Beast-09

From Battle College
Jump to: navigation, search

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.

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 and Attacks[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) - Make a simultaneous melee attack against each model within its LOS and within melee range of this weapon.

Special 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 - When a friendly model within 3" is hit by a non-spray ranged attack, this model can be hit instead.)
  • 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.


Thoughts on Beast-09[edit]

Comparison to Mk2[edit]

  • Beast-09's bond with Sorscha changed losing rerolls on charges and slams, to being able to shield guard.
  • Lost the ability to run for free
  • Murderous no longer requires focus

Beast-09 in a nutshell[edit]

Beast-09 is a super Juggernaut with a bit more reach and accuracy against warriors. 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.

Combos & Synergies[edit]

Like a normal juggernaut, it wants to get up close and start swinging. While it can certainly run through a heavy warjack easily, it reaches it's full potential against warriors, where being murderous lets it hit even the most evasive warriors with ease and its incredibly strong ax cuts down the best armored as if they were naked. Beast 09 is at its most effective when it is able to thresher a whole group of warriors down in a single sweep.

With Sorscha, Beast 09 has the ability to take a hit for her, which is nice to set up a hyper-aggressive move, but Beast 09 is unlikely to stay within shield guard range for long.

Drawbacks & Downsides[edit]

  • Costs nearly as much as two juggernauts, which are just as good against other warjacks, if not infantry.
  • Beast 09's Bond with Sorscha has conflicting interests. Beast 09 has no shooting attack, and wants to run up the field as fast as possible, so staying close to Sorscha to shield guard can be wasting a big investment, particularly with cheaper shield guards being available.
    • Although you can always run him forwards anyway and just treat the Shield Guard bonus as a bonus, using it to protect someone else ...
    • ... although who're you going to want to be shot less than your 21 point heavy?
    • What are you going to do, take a measly POW 10 on the chin and laugh it off, to save one Winter Guard per turn?

Tricks & Tips[edit]

  • Beast 09 has one of the only 2" melee weapons available to Khador warjacks, making it ideal to threaten free strikes.


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:

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


Other faction models[edit]

KhadorLogo.jpg
(Edit)
Battlegroups
Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - 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
Ranking Officer CA : Koldun Kapitan Valachev
Solos Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Yuri
Battle Engines Gun Carriage
 
Theme Forces
Winter Guard Kommand - Legion of Steel - Jaws of the Wolf
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 - 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 , 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 sitll 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.


Rules Clarification : Warjack      (Edit)

  • Please refer to the Warjack page for a recap of the warjack rules, and the very few associated Infernal Rulings.

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.
  • A warjack/warbeast with a bond can be taken in theme forces whether or not the theme allows them, but only when they're in taken their bonded caster's battlegroup. Refer the core rulebook.

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.
  • 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)