Nightwretch: Difference between revisions

From Warma-wiki
Jump to navigation Jump to search
m (1 revision imported)
mNo edit summary
Line 1: Line 1:
{{Cryxbox|{{Cryx}} {{Light Warjack}} }} [[Category: Model]]
Cryx Blackfleet Heavy Warjack
{{4P|n=two Prime Armies|'''Dark Host''' and '''Black Fleet'''}}


[[Category:Cryx]]
[[Category:Blackfleet]]
[[Category:Heavy]]
[[Category:Warjack]]
[[Category:Legacy]]
[[Category:Prime]]
== Model stats and abilities ==
{{Model-stats
| name= Skarre 3
| base= 120mm
| hp=26
| spd=7
|aat=7
| mat=7
| rat=6
| def=12
| arm=19
| fa=C
| cost=
| abilities =
{{AbilitySingle|Unstoppable}}
{{AbilitySingle|Dual Attack}}
{{AbilitySingle|Construct}
}}
== Weapons ==
{{Weapon|weapon=Cannon|type = R |rng =12 |rof = 1 |aoe = 2 |pow = 14/8| loc = X2| abilities = {{AbilitySingle|Damage Type-Magical}}{{AbilitySingle|Shadow Fire}}}}
{{Weapon|weapon=Hand Cannon|type = R |rng =12 |rof = 1 |aoe =- |pow =12| loc =-| abilities = {{AbilitySingle|Pistol}}{{AbilitySingle|Damage Type-Magical}}}}
{{Weapon|weapon=Ram|type = M |rng = 1 |rof = - |aoe = - |pow = 14| loc = -| abilities =  {{AbilitySingle|Damage Type-Magical}}{{AbilitySingle|Ram}} }}
{{Weapon|weapon=Cutlass|type = M |rng = 1 |rof = - |aoe = - |pow = 9| loc =x3| abilities =  {{AbilitySingle|Damage Type-Magical}} }}
== Additional Rules ==
{{Category:Warjack}}
== Changes and Updates ==
===Mk3 to Mk4===
==Release Trivia==
==Battle Reports==
==Videos==
==Lore==
''Carrying a particularly volatile mixture of lead shot and alchemical waste byproducts, the projectiles explode with a concussive blast that can be heard for miles. In seconds entire companies can be reduced to a smoldering heap of flesh flayed from bone.''
''Carrying a particularly volatile mixture of lead shot and alchemical waste byproducts, the projectiles explode with a concussive blast that can be heard for miles. In seconds entire companies can be reduced to a smoldering heap of flesh flayed from bone.''



Revision as of 01:26, 19 February 2024

Cryx Blackfleet Heavy Warjack

Model stats and abilities

{{Model-stats | name= Skarre 3 | base= 120mm | hp=26 | spd=7 |aat=7 | mat=7 | rat=6 | def=12 | arm=19 | fa=C | cost= | 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)

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




[[:Category:Construct}

|Construct}

]] {{Category:Construct} |{{{2}}}|{{{3}}}|{{{4}}}}}

No errata for Construct} ([[:Category:Errata-Construct} |Create]])

[[Category:Construct}

]]

Weapons

Cannon
 RNG   ROF   AOE   POW   LOCATION 
12 1 2 14/8 X2
Damage Type-Magical
Damage Type-Magical
This weapon causes magical damage.

No errata for Damage Type-Magical (Create)


Shadow Fire
A model hit by this attack does not block LOS for one turn.

No errata for Shadow Fire (Create)

Hand Cannon
 RNG   ROF   AOE   POW   LOCATION 
12 1 - 12 -
Pistol
Pistol

A model making an attack with this weapon targeting a model it is in melee with ignores the Target in Melee bonus when resolving this attack.

  Errata-Pistol (2023-09-17)
Question: Does the pistol benefit apply to models not in melee with the attacking model when the pistol is on a spray?
Answer: No, it only applies to models with which the attacking model is in melee.
Explanation: The intent is that a model only ignore the penalty for being in melee with the models that model is in melee with. Pistol only works against the models in the melee with the attacking model.
Infernal Ruling: Dark Legacy - PP Community forum


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

No errata for Damage Type-Magical (Create)

Ram
 RNG   ROF   AOE   POW   LOCATION 
1 - - 14 -
Damage Type-Magical
Damage Type-Magical
This weapon causes magical damage.

No errata for Damage Type-Magical (Create)


Ram
When an enemy model is hit by this weapon during the model's Combat Action, it becomes knocked down and can be pushed 1 inch directly away from this model. If the model hit is pushed, this model can immediately advance 1 inch directly toward it.

No errata for Ram (Create)

Cutlass
 RNG   ROF   AOE   POW   LOCATION 
1 - - 9 x3
Damage Type-Magical
Damage Type-Magical
This weapon causes magical damage.

No errata for Damage Type-Magical (Create)


Additional Rules

Category:Warjack

Changes and Updates

Mk3 to Mk4

Release Trivia

Battle Reports

Videos

Lore

Carrying a particularly volatile mixture of lead shot and alchemical waste byproducts, the projectiles explode with a concussive blast that can be heard for miles. In seconds entire companies can be reduced to a smoldering heap of flesh flayed from bone.

Basic Info

Template:Infobox-Model

Template:Warjack

Abilities

Weapons

Doomspitter
File:Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
6 1 3 14 Head
Bash
File:Sword icon.jpg  RNG   POW   P+S   LOCATION 
0.5 0 7 -

Theme Forces


Thoughts on Nightwretch

Nightwretch in a nutshell

The Nightwretch is arguably one of the two best arcnodes in the Cryx arsenal. The Nightwretch brings every advantage you would expect from an ‘Cryx Death Chicken’. Good value, enough boxes to probably survive one good hit with one or two functional systems, high speed, and most importantly an arcnode.

The Nightwretch is effective against an unusually wide variety of targets. High armor targets frequently sport lower defense scores. With this in mind, the 14 power gun can actually deal non-trivial damage against well armored enemies if it uses a boost.

Against high defense targets with lower armor scores, the Nightwretch can come within 4” to abuse the minimum scatter rule to guarantee a partial hit. A boosted partial hit will kill a 5 box 12 armor solo on average dice. Trading an arcnode for a solo might not be favorable, but in the case of some very critical models like Eiryiss, it might be necessary.

In terms of melee combat if falls behind it’s more melee oriented brethren, but surprisingly not by much. Cryx bonejacks used in melee are sometimes better used simply to do slam power attacks.

Most any use of an arcnode in Cryx will probably land it in retaliation range of an opponent nearly guaranteeing that the counter attack will destroy it unless immediately followed up by the rest of your army with a serious to moderate engage. If you are committing an arcnode for this accept that it is likely to die. It can absolutely be worth it provided you arc an important spell, such as a debuff on a powerful enemy.

In the later stages of the game, warcasters are more likely to personally cast spells rather than use arcnodes. If you find they are not necessary for their node, they make excellent jamming or contesting units as they require an awkward amount of offensive resources to kill thanks to their high defense.

Combos & Synergies

Cryx casters are infamous for their debilitating debuff spells. Use arcnodes to press your casters presence without risking your neck.

  • Captain Aiakos - He needs arcnodes as much as any Cryx caster and his feat gives it Assault and +3 Speed, so it can charge 13" and shoot, which is still not better than running 20" and arcing, but it's cute.

Drawbacks & Downsides

  • Its damage grid has just enough boxes to allow the bonejack to take a good hit and keep going, but a second one will likely leave it crippled if not totally destroyed. This sets the tone for Cryx bonejacks being fast and hard to hit, but easily damaged if they are struck.
  • Despite the advantages of the gun, it is 2 points more expensive than a Deathripper. Since many arcnodes simply spend their entire existence running and arcing spells, this can mean it does the exact same thing as a ripper while costing more of extras that are not necessarily going to be used.

Tricks & Tips

  • Slam a target to cause damage and leave it knocked down. This has the added benefit of leaving the Nightwretch out of combat afterwards so its arc node may still be used.
  • If blast damage is enough to kill your target then move within 4" of them. The most the AOE can then scatter is 2" which means at least part of your target's base will still be under the edge of the AOE.


Other

Trivia

  • Released way back in Warmachine: Prime (2003)
  • Sculptor: John Winter
  • Nickname(s): Bonechicken, Deathchicken, Chicken (these names can refer to any of the Cryx arc nodes)

Other Cryx models

Template:Index Cryx

Rules Clarifications

Template:RC Warjack Template:RC Construct Template:RC Arc Node