The Terrorizer

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Skorne Logo.jpg The Terrorizer

Skorne Agonizer Titan Lesser Warbeast

What has four arms and wants revenge for a thousand years of suffering inflicted on his kind? Two smaller normal dudes…or this guy.

Basic Info

The Terrorizer
Missing Info
Terrorizer.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 6
MAT 6
RAT 5
M.A. N/A
DEF 13
ARM 14
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 2/3 (★)
THRS 8
HP 14
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST 7
N/A
N/A
(★) 3 FURY while damaged.
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Riot Quest - Although this model has rules which allow it to be played in Warmachine and Hordes, it was primarily designed for the Riot Quest boardgame. RQ is set in an alternate and/or future timeline where the Infernals won the war. Some of the RQ models are slightly more goofy than their WMH equivalents.

AnimosityRasheth ] - This model cannot be part of an army that includes Rasheth.

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

  • Parry symbol.jpg Parry
  • Bond [ Naaresh ] - If this model begins the game in Naaresh's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While bonded to Naaresh, this model gains an additional dice to melee attack rolls against models in Naaresh's control range
  • Point-Blank - During its activation, this model can make melee attacks with its ranged weapon, with a melee range of 0.5". Do not add this model's STR to damage rolls with ranged weapons. Charge attacks made with ranged weapons are not boosted.
  • Rage Fueled - While damaged this model gains +1 FURY.
  • Side Step - When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.

Weapons

Scattergun
Gun icon.jpg  RNG   ROF   AOE   POW 
SP 8 1 - 12
Slug Gun
Gun icon.jpg  RNG   ROF   AOE   POW 
4 1 - 14
Ripper
Sword icon.jpg  RNG   POW   P+S 
0.5 3 9
Sword
Sword icon.jpg  RNG   POW   P+S 
1 3 9

Animus

COST RNG AOE POW DUR OFF
Rush

2 6 - - Turn No
Target friendly Faction warbeast gains +2" movement when advancing as part of its Normal Movement and gains Pathfinder. Rush lasts for one turn.

Theme Forces

Thoughts on The Terrorizer

The Terrorizer in a nutshell

Riot Quest description: The Terrorizer is a Fighter-class Hero packed to the gills with weapons. Capable of making both melee and ranged attacks in a single turn, this lil’ guy can lay down big hurt. Additionally, when an enemy super damages him, The Terrorizer’s rage makes them pay for their transgression.

In Warmachine, he is a very fragile warbeast that nonetheless packs two guns hitting above his point cost, and a useful animus. With Point-Blank he can make 4 attacks in melee, which is reasonable output. However he needs to be kept back from the battle line because he's exceptionally squishy for a seven point model. The Terorizer for a while dominated the Titan Gladiator in Disciples of Agony, but with the October 2021 rebalance that saw him no longer being a requisition option and the Gladiator dropping to 13 points, the Gladiator has returned to being the go to source of Rush. With most people reaching for Terrorizor when on a points budget or when playing Naaresh

Combos & Synergies

  • He brings Rush and thus synergieses with an warbeast that likes a threat extention (read: Aradus Soldier and anything that lets you double stack threat extenders as well.
  • Lord Arbiter Hexeris Blackspot and a boostable spray goes very well together.
  • Naaresh - Obviously since he is bonded to him. Field Marshal: Pain Response and his feat also go very well with Rage Fueled as the Terrorizer wants to be damaged anyway.
  • Tyrant Zaadesh is frequently used if you want to cast Rush multiple times in one turn; the Terrorizer means that you lose a lot less to the lesser warlock being sniped, and Zaadesh's Tag Team can support the weird glass cannon attacks of the Terrorizer.
  • Because he's a Titan as well he also benefits from the Bronzebacks Leadership.
  • Makeda3 Incite, deathbringer and her feat help the terrorizer greatly.

Drawbacks & Downsides

  • Extremely fragile; he is more resilient than a standard agonizer, but he still can be one shot by a direct hit of any boostable weapon if you're unlucky, and he is a lot more fragile than even the weakest light warbeast. Standing near a Krea helps
  • Can not be used with Rasheth, which is sad, because Rasheth would do quite a number for his ranged and melee game. Of course Rasheth is quite powerful enough as he stands, and the Terrorizer has no plans to forgive Rasheth for making him carry his corpulent self around.
  • There are almost no ways in faction to reliably do 1 damage to an ARM 14 model, to allow the terrorizer that third Fury without risking half eviscerating it. You may need 3 beast handlers turn1 to make this work (1 hits him in the back, 2 heal him just in case there is a dice spike
  • he doesn’t really have a dedicated target, Mat6 makes going after high def infantry unreliable and the low pow of 2 of his weapons means that he will struggle vs lights and medium based infantry. he often needs a buff or 2 before committing him to actually get work done.

Tricks & Tips

  • He can hit one of you own warbeasts to extract fury from it.
  • When you make a Point Blank attack with a spray weapon, it's just a melee attack. You don't get to put the spray template down.
  • Keep the Terrorizer well back until it's time to deploy him; he dies very easily and is a high priority target. Rush is good.
  • With four initials and Side Step he's absurdly mobile - and thanks to side step and parry he should be making most attacks from back arcs.
  • When charging lead with the sword due to its longer range, then choose whatever order you like after you have sidestepped (closer if needed)

Other

Trivia

  • Released 2020.02

Other Faction 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 : Animosity      (Edit)

  • When using the Specialist or ADR rules in a Steamroller format, your entire list and the specialists must be a single legally fieldable force (even though you're not fielding it all at once).


RC symbol.png

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 : Parry - None yet. (Edit)

RC symbol.png

Rules Clarification : Bond      (Edit)

  • Bonds are ineffective while the model is under your opponent's control. Refer the core rulebook.
  • Bonds & Themes
    • If a warjack/warbeast with a bond is in that caster's battlegroup, they can be taken in any theme force. Refer the core rulebook.
    • This is true even if the caster isn't a full warcaster or warlock (this interaction changed as of 2018.06).
RC symbol.png

Rules Clarification : Point-Blank      (Edit)

  • Number of attacks
    • Point-Blank gives you an extra initial melee attack (even though, RAW, it doesn't meet the criteria). (Infernal Ruling)
    • If you can make additional melee attacks, these can be Point-Blank attacks regardless of the weapon's ROF. (Locked Thread)
    • If you have the option of choosing between ranged or melee attacks (for instance you combined Point-Blank with Gunfighter), then you need to declare whether you're making melee or ranged attacks this activation, then declare the weapon and the target. (Infernal Ruling)
  • AOE
    • Point-Blank AOEs work just fine, because the AOE template isn't tied to the range.
    • You make a melee attack roll then if you hit you centre the AOE template, or you miss and deviate the AOE template (it can only deviate 0.25").
    • If you have a buff to melee damage rolls (such as Flaming Fists) then it will affect the blast damage rolls too.
  • Sprays
    • Point-Blank sprays don't really work. The spray template is intrinsically linked to the attack's range, and Point-Blank overwrites the range.
    • You still get one attack tho - you make the melee attack roll, then go straight to the melee damage roll. You never put the spray template down.
  • Other
    • Since Point-Blank only works during your activation, you can't use it on free strikes or other out-of-activation melee attacks.
  • Gunfighter vs Point Blank (Edit)
    • If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
    • These two abilities are subtly different, but it's an important difference.
    • Gunfighter allows you to make ranged attacks while in melee.
    • Point blank allows you to make melee attacks with your ranged weapon.
      • Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
      • Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
    • Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
      • Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
      • Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.

Rules Clarification : Rage Fueled - None yet. (Edit)

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Rules Clarification : Side Step      (Edit)

  • You can't trigger Side Step by hitting friendly models.
  • You can't trigger Side Step from additional attacks that you buy, or out-of-activation attacks (such as free strikes).
  • If you have multiple initial attacks, you have to step after each one. You can't "save up" all your side steps then get a single big 4" or 6" move.

Rules Clarification : Inflict Pain - None yet. (Edit)


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Rules Clarification : Rush      (Edit)