Rask is a mighty bog trog warlock who has traded his people’s freedom for some degree of personal autonomy from the bloodthirsty gatormen. Cold and calculating, Rask is a formidable hunter, a skilled warrior, and one of the most ruthless and self-serving creatures in the Blindwater Congregation. Rask prefers to bring his enemies low through a combination of potent sorcery, peerless knowledge of the terrain, and a host of devious trick and obfuscations. He typically avoids direct confrontation with powerful enemies, preferring to use his abilities to tip the scales in favor of the lesser creatures that serve him. However, once his bog trogs and warbeasts have weakened an enemy, Rask claims the honor of the killing blow with a well-placed bolt from his harpoon gun.
- 1 Basic Info
- 2 Analysis of Rask
- 3 Other
Weapons and Attacks
- Trident Cannon A versatile gun with an average range and POW.
- Damage Type: Magical - This weapon can damage incorporeal models.
- Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
- Arcane Interference - Dispel upkeep spells and animi on whatever you hit, and remove any focus on it. Warjacks suffer disruption.
- Energy Siphon - If this weapon hits an enemy with focus/fury on it, you steal one point of focus/fury.
- Paralysis - A living model hit by this weapon has its base DEF reduced to 5 and can't run, charge, slam, or trample for one round.
- Sacral Blade - Short range, low P+S, backup melee weapon. Emphasis on "backup". Rask should never be in melee.
- Minion - Will work for Skorne, Legion, Circle, and Trollbloods
- Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
- Bog Trog Warlock - This model's battlegroup must contain only minion Gatorman warbeasts.
- Amphibious - This model treats shallow water as open terrain while advancing. While completely in shallow water, this model gains concealment and does not block line of sight.
- Call to Sacrifice (Bog Trog) - If this model is disabled by an enemy attack, a nearby Bog Trog can be killed instead, and this model regains a hitpoint.
- Admonition - Cost 2, 6" range, Upkeep
- Target a model in the caster's battlegroup. If an enemy model advances & ends its movement within 6" of that model, it can immediately advance up to 3" ignoring free strikes, but then Admonition expires.
- Boundless Charge - Cost 2, 6" range
- Target friendly Faction model can charge for free and gains +2" movement and Pathfinder when it charges for one turn.
- Fury - Cost 2, 6" range, Upkeep
- Target friendly Faction model/unit gains +3 to melee damage rolls but suffers -1 DEF.
- Veil of Mists - Cost 2, Upkeep
- Place a 4" AOE cloud effect anywhere completely within the caster's control range. 1) This AOE does not block friendly Faction models' LOS. 2) While in the AOE, friendly Faction models gain Pathfinder and 3) they can move through obstructions and other models if they have enough movement to move completely past them.
Feat: Dark Water
Minions can't be targeted by ranged attacks, charges, or slams from more than 5" away.
Analysis of Rask
Rask in a nutshell
Rask is an amazingly powerful and flexible warlock, able to do a lot of things and very hard to kill. His backbone spell is Fury, enabling armor cracking, but that is only the beginning of his extremely deep ability toolbox. Because of his toolbox, his ability to smash armor, and how difficult he is to remove, he is considered probably the best Mk3 minion warlock.
Thoughts on when & how to use his feat and spells
Feat Usually the best time for Rask to pop his feat is turn two, as this allows for weirder positioning and impunity to ranged shots for a turn, allowing you to get the Alpha Strike in on the enemy.
- Admonition - who's in danger of getting charged? Cast it on them (Especially if it's Rask).
- Boundless Charge - an excellent speed buff, Boundless Charge notably does not have to be cast on a model in your battle group - which is a big part of why Rask plays so well with lesser warbeasts.
- Fury - a simple damage buff with a minor penalty. It's not subtle but can be spell cycled; you activate the model/unit with Fury before Rask, charge with it, and then Rask casts it
- Veil of Mists is both a cloud-wall spell to protect you from shooting and a Pathfinder spell to help you deal with difficult terrain and obstacles. It's normally cast on the first couple of turns - but after that normally because the enemy screwed up.
Typical strategy & army selection
He's flexible enough that about the only things you almost always see with him are:
- Bog Trog Mist Speaker - Rask is considered to be a Bog Trog, so he benefits from the Veteran Leader bonus. And Guidance is awesome.
- Swamp Gobber Bellows Crew - a 9" cloud wall is generally pretty safe from potshots even without his feat.
- Gatorman Soul Slave - Rask has three upkeep spells, and there are few turns when you don't want Boundless Charge cast on something; at the very least it's a free boost for a warbeast. (Alternatively Targ is pretty useful).
To keep him alive via Call to Sacrifice there are three fairly cheap ways of getting Bog Trogs to use Call to Sacrifice with - but this isn't necessary and Rask is frequently used effectively in Will Work for Food without anything more than a Mist Speaker to transfer to.
- Gatorman Bokor & Bog Trog Swamp Shamblers - The most expensive source of Bog Trogs if you don't think Rask is about to get turned into a paste, the Shamblers continually renew from other dead infantry.
- Bog Trog Ambushers - half a dozen Bog Trogs should be more than enough.
- Void Leech - at a point per model and a possible three per unit it's worth considering on any unit you don't expect to get that far from him. Unfortunately there are currently no amphibious units in Will Work for Food.
A common theme to find him in is Will Work for Food; "Rask & Friends" (i.e. Rask and a collection of lesser warlocks) is a very common way for minions to crack armour and doesn't overload Rask's relatively low FURY stat.
Rask doesn't have the Fury to run a large battle group - three heavies is about as big as it gets.
- The Ironback Spitter is a bit of a trap as Counterblast looks as if it should be awesome with Rask's gun, but Rask's CMD only gives him a 5" range (same as Call to Sacrifice). Not to say it's a bad choice, just not the excellent one it appears.
- Blackhide Wrastler - Rage and Fury stack for a +6 STR on any warbeast. Of Rask's 2-3 heavies this is always at least one (it used to frequently be both, but the other two were upgraded in the Blindwater errata).
- Swamp Horror in Will Work for Food it gains Overtake - which is awesome with chain strike and Boundless Charge. Also its flimsy tentacles can, as mentioned, be made more than decent for armour cracking.
In Will Work for Food
The downside of Will Work for Food is you're basically running with only Mist Speakers for Call to Sacrifice. But you have quite a few strong options here.
- Wrong Eye & Snapjaw appear in both Will Work for Food and The Blindwater Congregation. Submerge to keep both (especially Wrong-Eye) safe, Star-Crossed, an impressive threat range on Snapjaw, and a P+S 18 before buffs.
- Dahlia Hallyr & Skarath - a 10" assault spray on a Serpentine warbeast, Dahlia & Skarath can threaten pretty deep - and are fast. Paralytic bites don't hurt either.
- Rorsh & Brine - the cheapest of the lessers, the Ninja Pig can get places you really wouldn't expect - and loves being made to hit hard by a Wrastler and/or Rask
- Brun Cragback & Lug - generally considered the weakest choice, Fury + Countercharge is worrying and a Chain Attack: Smash & Grab is extremely fun
- Cylena Raefyll & Nyss Hunters go really well with Fury on the charge, becoming POW 12 Weapon Masters in addition to everything else they do so well.
In The Blindwater Congregation
You only have Wrong Eye & Snapjaw of the lessers, who remain awesome. Instead you get a range of good units.
- Gatorman Posse - the Blindwater version of this is pretty good but isn't great against armour. Which is why you slap Fury on them.
- Gatorman Bokor & Bog Trog Swamp Shamblers - keeping Rask alive. And a huge unit of them multiplies the effect of Fury.
- Bog Trog Ambushers - POW 11 is just at the point when Fury and charging really starts wrecking things. And with Advance Deployment, Pathfinder, and now a low cost they can trash stuff.
Drawbacks and Downsides
- He has little to no personal melee game.
Tricks and Tips
- With a horde of Bog Trogs, he becomes obnoxious to remove.
- He's an incredibly flexible toolbox who can work very well with anything.
Changes from Mk II
- He had Inhospitable Ground rather than the more flexible but less powerful Veil of Mists.
- Thanks to a combined non themed minions list, you can take some farrow with him. This can greatly increase the variety of lists.