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 control range and battlegroup 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, Range 8, POW14, AOE3 offensive spell. Causes Fire Damage. The AOE is a cloud effect and hazard that remains in play for one round. Models entering/ending their activation in the AOE take an unboostable POW14 fire damage roll.
  • Ground Zero - Centre a large AOE on the caster. The AOE does average damage to everyone (else) in the AOE, then pushes them a short distance.
  • Jumpstart - The warcaster's warjacks currently in control range stop being stationary, stand up, and face in any direction. But not if they were knocked down this 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?

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]

Other faction models[edit]

Khador - Faction models (Edit)
KhadorLogo.jpg

Warcasters etc.
Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch - Sorscha1 - Sorscha2 - Strakhov - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2
Warcaster attachments War Dog (Khador) - Madelyn Corbeau (Mercenary) - Reinholdt (Mercenary) - Wyshnalyrr (Mercenary)
Other Controllers Malakov1 (BGC) - Man-o-War Kovnik (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 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
Khador - Mercenary models (Edit)
Merc khador.jpg

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

Requires a 2+ caster game

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
Khador - Theme Forces (Edit)
Winter Guard Kommand


Rules Clarifications[edit]

Rules Clarification : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon such as arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer latest errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines) ... [Verification needed]
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). [Verification needed]
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. They're 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 intrepreted as "immune to damage that doesn't include Damage Type: Magical" (not 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      (Edit)

  • Refer to the Rules Clarifications on Throw.
  • 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.


Rules Clarification : Warcaster or Warlock     (Edit)

  • Please refer to the Warcasters & Warlocks page for a recap of the warcaster rules, and the very few associated rules clarifications.

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 doesn't apply to involuntary movement (i.e. when you're pushed or slammed).

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)

  • Please refer to the Countercharge page, as it had such a long list we didn't want to repeat it here.

Rules Clarification : Eruption      (Edit)

  • Not blast damage (Edit)
    • Due to the way it is worded, this spell 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
  • Not blast damage (Edit)
    • Due to the way it is worded, this spell 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)