Cyclops Savage

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Skorne Logo.jpg Cyclops Savage

Skorne Light Warbeast

Enslaved by the skorne as implements of war, cyclops savages are prized for their viciousness and battle prowess. They come from a brutish, carnivorous species that live to hunt and kill and possess uncanny skill in combat due to their innate ability to see into the future. Their complex and sensitive single eye demonstrates unusual perceptiveness, allowing them to see exactly how to penetrate a foe’s defenses.

Basic Info

Cyclops Savage
Missing Info
Cyclops Savage.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR 8
MAT 6
RAT N/A
M.A. N/A
DEF 13
ARM 16
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 3
THRS 8
HP 22
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE N/A
COST 7
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

  • Future Sight - This model can boost attack and damage rolls after rolling.

Weapons

Falchion
Sword icon.jpg  RNG   POW   P+S 
2 5 13

Animus

COST RNG AOE POW DUR OFF
Prescience

1 6 - - Turn No
Target friendly Faction model gains Future Sight. Prescience lasts for one turn.
Future Sight - A model with Future Sight can boost attack and damage rolls after rolling.

Theme Forces

Recent Changes

2021.10 (Rebalancepocalypse)

  • gained Crit Brutal Damage on the falchion


Thoughts on the Cyclops Savage

The Cyclops Savage in a nutshell

A cheap no frills light melee beat stick. Does everything you'd expect a light melee beat stick to do and little else. Great for beginners, especially because you don't need to remember to boost. It is a little "stale" tactically, compared to the other Cyclops that bring awesome tools to the table. On the other hand, it's cost effective, cheaper than the other cyclops, hits a tad harder, and has some built-in fury efficiency. It is generally better to pay the extra point for the shield on the Brute, but the Savage's animus tends to be more useful for spell slinging 'locks.

Combos & Synergies

  • Any warlock that might throw a lot of offensive spells in a turn. Notably Lord Tyrant Hexeris, Lord Arbiter Hexeris, and Void Seer Mordikaar.
  • Any warlock with battle group buffs; the Cyclops Savage is the plain white rice of warbeasts and a little flavor goes a long way.
  • Makeda3 enjoys Future Sight on her feat turn for improved efficiency; Incite and Death-bringers polish any warbeast.
  • The savage is pretty much worth the 7 points you pay for it. If you can buff the value of a few of them, you increase their capacity by a large margin. Morghoul1 (Abuse) and Xerxis2 (with Field Marshall speed buff) come to mind, as well as Naaresh1 (Pain Response) and Zaadesh2 (feat) who can crank up their efficiency quite wonderfully.
  • Warbeasts that will output a large number of attacks also benefit from Prescience. The Hydra is a good example.
  • Mortitheurge Willbreaker can provide Puppet Master to help increase the chance of your crit.

Drawbacks & Downsides

  • Melee light beat sticks struggle - they lose to charging infantry and don't break heavies.
  • Savages are hard to manage fury wise.
  • For a single point more you can get the Cyclops Brute, Cyclops Shaman, and Basilisk Drake who have more tricks up their sleeves.
  • And for three more points you get the Archidon, who outclasses the Cyclops in pretty much any category.

Tricks & Tips

  • Read the rules clarifications for Future Sight/Prescience - once you rolled unboosted for damage locations on your attack against beasts/jacks, you cannot opt to boost damage.

Other

Trivia

  • This model is in the Mk3 battlebox
  • Released way back in Primal Mk1 (2006)

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:  : 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)


RC symbol.png

Rules Clarification : Future Sight      (Edit)

  • Adding/Removing dice (from other abilities)
    • If a Future Sight model is under an effect that causes it to roll extra dice and drop the lowest/highest (such as Star Crossed or Manifest Destiny), then the timing chart in Appendix A changes at Step 5a and 5b as follows: (Infernal Ruling)
      • Step 5a. Add/remove all extra dice as per normal except the dice you'd get from boosting (not normal, but as per Future Sight)
      • Step 5b. Roll the dice (as per normal)
      • Step 5b.1 Decide whether or not to boost (not normal, but as per Future Sight)
      • Step 5c. Remove the dice (as per normal)
  • Powerful Attack + Future Sight
    • You can use Powerful Attack simultaneously with Future Sight. That is: make an unboosted attack roll, see the result, then spend one focus to boost that roll and boost the damage roll. (Infernal Ruling)
  • Rerolls + Future Sight
    • If you use Future Sight to boost before deciding to reroll, then you must keep the boost for the reroll. You don't get to "unspend" the focus/fury.
      So it would go [Roll]-[Future Sight boost]-[Reroll with boost] (Infernal Ruling)
    • If you decide to reroll before using Future Sight, then you still have the option to use Future Sight after the reroll. You haven't "lost" Future Sight just because you didn't use it the first time.
      So it would go [Roll]-[Reroll with no boost]-[Future Sight boost]
  • Attack rolls
    • With reference to the Apdx A Timing chart; Future Sight moves "Boosting the roll" from Step 5a to straight after Step 5b. (Infernal Ruling)
    • All other effects that add/remove dice are still carried out at Step 5a.
    • Effects that trigger from hitting/missing are paused until you decide whether or not you're using Future Sight.
  • Damage rolls
    • Vs warjacks/warbeasts you must complete the damage roll (step 9) before rolling the location (step 10).
      If you're one of those players that roll damage and location together, you have forfeited your option to boost after seeing the dice roll. (Because otherwise you'd be like "Oh, I rolled column 4. I'll boost it to make sure I cripple the arc node.")


RC symbol.png

Rules Clarification : Brutal Damage and/or Brutal Shot     (Edit)

  • Brutal Damage/Shot only applies to the damage vs the model directly hit.
    It does not affect blast damage.


RC symbol.png

Rules Clarification : Prescience      (Edit)

RC symbol.png

Rules Clarification : Future Sight      (Edit)

  • Adding/Removing dice (from other abilities)
    • If a Future Sight model is under an effect that causes it to roll extra dice and drop the lowest/highest (such as Star Crossed or Manifest Destiny), then the timing chart in Appendix A changes at Step 5a and 5b as follows: (Infernal Ruling)
      • Step 5a. Add/remove all extra dice as per normal except the dice you'd get from boosting (not normal, but as per Future Sight)
      • Step 5b. Roll the dice (as per normal)
      • Step 5b.1 Decide whether or not to boost (not normal, but as per Future Sight)
      • Step 5c. Remove the dice (as per normal)
  • Powerful Attack + Future Sight
    • You can use Powerful Attack simultaneously with Future Sight. That is: make an unboosted attack roll, see the result, then spend one focus to boost that roll and boost the damage roll. (Infernal Ruling)
  • Rerolls + Future Sight
    • If you use Future Sight to boost before deciding to reroll, then you must keep the boost for the reroll. You don't get to "unspend" the focus/fury.
      So it would go [Roll]-[Future Sight boost]-[Reroll with boost] (Infernal Ruling)
    • If you decide to reroll before using Future Sight, then you still have the option to use Future Sight after the reroll. You haven't "lost" Future Sight just because you didn't use it the first time.
      So it would go [Roll]-[Reroll with no boost]-[Future Sight boost]
  • Attack rolls
    • With reference to the Apdx A Timing chart; Future Sight moves "Boosting the roll" from Step 5a to straight after Step 5b. (Infernal Ruling)
    • All other effects that add/remove dice are still carried out at Step 5a.
    • Effects that trigger from hitting/missing are paused until you decide whether or not you're using Future Sight.
  • Damage rolls
    • Vs warjacks/warbeasts you must complete the damage roll (step 9) before rolling the location (step 10).
      If you're one of those players that roll damage and location together, you have forfeited your option to boost after seeing the dice roll. (Because otherwise you'd be like "Oh, I rolled column 4. I'll boost it to make sure I cripple the arc node.")