Kayazy Assassins

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Mercenary, & Khador Partisan, Unit

The kayazy, merchant-princes of the new Khadoran Empire, have long employed bands of skilled and ruthless bladesmen to settle scores. Now these private soldiers go south to protect their masters' investment in the war. With a swift dueling style honed on the pitiless streets, these casual killers easily avoid unfavorable fights to attack in a group and quickly dispatch even well armored foes.

Underboss - Command Attachment

Basic Info[edit]

Kayazy Assassins
Kayazy Assassins.jpeg
DEF 13
ARM 12
HP 1 (5 for CA)
Unit Size 6/10
+1 for CA
Cost 8/15; +4 for CA 1.7 points per model
See also How to Read the statblock

Weapons and Attacks[edit]

  • Leader & Grunts
    • Assassin Blade - 0.5" reach, P+S 10 melee weapon.
  • Underboss
    • Assassin Blade (x2) - As above, but double the fun.

Special Abilities[edit]

  • Entire Unit
    • Mercenary - Will work for Khador.
    • Partisan (Khador) - When included in a Khador army, this model/unit is a Khador model/unit instead of a Mercenary model/unit.
    • Parry - This model cannot be targeted by free strikes.
    • Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
    • Anatomical Precision - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll.
    • Gang - When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
  • Underboss only
    • He has MAT 8, CMD 9, and 5 hitpoints.
    • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
    • Kill Stroke (Minifeat) - Once per game the unit gains Backstab. (Backstab - This model gains an additional die to hit and damage rolls when it attacks from the target's back arc.)
    • Tactics: Duelist - The unit gains Duelist. (Duelist - This model gains +2 DEF against melee attack rolls.)

Thoughts on Kayazy Assassins[edit]

Command Attachment

Kayazy Assassins in a nutshell[edit]

Kayazy Assassins can do a lot of work if they are able to reach the opposing force, especially if they can charge one turn and backstab the next, or perhaps even do both on the same turn. They die fast to blast damage, and so prefer spells like Solid Ground or Iron Flesh to keep them alive. They also lack pathfinder and have a below average threat range. Casters than shore up their deficiencies are required or they just die.

Combos & Synergies[edit]

As Khador unit:

  • Irusk1 and Irusk2 are the main infantry support casters in the faction; they have a readily available package to boost hitting power, or survival on the Kayazys. Any Iron Flesh caster will run them just fine as well.

As Mercenary unit:

  • Gorten Grundback has Solid Ground, which helps them not die but doesn't help their threat range issues.
  • Drake Macbain has long been known to use them as Countermeasure targets, and his feat helps them get across the board. Nasty to gun lines without true sight.
  • Rhupert and Saxon grant Pathfinder.
  • Ashlynn can Quicken them, but can't keep them safe from blasts.
  • Lanyssa's Hunter's Mark helps them get there.
  • Connie can offer them extra distance on their charges, but she prefers higher ARM troopers.

Drawbacks and Downsides[edit]

  • Low armor. Anything with high MAT/RAT, or auto-hit will clear these guys fast.
  • Low speed and DEF for their roles (Duelist somewhat mitigates that).
  • Anatomic Precision is useless against the constructs of the Convergence, or Undead enemies.
  • Kayazy Eliminators are superb in every aspect; highly autonomous, and cheaper, than a minimum unit with the (must-have) Underboss.

Tricks and Tips[edit]

  • Parry lets you get into the enemy's back arc to get your Kill Stroke.

Changes from Mk2[edit]

  • Lost a point of DEF
  • Gained a point of ARM
  • Unit Lost a point of MAT
  • Unit Lost a point of CMD
  • Slightly Cheaper
  • Gained Partisan (Khador)
  • Lost Backstab
  • Gained Anatomical Precision
  • Kill Stroke effects changed to granting Backstab from effectively gaining Acrobatics


How can I include this model in my army?[edit]

Mercenaries are a bit more complicated than regular faction models, they can be taken in one of three different ways.

  1. This model can be included in a pure Mercenary army.
  2. This model can be included in the following Faction armies:
  3. This model can be included in the following theme forces:


The unit & UA were both released in Warmachine: Legends (2008)

Other faction models[edit]

Since this model is a partisan, we have omitted displaying the indices (because it'd take up half the page to display everything that is in two full factions). Refer the links instead:

Rules Clarifications[edit]

Rules Clarification : Partisan      (Edit)

  • This model is normally "friendly faction" to other mercenary models. However, when taken in the Partisan faction it is "friendly faction" to that faction and not to any other mercenaries that are in that force.
    • For instance, if you take Gallant in a Mercenary force he is "friendly faction" to, say, Reinholdt. But if you take them both in a Cygnar force then Gallant counts as a Cygnar model and is no longer "friendly faction" to Reinholdt.
  • Partisan Warcasters can be taken in faction theme forces. Refer to the main rulebook.

Rules Clarification : Parry - None yet. (Edit)

Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.

Rules Clarification : Anatomical Precision - None yet. (Edit)

Rules Clarification : Gang and/or Gang Fighter     (Edit)

  • You can gain the Gang bonus vs knocked down/stationary models (refer to the latest Errata).
  • You can gain the Gang bonus on free strikes, but generally only the first "Ganger" will get it.
For example, if a target is engaged by two models with Gang, when it leaves the melee range of the first Ganger it suffers a free strike with the Gang bonus. Then it leaves the melee range of the second and suffers a normal free strike.

Rules Clarification : Tough - None yet. (Edit)

Rules Clarification : Kill Stroke      (Edit)

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)

Rules Clarification : Backstab      (Edit)

  • Backstab always applies on a free strike, because free strikes are always in the back arc. (Infernal Ruling)
  • Backstab applies to magic and ranged attacks, too.
  • For a caster with Backstab that uses an arc node to attack their target: Backstab doesn't care about the point of origin of the attack, and does not interact with Arc Nodes at all.
In other words, if your arc node is in the target's back arc & but the caster is not, then Backstab doesn't apply. And vice versa, if your arc node is in the front arc & you're in the back arc, then Backstab will apply.
  • Models with Circular Vision aren't immune to Backstab. They still have a back arc, and backstabbers can stand in it.
  • Steamroller objectives have facings, and can be backstabbed. (Infernal Ruling)
    • Before the game starts you should discuss with your opponent the facing of the objective.
    • In Steamroller 2017, objectives face towards the opposing deployment zone.

Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies.

Rules Clarification : Duelist - None yet. (Edit)

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