Difference between revisions of "Soulhunters"

From LOS Warmachine University
Jump to: navigation, search
m (Theme Forces)
(Theme Forces)
 
Line 43: Line 43:
 
* <u>Other Factions</u>
 
* <u>Other Factions</u>
 
** {{Hearts of Darkness}}. {{PAGENAME}} can only go in this theme if [[Mortenebra]] is leading the army. It becomes an '''[[Infernal]]''' model in this theme.
 
** {{Hearts of Darkness}}. {{PAGENAME}} can only go in this theme if [[Mortenebra]] is leading the army. It becomes an '''[[Infernal]]''' model in this theme.
 +
** {{Strange Bedfellows}}. They become [[Convergence]] and [[Mercenary]] models in this theme.
  
 
=Thoughts on {{PAGENAME}}=  
 
=Thoughts on {{PAGENAME}}=  

Latest revision as of 01:13, 11 November 2019

Cryx Logo.jpg Soulhunters

Cryx Thrall Unit

Among the most powerful thralls ever created, a soulhunter is an unholy vision of terror incarnate. Its menacing mass of plating, piping, gears, furnace, and flesh is an amalgamation designed for swift ferocity. It boasts slick skin cured by dark alchemy and inscribed with runes of thrall magic as well as a riveted carapace handcrafted by necrotechs. It's steam-enchanced flesh and musculature is fused with the powerful body of a Scharde-bred charger. The hungry necrotite furnace within its equine ribcage burns with a baleful corpse-fire, venting choking black smoke from the ominous flues running along its reinforced spine.

Basic Info

SOM icon.jpg

Special Order Model
This model is no longer available through normal US distributors (as of 2018.04). Instead your local game store needs to order it through PP's Special Order Service. More info is available at PP Retailer Support As of 2019.09, PP have removed the SOS info from the Retailer Support website.

International distributors can still access the entire catalog of models.

See also the Official Press Release and/or Category: Special Order Model.

Soulhunters
Missing Info
34121 Soulhunters WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 9
STR 7
MAT 6
RAT N/A
M.A. N/A
DEF 14
ARM 14
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE 3 / 5
COST 11 / 18
3.6 each
N/A
FA 2
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Undead - This model is an undead model and not a living model.
  • Cavalry - All Cavalry come with a stack of standard special rules, most notably Impact Attacks and auto-boosted charge attacks. Click the link for the full rules text.
  • Reposition [5"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 5", then its activation ends.
  • Soul Taker : Body Count - This model can gain soul tokens. When this model destroys a living enemy model with an attack, this model gains the destroyed model's soul token. This model can have up to three soul tokens at any time. This model can spend soul tokens for the following:
    • Strength of Death - During its Combat Action, this model can spend soul tokens to boost one attack or damage roll for each token spent.
    • Soul Phase - This model can spend a soul token to become Incorporeal for a turn.

Weapons

  • Scythe - 2" reach, POW 6, P+S 13 melee attack
  • Sickle - 0.5" reach, POW 4, P+S 11 melee attack
    • Life Drinker - When it destroys a living enemy model with this weapon, immediately after the attack is resolved this model can remove d3 damage points.
  • Mount - 0.5" reach, POW 10 mount attack

Theme Forces

Thoughts on Soulhunters

Soulhunters in a Nutshell

Soulhunters are a skirmish unit, and they hate getting bogged down in melee. They excel at taking out enemy light infantry (especially living enemies), have a chance of hurting light warjacks, but are relatively useless against high ARM targets.

Their MAT isn't good enough to hit high DEF targets all that often, unless you manage to gain a soul token beforehand or apply liberal debuffs (which is very easy for Cryx to do). Then you can start the "soul train", where you use one soul token to help you kill an enemy, then gain a soul token to spend against for the next enemy, etc. Note that the soul tokens can not be used to buy additional attacks.

As far as durability is concerned, their high DEF and health boxes will make them take slightly more effort to kill than most opponents realize. But don't bank on their defensive stats to keep them alive - Their real shield is their SPD and Reposition move. Use smart positioning to stay out of the scrum - these guys should always be getting the charge, not being charged themselves.

Combos & Synergies

  • ARM debuffs like Parasite or Scything Touch let Soulhunters punch above their weight class, and with 3 attacks apiece they can really ding something up.
  • Darragh Wrathe can speed them up with Death Ride.
  • Soulhunters pair very well with casters who can give them Ghost Walk.

Drawbacks & Downsides

  • They're a special order model.
  • They're a very expensive unit, and if you use them unwisely it's just like throwing points down the drain.
  • It can be tempting to move into 0.5" to get your extra Mount and Sickle attacks, but this can leave you open to free strikes when you try to Reposition away (unless you use Soul Phase).
  • Life Drinker is almost a non-ability for these guys - their ARM is so low that anything that hits them is likely to kill them, they don't often wander around half-damaged looking for a heal.
  • Soul Phase lasts only for your turn, so it won't keep them safe from retaliation.

Tricks & Tips

  • Vs enemies with less melee range, stop your charge at 2" so that you can Reposition away without suffering a free strike. It means less attacks, but staying mobile is often more important. Also, it allows another friendly unit to charge the now-softened-up target.
  • On the other hand, getting the enemy into Sickle range can lead to not only an extra attack, but also healing yourself.
  • Try and charge an enemy model in such a way that they're within 0.5" of one enemy and 2" of a second. Use your Sickle to kill the guy within 0.5" (with the bonus charge damage, there's a good chance the weaker weapon will still kill your target), then your Scythe to kill the one within 2", then Reposition away without suffering free strikes.
  • Use Soul Phase to go incorporeal before Repositioning (since it can be used any time during their activations). This will allow them to Reposition anywhere, even deeper into enemy lines and ignore non-magical weapons.

Other

Trivia

Other Cryx models

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

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - 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 - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Iron Lich Overseer (Marshal) - Aiakos1 (BGC) - Deneghra0 (BGC)
Light

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

Heavy

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

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

BO Boarding Party - BO Ironmongers - BO Smog Belchers - Bloodgorgers - Marauders - Cephalyx Drudges - Cephalyx Overlords - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates - The Devil's Shadow Mutineers

Units - Undead

Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - Carrion Thralls - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Soulhunters - The Withershadow Combine

Solos - Living/Construct

Aiakos1 - Axiara - Darragh Wrathe - Deneghra0 - Gerlak - Misery Cage - Satyxis Blood Priestess - Satyxis Raider Captain - Severa Blacktide - Warwitch Siren

Solos - Undead

Agrimony - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Hellslinger - Iron Lich Overseer - Machine Wraith - Master Gurglepox - Necrotech - Pistol Wraith - Scrap Thrall - Skarlock Thrall - Soul Trapper

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: 2019.09

Rules Clarifications

Rules Clarification : Life Drinker - None yet. (Edit)
Rules Clarification : Undead - None yet. (Edit)

RC symbol.png

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

Mount Weapon
  • Although the core rulebook specifies mount weapons have 0.5" range, this doesn't "overwrite" models that have a longer mount range listed on their card. (Infernal Ruling)
  • Mount Weapons are melee weapons. (Infernal Ruling) This means:
    • Mount Attacks can benefit from any buffs that affect "melee weapons" (such as Acidic Touch and Elasticity) or "melee attacks" (such as Battle Lust).
    • Mount Weapons can be used to make free strikes.
    • If the model doesn't have any regular melee weapon (such as the Gun Carriage) then it does have a melee range, can engage enemy models, and can make free strikes; anyway.
    • Despite being a melee weapon, you cannot use a Mount's special attack on the same activation you charge. (Infernal Ruling)
      • Exception: If you have Trampling Hooves, because that allows you to make charge attacks with your mount when you charge.
  • Mount attacks will trigger "Melee attack" stuff like Battle Wizard.
  • You can purchase additional attacks with your Mount Weapon. (Infernal Ruling)

Impact Attacks - Movement

  • You cannot "stop" in an illegal position to carry out Impact Attacks. For instance, halfway over a linear obstacle, or a flying cavalry stopping while it 'overlaps' other models, or stopping halfway through an Incorporeal model.
    • The reason is, you need to obey the rule "this model can advance through [stuff] if they have enough movement to move completely past it".
    • Stopping during your movement doesn't satisfy that rule, whether that's the "stop" at the end of the model's normal movement or the "stop" for impact attacks.
  • If your charge target is included in your Impact Attacks, then you need to turn and face it and end your movement before starting the attacks (refer rulebook, last paragraph of 'Impact Attacks').
    • As such, things which trigger at "End of Movement" (such as Admonition) will occur before your Impact Attacks.
    • On the other hand, if your Impact Attacks don't include your charge target, then you're interupting your movement to resolve them, and thus stuff like Admonition won't trigger.

Impact Attacks - The attack(s)

  • You resolve stuff that occurs "after the attack is resolved" (such as Battle Wizard) before continuing with your charge movement.
  • If you have an ability that boosts your "first" melee attack (such as Stir the Blood), then only one attack will be boosted even though you're making multiple simultaneous attacks.
  • If you choose to make any impact attacks, you make all attacks against all models in the Mount's melee range (even friendly models).(Infernal Ruling)

Impact Attacks - Other

  • You cannot use "any time" abilities while resolving Impact Attacks. Because Impact Attacks occur during movement; and you can only use 'any time' abilities before moving or after moving, but not during movement. (Infernal Ruling)
    • Exception: If your Impact targets include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities.

Cavalry unit

  • If you have a unit of Cavalry, charge them and do impact attacks, remember you interrupt movement to do impacts, but you have to resolve all movements before doing any charge attacks. So for example it would go:
    • Cavalry model A charges enemy X, and contacts model M. Stop and make impact attacks against M. Then continue movement to X.
    • Cavalry model B charges enemy Y, and contacts model N. Stop and make impact attacks against N. Then continue movement to Y.
    • Cavalry model C charges enemy Z, and contacts model O. Stop and make impact attacks against O. Then continue movement to Z.
    • Resolve model A's charge attack vs X, B's vs Y, and C's vs Z. (This can be done in any order, as per normal)

Other interactions

  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.
  • Flight on a Cavalry model (Edit)
    • Although you can move over obstacles/models while charging, if you want to stop and make Impact Attacks while you fly "over" models you need to stop in a legal position. You can't make Impact Attacks while your flying horse is on top of obstacles, models, etc.
  • 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.
RC symbol.png

Rules Clarification : Reposition     (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)
RC symbol.png

Rules Clarification : Body Count     (Edit)

  • This model only gets the soul if it's the closest eligible model. Body Count doesn't have the "regardless of proximity of other models" wording like Dark Fire does.

Rules Clarification : Strength of Death - None yet. (Edit)

RC symbol.png

Rules Clarification : Soul Phase     (Edit)

  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)