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An infant Titan, discarded as warbeast material by the beast handlers. Instead, they torture the poor thing into a wailing and sorry creature, whose mere presence is disturbing and unnerving for even the most fearless of creatures.
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"Agonizer" normally refers to this model, but there is one other model (The Terrorizer) using "Agonizer" as a subtype tag.
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Basic Info
| Agonizer |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Small |
| SPD |
5 |
| STR |
6 |
| MAT |
3 |
| RAT |
N/A |
| M.A. |
N/A |
| DEF |
12 |
| ARM |
13 |
| CMD |
N/A |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
2 |
| THRS |
8 |
| HP |
13 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
U |
| UNIT SIZE |
N/A |
| COST |
5 |
| N/A |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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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
- Agonies - Once at any time during its activation, this model can be forced to use one of the following effects:
- Gnawing Pain - While within 8" of this model, enemy models suffer -2 STR. Gnawing Pain lasts for one round.
- Maddening - Enemy warbeasts currently within 6" of this model gain 1 fury point.
- Spiritual Affliction - While within 8" of this model, living enemy models cannot cast spells. Spiritual Affliction lasts for one round.
Weapons
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| Claws
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RNG
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POW
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P+S
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0.5
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2
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8
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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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| Repulsion
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2
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SELF
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-
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-
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-
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No
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| Enemy models currently within 2" of the spellcaster are immediately pushed 3" directly away from it in the order you choose.
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Theme Forces
Recent Changes
2021.10 (Rebalancepocalypse) - one point cheaper
Thoughts on the Agonizer
The Agonizer in a nutshell
The Agonizer is a support warbeast with a number of utility abilities, but its backbone ability is Gnawing Pain. Effectively a 2 point melee ARM buff for whatever you brought with you. The rest of the abilities are all situational.
Combos & Synerges
The agonizer loves tough models - tough models getting tougher has a much larger proportional impact - and the agonizer is the backbone of any Skorne brick.
- Titan Sentry - it's a shield carrying Titan, meaning its effective ARM in its front arc was already higher than 20. The tough just got a whole lot tougher.
- Tiberion - he's a character Sentry. What's not to love?
- Bronzeback Titan - makes the Agonizer more fury efficient.
- Cyclops Brute - light warbeasts have shields too!
- Aradus Scarab - can dig in the agonizer with its animus, protecting this support beast.
- Cataphract Cetrati - his bubble turns them up to "crazy hard to kill", though it can be difficult fitting all of them into it.
- Gatorman Posse - yes, they are minions. Tough and Unyielding ones - and with the Agonizer, having a debuff it's just as helpful to minions as to faction warriors.
Drawbacks & Downsides
- It's squishy, especially for the points.
- It can’t use its animus and cry in the same turn.
- The Agonizer belongs in any brick list you want to run - but probably not outside.
Tricks & Tips
- If you are exactly 4" away from a heavy everything without chain strike will be covered under the STR debuff.
- If possible, try to activate the agonizer before your paingivers, so they can strip the fury from it. An agonizer can now frenzy, and will eat a paingiver more often than it won't. Fitting, but embarrassing.
- Look out for common spell slinging solos that can be caught out by Spiritual Affliction. Preventing Lanyssa Ryssl, Orin Midwinter, Wrongeye or any of the Empower solos from doing their thing can really mess up some game plans.
Other
Trivia
- Released in Hordes: Evolution (2007)
- Prior to Mk3 the Agonizer was a solo, not a warbeast.
- There is an Agonizer Plushy that you can buy around convention times in the PP store. So adorable, you can torture or cuddle him in your bed!
Other Skorne models
Rules Clarifications
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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 : Agonies (Edit)
- An enemy model can be affected by multiple Agonisers using different effects. In this case it is not a case of "same named effects don't stack" because each Agoniser is using a different sub-effect. (Infernal Ruling)
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Restrictions on "Any Time" abilities ( Edit) [Show/Hide]
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
- Running, failing a charge, or failing a slam.
- Abilities that include "then its activation ends" (such as Reposition and Teleport).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
(Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
- Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
- Units: See below.
- In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
- If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
- Units with "Any Time" abilities
- You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
- A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
- You can use an "Any Time" ability before running, however.
- A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
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Rules Clarification : Gnawing Pain - None yet. (Edit)
Rules Clarification : Maddening - None yet. (Edit)
Rules Clarification : Spiritual Affliction - None yet. (Edit)
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Rules Clarification : Repulsion (Edit)
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Push - General ( Edit) [Show/Hide]
- Pushed models do not change their facing.
- Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
- Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
- You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
- Pushed models suffer the effects of anything they move through (such as acid clouds).
- If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
- However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
- In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
- If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
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