Despoiler

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Skorne Logo.jpg Despoiler

Skorne Character Heavy Warbeast

A walking testament to the power of mortitheugy, Despoiler is as much a beast as it is an arcane implement through which the Void howls. The product of unorthodox experimentation, the beast is driven mad by the shrieking of damned souls. Consequently it fights in a near-frenzy, smashing victims to a pulp, though their deaths serve only to further fuel the din in its mind.

SamePageIcon.jpg

Basic Info

Despoiler
Missing Info
Despoiler.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 5
STR 10
MAT 6
RAT N/A
M.A. N/A
DEF 11
ARM 18
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 4
THRS 10
HP 28
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST 14
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

  • Eyeless Sight symbol.jpg Eyeless Sight
  • Dark Shroud - While in this model's melee range, enemy models suffer -2 ARM.
  • Black Arts - A friendly Faction warcaster/warlock that has this model in its control range can upkeep one spell without spending focus/fury.
  • Bond [ Mordikaar ] - If this model begins the game in Mordikaar's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to Mordikaar and in their control range, once per round when a living enemy warrior model is boxed while within 5" of this model, RFP the boxed model and replace it with a Void Spirit model.

Weapons

Claw (x2)
Sword icon.jpg  RNG   POW   P+S 
1 3 13
  • Open Fist symbol.jpg Open Fist
  • Effectively P+S 15 due to Dark Shroud
Tail
Sword icon.jpg  RNG   POW   P+S 
2 5 15
  • Critical Brutal Damage - On a critical hit, gain an additional die on this weapon's damage rolls against the target directly hit.
  • Effectively P+S 17 due to Dark Shroud

Animus

COST RNG AOE POW DUR OFF
Arcane Suppression

2 SELF - - Round No
While within 10" of the spellcaster, when an enemy model casts a spell, increase the COST of the spell by 1. Additionally, while within 10" of the spellcaster, enemy models must pay double to upkeep spells. Arcane Suppression lasts for one round.

Theme Forces

Recent Changes

2021.10 Mega Update

  • -3 points

Thoughts on Despoiler

Despoiler in a nutshell

Don't let that stat line fool you! Despoiler moves faster than a Titan and once Dark Shroud is included hits harder than a Titan Gladiator while enabling others to finish off anything he doesn't. Plus there's the little matter of the free upkeep, and dropping void spirits everywhere for Mordikaar.

His bond is fantastic so it's easy to get hung up on this, but even without it he offers a great deal of support and is a great alternative to a 2nd titan.

Combos & Synergies

  • The Despoiler loves the anti-shooting tech that the Skorne have on models like the Basilisk Krea, and the Desert Hydra.
  • Paingiver Beast Handlers - fury management and to make it an effective melee warbeast when it needs to engage by buffing its strength.
  • Void Seer Mordikaar - throwing out void spirits that can activate this turn with Mordikaar is just not nice. For the enemy. He's good enough to be almost an auto-include with Mordikaar.
  • The Exalted. It's the only theme he's allowed in - but he works well there. The theme's soul-starved meaning Aptimus Marketh struggles to get the souls for upkeeps so a single free upkeep can be better. Dark Shroud can help the list break armour. And Despoiler comes out of your warbeast points not your general points.

Exalted Combos

Any caster can take Despoiler in this theme, which offers a few new combos:

  • Any Skorne caster with upkeeps they need to worry about (i.e. most of them other than Naaresh1)
  • Archdomina Makeda is another source of anti-shooting tech.
  • Lord Tyrant Zaadesh, reach and critical brutal damage work great with his feat and having an upkeep funded by black arts helps immeasurably.

Drawbacks & Downsides

  • Def 11, Arm 18, 28 hp is pretty flimsy by the standards of a heavy - and there isn't much he can hide behind. If the enemy is capable of shooting a heavy off the board then Despoiler will be a priority target. (Of course they need to make him a priority target given Dark Shroud).
  • He's a character Rhinodon, but doesn't have thresher. Too bad.

Tricks & Tips

  • Position Despoiler with Dark Shroud in mind - that ARM debuff is impressively useful for handling heavies.


Other

Trivia

  • Released in Hordes: Gargantuans (2013)
  • So, whats up with those lanterns? While the skorne are not at all opposed to torturing their warbeasts, this one is more horribly conditioned. The beast is described as being surgically blinded to dampen any impressions it might gain from the world around it. The lanterns attached by Mordikaar amplify the skorne's hell-like void around the beast. With a reduced sensory capacity, remaining senses are filtered through unspeakable horror, and the tormented screams of the damned drive the animal completely mad. The result is part tormented warbeast, part lumbering portal to hell. Skorne are industrious that way.

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 : 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.
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:  : 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 : Eyeless Sight      (Edit)

  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
  • Blind vs Eyeless Sight (Edit)
    • If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
    • Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.
  • Anti-Cloud abilities vs Burning Earth (Edit)
If you make a piece of terrain "Burning Earth" it counts as a cloud effect in addition to it's original type. This has 2 odd rulings:
  1. If any part of the terrain piece is "hit" by an ability that makes clouds expire (such as Gale Winds) then the entire terrain piece is taken off the table. (Infernal Ruling)
  2. If a model can ignore clouds but not the original terrain type, they don't ignore the terrain. For instance if you have a burning forest, then Eyeless Sight can't see through the forest. (Infernal Ruling)
RC symbol.png

Rules Clarification : Dark Shroud      (Edit)

  • Dark Shroud only applies to your melee range, and this doesn't include behind you. Refer to the latest errata.
  • The ARM debuff still applies during a free strike.
RC symbol.png

Rules Clarification : Black Arts      (Edit)

  • In a multi-caster game, more than one warcaster/warlock can upkeep a spell for free.
  • Can't be used by a Battlegroup Controllers, because they're specifically NOT warcasters. Similarly for Lesser Warlocks.
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).


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Rules Clarification : Arcane Suppression      (Edit)

  • Two instances of AS are not cumulative. (Infernal Ruling)
  • AS does not interact with models that have a special ability to cast their warlock's "COST X or less" spells (such as Spell Slave and Geomancy). (Infernal Ruling)
  • AS does not interact with warcasters that can cast spells "for free" even if the free spell is limited to "COST X or less" (such as Blood Boon).
  • AS does not interact with warcasters that upkeep their spells by paying a 'different' cost' (such as Blood Trade). (Infernal Ruling)