Decimator

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Decimator

Khador Heavy Warjack

Khador’s mechaniks build their warjacks to last. The Decimator is engineered to annihilate well-armored targets with powerful direct fire. This ’jack’s wide-bored cannon smashes its victims to the ground before it closes to tear them apart with its whirling rip saw.


CID icon.jpg

Rules subject to change.
This is an existing model, but it is being updated.

This model is part of the current CID cycle (What is CID?) and the information shown below does not represent its final rules.

This is a existing model, and the information here is the rules it had before the CID cycle.

If you wish to document the CID changes before they're finalised, please do so under the Recent Changes heading only.

Basic Info

Decimator
Decimator.jpg
SPD 4
STR 12
MAT 7
RAT 4
DEF 10
ARM 20
HP 34
Cost 16
See also How to Read the statblock

Weapons

  • Dozer - 10" range, ROF 2, POW 15 gun
    • Beat Back - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly towards it.
  • Rip Saw - 1" reach, P+S 17 melee weapon.
    • Sustained Attack - During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.

Abilities

  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy.
  • Construct - This model is a construct and is not a living model.

Recent Changes

2018.02 Armored Korps CID

Points Cost: 15

Thoughts on Decimator

Decimator in a nutshell

The Decimator is an odd design among the combined arms jacks in the faction. Just like the Destroyer, it sports a decent, but fairly inaccurate gun, and a potent melee weapon. Unlike the Destroyer though, its purpose is to hunt heavies instead of drifting blast templates into the enemy's ranks. It has one of the hardest hitting guns in the game, and one of the most effective weapons in the game for cutting heavies apart. For 2 points more than the Destroyer, it provides board control with the multi-fire Dozer, movement shenanigans with Beat Back, and a good chance to scrap other 'jacks outright with the Rip Saw and three focus, thanks to Sustained Attack.

Combos & Synergies

Just like any other combined-arms jack in your arsenal, it appreciates SPD buff, and any accuracy boost, or de-buff on the target. On its own it can hit a DEF11 target on average, meaning that most of your shots will be wasted even against a Menite heavy, if it has concealment or cover.

  • Jack Marshals, like the Man-o-War Kovnik or the Greylord Forge Seer have natural tools to make it more accurate via the Take Aim! command. The first can use its Assault drive to put both guns into use, while the latter can fuel it with a free focus from Empower.
  • Karchev really likes combined arms warjacks due to his Road to War spell. The Decimator can help to trigger the extra movement for other jacks by killing from afar, or enjoy the +3" move from the spell, if some other model killed s target. You can still retain the aiming bonus, as the free move happened outside the jack's activation.
  • The Winter Guard Command theme force gives you Advance Move, greatly increasing the range your guns can threat the enemy.
  • Strakhov1 and Harkevich - Out-of-activation shots, as well as extra movement distances are nice things to have. As for Harkevich' feat, remember that you don't have to shoot the target you want to charge, and even if you do so, the Beat Back part on the gun is optional.
  • Sorscha1 - making your targets stationary ensures that your focus can now boost your damage rolls.
  • Kozlov - As you will meet with this jack in the starter box, it worth mentioned with him too. Chosen Ground can be crucial to help you with terrain patches, and help you to secure a charge with his feat. Until you reach your target, Tactical Supremacy's 3" extra move can help you closing in - or take refuge, after you pushed your target afar with Beat Back. If you expect to reach your target, swap it to Fury, and load it up with focus to kill whatever comes near the rip saw.

Drawbacks & Downsides

  • Destroyer syndrome - you'll pay for both its ranged, and its close combat capabilities, even if you're going to use only one of them.
  • Low RAT can be an issue against non-heavy targets
  • It can turn into big focus hogs for the unwary.

Tricks & Tips

  • You can forfeit movement for the aiming bonus, and still move via Beat Back. Stack with Energizer to set up for aimed shots, as you need to make your Beat Back move directly toward your target.

The Decimator's low RAT essentially forces you to boost every attack. Depending on your targets, the Decimator can be as efficient or as focus-hungry as you want it:

  • You can allocate zero and go after something low DEF. If you've only got one focus to play with (from Power Up), then don't boost your first ranged attack. If you hit, then great, spend it to boost damage. If you miss, then you can face the tough decision about whether to spend it to boost the attack, or don't boost & risk missing & having a wasted focus.
  • You can allocate one and go after something mid-DEF. Boosting both attack rolls and you've got decent chances of hitting DEF 12 or so.
  • You can allocate two and go after something mid-DEF. Boost both attack rolls, and boost one damage roll.

Overall, you're better off using a caster that can improve accuracy (or decrease enemy DEF) rather than fueling it with raw focus turn after turn.

Other

Trivia

Released in Prime Mk2 (2010)

Theme Forces

Themes for generic warjacks (Edit)

Other Khador models

KhadorLogo.jpg
(Edit)
Battlegroups
Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - 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 - MOW Atanas & Standard
Ranking Officer CA : Koldun Kapitan Valachev
Solos Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Sofya - Yuri
Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
 
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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C
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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

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Rules Clarification : Beat Back      (Edit)

  • You cannot use Beat Back if you destroy the target; because you can't advance towards a model that is no longer on the table. (Infernal Ruling)
  • You can trigger Beat Back even if the model is no longer in your melee range after the attack. For instance, if you used a Pitch to throw it away, you can still Beat it Back. (Locked thread)
  • The free advance doesn't depend on the target being pushed, but it is dependent on you trying to push them:
    • If you try to push something which Cannot Be Pushed (such as a Colossal), then it won't move and then you can advance directly towards it.
    • If you choose not to push your target, then you choose not to trigger Beat Back, so you don't get to advance.
  • Beat Back can be used to push larger models.
  • See also the clarifications on Pushes.
RC symbol.png

Rules Clarification : Sustained Attack      (Edit)

  • Translation for newbies : Once you hit your target, your next attack(s) with the same weapon will auto-hit.
  • If your target becomes out of range in between attacks (somehow), then Sustained Attack will not let you auto-hit. Refer Step 3 vs Step 4 of the Attack Sequence (Apdx A).
  • If you have sustained attack on a weapon that makes simultaneous attacks (e.g. Prime Axiom making a Sweep attack), then all the models you hit are "the last model hit" and whichever one you choose to attack next is the one you get the auto-hit bonus vs. (Infernal Ruling)
  • This only applies to the first attack after a simultaneous one - once you make that next attack, it's all reset back to being "just one" last model hit.
    • Example : you Sweep and hit models A, B, C. Then you buy an attack vs model C. It is auto-hit because it was (one of) the last model(s) hit. Then you buy another attack, now you can only auto-hit C because it is the last model hit.
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Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Rules Clarification : Construct - None yet. (Edit)