Rhinodon

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Skorne Logo.jpg Rhinodon

Skorne Heavy Warbeast

"I'd feel safer staring down a Caspian steam engine than a charging rhinodon. Probably be more left of me to scrape off the ground, too." - Alten Ashley

"The formidable Rhinodon rivals the Titan in size with massive plates of natural armour covering its hide. Boasting tremendous natural weaponry, a Rhinodon will demolish buildings, crash through obstacles,and slay anything in its path when unleashed. The Army of the Western Reaches finds these powerful beasts difficult to control but perfect for their offensive into the west.

Basic Info

Rhinodon
Missing Info
Rhinodon.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 5
STR 11
MAT 6
RAT N/A
M.A. N/A
DEF 11
ARM 18
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 3
THRS 9
HP 28
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE N/A
COST 11
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

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.

Abilities

  • None

Weapons

  • Tail - 2" reach, P+S 15 melee weapon
    • Thresher (★ Attack) - This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range. Thresher attacks are simultaneous.
    • Critical Knockdown - On a critical hit, the model hit becomes knocked down.
  • Claws (x2) - 1" range, P+S 14 melee weapons

Animus

COST RNG AOE POW DUR OFF
Spiny Growth

1 SELF - - Round No
The spellcaster gains +2 ARM. If a non-warrior model hits the spellcaster with a melee attack, the attacking model suffers d3 damage points immediately after the attack is resolved unless the spellcaster was destroyed or RFP'd by the attack. Spiny Growth lasts for one round.

Theme Forces

Recent Changes

2021.10 Mega Update

  • -1 point

Thoughts on the Rhinodon

Rhinodon in a nutshell

The Rhinodon is a very cheap heavy for the amount of attacks it brings to the table. In another faction, it would only really be able to bully smaller, less armoured targets, but Skorne are the faction with Paingiver Beast Handlers, this allows its melee attacks to be buffed to respectable levels even without help from your casters. Its animus is cheap and will let the Rhinodon survive on the way in as much as in combat.

The Tail is the stand out feature, with a P+S on the low end for a heavy but gives it an excellent threat range and it's enough to shred infantry with thresher.

It's Animus is also very useful, either to give the Rhinodon more arm than a titan or on a caster with fury to spare and a good ARM value.

Combos & Synergies

Fundamentally, to do the work of a heavy, the Rhinodon needs a caster that will buff its hitting power as well as the Beast Handlers. Also with the cheapened Spiny Growth animus higher ARM warlocks like it so they can stack their ARM up.

  • Paingiver Beast Handlers - Necessary to make the Rhinodon's pillow fists kill anything other than infantry.
  • Supreme Aptimus Zaal & Kovaas - can let the Rhinodon cast Spiny Growth for free, which actually solves a great many of the Rhinodon's problems. Zaal likes cheap beasts with lots of initials, too.
  • Master Ascetic Naaresh - Has a feat that likes a lot of beasts in his battlegroup, so the Rhinodon's cheap cost helps here. Also, the feat skews the Rhinodon's Arm skewing nature even more, and solves his pillow fistedness for a turn. Further if you want to build up with Painmonger and Paingiver Beast Handlers Spiny Growth can work wonders.
  • Lord Tyrant Hexeris - Parasite is what the doctor ordered.
  • Master Tormentor Morghoul - an Enraged, Abused Rhinodon has a threat range of 12". It's a cheap cruise missile, although Morghoul needs to be careful to not let it out of his control area.
  • Lord Assassin Morghoul - Mortality's great
  • Xerxis, Fury of Halaak - he's ARM 19 before Spiny Growth and either a Krea or an Agonizer
  • Makeda & the Exalted Court hit ARM 20 before other warbeasts.
  • Lord Tyrant Zaadesh likes the ARM buff - and also really likes models with Reach and Critical Knockdown for his feat and counter charge.
  • Agonizer - The Rhinodon is a cheap beast with emphasis on Arm. Agonizer pushes their effective Arm even higher. Our several beasts with a shield all sport better Arm, though, and have many other advantages besides - but are more expensive.
  • Basilisk Krea - ARM 22 against shooting is no joke.
  • Disciples of Agony has two beasts with the animus to turn the Rhinodon into a model with the hitting power of a "real" heavy.
    • Blackhide Wrastler - +3 STR is the safe choice and combines well with 12 points for 6 attacks.
    • Battle Boar - Primal is as much about accuracy as damage. But Thresher likes accuracy and Mat 7 P+S 18 and free charges is getting pretty decent.

Drawbacks & Downsides

  • Unless you have a specific plan for it, the upgrade to either a Titan Gladiator or an Aradus Sentinel is extremely tempting. And the Archidon hits as hard and threats further while being cheaper.
  • You have a warbeast that is ‘ok’ in almost every way and that needs to spend 1 fury to gain respectable armour. Cheapness is its greatest strength and it’s output is very dependent on beast handlers and casters.

Tricks & Tips

  • You get a boostable reach thresher- send it wherever things are bunched up.
  • Higher Defense enemies - It's probably wiser to refrain from boosting against these. Just use your initials and keep the transfer open. At least the enemy is tied up.
  • Throw away anything it can't kill

Other

Trivia

  • Rhinodon means "nose-tooth" in Greek... I assume that accounts for the stumpy horn on his snout. Which used to be its big thing as it had an armour piercing attack when first released.
  • Loosely resembles an extinct glyptodont, ancient ice age herbivores.
  • Released in Hordes: Evolution (2007)

Other Skorne models

Skorne Logo.jpg       Skorne Index       (Edit)
Battlegroup & Similar
Warlocks Hexeris1 - Hexeris2 - Jalaam1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Rasheth1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (Lesser Warlock) - Makeda0 (Lesser Warlock)
Lesser

Agonizer - Aradus Scarab - Reptile Hounds - The Terrorizer

Light Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm
Heavy

Aradus Sentinel - Aradus Soldier - Archidon - Chiron - Bronzeback Titan - Despoiler - Molik Karn - Rhinodon - Tiberion - Titan Cannoneer - Titan Gladiator - Titan Sentry

Gargantuans Desert Hydra - Mammoth
Units, Solos, & Battle Engines
Units

Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - Legends of Halaak - Nihilators - Paingiver Beast Handlers - Paingiver Bloodrunners - Praetorian Ferox - Praetorian Karax - Praetorian Keltarii - Praetorian Swordsmen - Tyrant Commander & Standard Bearer - Venator Catapult Crew - Venator Flayer Cannon Crew - Venator Reivers - Venator Slingers

Solos

Abidan the Keeper - Ancestral Guardian - Aptimus Marketh - Extoller Novitiate - Extoller Soulward - Hakaar the Destroyer - Immortal Vessel - Makeda0 - Mortitheurge Willbreaker - Paingiver Bloodrunner Master Tormentor - Paingiver Task Master - Tyrant Rhadeim - Venator Dakar - Void Spirit - Zaadesh1

Battle Engines Siege Animantarax - Supreme Guardian
Theme Forces
Disciples of Agony - Masters of War - The Exalted - Winds of Death
Minions
Refer to Who Works for Whom and/or Category: Skorne Minion
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

Rules Clarification : Thresher      (Edit)

  • Thresher is a special attack. If you make additional attacks, they will be a single basic attack (you cannot buy additional special attacks).
  • Thresher is optional.
  • All attacks generated are Special Attacks.
  • Thresher will hit friendly models.
  • Simultaneous melee attack (Edit)
There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
      Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities:   [Show/Hide]
Targeting/Timing
  • To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • The attacks are effectively multiple separate attacks.
    • If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
  • The attacks are simultaneous.
    • If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
    • You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
Charging
  • If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
  • If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
Triggering other abilities
  • Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
  • Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
  • If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
  • If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)
RC symbol.png

Rules Clarification : Knockdown      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
RC symbol.png

Rules Clarification : Open Fist  (aka, Power Attack Throw)     (Edit)

  • Throw ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.
  • Collateral Damage
    • Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
      • It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
      • It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
      • It doesn't matter if the attacker has crippled weapon systems or aspects.
  • Throw - Power Attack
    • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
    • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
    • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
    • Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
    • Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.


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Rules Clarification:  : Warbeast      (Edit)
(Click Expand to read)

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)

Rules Clarification : Spiny Growth - None yet. (Edit)