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{{Khadbox|{{Khador}} {{Greylord}} [[Warcaster]] }} [[Category: Model]]
[[Khador]] [[Armored Korps]] [[Greylord]] [[Scout]] [[Warcaster]]
{{4U}}


'' Karchev is the man in the machine, a warcaster with the body of a warjack and a heart of fury. This Khadoran patriot drives his battlegroup forward relentlessly to crush the enemies of his beloved Motherland. Few are those that can withstand the sheer brutality of his assault. A single swing of his mechanikal axe Sunder can fell entire units as he wades into close combat with his warjacks in tow. Nothing short of the most advanced firepower can slow the unstoppable force that is Karchev.''
[[Category:Khador]]
[[Category:Armored Korps]]
[[Category:Legacy]]
[[Category:Prime]]
[[Category:Warcaster]]
[[Category:Leader]]
[[Category:Greylord]]
[[Category:Scout]]


==Basic Info==
==Model stats and abilities==
{{Infobox-Model
{{Model-stats
| name  = [[Karchev|Karchev1]]
|fa=C
| image = Karchev.jpg
| name  = Karchev 1
| base  = Large
| base  = 50 mm
| hp    = 34
| spd  = 4
| spd  = 4
| str   = 12
| aat   = 6
| mat  = 7
| mat  = 7
| rat  = 5
| rat  = 5
| def  = 12
| def  = 12
| arm  = 19
| arm  = 19
| cmd   irrelevant
| arc   = 6
| hp    = 34
| ctrl  = 12
| focus = 6
| abilities=
| wjp  = +30
{{AbilitySingle|Unstoppable}}
{{AbilitySingle|Slam Power Attack}}
{{AbilitySingle|Trample Power Attack}}
{{AbilitySingle|Headbutt Power Attack}}
{{AbilitySingle|Dual Attack}}
{{AbilitySingle|Arcantrik Turbine}}
{{AbilitySingle|Man in the Machine}}
{{AbilitySingle|Repairable}}
}}
}}


{{Warcaster}}
== Weapons ==
 
{{Weapon|weapon=Fissure|type = R |rng = Sp 10 |rof = 1 |aoe = - |pow = 12| loc = -| abilities =  {{AbilitySingle|Damage Type-Magical}}{{AbilityCritical|Knockdown}}}}
===Feat: Unearthly Rage===
{{Weapon|weapon=Open Fist|type = M |rng = 1 |rof = - |aoe = - |pow = 15| loc = L| abilities =  {{AbilitySingle|Throw Power Attack}} }}
While in Karchev's {{control}} range, models in his battlegroup gain boosted melee damage rolls and their melee weapons gain [[Damage Type: Magical]]. Unearthly Rage lasts for one turn.[[Category:Magical Damage Feat]]
{{Weapon|weapon=Sunder|type = M |rng = 2 |rof = - |aoe = - |pow = 19| loc = R| abilities = {{AbilitySingle|Damage Type-Magical}} }}
 
=== Abilities===
* {{Arcantrik Turbine}}
* {{Man in the Machine}}
* {{Repairable}}
* {{Unyielding}}
 
===Weapons ===
{| class="wikitable"
{{Ranged-loc|Fissure|SP 10|12|loc=Right|
* {{Magical Damage}}
* {{Knockdown}} }}
{{Melee-loc|Open Fist|1|3|15|loc=Left|
* {{Open Fist}} }}
{{Melee-loc|Sunder|2|7|19|loc=Right|
* {{Magical Damage}} }}
|}
 
===Spells===
{{Spellbox|
{{Battle-Charged}}
{{Eruption}}
{{Ground Zero}}
{{Jumpstart}}
{{Road to War}}
}}
 
===Theme Forces ===
* {{Armored Korps}}
* {{si|Flame in the Darkness}}
* {{Jaws of the Wolf}}
* {{Legion of Steel}}
* {{si|Warriors of the Old Faith}}
* {{WG Kommand}}. In this theme the caster gains [[Sacrificial Pawn]] [Winter Guard trooper model].
* {{Wolves of Winter}}
 
 
= Thoughts on Karchev1 =
=== Karchev1 in a nutshell===
He's the jack caster of Khador - in every sense. Few can match his raw combat potential, and he rewards an aggressive play style on the board. Also he's big and mean, which works for him and against him. He has a lot of tricks to make his 'jacks faster than opponents expect and to allow them to come from unexpected directions.
 
===Spell thoughts===
* '''Road to War''' - This is the most critical spell for getting the most out of Karchev. It can be difficult, since it requires 1) killing an enemy model 2) with a melee or ranged attack 3) during the model's activation. This means it is best triggered by killing single wound infantry. Jacks can have difficulty activating this effect without being fed extra focus, but your army can help with this by taking out exposed solos or squishy members of support units (I'm looking at you [[Widowmaker_Scouts|Widowmakers]]). One move is triggered per attack, not per model killed so AoEs will not potentially move your whole battlegroup. Since this only triggers on attacks, enemies killed by non-attack sources will not help you.
* '''Jumpstart''' - Your go-to spell against pop and drop tricks, stationary-causing attacks like Ice Cage, as well as movement shenanigans, like Telekinesis, which would change your jacks' facing. If more than one of your models were knocked down, use this spell rather than spending FOCUS on shaking the effect. Situational, but can be life-saving - and don't forget that it includes you too.
* '''Eruption''' - Even with the above-average damage of the hazardous effect, this one is pretty restrictive on your FOCUS pool.
* '''Battle Charged''' - ensures that the enemy must place itself very well, if they don't want to get charged in return.
* '''Ground Zero''' - Expensive, but can worth its weight in gold, when it comes to play. First, because it hits automatically.  Even the most elusive jamming models will be hit automatically, and unless they have a 2" melee range, they have no way engaging you ''and'' evading the hit the same time. Heavy targets can also be pushed away from you, freeing up space for mounting a counter-attack, or simply just spraying them down with Fissure. Just watch out for rough terrain, as it halves the push distance.
 
===Feat thoughts===
Since all melee attack damage rolls are boosted, Karchev loves jacks with multiple melee attacks. Karchev is also a member of his own battlegroup, so he is an extreme assassination threat on his own with a full stack of Focus. His feat gives a boost, not an extra die, so it does not stack with the damage boost from charging. If you don't need the extra 3" of movement from a charge it is better to walk up and spend all of your focus boosting attack rolls and/or buying extra attacks. Since Karchev has few good ways of improving accuracy efficiently, you may want to knock target models down first. A charge from your [[Winter Guard Gun Carriage|Gun Carriage]], or a shot from a Field Gun Crew will make sure your boosted damage rolls won't be wasted.
 
Though it gives you magical melee weapons too, it doesn't make your melee ''attacks'' magical, so you still won't be able to headbutt [[Gremlin Swarm]]s to death.
 
=== Drawbacks & Downsides ===
* Joint lowest DEF in the faction with Old Witch2 - whatever targets him, will likely hit. Beware Eyriss.
* Large base makes his screen hard, and screening jacks can easily be hit/pushed out of place.
* Deceptive ARM - he is as easy to kill as a regular heavy warjack.
* Karchev does very little to help anything outside warjacks.
* With two upkeeps and possibly a focus to improve his own mobility, Karchev has to be very careful with Focus management for his battle group without additional support.
* Even with SR2017, his army's focus points are jacks. Actually, low SPD, low DEF jacks.
** That makes him vulnerable to many tricks which hurts constructs (Dismantle and the like), and especially those which hurt warjacks and their controller (Domination, Feedback, Backlash)
** Speed de-buffs and rough terrain tricks can hinder the delivery of his army.
 
=== Tricks & Tips ===
* Don't forget, he's not a Construct. Anything that interacts with living models (Poison, Annoyance, Burning Ash, etc) affects him too.
* The open fist is not magical, unlike Sunder. Keep it in mind when you try to wreck Incorporeal models.
* Since Karchev can trample for free, and since trampling doesn't end your activation, you can declare a trample and then cast spells afterwards, effectively giving you +3" range on your spells.
* Reinholdt can "reload" Karchev's axe giving him an extra spray during a round. How you reload an axe I have no idea.
* Though you use an AoE for Ground Zero, the damage is not a blast damage, so blast immune models can still be hurt. Also, the spell targets Karchev, so targeting restictions against spells (like [[Spell Ward]] or [[Sacred Ward]]) can be circumvented.
* If an enemy cannot be targeted by your spray attack, run up one of your own model in line with the enemy, then target it with Fissure, catching the intended target with it.
 
 
=List Building Advice =
===Strategy===
Karchev is an odd duck now. He allows an extremely mobile Khador jack game through Road to War/Counter Charge shenanigans, but at the same time, he has no way of addressing rough terrain. He allows extreme damage output from his jacks during his feat turn, but at the same time he doesn't have any focus efficient ways to make them more accurate outside of Fissure, which can easily leave him overexposed. This means he needs to be very careful in choosing his army if he is not going to be stymied by certain enemies or battlefield layouts. Ironically, if you are aiming for a well-suited theme force, you might best be served by the [[Winter Guard Kommand]] force instead of the jack-oriented [[Jaws of the Wolf]], since it provides far more sources of knockdown to maximize the damage from his feat turn as well as advance move for his jacks and possible ways to provide protection despite his large base via sacrificial pawn. Also worthy of note is the [[Wolves of Winter]] theme, since stationary can also make those boosted damage rolls connect and it gives you access to the [[Greylord Forge Seer]] which can mitigate some of your focus shortage with [[Empower]]. [[Doom Reaver Swordsmen|Doom Reavers]] can also trigger plenty of Road to War movement.


It is difficult to consider Karchev independently of the other offbeat beat stick jack caster, [[Captain Jeremiah Kraye]], with whom his Mk2 incarnation shared a lot of similarities. It appears he got the short end of the stick in the edition bump, since Kraye gets reposition 5 and cavalry rules for his jacks as passive effects, while Karchev has to pay upkeeps for far less reliable mobility boosts, nor does he get any accuracy benefits. He is definitely an incredibly powerful piece in his own right, and his damage potential far outstrips most casters in the game. His bump in WJ points also offsets some of the nerfing, but he will struggle far more against specific enemy army compositions, board layouts, and scenario conditions than he did previously.
== Spells==
{{Spellbox|Eruption}}
{{Spellbox|Ground Zero}}
{{Spellbox|Jumpstart}}
{{Spellbox|Road to War}}


Karchev is not for subtle scenario manipulation or cunning movement shenanigans. Quite often you'll win by assassination, or simply by attrition, destroying a huge chunk of your enemy's force under your feat turn. Though the in-yo-face approach seems easy, it requires perfect timing and model placing. Key elements are setting up a reliable Road to War chain to move your most important jacks up before a critical strike, and managing Battle Charged to stave off enemy jammers and/or heavy hitters from your army.
== Warcaster  Rules ==
For his personal combat output, Fissure is quite an efficient tool for setting up targets for the rest of your army. Sometimes it is better to stay your hand, and just shoot the target for a reliable knockdown, then letting your jacks finish the job, than rushing in all by yourself. With 1 focus, his personal threat range is a respectable 16", while with another to boost the attack roll, he can knock down warcasters and warlocks up to DEF15 with ease (while ignoring concealment, cover and stealth).
=== Feat: Unearthly Rage ===
While in Karchev's control range, models in his battlegroup gain boosted melee damage rolls and their melee weapons gain Damage Type-Magical. Unearthly Rage lasts for one turn. {{AbilitySubordinate|Damage Type-Magical}}
{{Category:Warcaster}}


===Theme thoughts===
== Changes and Updates ==


{{Header|[[Jaws of the Wolf]]}}
== Trivia ==
Pathfinder on all jacks in the list (even those on Junior and marshals) is a really strong benefit. As is the extra forest offering some protection. I can alls lead to some interesing plays where a Battle Raged jack counter charges out of the woods. The theme also features lots of nice units for scenario and triggering Road to War.
* A unit of [[Widowmaker Scouts]] as well as the [[Widowmaker Marksman]]  are very good at triggering Road To War - and the Marksman is free in theme.
* [[Kayazy Eliminators]] are useful - and you can get a unit of them for free. Also they can trigger Road at nice times and contest like champions.
* [[Battle Mechaniks]] - you want to keep those jacks running, right? These are the guys you need. In [[Jaws of the Wolf]] reposition ensures that they won't die to blasts once they finished repairs.
* [[Kossite Woodsmen]] - They ambush and thus contribute to your scenario game, also they can be nice RtW triggers (if they actually hit something).
* [[Kovnik Apprentice Kratikoff]] - Boundless Charge is an extemely useful tool for Karchev since Khador jacks are notoriously slow.
* [[Kovnik Andrei Malakov]] - He also brings a much needed speedbuff in Redline, bringing the two juniors just for this reason is usually worth it.
* [[Greylord Forge Seer]] - Khador lacks for good magical shooting options to remove pesky [[Gremlin Swarm]]s, [[Feralgeist]]s and the like. Giving a [[Destroyer]] or even [[Behemoth]] to a Seer solves this problem nicely. They won't benefit from RtW, but can trigger it with their shooting. Additionally they prvide some focus efficiency with Empower.
 
{{Header|[[Wolves of Winter]]}}
The main draw here is the abundance of ARM debuffs, as well as 4(!) models with Empower.
* [[Koldun Lord]] - the afoementioned ARM debuff. Alternatively he can copy the Forge Seers empower, netting you up to 4 free focus a turn.
* [[Void Archon]] - Yet another ARM debuff! Also a solo with an incredible threat range.  Unfortunately it is not Friendly Faction so does not trigger Road to War.
* [[Greylord Outriders]] - Sprays are excellent RtW triggers. Especially so when they come from SPD 9 horse riders that can flank around while your jacks advance up the middle of the board.
* [[Doomreaver Swordsmen]] - Your bread and butter unit in this theme they can screen and contest your jacks.
* [[Greylord Ternion]] - Ice Cages increase your odds to hit and Blizzards can screen your jacks nicely.
* [[Lady Aiyana & Master Holt]] and [[Valachev]] are only available together in this theme. Aiyana hands out kisses and Holt shoots stuff to trigger RtW. Valachev makes the package faction friendly and [[Zephyr]]s them around.
 
{{Header|[[Winterguard Kommand]]}}
This theme offers a plethora of RtW triggers due to it s great shooting capabilities. [[Winterguard Infantry]], [[Rifle Corps]], [[Rocketeers]], the [[Gun Carriage]] and even the often maligned [[Assault Kommandos]] make for great screening and shooting pieces. Furthermore, the two Juniors are in this theme too.
 
{{Header|Support models - Various themes}}
* [[Greylord Adjunct]] - An absolute autoinclude. A free upkeep is just too good to pass up for Karchev who'S entire gameplan relies on his two. Guidance, extra range on spells and clouds in also very nice.
* There is a good case for most of the other attachments though; [[Reinholdt]] lets him reload his Axe (what?) and Stealth removal is vital for RtW triggers. [[Sylys]] also provides free upkeeps and makes Eruption absolutely terryfing with Arcane Secrets. [[Corbeau]] or the [[War Dog]] keep him save in melee.
* [[Kell Bailoch]] - If you brought Widowmakers and the Marksman already you migth want to bring him, just for the option to peel of 13 damage off of any warnoun.
* [[Gobber Tinker]] - Mechanikally Adept, a prime contester and an excellent pointfiller!
 
===Battlegroup===
* Every warjack in his arsenal can screen him. If you expect pop & drop tricks, the clamjacks are ideal counters, as all of them resist knockdown. [[Spriggan]] has other utility for stealth removal too, and can activate RtW  at range with its grenades. The [[Demolisher]] and the [[Devastator]] resist pushes on top of Knockdown, and can serve a pretty good deterrent against lists with lots of movement shenanigans (Rahn, for example).
* Karchev synergizes surprisingly well with the [[Decimator]]. RtW plus Beat Back allows a surprisingly mobile jack that is still able to gain an aiming bonus. It's auto-hit on subsequent melee attacks after a hit is also particularly deadly on his feat turn. You will still probably want a Forge Seer to feed this guys focus if you want to get the most from him.
* For RtW chains units with long range guns can serve well. ([[Destroyer]] and [[Behemoth]]) fit the bill.
* [[Kodiak]] - Kodiaks are already very mobile jacks thanks to their speed boost when running. This gets turned up to 11 with RtW/BC Karchev will also appreciate their built in Pathfinder since he does not have any way to hand it out. Finally, a source of cloud effect for screening is always appreciated, just be aware that Vent Steam cannot trigger RtW movement because it is not an attack.
* [[Rager]] - a shield guard is always nice for such a large caster, and under your feat your point-blank shot's damage roll is also boosted.
 
===Starting a 25 point Brawl list ===
In 2020.10 Phillip Melvin, one of the LOS authors, put together this list for the [[Brawlmachine]] format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can [https://www.loswarmachine.com/brawlmachine/2020/10/22/brawlmachine-list-building-khador read here].
 
'''[[Theme - Jaws of the Wolf]]
 
: '''[[Karchev the Terrible|Karchev1]]''': [+30 WJP]
:* [[Devastator]]: [14 pts]
:* [[Juggernaut]]: [13 pts]
:* [[Rager]]: [9 pts]
 
: [[Yuri the Axe]]: [Free] {{grey|(4 pts)}}
: [[Widowmaker Marksman]]: [3 pts]
: [[Manhunter]]: [2 pts]
 
: [[Widowmaker Scouts]]: [7 pts]
: [[Kossite Woodsmen]]: [7 pts]
 
 
{{Brawl}}
 
=Other=
===Trivia===
* Originally released in [[Apotheosis|Warmachine: Apotheosis]] (2005)
* Originally released in [[Apotheosis|Warmachine: Apotheosis]] (2005)


===Other faction models===
== Lore ==
{{Index Khador}}
'' Karchev is the man in the machine, a warcaster with the body of a warjack and a heart of fury. This Khadoran patriot drives his battlegroup forward relentlessly to crush the enemies of his beloved Motherland. Few are those that can withstand the sheer brutality of his assault. A single swing of his mechanikal axe Sunder can fell entire units as he wades into close combat with his warjacks in tow. Nothing short of the most advanced firepower can slow the unstoppable force that is Karchev.''
 
===Rules Clarifications===
{{RC Magical Damage}}
{{RC Knockdown}}
{{RC Open Fist}}
 
{{RC Warcaster}}
{{RC Arcantrik Turbine}}
{{RC Man in the Machine}}
{{RC Repairable}}
{{RC Unyielding}}
 
{{RC Battle-Charged}}
{{RC Eruption}}
{{RC Ground Zero}}
{{RC Jumpstart}}
{{RC Road to War}}

Latest revision as of 02:41, 3 November 2024

Khador Armored Korps Greylord Scout Warcaster

Model stats and abilities

Model Statistics

Base size = 50 mmSPDAATMATRATDEFARMARCCTRL
Health = 34
FA = C
Cost = Free46751219612
-
-

Model Advantages and Abilities

Unstoppable
Unstoppable
This model does not have to forfeit its Combat Action when it advances or is placed out of one or more enemy models' melee ranges during its Normal Movement.

No errata for Unstoppable (Create)

Slam Power Attack
Slam Power Attack
This model can make slam power attacks.

No errata for Slam Power Attack (Create)

Trample Power Attack
Trample Power Attack
This model can make a trample power attack.

No errata for Trample Power Attack (Create)

Headbutt Power Attack
Headbutt Power Attack
This model can make Headbutt power attacks.


No errata for Headbutt Power Attack (Create)

Dual Attack
Dual Attack

This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks, it can also make its initial ranged attacks. A model with Dual Attack can make its initial melee and ranged attacks in any order you choose. This model cannot make ranged attacks after making a power attack.

  Errata-Dual Attack and Unit Charges (2023-10-27)
Question: If a unit with Dual Attack charges a single model, are all placed in melee range, and the first model kills the charge target, can the remaining members of the unit make ranged attacks, or do they forfeit their Combat Action because they don't have any enemy models in their melee range?
Answer: The check for melee range is done at the end of movement. If you kill the targets before they attack, they can still do their ranged attack. (Malkav13)
Explanation: This post is correct.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum


  Errata-Dual Attack and Special Attacks (2023-08-10)
Question: Can a model with Dual Attack make any combination of ranged special attack and normal melee initial attacks, or its melee special attack and normal ranged initial attacks? (Example: Bison Both Barrels and Ram, or Mariner Thresher and gunshot).
Answer: No.
Explanation: The bison can not use dual attack and also make a special attack. That is correct in that (Thresher) example too.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum




Arcantrik Turbine

At the start of this model's activation, it can spend 1 focus point to gain +2 SPD and Pathfinder for one turn.


No errata for Arcantrik Turbine (Create)


Man in the Machine

This model is a living model, but is neither a warjack nor a warrior model. It has a damage grid and suffers damage like a warjack. This model can make power attacks without spending focus. Effects modifying the amount of damage to or the manner in which damage is applied to a warjack also apply to this model. This model cannot spend focus points to remove damage.


No errata for Man in the Machine (Create)


Repairable

This model can be targeted with Repair special actions as if it were a construct model.


No errata for Repairable (Create)



Weapons

Fissure
 RNG   ROF   AOE   POW   LOCATION 
Sp 10 1 - 12 -
Damage Type-Magical
Damage Type-Magical
This weapon causes magical damage.

No errata for Damage Type-Magical (Create)

Critical Knockdown
A critical hit occurs if the attack directly hits and any two dice in the Attack Roll show the same number. This Critical grants the following weapon qualities or has the following effects: Knockdown
When a model is hit by an attack with this weapon, it becomes knocked down.
No errata for Knockdown (Create)
Open Fist
 RNG   ROF   AOE   POW   LOCATION 
1 - - 15 L
Throw Power Attack
Throw Power Attack
  • This weapon can be used to make Throw power attacks.
  • A warjack cannot use this weapon to make a Throw Power attack if this weapon is crippled.

No errata for Throw Power Attack (Create)

Sunder
 RNG   ROF   AOE   POW   LOCATION 
2 - - 19 R
Damage Type-Magical
Damage Type-Magical
This weapon causes magical damage.

No errata for Damage Type-Magical (Create)


Spells

Eruption Cost RNG AOE POW DUR OFF
3 8 2 14/8 Rnd Yes
This attack causes fire damage. Place a cloud effect template centered on the model targeted. The template is a hazard that remains in play for one round. A model without Resistance:Fire entering or ending its activation in the AOE suffers the Fire continuous effect.
No errata for Eruption (Create)
Ground Zero Cost RNG AOE POW DUR OFF
3 Self - - Rnd No
Models within 3 inches of the spellcaster suffer a POW 13 blast damage roll. Immediately after this damage is resolved, each enemy model damaged by Ground Zero is pushed d6 inches directly away from the spellcaster in the order you choose.
No errata for Ground Zero (Create)
Jumpstart Cost RNG AOE POW DUR OFF
1 Self Ctrl - - No
Models in the spellcaster's battlegroup that are currently in its control range stand up and are no longer stationary. Models that were knocked down this turn are not affected by Jumpstart.
No errata for Jumpstart (Create)
Road to War Cost RNG AOE POW DUR OFF
3 Self Ctrl - Upkeep No
When a friendly Faction model in the spellcaster's control range destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one Cohort model in the spellcaster's battlegroup that is in its control range can advance up to 3 inches. A model can advance as a result of Road to War only once per turn.
No errata for Road to War (Create)


Warcaster Rules

Feat: Unearthly Rage

While in Karchev's control range, models in his battlegroup gain boosted melee damage rolls and their melee weapons gain Damage Type-Magical. Unearthly Rage lasts for one turn.

Damage Type-Magical Damage Type-Magical:
This weapon causes magical damage.


No errata for Damage Type-Magical (Create)


Additional special rules:

  1. This model begins the game with a number of focus points equal to its ARC.
  2. During your Maintenance Phase, this model loses all focus points in excess of its ARC.
  3. During your Control Phase, this model replenishes its focus points so that it has a number equal to its current ARC.
  4. This model can spend focus points only during its activation.
  5. This model has a Control Range, and can spend its focus points to buy additional melee attacks, boost attack and damage rolls, and to Shake Effects.
    No errata for Focus Manipulation (Create)


This model can control a group of warjacks.
  1. This model and the warjacks it controls are a battlegroup.
  2. This model can allocate focus to warjacks in its battlegroup during your Control Phase.
  3. This model can channel spells through warjacks in its battlegroup with the Arc Node advantage.


No errata for Battlegroup Controller (Create)


A feat can be used at any time during this model's activation, once per game.
No errata for Feat (Create)


  1. At any time during its activation, this model can spend focus points to remove damage it has suffered. For each focus point spent this way, the model can remove 1 damage point.
  2. When this model would suffer damage, it can immediately spend up to 1 focus point to reduct the damage it would suffer by 5. This model is still considered to have suffered damage even if the damage is reduced to 0 or less. Excess damage prevention is lost.
    No errata for Power Field (Create)


This model can cast spells by paying the COST of the spells in focus points.
No errata for Spellcaster (Create)


This model must have at least one non-lesser warjack in its battlegroup at the start of the game.

Changes and Updates

Trivia

Lore

Karchev is the man in the machine, a warcaster with the body of a warjack and a heart of fury. This Khadoran patriot drives his battlegroup forward relentlessly to crush the enemies of his beloved Motherland. Few are those that can withstand the sheer brutality of his assault. A single swing of his mechanikal axe Sunder can fell entire units as he wades into close combat with his warjacks in tow. Nothing short of the most advanced firepower can slow the unstoppable force that is Karchev.