Typhon

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Typhon

Legion Character Heavy Warbeast

This truly monstrous creature bears little resemblance to any beast arisen in nature. It is the organic consequence of a malevolent intelligence bent on creating weapons spawned of its own blood, flesh, and bone. All three of its heads move of their own accord, seeking victims to rip apart with their powerful jaws or breathing out concentrated streams of superheated ash.

Basic Info[edit]

Typhon
Missing Info
Typhon.png
COST N/A
UNIT SIZE N/A
FA N/A
Warcaster 0
BASE Large
SPD 6
STR 11
MAT 7
RAT 5
M.A. N/A
DEF 13
ARM 18
CMD N/A
FOCUS N/A
FURY 5
THRS 9
HP 32
WJP N/A
WBP N/A
UNIT SIZE N/A
COST 20
N/A
N/A
FA C
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Weapons[edit]

  • Blight Breath - 8" range, POW 14, ranged weapon.
    • Variable number of attacks - Refer to the Multiple Heads rule
    • Damage Type: Fire - This weapon does fire damage.
  • Bite - 1" reach, P+S 17 melee weapon.
    • Variable number of attacks - Refer to the Multiple Heads rule
    • Critical Pitch - Equal and smaller-based models critically hit by this weapon can be thrown d6" directly away from this model. The model thrown does not deviate. Collateral damage POW is equal to the STR of this model.

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.
  • Gunfighter - This model can use its ranged weapons even while in melee, but when it does so it can only target models it's in melee with. It can even make ranged attacks after charging.
  • Soulless - This model doesn't have a soul.
  • Bond [Thagrosh] - If this model begins the game in Thagrosh's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to Thagrosh and in their CTRL range, instead of rolling to determine how many damage points this model removes with Regeneration, this model and Thagrosh each heal 3 points of damage.
  • Circular Vision - Models never gain a back strike bonus against this model.
  • Multiple Heads (3) - This model has 3 initial attacks, using any combination of ranged or melee attacks. This model can only be forced to buy additional melee attacks.
  • Regeneration [d3] - This model may be forced to heal d3 damage boxes, once per activation. It can't run in the same activation.

Animus[edit]

  • Rapid Healing - When a model with Rapid Healing is damaged by an enemy attack, immediately after the attack is resolved remove d3 damage points from it.

Recent Changes[edit]

2018.01 Primal Terrors CID

Cost went down 4 points
Animus changed from Excessive Healing to Rapid Healing to avoid confusion (and stacking) with Abby1's feat.

Thoughts on Typhon[edit]

Typhon in a nutshell[edit]

Typhon is quite simply put, an absolute powerhouse. Like many Legion warbeasts, he's fairly powerful, versatile, expensive, has a slew of special rules, and trades durability to acheive all of these things. Unfortunately, he also pays for it with a confusing lack of pathfinder. Especially for a beast that is huge, scary, and has a lot of limbs. Don't let it deter you though: Typhon is arguably the strongest and most flexible beast Legion can field, and also one of the coolest (if you like dragon hydras). The Multiple Heads rule is what truly makes Typhon shine. Three initial attacks and the choice of each initial to be a solid MAT high POW melee strike OR a decent RAT/POW 8" spray allows Typhon to deal with just about any scenario. Lots of infantry? Sprays for days. Big target? Melee to your heart's content. Backing this up is the power of the Fury mechanic on one of the few warbeasts in Hordes with a FURY stat of 5. While most beasts settle for 3 or 4, Typhon cranks it up to 11. Typhon can put out an absurd amount of attacks just by himself, and with gunfighter to boot he can set up many opportunistic sprays on models your opponent may have thought were safe. It's sometimes not a bad idea to charge a hard target, spray squishy models behind it with the other initials, and finish the turn by chewing the melee target to pieces.

While his animus may be SELF range only, it's still a solid animus. Typhon's base ARM may not be great, but the healing can be thought of as an "effective" +2 ARM on a large enough spread of rolls. It also is amazing against a series of small attacks, as the heal triggers even if the enemy fails to break armor. This can make Typhon much harder to remove than his ARM values may suggest. Plus, his higher than average DEF means average attackers may miss a swing or two, adding further to his survivability. To top it all off, with his aformentioned best in class FURY and Rapid Healing's low cost he's very likely to severely damage (or kill) his quarry and still have the space to spare for defenses, something that other beasts like the Carnivean cannot. If you can stack a DEF or ARM buff on top of Typhon's animus, your opponent has to put a disproportionate amount of effort into killing Typhon, lest he continue wreaking havoc.

Typhon is balance by his fairly high cost (second highest after Azrael for a heavy beast in the faction), and is hampered by his lack of pathfinder. Like many Legion beasts, accurate shooting is still something to worry about too. Despite that, he will almost always perform if you keep him safe.

Combos & Synergies[edit]

Typhon is a character who can fit into just about any list if you want him to and can find the points to fit his price point. He's self sufficient enough that he doesn't necessarily require specific buffs, and anything that will help any beast will work just as well on him. He likes RAT buffs a little more than MAT buffs as his MAT is respectable, but if you want the most out of his sprays, and accuracy buff in that category is welcomed. Anyone who can help mitigate his mobility issues is a prime choice for making Typhon do the most work he possibly can.

  • Thagrosh1 and Thagrosh2 obviously like to think about bringing his personal beast for the Bond. It's not a requirement, but if both of them take glancing blows, gauranteeing a 3 HP heal from Regeneration is great.
    • For Thagrosh1, Typhon is the most expensive beast you can bring back with Dark Revival if you're looking to maximize the value of your feat. Dark Shroud is effectively a +2 ARM buff in melee, and Fog of War keeps him safer on the advance. He's a perfect centerpiece model for his +2 STR upkeep as well. Eight P+S19 attacks is not to be trifled with.
    • In Thagrosh2's case, Typhon is a good target for Dragon's Blood to stack with Rapid Healing. Manifest Destiny helps the whole battlegroup as well, and in Typhon's case helps you fish for Critical Pitch. Not something to be relied on, but a nice side effect of the extra dice and boosting.
  • Fyanna2 brings almost everything Typhon wants as well. A +3 DEF boost on the feat helps him survive past his expiration date while dug in the front lines, and she can ensure basically anything will die if she puts Fury on him, as it brings him to P+S20. Admonition can help him stay a little safer on non-feat turns. Overtake is a little less useful since he'll probably be killing infantry with a stray spray, but it can't hurt to have.
  • Bring him with Abby2. Just do it. She offers him a solution for his lack of pathfinder with her feat, and buffs basically every stat on him except RAT. On her feat turn, he's SPD8, RNG2 P+S19 at MAT9, and has wings. He is a great target for her ARM buff, and Psycho Surgery helps keep him alive even longer when combined with Regeneration and Rapid Healing.
  • Abby1 - Playing God elevates the threat of Typhon onto new levels. Flying over your enemy lines with the actual SPD of the Angelius, while hitting as hard as the Archangel is truly a sight to behold. Or just simply cast Wild Aggression on it, and spend all your FURY to damage boosts and extra attacks (if you don't want to spray around).
  • Typhon can be a great Rapport target when taken with Rhyas1, as it buffs his RAT as well as his MAT. It also gives him a longer leash from Rhyas's tiny control range. Getting up to nine attacks on the feat with the additional teleport is nothing to sneeze at either.
  • Vayl2 is Legion's other warlock who can let Typhon overcome his greatest weakness: no pathfinder. Boundless Charge offers him pathfinder, something that most Legion beasts don't care about, but Typhon gets the whole package from her. She also offers DEF debuff which helps both his MAT AND RAT.

Drawbacks & Downsides[edit]

  • A glaring lack of pathfinder in a faction known for native pathfinder or wings on even their most basic infantry.
  • Lower than desired ARM value for a heavy warbeast of his price value.
  • High cost.
  • Unlike most Legion warbeasts with higher than average DEF, is NOT immune to knockdown.
  • While P+S17 is not bad, keep in mind he's no Gargantuan.
  • Grievous Wounds can shut down Rapid Healing, completely negating the point of casting it.

Tricks & Tips[edit]

Placeholder.


Other[edit]

Trivia[edit]

  • Released in Hordes: Metamorphosis (2009)
  • It's TyPHON, not TyPHOON.
    • His name is based on Greek Mythology, not a Pacific Ocean storm system categorization.
    • In Greek the meaning of the name Typhon is: A child of the Titans.

Theme Forces[edit]

When taken in Thagrosh's battlegroup, it can be used in:

Themes for any-and-all bonded warbeast (Edit)

Other Legion 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
G
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O
N
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
G
I
O
N
M
I
N
I
O
N
S
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]

RC symbol.png

Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helio's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
RC symbol.png

Rules Clarification : Pitch      (Edit)

  • If you Pitch on a charge attack, then the throw damage will be boosted (but not collateral damage).
  • Throw ( Edit )
    • See the Throw article for a recap of the core Throw rules.
    • There are currently no rules clarifications for 'normal' throws, although there are a few for Power Attack Throws.


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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)
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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.
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Rules Clarification:  : Gunfighter      (Edit)
(Click Expand to read)

General
  • You cannot Aim if you start your activation in melee. (Infernal Confirmation)
  • A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).

Targeting

  • 1. Outside of melee
    • If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
  • 2. In melee, but didn't charge
    • If it didn't charge, it can target anyone it's "in melee" with.
    • This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
    • If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
  • 3. Charged into melee
    • If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
    • If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
    • However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
  • 4. Other targeting notes
    • Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee (although it may hit one accidentally, see "Missing" below).
    • If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.

Attack Roll

  • You use the Gunfighter's RAT for the attack roll.
  • Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
  • How the +4 DEF bonus for "being in melee" works with Gunfighters is:
    • they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
    • they never ignore it vs friendlies, because you cannot be in melee with a friendly target.
  • Obviously, if the Gunfighter isn't actually in melee with the enemy target, then the Gunfighter rules don't apply. So they do get the +4 DEF bonus as if it were a normal ranged attack (because it is).

Missing the Attack Roll

  • If you miss the attack roll then you need to randomly reassign the shot just like you would with a normal ranged attack shooting someone in melee. Because nothing in the Gunfighter rules say you ignore this part of the "Targeting a Model in Melee" (TMM) rules.
    • Do not include the Gunfighter model itself in potential 'randomees' (because you can't target yourself, as per the 4th paragraph of TMM) (Locked thread)
    • but do include models the Gunfighter is in melee with, and any friendly models that are in melee with them (as per the TMM rules).

Incorporeal Gunfighters

  • Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
  • Once they do that you're in melee and your target selection is limited to just models in melee (as explained above).

Gunfighter + an AOE weapon

  • If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
  • If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.

Gunfighter + a spray weapon

  • Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
  • If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.

Units of Gunfighters

  • If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
  • Redirected attack:
    • If they're still engaged, their initial attack (s) must be vs someone in their melee range.
    • If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
    • If they're unengaged, they are now free to shoot anyone within the gun's normal range.

Other interactions

  • Gunfighter vs Point Blank (Edit)
    • If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
    • These two abilities are subtly different, but it's an important difference.
    • Gunfighter allows you to make ranged attacks while in melee.
    • Point blank allows you to make melee attacks with your ranged weapon.
      • Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
      • Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
    • Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
      • Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
      • Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.

Rules Clarification : Soulless - None yet. (Edit)

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Rules Clarification : Bond      (Edit)

  • Bonds are ineffective while the model is under your opponent's control. Refer the core rulebook.
  • Bonds & Themes
    • If a warjack/warbeast with a bond is in that caster's battlegroup, they can be taken in any theme force. Refer the core rulebook.
    • Exception: Battlegroup Controllers and Lesser Warlocks cannot take their bonded warjacks/warbeasts in theme forces (eg Kharybdis with Aiakos1) because BC & LW are specifically not warcasters/warlocks. (Infernal Ruling)
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Rules Clarification : Circular Vision      (Edit)

  • This only prevents the normal bonus afforded from back strikes. It does not prevent things such as Backstab, which simply requires being in the rear arc.
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Rules Clarification : Multiple Heads      (Edit)

  • Placeholder

Rules Clarification : Regeneration - None yet. (Edit)

Rules Clarification : Rapid Healing - None yet. (Edit)