Karchev the Terrible

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Khador Greylord Warcaster

Karchev is THE man in the machine. All beware

Basic Info[edit]

Karchev the Terrible
Karchev the Terrible
SPD 4
MAT 7
RAT 5
DEF 12
ARM 19
FOCUS 6
HP 34
WJP +30
See also How to Read the statblock

Weapons and Attacks[edit]

Special Abilities[edit]

  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Arcantrik Turbine - Karchev can spend focus to gain a movement buff and Pathfinder.
  • Man in the Machine - Karchev is neither a a warrior or a warjack, but a mix of both. He is a living model, but suffers damage like a warjack. He can make slam, trample and throw Power Attacks without spending focus. He cannot spend focus to heal damage, but he is Repairable.
  • Repairable - This model can be repaired as if it were a construct.
  • Unyielding - When this model engages an enemy it gains +2 ARM.

Feat : Unearthly Rage[edit]

While in Karchev's control range, models in his battlegroup gain boosted melee damage rolls, and their melee weapons gain Damage Type: Magical. Unearthly Rage lasts for one turn.

Spells[edit]

Models in the caster's battlegroup and in their control range gain Countercharge. (Countercharge - When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. This model can use Countercharge only once per round and not while engaged.)
  • Eruption - Cost 3, 8" range, 3" AOE, POW 14
Causes Fire Damage. Also, the AOE is a cloud effect and a hazard that remains in play for one round. Models entering/ending their activation in the AOE take an unboostable POW 14 fire damage roll.
Center a 5" AOE on the caster. Each other model in the AOE is hit and suffers a POW 13 damage roll. Then, after all damage rolls, push them d6" away.
The caster's warjacks currently in CTRL range stop being stationary, stand up, and face in any direction. But not if they were knocked down this same turn.
  • Road to War - Cost 3, range SELF upkeep spell. When a friendly Faction model in the spellcaster's control range destroys one or more enemy models with a melee or ranged attack during its activation, immediately after the attack is resolved one warjack in the spellcaster's battlegroup that is in its control range can advance up to 3". A warjack can advance as a result of Road to War only once per turn.


Thoughts on Karchev[edit]

Karchev in a nutshell[edit]

He's the jack caster of Khador. Also he's big and mean, which works for him and against him.

Thoughts on when & how to best use his Feat & Spells[edit]

  • Most of his buff spells are for jacks only. So that pretty much settles on what to do with those spells.
  • Once your prime target is in sight (most likely warcaster or warlock), pop feat and go to town with all your jacks!

Common army selection[edit]

  • Jacks, preferably ones that can screen him.
  • People who can repair.

Drawbacks and Downsides[edit]

  • Karchev is a big target with low DEF and is as easy to kill as a regular heavy warjack - and every faction has tools to take out heavy warjacks.
  • With the number of warjacks surrounding him he may be easier to screen than any other large based model - but that's still not easy.
  • Karchev does very, very little to help a colossal; two of his best spells offer movement shenanigans, which neither the Victor nor the Conquest can benefit from.

Tricks and Tips[edit]

  • Since Karchev can trample for free, and since trampling doesn't end your activation, you can declare a trample and then cast spells afterwards, effectively giving you +3" range on your spells.
  • You could aim before firing your spray weapon, to knock down even more enemies ... but seriously, wouldn't you rather charge into melee?
  • Reinholdt can "reload" Karchev's ax giving him an extra spray during a round. How you reload an ax I have no idea.

Changes from Mk II[edit]

  • The reworking of Arcantrik Turbine has increased his control range by 2 inches.


Other[edit]

Trivia[edit]

Theme Forces[edit]

Themes for generic casters (Edit)

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
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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

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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 : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Knockdown      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

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:  : Warcaster      (Edit)
Warning: This is a long one.

 
  • General
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
Restrictions on "Any Time" abilities (Edit)
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    4. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
  • Units
    • Even if the ability says "any time during the unit's activation", 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 that model's activation has ended (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)
  • 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.


Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argii can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).

Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Arcantrik Turbine      (Edit)

  • Karchev gains the buffs on not just Full Advances, but also Runs, Charges, Slams, & Tramples. They all count as "advancing during Normal Movement".
  • Pathfinder (Edit) - Pathfinder does not apply to involuntary movement (pushes & slams). (Infernal Ruling)

Rules Clarification : Man in the Machine      (Edit)

  • Karchev is a living model for the purposes of spells/effects that target/interact with living models (such as Bloodthirst and Soul Taker).
  • Karchev is a warjack for the purposes of spells/attacks that get bonus damage vs warjacks (such as 'Jack Hunter).
    • He is not a warjack for any other purpose. For instance, he does not get to advance via his own Road to War spell.

Rules Clarification : Repairable - None yet. (Edit)

Rules Clarification : Unyielding      (Edit)

  • If you can't be "in melee" with your target (for instance an enemy Steamroller objective) then you can't get Unyielding.
  • If you become knocked down, stationary, or otherwise lose your melee range you lose Unyielding.
  • An enemy can engage you, without you engaging them (for instance they're in your back arc). In this case, you don't get Unyielding.


Rules Clarification : Battle-Charged      (Edit)

Rules Clarification:  : Countercharge      (Edit)
Warning: This is a long one.

Triggering Countercharge
  • Countercharge does not trigger off an enemy model being placed or pushed.
  • Changing facing does count as advancing and will trigger Countercharge.
  • You can trigger Countercharge during your own turn, if your opponent has an ability to move during your turn (such as Admonition).
  • Even when an entire unit is moving, counter-charge is triggered per model. So you can counter charge after any models of the unit had finished his move within range, but you can only counter charge the model who finished its movement. You can't "save it" until the unit finishes moving and then say "I'm going to Countercharge the first guy you moved."

What can your opponent do?

  • Once you trigger countercharge, your opponent cannot use a "Any Time" ability until the countercharge is fully resolved. Even though it's their turn.
  • They can trigger their own abilities from your movement (such as Admonition) and/or your attack (such as Shock Field).

Attacks & Boosting

  • You only get one attack when making a countercharge, regardless of how many initials you normally have.
  • You can't spend fury/focus to boost it, or buy additional attacks afterwards. Because you're only allowed to do spend fury/focus during your own activation.
  • The charge attack damage is only boosted if the Countercharger moved 3" or more, as with a regular charge.

After the Countercharge

  • You cannot use any abilities that trigger on "during activation" or "during combat action" (such as Sprint) after a Countercharge, as Counter Charge is not an activation. Closed thread

Enemy "Skipping" their movement

  • If your opponent 'forgets' to move their model and didn't declare they're forfeiting movement (they just said "I'm activating this model and making an attack") then do they count as moving or not?
  • Technically the rules don't have a default condition for this, and it becomes a Sportsmanship issue for you to sort out with your opponent.
  • However, the Judges document (which is used to run all official PP events) states that the model officially counts as "Advancing 0 inches" and thus will trigger Counter Charge. Most players follow the Judges document for casual play as well.

Unit with countercharge

  • This applies to Zaadesh2 with Scarab Packs
  • Each model in the unit has its own individual countercharge. They don't have to all countercharge at the same time, and only the specific model within 6" of the trigger will be able to countercharge.
  • If a model is out of formation, it won't be able to countercharge (since it is unable to move out of his normal movement).
  • If a model starts in formation but the countercharge movement takes it out of formation, it won't be able to make the charge attack (but will engage).
  • If several models in the same unit want to countercharge the same model, you fully resolve the counter charge of the first, including the attack, before starting the counter charge of the other(s).
  • If the unit commander countercharges such that the other models become out of formation, they immediately lose the ability to trigger countercharge (because out-of-formation models can't move).

Other interactions

  • Countercharge vs. Admonition (etc) ( Edit )
    • You can trigger Countercharge during your own activation - if a model with Admonition (or similar) uses it to (try to) move away.
      • You move, they trigger admonition and move, you trigger countercharge off their admonition-move.
    • In this scenario you may boost Countercharge attacks and trigger only-during-activation effects (such as Critical Shred & Sustained Attack) exactly as if you were in your activation (because you are).
    • Also, you can potentially get two charge attacks (one for your normal charge, one for the counter charge).
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • Countercharge vs Slipstream ( Edit )
    • Both these abilities trigger at the same time (end of movement). The active player then resolved his first.
    • This can let the Slipstream model place something to block the Countercharge model.
  • Assault vs Countercharge ( Edit )
    • With reference to the Activation Timing (Apdx A), Countercharge occurs at Step 5, and Assault occurs at Step 5 for independent models and Step 6 for units. (Infernal Ruling about the Step 6)
    • So, if a model with Assault finishes its charge movement within range of a model with Countercharge then...
      • If it's an independent model then you need to resolve the Assault shot before making the Countercharge move. This is because both abilities occur at the same time but active player effects are resolved first.
      • But if it's a model belonging to a unit, then you need to resolve the Countercharge immediately, then finish moving the rest of the unit, then start Assault shots.
  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).

Rules Clarification : Eruption      (Edit)

  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)
  • Hazard Templates (Edit)
    • A model which is "placed" also counts as "entering" an area, so the hazard will damage any one who teleports/spawns into it, too.
    • If two hazard templates are overlapping, a model that enters them will take two points of damage.
    • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance).
    • Damage from a hazard is not considered to be from the weapon/spell that originally put it into play (so it doesn't gain the Damage Type or any other special rules of the weapon/spell).
  • Hazardous Clouds (Edit)
    • A hazard, by definition, is a terrain effect. As such, if a template is both a cloud and a hazard it will block sprays as per the normal terrain rules for terrain blocking LOS. (Infernal Ruling)

Rules Clarification : Ground Zero      (Edit)

  • Push (Edit)
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)

Rules Clarification : Jumpstart      (Edit)

  • A warjack that stands up via Jump Start can still forfeit movement to aim and etc during their normal activation. Basically, it's as if you were never knocked down at all.
  • Jump Start does not allow you to shake Blind or Shadow Bind.
  • A warjack knocked down earlier on the same turn, cannot stand up via Jump Start. This is not a typo. (Infernal Ruling)

Rules Clarification : Road to War - None yet. (Edit)