Orsus Zoktavir, The Butcher of Khardov

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Khador Warcaster

The Butcher is a potent symbol of the consequence of treachery against Empress Ayn Vanar. In the protective casing of his modified suit of steam-powered armor shaped from the hull of a warjack, he is a force of destruction, a one-man wrecking crew. Soldiers across western Immoren cannot purge the vision of the axe-wielding giant from their nightmares: a man become a living personification of warfare and bloodshed.

Basic Info[edit]

Butcher1
Butcher 1
Base Medium
SPD 5
MAT 9
RAT 5
DEF 14
ARM 18
HP 20
Focus 6
WJP +28
See also How to Read the statblock

Weapons[edit]

  • Blunderbuss - 8" range, POW 12 gun
  • Lola - 2" reach, P+S 16 melee weapon

Abilities[edit]

  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • 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.

Spells[edit]

1) Warjacks in the caster's battlegroup that start their activation in his control range can run/charge/trample/slam for free. 2) All battlegroup models gain boosted melee attack rolls while in the caster's control range. Lasts one turn.
  • Fury - Cost 2, 6" range, Upkeep
Target friendly Faction warrior model/unit gains +3 to melee damage rolls but suffers -1 DEF.
Affected warrior model/unit gains +2 ARM and immunity to blast damage.
This spell has no special effects. Pure offense.
  • Vengeful - Upkeep spell that grants Retaliatory Strike to a faction model. (Retaliatory Strike - Once per turn when an enemy hits this model in melee, it can hit back. Once.)

Feat - Blood Frenzy[edit]

While in the Butcher's CTRL range, friendly Faction models gain an additional die on attack damage rolls this turn.

Thoughts on The Butcher of Khardov[edit]

Classic Sculpt

Butcher 1 in a nutshell[edit]

One of Khador's most iconic casters, and a true melee powerhouse, Butcher 1 is a support caster at heart despite his ability to tear into foes himself. Fury & Iron Flesh are his bread and butter so spread it around to the units/jacks that need it most. He's an easy caster to learn and fun to play.

Feat thoughts[edit]

Feats don't get any simpler than Butcher's.

It does say attack damage rolls, so things like collateral damage won't get the bonus.

Lastly, it's gain a die, not boost, so stuff which "cannot be boosted" will benefit anyway. Like Impact attacks.

Spell thoughts[edit]

  • Fury - Not much to talk about; +3 on the damage roll statistically equals a boost. There will rarely be games where you won't cast it on turn 1.
  • 'Iron Flesh - Staple Khador infantry buff; beside the ARM increase the best part is about the blast immunity. Use it in conjunction with your inaccurate AoEs to carpet bomb your own lines without fear, especially ones with the Winter Guard Artillery Kapitan's Close Fire action.
  • Full Throttle
    • The focus burden is heavy, but if your jacks are going to spend at least 3 focus this turn then you'll come out ahead.
    • Also excellent if your jacks were disrupted, as they can still charge in for free and with boosted attack rolls.
    • Same goes for getting stationary / Knockdown off your jacks - use the Power Up focus to shake the effect during your Maintenance Phase, and then cast this so they can still go to town.
  • Obliteration - For all its destructive power, this one is probably the least used spell on your list due to its prohibitive cost.
  • Vengeful - You'll hardly have resource for that one, but if you want to send in a melee brawler, this back-up protection comes handy. The abysmal DEF of the Khador jacks will enable it to reliably trigger. Prime targets will be the Juggernaut with its Critical Freeze, or the Destroyer with the Critical Amputation on its axe.

Strategy[edit]

Orsus has several victory conditions. The key to success is to know when to switch between the 3 modes.

  • He can win via attrition, by keeping his troops alive via Iron Flesh, and increasing their hitting power through Fury and his feat.
  • Thanks to his peerless combat capabilities he is a strong board controlling in himself, which can be used extensively in scenarios. Enemies will rarely risk coming closer when he's in position to retaliate. You still must be wary of assassinations, though.
  • His feat makes everything stronger - and seemingly harmless attacks now can have unexpected assassination potential too.

Army - Theme[edit]

Jaws of the Wolf

Full Throttle might want to steer you toward a larger battlegroup, and Jaws is your go-to choice for a warjack-heavy list. However, with Butcher wanting to spend his focus on support duties, you better look for self-sufficient, simple jacks:

  • Mad Dog - with Full Throttle it can reliably hit DEF 19 models with trample.
  • Marauder - a nice combo strike, which gets all the more accurate with Full Throttle.
  • Devastator and Demolisher - both can trample around, or slam, keeping their ARM at max level.
  • Juggernaut and Berserker - plain and simple; give it Fury and watch it wreck face.
  • Ruin - Bonds with Butcher to give Ruin free Boundless Charge.
  • Manhunters and Yuri - It is simply amazing that the put down on the table under his feat with 5 dice to damage on the charge.
  • Rager - Butcher is pretty sensitive to ranged damage - use the Rager to screen him, and to Shield Guard shots, like Eyriss' bolts.
  • Behemoth - Fully boosted blasts already with Powerful Attack - now why not push it further with the feat?


Tip lightbulb.png

Tip !
Most of the advice about warjacks is also applicable to the other themes, too.

Winter Guard Command

A forgiving theme for beginners; Orsus protects them via Iron Flesh, and boosts hitting power via Fury, while they protect him from ranged assassinations.

  • Normally blast damage would be shrugged off by enemies with ARM avove a certain level, but not on Butcher's feat turn. And this theme is full of blast templates, from the Winter Guard Mortar Crew, through the Gun Carriage, to the Rocketeers of the Rifle Corps/Infantry.
    AOEs from the Destroyer, Conquest and Victor can also become deadly.
  • Don't forget that the feat bonus also applies to ranged attacks, amping up the damage of Riflemen CRAs.

Legion of Steel

Iron Fangs are grateful for all the support spells from your arsenal. Under your feat you can conduct quite mighty charge attacks with your Iron Fang Uhlans, just remember to stay in CTRL range while attacking.

  • Iron Fang Pikemen - Iron Flesh makes these guys hard to take down especially in Shield Wall; you can also give them Fury to make them crush jacks/beasts
  • Black Dragons - With Iron Flesh and Iron Zeal you can form a quite durable defensive line into the middle of the board.

Wolves of Winter

Butcher's feat is a simple damage fix for the normally-unbuffable Doom Reaver Swordsmen and Fenris, and also creates deadly bursts out of the Outriders' sprays. Also, he cannot boost accuracy of his army, so the Greylord's Ice Cages always come in handy.

Armored Korps

Though the Man-o-War Drakhun is nothing short of hilarious under your feat, Butcher offers them no movement buff, something they desperately need, so this theme is probably best avoided by Butcher1.

Army - Other[edit]

  • Sylys - despite his melee prowess Butcher 1 tends to end up in melee less often than his second and third incarnations, so the free upkeep from Sylys can be prefferable to the melee protection the War Dog provides.
  • Saxon Orrik - The lack of Pathfinder is a glaring weakness on Butcher1 and 2. Orrik goes a long way of helping him.
  • Orin - Stop spells which might mess with the Butcher's SPD.
  • Aiyana & Holt - Orsus has only a very expensive spell to deal magical damage at range; Aiyana can help him and his army out

Drawbacks and Downsides[edit]

  • Lots of upkeep spells make him and his army vulnerable to upkeep-hates, such as Purgation, Lamentation or Purification, Eiryss2, or Eilish.
  • Low SPD reduces his personal threat to 10" bubble, and makes him susceptible for SPD de-buffs.
  • Despite being one of the toughest casters, he needs screening, which is somewhat difficult with a medium base.
  • No speed buff for his army.

Tricks and Tips[edit]

  • Butcher's feat gives an extra die - you can still boost if you want.
  • The bonus from Fury is not a STR buff so, for example, it won't affect the distance you can throw a model.


Other[edit]

Trivia[edit]

Theme Forces[edit]

Themes for generic casters (Edit)

Other Khador 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 - Sofya - Yuri
Battle Engines Gun Carriage
 
Theme Forces
Armored Korps - Jaws of the Wolf - Legion of Steel - Winter Guard Kommand - Wolves of Winter
Merc khador.jpg

(Edit)

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

Requires a 2+ caster game

K
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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 - Eilish Garrity - 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 : Weapon Master - None yet. (Edit)


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 : Tough - None yet. (Edit)


Rules Clarification : Full Throttle      (Edit)

  • If you're planning on casting this a lot, you should probably review the Trample and Slam rules and their Rule Clarifications.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.

Rules Clarification : Fury - None yet. (Edit)
Rules Clarification : Iron Flesh - None yet. (Edit)

Rules Clarification : Obliteration      (Edit)

  • The text description has no in-game effect. It's just for flavour.

Rules Clarification : Vengeful      (Edit)

Rules Clarification : Retaliatory Strike      (Edit)

  • "Basic melee attack" also includes Mount Attacks. Refer to the definition of 'Basic Attack' in the rulebook.
  • You can't make Retaliatory Strikes vs free strikes, because the free striker is defined to be in your back arc (regardless of the actual model's facings) and thus you don't have LOS to it. (Infernal Ruling)