Nephilim Bolt Thrower

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Nephilim Bolt Thrower

Legion Nephilim Light Warbeast

Nephilim stand apart from other warbeasts of Everblight’s legion in their ability to wield weapons while maintaining all the advantages of beasts born of the dragon’s blood. Their draconic strength allows nephilim bolt throwers to use artillery-style ballistae as hand-held weapons. Each bolt delivers tremendous stopping power against approaching foes before the bolt throwers carve up survivors with their heavy bow blades.

Basic Info[edit]

Nephilim Bolt Thrower
NephilimBoltThrower
SPD 6
STR 8
MAT 6
RAT 5
DEF 13
ARM 16
FURY 3
HP 22
Cost 11
See also How to Read the statblock

Weapons[edit]

  • Ballista - 10" range, POW 14 gun.
    • Thunderbolt - Enemy models hit by this attack are pushed D3" directly away. On a critical hit they are knocked down as well.
  • Bow Blade - 1" reach, P+S 11 melee attack.

Abilities[edit]

  • Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good.
  • Eyeless Sight - This model 1) ignores cloud effects when determining LOS, 2) always ignores concealment and Stealth, and 3) never suffers Blind.
  • Quick Work - When this model destroys one or more enemy models with a melee attack during its Combat Action, immediately after that attack is resolved this model can make one basic ranged attack.

Animus[edit]

Far Strike - COST 1, RNG (SELF), DUR (TURN), OFF (NO)

The spellcaster's ranged weapons gain Snipe. Far Strike lasts for one turn. (An attack with a weapon with Snipe gains +4 RNG.) (Snipe - This attack gains +4 RNG)


Thoughts on Nephilim Bolt Thrower[edit]

Nephilim Bolt Thrower in a nutshell[edit]

The Nephilim Bolt Thrower is an expensive light beast who packs a strong, eyeless sight gun and useful animus. The ballista alone is capable of putting dents into heavies with a boost, and the push effect can help keep enemies off points, our out of retaliation range. The knockdown shouldn't be relied on (as a critical effect), but if it does occur, it also cuts into your opponent's resources and/or positioning. If you happen to be using it against an enemy caster/warlock, that knockdown can win you the game to boot.

While the Bolt Thrower is fairly squishy, you might find yourself in situations where he's engaged by running infantry, or charging models managed to fail to kill him. Thankfully, the addition of Quick Work can help him unstick himself and still shoot. Alternatively, he can charge a nearby threat, and shoot something even further away.

Due to his cost, the Bolt Thrower isn't a universal tool in Legion's kit, but when he can leverage all he offers, his board presence is hard to ignore.

Combos & Synergies[edit]

The Bolt Thrower slots well with any caster who comes with a non spray ranged attack in their kit, if nothing else so that they can take more free shots on random things during their activation if they want.

  • Every incarnation of Lylyth basically has 11 points chopped off to make room for a Bolt Thrower.
    • Lylyth1 can apply Parasite and Pursuit from 16" away (assuming she doesn't move) with the help of Far Strike. With Parasite running, the Bolt Thrower himself can threaten entire warjack columns with a boosted damage roll.
      • Her feat can help ensure a critical knockdown, as it stacks with boosts. It still shouldn't be relied upon, but the chances go way up with her.
    • Lylyth2 turns the Bolt Thrower's gun to 11 with the help of Pincushion, and again can help (slightly) improve his critical chance.
      • With the bonus shot from feat, he do twice as much pushing! Alternatively, you can leverage gunfighter and the push effect to disengage other models - charge with the gun, push d3, then take a shot somewhere else (or at the same target if you didn't push them far enough). Gunfighter also helps him utilize Quick Work more universally.
      • Far Strike is not quite as amazing on Lylyth2 herself as 1 or 3, but still useful for dispatching a slew of single-wound infantry from very safe distances.
    • Lylyth3 appreciates the Bolt Thrower's gun for additional scenario pressure (pushing a model off a control point and then making it stationary is a cute trick), but she really loves having Far Strike.
      • Do you want to have a 28" threat range, and then end your turn a safe 21" away from your target, who is ideally stationary from your feat? Because that's what Lylyth3 can do if she combines Trample, Far Strike, and Reposition with her ludicrous speed.
  • Saeryn, Omen of Everblight can use Far Strike and her Deathspurs to apply Grievous Wounds from a fairly safe distance. This is fairly corner case in its usefulness, and due to the high price point on the Bolt Thrower and lack of any other direct synergies, her points might be better spent elsewhere.
  • Vayl1 and Vayl2 can both extend the range of their Oraculus and its Spellbound trait to turn models into arc nodes from much safer distances with Far Strike.
    • Vayl1 doesn't often need to arc her spells very deep, so she might be more content on stronger guns such as the Ravagore, or just buy more melee beatsticks.
    • In the case of Vayl2, possible Oraculi targets for channelling can be pushed into better position, so you then can cast spells into your real target's back arc. Just remember, that you can't channel through knocked-down targets.

Drawbacks & Downsides[edit]

  • Costs almost as much as a cheap heavy jack/beast.
  • Fury intensive. Due to his low RAT a single shot can use the entire fury stack if you need to use his animus.
  • Quick Work is nice, but tied to a middling P+S weapon, and only works if you clear everything from his melee thanks to his lack of native Gunfighter.

Tricks & Tips[edit]

  • To maximise your Quick Work attacks, try to charge into a group of knocked down enemies (so that you're not engaged) then buy melee attacks.


Other[edit]

Trivia[edit]

Placeholder.

Theme Forces[edit]


Other faction models[edit]

Legion Logo.jpg

(Edit)

Battlegroups
Warlocks Absylonia1 - Absylonia2 - Anamag - Bethayne - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2
L
E
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Lesser & Packs Lesser Warbeasts: Shredder - Harrier - Stinger
Warbeast Packs: Blight Wasps
Light Warbeasts Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph
Heavy Warbeasts Angelius - Carnivean - Neraph - Ravagore - Scythean - Seraph
Character Warbeasts Azrael - Golab - Proteus - Typhon - Zuriel
Gargantuans Archangel - Blightbringer
 
Units, Solos, & Battle Engines
Units B.N. Archers - B.N. Hex Hunters - B.N. Legionnaires - B.N. Raptors - B.N. Scather Crew - B.N. Swordsmen - B. Rotwings - B.O. Warmongers - B.O. Warspears - Chosen - Grotesque Banshees - Grotesque Raiders - Hellmouth - Ice Witches - Strider Blightblades - Strider Scouts - Spawning Vessel Character Units
Blackfrost Shard
Solos Beast Mistress - B.N Shepher - B.N. Sorceress - B.N. Warlord - Forsaken - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - B.O. Warmonger War Chief Character Solos
Ammok - Annyssa Ryvaal - Fyanna the Lash - Craelix
Battle Engines Throne of Everblight
 
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Minion Legion.jpg

(Edit)

Minion Battlegroups
Warlocks Barnabas - Calaban - Dr. Arkadius - Helga - Jaga-Jaga - Lord Carver - Maelok - Midas - Rask - Sturm & Drang
Requires a 2+ caster game
L
E
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N
M
I
N
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O
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Lesser Warlocks Rorsh & Brine - Wrong Eye & Snapjaw
Warbeasts The minion battlegroup members you can include in a Legion army depends entirely on which minion 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.
Minion Units, Solos, & Battle Engines
Units Bog Trog Ambushers - Croak Raiders - Bone Grinders - Brigands - Commandos - Razorback Crew - Slaughterhousers - Bokur & Shamblers - Gatorman Posse - Gobber Bellows Crew
Solos Mist Speaker - Trawler - Croak Hunter - Feralgeist - Witch Doctor - Tinker - Gremlin Swarm - Gobber Chef - Ogrun Bokur - Thrullg - Totem Hunter
Agata - Eilish Garrity - Gudrun - Maximus - Rorsh & Brine - Wrong Eye & Snapjaw
Battle Engines Meat Thresher - Sacral Vault


Rules Clarifications[edit]

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Rules Clarification : Thunderbolt      (Edit)

  • If you have multiple effects that resolve on "hit" (such as Thunderbolt & Electro Leap), then you get to choose the order.
    • Thus, you could trigger Electro Leap first (and bounce from their initial position), then move them via Thunderbolt.
    • Or trigger Thunderbolt first, move them, and then Electro Leap (and bounce from their final position).
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)
  • 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.
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Rules Clarification:  : Warbeast      (Edit)
(Click Expand to read)

See also the Warbeast page for a recap of the core warbeast rules.

Forcing

  • If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)

Animi

  • A single Animus can be on several models at the same time. (Infernal Ruling)
  • If a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)
  • An animi cast by a warlock is an animi and spell. (Infernal Ruling)

Transferring Damage

  • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)

Frenzy

  • Step 4 of Frenzy was errata'd in 2016. Make sure you're using the latest version of the rules.
  • You cannot trigger optional abilities during a Frenzy (such as Cleave). (Infernal Ruling)
  • You must trigger compulsory abilities during a Frenzy ... unless that ability generates an extra attack (like Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)
  • A warbeast may not make an Assault shot as part of a Frenzy activation. (Refer latest errata)
  • If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Confirmation)
RC symbol.png

Rules Clarification : Eyeless Sight      (Edit)

  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
RC symbol.png

Rules Clarification : Quick Work      (Edit)

  • If you're still engaged in melee when Quick Work triggers, you won't be able to make the ranged attack.
  • Quick Work specifies "Combat Action" so doesn't work with Impact Attacks or out-of-activation attacks
RC symbol.png

Rules Clarification : Far Strike      (Edit)

RC symbol.png

Rules Clarification : Snipe      (Edit)

  • Although Snipe the spell and Snipe the Attack Type are two different "sources", they are multiple instances of the same effect. As such, they're not cumulative. Refer to the "Rule Priority" section of the core rulebook.
  • Snipe does not affect the range of weapons that use the Spray template, or one's which have RNG = CTRL.