Aiakos1), Kharybdis can be taken in:

Template:Cryx caster themes

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

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Rules Clarification : Corrosion      (Edit)

  • If you deploy in corrosion hazard terrain (Acid Pool), then you get corroded before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.
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Rules Clarification : Blind      (Edit)

  • Blind prevents magic attacks. However spell-casters, spell slaves, etc can still cast non-offensive spells.
  • Blind vs Eyeless Sight (Edit)
    • If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
    • Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.

Rules Clarification : Chain Weapon - None yet. (Edit)

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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.
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Rules Clarification : Chain Strike and/or Lunge     (Edit)

  • The extra melee range kicks in the instant you start your activation, and if that makes you engage an enemy then it means you can't aim.
  • The extra range does apply during Frenzies (because that is defined as an activation)
  • The extra range doesn't apply during free strikes or when your opponent takes control of your model.
  • It doesn't increase the range of Power Attacks, because you do not apply weapon special rules to Power Attacks (unless they specifically reference Power Attacks, like Hard Head does). (Locked Thread)
  • If you're affected by another range-altering rule (such as Jakes2's feat) then that won't override Chain Strike. (Infernal Ruling)


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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)

Inert warjacks

  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.

Rules Clarification : Amphibious - None yet. (Edit)
Rules Clarification : Construct - None yet. (Edit)

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

General
  • You cannot Aim if you start your activation in melee. (Infernal Confirmation)
  • A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).
  • If you have a Gunfighter stuck in melee and the Gunfighter wants to shoot a friendly model, then you can only do so if that friendly is within the Gunfighter's melee range. Also, if that friendly model is engaged by an enemy, that friendly model will always get the +4 DEF bonus (because the point of origin of the attack, the Gunfighter, is not "in melee" with the friendly model).

Targeting

  1. Outside of melee
    • If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
  2. In melee, but didn't charge
    • If it didn't charge, it can target anyone it's "in melee" with.
    • This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
    • If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
  3. Charged into melee
    • If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
    • If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
    • However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
  4. Other targeting notes
    • Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee.
    • If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
    • Gunfighter doesn't change the RNG of your gun, it just provides you an ability to use it while in melee and imposes some targeting restrictions.
      • If you're affected by a debuff that reduces your RNG to 1", that will further limit who you can target.
      • If you're affected by a debuff that reduces your RNG to 0", you cannot make attacks (refer 'Weapon Statistics', page 19 of rulebook).

Attack Roll

  • You use the Gunfighter's RAT for the attack roll.
  • Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
  • How the +4 DEF bonus for "being in melee" works with Gunfighters is:
    • they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
    • they never ignore it vs friendlies, because you cannot be in melee with a friendly target.

Incorporeal Gunfighters

  • Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
  • If they engage you then you're in melee and your target selection is limited to just models in melee (as explained above).

Gunfighter + an AOE weapon

  • If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
  • If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.

Gunfighter + a spray weapon

  • Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
  • If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.

Units of Gunfighters

  • If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
  • Redirected attack:
    • If they're still engaged, their initial attack (s) must be vs someone in their melee range.
    • If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
    • If they're unengaged, they are now free to shoot anyone within the gun's normal range.

Other interactions

  • Gunfighter vs Point Blank (Edit)
    • If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
    • These two abilities are subtly different, but it's an important difference.
    • Gunfighter allows you to make ranged attacks while in melee.
    • Point blank allows you to make melee attacks with your ranged weapon.
      • Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
      • Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
    • Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
      • Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
      • Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
  • Gunfighter vs RNG modifiers (Edit)
    • Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
    1. If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
    2. If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
    3. If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
    (Infernal Ruling)
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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Acid Cloud      (Edit)

  • If Kharybdis moves, the cloud remains where it is.
  • When a 4" template is centred on a 50mm base, it extends 1.02" beyond the edge of the base.
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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).
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Rules Clarification : Prowl and/or Just a Tree?     (Edit)

  • Whether you can trigger this ability is a bit awkward;
    • As long as you have concealment you get Stealth ... even if the attacker ignores concealment (such as with Hunter).
    • If you're standing in a cloud, and the attacker "ignores clouds for LOS" (such as Bird's Eye) you get Prowl/Tree.
    • If you're standing in a cloud, and the attacker "ignores clouds completely" (such as Alchemical Mask) you don't get it. (Infernal Ruling)
    • Similar for standing in a forest.
  • If a debuff removes Stealth, Prowl/Tree do not reapply stealth... But this ruling is being rechecked. (Infernal Checking)
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Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
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Rules Clarification : Steady      (Edit)

  • If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
    In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
  • Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
  • Steady models who make a tough check during an advance can continue advancing. (Locked Thread)