Beast-09

From Battle College
Jump to: navigation, search

Articles you can help complete     (Edit)  

Khador Character Heavy Warjack

Originally known simply by the designation "09" by its master Sorscha, based on its allocation to her, the 'jack nevertheless gained her respect over the years proving to be a ferocious fighter. It still bears the designation 09 to this day despite having outlasted all those that came before it and many that came after it. Sorscha named the Juggernaut Beast after its timely arrival and mighty axe swings saved her life in the Llael campaign. After the invasion was complete Sorscha ordered Beast 09 to be fitted with parts from a wrecked Kodiak and be issued with an improved ice axe known as Ice Breaker. Beast 09 has picked up Sorscha's inherent ruthlessness and takes some enjoyment from each kill. Blows striking its armored hull only serve to drive it toward murder. Sorscha has found Beast 09 to be an invaluable tool, especially when outnumbered, as he always evens the odds.


CID icon.jpg

Rules subject to change.
This is an existing model, but it is being updated.

This model is part of the current CID cycle (What is CID?) and the information shown below does not represent its final rules.

This is a existing model, and the information here is the rules it had before the CID cycle.

If you wish to document the CID changes before they're finalised, please do so under the Recent Changes heading only.

Basic Info[edit]

Beast-09
Beast09.jpg
SPD 4
STR 12
MAT 8
RAT 4
DEF 10
ARM 20
HP 34
Cost 21
See also How to Read the statblock

Weapons[edit]

  • Open Fist - 1" reach, P+S 15 melee weapon.
  • Ice Breaker - 2" reach, P+S 19 melee weapon.
    • Critical Freeze - A model critically hit by this weapon is made stationary for one round unless it has Cold Immunity.
    • Thresher (★ Attack) - This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range. Thresher attacks are simultaneous.

Abilities[edit]

  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy.
  • Construct - This model is a construct and is not a living model.
  • Bond: (Sorscha) - If this model begins the game in Sorscha'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 Sorscha and in their CTRL range, Beast gains Shield Guard (Shield Guard - Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary.)
  • Hyper-Aggressive - When this model suffers damage from an enemy attack, except when advancing, after the attack it can make a full advance directly towards the attacker.
  • Murderous - This model gains an additional attack die against warrior models.

Recent Changes[edit]

2018.02 Armored Korps CID Currently down to 18 points.

Thoughts on Beast-09[edit]

Beast-09 in a nutshell[edit]

Beast-09 is a super Juggernaut with longer reach and better accuracy - especially against warrior models. It loves killing hordes of guys so much it even has Thresher to hit as many as its axe can reach in a single swing. He is essentially the big daddy to the little sister that is Sorscha. Its low speed is more or less amended by its Hyper Aggressive ability, which still requires thoughtful positioning to be threatening to the enemy.

Combos & Synergies[edit]

  • Beast-09 appreciates any SPD buff it can lay its axe on (Superiority, Energizer, etc.).
  • Due to the prevalence of themes, it usually stars only alongside Sorscha.
    • Beast-09 has Critical Freeze on its Ice Breaker, which is yet another Stationary source for Sorscha to trigger Shatter on her weapon.
    • Beast is a decent target for her Boundless Charge spell, allowing it to get further with charging than with running.
    • In Winter Guard Command you get quite a lot of flexibility between Shield Guard, Sacrificial Pawn and Hyper-Aggressive. With the right positioning the enemy needs to second-guess, whether his ranged attack will be intercepted by a lowly Winter Guard grunt, or will be caught by the beast's Shield Guard to trigger Hyper Aggresive. The advance move is also quite a good theme benefit.

Drawbacks & Downsides[edit]

  • Costs nearly as much as two Juggernauts - and goes down as easily as one of them.
  • Great against massed infantry, but has the same effectiveness against everything else, as a standard Juggernaut.
  • Minor skornergy with its bond and Hyper Aggressive. Shield Guard wants you to stay close to Sorscha. Hyper Aggressive and the absence of ranged attacks want you to stride forward as fast as possible. It is rare that you can have both at the same time.
  • You don't get to choose your facing after triggering Hyper-Aggressive.

Tricks & Tips[edit]

  • Beast 09 has one of the rare 2" melee weapons available to Khador warjacks, making it ideal to threaten free strikes. Add in the extra attack die from Murderous, and the critical Freeze effect with an effective MAT10, and you can see why warrior models will almost never risk free strikes from the Beast.
  • Murderous works on your power attacks too - if you cannot find a good spot for Thresher, feel free to trample around with 3D6 on the attack rolls.
  • You can trigger Hyper Aggressive multiple times throughout your turn.

Other[edit]

Trivia[edit]

Originally released in Warmachine: Legends (2008)

Theme Forces[edit]

When taken in Sorscha's battlegroup, this model can be taken in:

Themes for any-and-all bonded warjacks (Edit)

When taken in someone else’s battlegroup, this model can’t be taken in theme forces.

Other Khador models[edit]

KhadorLogo.jpg
(Edit)
Battlegroups
Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2
K
H
A
D
O
R
Warcaster attachments War Dog (Khador) - Madelyn Corbeau (Mercenary) - Reinholdt (Mercenary) - Wyshnalyrr (Mercenary)
Other Controllers Malakov1 (BGC) - Man-o-War Kovnik (Marshal) - Greylord Forge Seer (Marshal)
Heavy warjacks Berserker - Decimator - Demolisher - Destroyer - Devastator - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Spriggan
Beast-09 - Behemoth - Black Ivan - Drago - Ruin - Torch
Colossal Conquest - Victor
 
Units, Solos, & Battle Engines
Units Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Great Bears of the Gallowswood - MOW Atanas & Standard
Ranking Officer CA : Koldun Kapitan Valachev
Solos Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Sofya - Yuri
Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
 
Theme Forces
Armored Korps - Jaws of the Wolf - Legion of Steel - Winter Guard Kommand - Wolves of Winter
Merc khador.jpg

(Edit)

Mercenary Battlegroups
Warcasters Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten - Magnus1 - Magnus2

Requires a 2+ caster game

K
H
A
D
O
R
M
E
R
C
E
N
A
R
I
E
S
Other Controllers Mini-casters Brun Cragback & Lug - Rorsh & Brine
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Khador army depends entirely on which mercenary is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
     
Mercenary Units, Solos, & Battle Engines
Units High Shields - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps
Alexia1 - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Bradigan - Eilish Garrity - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gorman - Gudran - Harlan - Hutchuk - Bailoch - Rockbottom - Dougal - Orin - Ragman - Raluk - Rorsh & Brine - Rutger - Saxon - Sergeant Nicolas - Stannis - Thor
Battle Engines Hammerfall Siege Crawler
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr


Rules Clarifications[edit]

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

  • See the Throw article for a recap of the core Throw rules.
  • 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.
  • 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)
  • Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. The Infernals are currently checking it.

Rules Clarification : Freeze      (Edit)

  • Remember Stationary only prevents what it says it does. Refer the page on Stationary for a refresher.

Rules Clarification:  : Thresher and/or Flashing Blade and/or Cyclone     (Edit)
Warning: This is a long one.

Resolving the attack

Under this heading, the word "Thresher" is used interchangeably for "Flashing Blade" and "Cyclone" too

  • Thresher makes an attack against every model, and as such it targets every model. Thus if a model "may not be targeted by melee attacks", you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • All attacks made by a Thresher attack are simultaneous.
    • If a model is out of LOS when you start the Thresh, then you may not attack it as part of the Thresh (even if the Thresh kills what is blocking your LOS)
    • This means you need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    • In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens (for instance the Cryx Harrower that collects souls), it cannot collect them until all Thresh attacks are resolved.

Thresher only

  • All attacks made by a Thresher are special melee attacks, and as such won't trigger stuff like Grim Salvation or Rhyas's feat. (Infernal Ruling)
  • No matter how many enemy you kill, Thresher only counts as a single attack for the purposes of triggering Berserk, Quick Work, Black Spot, etc
  • You can do a Thresher on a charge (it's a special melee attack).
    • If you charge & Thresher, only the damage roll against your charge target is automatically boosted - other models caught in the thresh suffer an unboosted damage roll (although you can spend focus/fury to boost it)
  • You can't buy additional Thresher attacks, because they're (★ Attack). You can buy additional normal melee attacks, though.
  • Thresher will hit friendly models.

Flashing Blade only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell , then you'll get your boosted charge attack against it.
  • Flashing Blade doesn't hit friendly models

Cyclone only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell and is still in range, then you'll get your boosted charge attack against it.
    • If you used the advance to move out of range of your charge target, it was still as successful charge so it won't cause your activation to end. However, you are still limited to making melee attacks only.
  • Cyclone will hit friendly models.
  • The attack(s) from Cyclone occur simultaneously with "Ends its movement" triggers (such as Admonition). As such, the active player can use the Cyclone attacks before the inactive player uses his Admonition move. (Infernal Ruling)


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)

Rules Clarification : Construct - None yet. (Edit)

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.
    • Exception: Battlegroup Controllers and Lesser Warlocks cannot take their bonded warjacks/warbeasts in theme forces (eg Kharybdis with Aiakos1) because BC & LW are specifically not warcasters/warlocks. (Infernal Ruling)

Rules Clarification : Shield Guard      (Edit)

  • Shield Guard doesn't work vs spells.
  • Since Shield Guard specifies "opponent's turn", it can't be used against stuff that shoots in your own turn (such as Watcher or Counterblast).
  • The Shield Guard does not necessarily need to be in the attacker's LOS or range.
  • The Shield Guarder is always hit even if they have an ability that makes them automatically get missed, such as Stealth. (Automatically missing is determined earlier in the timing sequence than the Shield Guard moving the hit.) (Infernal Ruling)
  • You shift all effects onto the shield guard, including stuff that triggers on "when this attack hits".
  • When you use Shield Guard vs an AOE attack, the template moves too. Because, with reference to Apdx A, the hit 'moves' at Step 6 and the template placement is determined at Step 7.
  • Shield Guard doesn't work vs Point Blank attacks. Because Point Blank attacks are melee attacks that are made using a ranged weapon.
    • On the other hand, it will work vs Gunfighter attacks.

Rules Clarification : Hyper-Aggressive      (Edit)

  • Because you must move directly towards your attacker, you cannot change facing after completing your Hyper-Aggressive move.
  • HA can be triggered more than once per turn.

Rules Clarification : Murderous - None yet. (Edit)