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The grotesque assassin represents the next step in evolution among the grotesques that serve Everblight. Reshaped by blighted energy, assassins boast longer bodies, a barbed tail, and more refined wings. These trained killers retain a mental capacity well beyond that of other grotesques, making them skilled hunters capable of leadership and advanced tactics.
Basic Info
| Grotesque Assassin |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Small |
| SPD |
7 |
| STR |
7 |
| MAT |
7 |
| RAT |
5 |
| M.A. |
N/A |
| DEF |
14 |
| ARM |
13 |
| CMD |
7 |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
N/A |
| THRS |
N/A |
| HP |
5 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
2 |
| UNIT SIZE |
N/A |
| COST |
3 |
| N/A |
| N/A |
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|
| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Abilities
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Flight
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Stealth
- Leadership [ Grotesque ] - Friendly Grotesque models in this model's command range gain Stealth.
- Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.
Weapons
- Assassin's Blade (x2) - 0.5" reach, P+S 11 melee weapons.
- Combo Strike (★ Attack) - Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon. (Giving a total P+S = 15)
- Grievous Wounds - A model hit by this weapon loses Tough and cannot have damage removed from it for one round.
Theme Forces
Recent Changes
2021. October
Thoughts on Grotesque Assassin
Grotesque Assassin in a nutshell
The Grotesque Assassin ("the Assassin") is a fairly competent combat solo intended to add some pressure to enemy flanking solos and provide support to the Legion's winged units - Grotesque Raiders and Grotesque Banshees, and tends to do well in both roles.
The Assassin is not too disimilar in general function to the Swordsmen's Blighted Nyss Warlord, but his targets and mechanics are a bit different. He prefers small but still high priority targets, and what he trades in raw damage he makes up through in mobility with the combination of high speed, wings, and Sprint. In a pinch, he can go after slightly harder targets using Combo Strike to make his charge a bit scarier.
He also brings a different form of utility on his swords with Grievous Wounds - like the Warlord's Decapitation, it's useful for ensuring his target dies, but unlike the Warlord if he fails to kil his target, the lasting effect of Grievous Wounds can prevent the enemy from healing their jack or beast who just lost a key aspect or system.
Combos & Synergies
The Assassin does not have a lot of explicit combos, beyond the obvious Grotesque buff bot.
- On the topic of Raiders and Banshees - the Assassin should be a high priority for inclusion with Raiders, as they lack any sort of defensive tech and Stealth can go a long way towards keeping them safe. Banshees may also enjoy auto-misses on AoEs, triggering their +4 ARM against blast damage and making to battle mostly intact.
- While Deathstalkers do deal with small swarms of infantry well, they struggle against flanking solos with multiple wounds or access to stealth, so Assassins can bring a much needed counter to these types of threats.
- Bethayne1's Blood Thorn adds +2 POW on a models weapon, which gives him Px2+S 19 combostrikes.
- ARM debuffs on its targets are very good with Combo Strike. Bethayne1, Bethayne2 or Lylyth1 accomplishes this.
Drawbacks & Downsides
- Stealth only keeps the Assassin so safe, and his low ARM will attract intentionally missed blast damage templates.
- He's not as good as mulching infantry as a pair of Deathstalkers, and not as good at raw damage as a Warlord, so his widespread use is not as great. That said, when offered a spot in a list, the Assassin can still pull his weight when used correctly.
- When using him solely for Grievous Wounds, he's likely to remain in combat and die the following turn.
Tricks & Tips
- Don't overcommit and rely on Sprint to move you back to safety - two bad dice rolls can leave you swinging in the breeze.
Other
Trivia
Released in Hordes: Devastation (2015)
Other Legion models
Rules Clarifications
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Rules Clarification : Combo Strike (Edit)
- You cannot make a Combo attack if the weapon is crippled. Refer "Crippled Systems" in the core rulebook.
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Rules Clarification : Grievous Wounds (Edit)
- GW prevents "repairs" as well as "heals".
- It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.
- Does not affect models with the Massive rule.
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Rules Clarification: : Flight (Edit) (Click Expand to read)
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- Flight doesn't ignore:
- Impassable terrain.
- Most hazards. The exception is they do ignore Acid Bath and Burning Earth as long as they don't land in them.
- Templates that stay in play and do damage to models moving through them (such as a Scather).
- Free strikes.
- Trampling with a flying model (Edit)
- Flight allows you to trample "over" medium- and larger-bases.
- Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
- Unless, of course, you have an exception like Blade Rush.
- Flight on a Cavalry model (Edit)
- Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
- Charging through models (Edit)
- You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
- Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
- Your melee range only extends to your front arc. Refer to the latest errata.
- You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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Rules Clarification : Stealth (Edit)
- Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
- You can target them with a charge.
- You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
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Rules Clarification : Leadership (Edit)
- If you have two Leaders handing out the same buff, then sometimes they stack (Bronzeback) and sometimes they don't (Exemplar Bastion). (Infernal Ruling)
- See specific models for case-by-case Infernal Rulings.
- If you have two Leaders handing out different buffs (such as Iona's Leadership giving Dodge, and the Wolf Rider Champion's Leadership giving Prowl) then the benefits do stack - they'll get both Dodge and Prowl. (Infernal Ruling)
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Rules Clarification : Stealth (Edit)
- Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
- You can target them with a charge.
- You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
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Rules Clarification : Sprint and/or Run & Gun (Edit)
- You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
- Run & Gun won't trigger if you RFP the model, but Sprint will.
- End of Activation (Edit)
- You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
- Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
- Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
- You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
- If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
- For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
- See also the training article: LPG - End of Activation.
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