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Basilisk Drakes unleash waves of entropic energy that slough skin from bone and part muscles as if roasted. Their attack severs the fundamental connections binding matter together and can grind stone to dust and shear through metal. The Drake's gruesome bite destroys armour and flesh with equal ease, and its very presence causes nearby Basilisk Kreas to fight with greater ferocity.
Basic Info
| Basilisk Drake |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Medium |
| SPD |
6 |
| STR |
8 |
| MAT |
5 |
| RAT |
5 |
| M.A. |
N/A |
| DEF |
13 |
| ARM |
14 |
| CMD |
N/A |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
3 |
| THRS |
9 |
| HP |
22 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
U |
| UNIT SIZE |
N/A |
| COST |
8 |
| N/A |
| N/A |
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|
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Abilities
- Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good. Click here for a newbie-friendly recap, or click here for the full rules.
Weapons
- Withering Gaze - 8" spray, POW 14 ranged attack
- Bite - 0.5" reach, P+S 12 melee attack
Animus
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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| Lurker
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1
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SELF
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-
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Turn
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No
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The spellcaster gains Pathfinder and Bushwhack. Lurker lasts for one turn.
- Bushwhack - During its activation, this model can make its Combat Action before its Normal Movement. If it does, it must make a full advance as its Normal Movement that activation.
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Theme Forces
Thoughts on the Basilisk Drake
Basilisk Drake in a nutshell
The Basilisk Drake is effectively a tank destroyer. A light warbeast with a gun hard enough hitting to belong on a heavy and a bite that, with Paingiver Beast Handlers, is a good weapon for a light warbeast.
Combos & Synergies
The Drake is good on its own with its powerful spray but a bit of help can go a long way.
- Paingiver Beast Handlers - When Enraged, the Drake can actually put up a fight in melee. Calming it down with condition also helps fury.
- Basilisk Krea - The Krea flanks with the Drake, giving a significant melee threat as well as the ranged threat and ranged protection.
- Chiron - although he is a bit expensive Chiron has leadership improving fury efficiency on basilisks.
- Lord Arbiter Hexeris - The Drake's spray works really well with Black Spot.
- Xerxis, Fury of Halaak - Field marshal to get good angles, and a feat that buffs both its hitting and its damage chance.
- Dominar Rasheth - a DEF and ARM debuffing feat really helps in all directions.
- Primus Jalaam - Jalaam likes to shoot. Gaining lurker lets him do that, then move away after shooting. Never underestimate bushwhack!
- Makeda & the Exalted Court - Def 13 means it makes good use of Bulwark, and Incite makes them hit extremely hard.
- Any warlock can benefit from pathfinder; either because they are slow, or because they want to assassinate and rough terrain's a problem.
Drawbacks & Downsides
- Lightly armored - surprisingly low POW shooting (or any charging) can wreck it
- the gun is powerful but at Rat5 trying to hit infantry can turn the drake into a real Fury hog.
- At 12 points the Aradus Sentinel may cost 50% more than a drake but has a gun that's significantly more threatening to heavy infantry, warbeasts, and casters (and is one of the most damaging guns in the game) - and is very survivable rather than folding like a cheap tent even to anti-infantry shooting.
Tricks & Tips
- Normal spray tricks - what do you aim at to position it?
- Bushwhack is seldom useful, but can slingshot the Drake into melee after shooting to set up for a flanking Krea, or give him pathfinder.
Other
Trivia
Released way back in Primal Mk1 (2006)
Other Skorne models
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
- All spells have "Damage Type: Magical" (refer errata).
- This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
- and might be inherited by "lingering" secondary damage (see below).
- If a spell leaves a template in play that does damage to models that walk around in it, then:
- if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
- if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
- (Infernal Ruling)
- If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification: : Warbeast (Edit) (Click Expand to read)
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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)
- Unlike in Mk2, in Mk3 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 a 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 (Edit)
- You cannot trigger optional abilities (such as Cleave or Sprint). (Infernal Ruling)
- You must trigger compulsory abilities (such as Consume) ... except for compulsory abilities that also generate an extra attack (such as 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.
- 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 Ruling)
- If a frenzying warbeast can't reach its charge target (because the charge lane is blocked by terrain, etc) then it will make a failed charge and end its activation. (Locked thread)
- If a frenzying warbeast has two melee weapons with the same POW, it can choose which one to use. (Infernal Ruling)
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Rules Clarification : Lurker (Edit)
- If you lose Lurker halfway through your Combat Action (for example casting another animus between attacks) then you don't get your Normal Movement. (Infernal Ruling)
- Lurker is not retroactively applied. (You cannot "skip" your movement, make an attack, then cast Lurker, then "get your movement back".) You have to cast it before Movement & Attacks. (Infernal Ruling)
- Pathfinder (Edit) - Pathfinder does not apply to involuntary movement (pushes & slams). (Infernal Ruling)
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Rules Clarification : Bushwhack (Edit)
- Orders affect unit attachments, even if that attachment doesn't have the order on their card (such as a Soulless Escort benefiting from the Shield Wall order). (Infernal Ruling)
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