Xerxis, Fury of Halaak
- 1 Xerxis, Fury of Halaak
- 2 Analysis of Xerxis, Fury of Halaak
- 3 Other
Xerxis, Fury of Halaak
Skorne Battle Engine Warlock
Gifted with unparalleled skill, discipline, and ferocity as a warrior and a general, Xerxis, Fury of Halaak becomes truly awe-inspiring when he crashes through battle lines atop his cerops mount, Surus. As Xerxis punches through enemy lines, the entire might of his cohort surges to follow, inspired by their tyrant’s example. Before him and his matchlessly disciplined troops, fortifications topple and ranks of defenders scatter like sand in the wind.
Weapons and Attacks
Lamentor - RNG 2 P+S 15
- Damage Type: Magical - This weapon can damage incorporeal models.
- Brutal Charge - This model gains +2 damage to charge attacks with this weapon.
War Standard - RNG 2 P+S 12 - It's Xerxis. Of course he hits things with the battle standard. Not as effectively as Lamentor.
- Knockdown - When a model is hit by an attack with this weapon, it becomes knocked down.
- Pitch (★ Attack) - Equal and smaller-based models hit by this special attack can be thrown.
- Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
- Battle Engine - All Battle Engines share the same special rules. Most notably being huge, having two fields of fire, and being immune to knock down, stationary, etc.
- Cavalry - All Cavalry come with a stack of standard special rules, most notably Impact Attacks and auto-boosted charge attacks.
- Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
- 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.
- Sprint - If this model kills something in melee during its turn it gets a free move at the end of its turn.
- Trample Power Attack - This model can make trample power attacks.
- Field Marshal [+2 SPD] - Warbeasts/warjacks in this model's battlegroup +2 SPD.
Feat: Hand of the Ancients
Unlimited control range. All Skorne roll an extra dice on attack and damage rolls and drop a die of your choice.
- Ignite - COST 2, Range 6 upkeep. Affected model/unit gains +2 to its melee damage rolls and Critical Continuous Fire on its melee attacks.
- Rapport - COST 2, Range 6 upkeep. Target warbeast/warjack gains the spellcaster's MAT and RAT stats and has Extended Control Range. (Extended Control Range - Double this model's controlling caster's normal control range when determining if this model is within it.)
- Stranglehold - Average range, low POW spell. If the target is damaged then during their next activation they must forfeit either movement or action.
Analysis of Xerxis, Fury of Halaak
Xerxis, Fury of Halaak in a nutshell
Xerxis is a very big and powerful warlock that has a battlegroup buff, and a feat that is all round excellent. His beasts move fast and hit hard - and what more could you want? His huge base possibly makes him not the most competitive warlock but it's a great fun pedal to the metal playstyle.
Common army selection
Xerxis brings great things to warbeasts. Like a speed bonus to all of them. Unfortunately his downsides include a low FURY (and hence a low control area). He tends to bring a big battlegroup supported by Paingiver Beast Handlers but Ignite and his feat both support infantry. Some of his favourites are:
- Archidon - Long Leash is really really useful for Xerxis. And the Archidon has an absurd threat range with Xerxis2
- Tiberion - Overtake is an awesome bond and Xerxis really likes Shield Guards.
- Aradus Soldier - Anything that increases their speed is just gravy!
- Basilisk Krea - Extra DEF and ARM against shooting is really useful on his huge base.
- Orin Midwinter - if you can't hide Xerxis you can at least cancel incoming spells.
- Praetorian Ferox - They are fast enough to keep up, and Ignite is great on them.
Drawbacks and Downsides
- He's a big target. His defensive stats are made much worse by having a big base, which leaves a lot of places to get attacks on him.
- Trample is a trap : not only will you be in the middle of the enemy afterward, but the low strength of Xerxis make him a loosy trampler.
- Trampling requires a clear "landing zone", thus, very difficult to do with a huge based model.
Tricks and Tactics
- Spell Cycle Ignite
- Pitch and Sprint. The auto-KD nature of his mount mean you can often disable free strike before sprinting away.
- Rapport let you use Xerxis RAT, which is usually worse. That mean you can spray in the middle of your models and use the less good RAT against your model.
- Possibly more importantly Rapport gives you double the control range on the warbeast it's on. Which means that you can send your rapport'd beast (plus any Archidons you chose to bring) 20" away from Xerxis, keeping him further back and thus safer.
- If you have two many beasts set your paingivers up base to base with some of your beasts in the deployment zone to prod them on turn 1 so they charge for free (rather than run), thus not overloading your Fury.
Changes from Mk2 and Errata
Mounts got better. Xerxis himself lost his free animus, replaced ride by attack by Sprint, and mobility went up in price. Overall it's much harder to make him survive.
In the Great Skorne Errata he replaced Mobility with a simple Field Marshal: +2 Speed and gained Rapport while changing his zap out.
Theme Forces this is a member of
|Skorne - Theme Forces (Edit)|
|Winds of Death|