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For centuries the Skorne used Basilisk Kreas only for breeding, but they have realised a potential for war inherent in the beasts. The Krea's ability to inhibit enemies and disrupt the connection between warlocks and warbeasts has proven invaluable when combined with its powerful jaws and the excited state it enters when fighting near a Basilisk Drake.
Basic Info
| Basilisk Krea |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Medium |
| SPD |
6 |
| STR |
8 |
| MAT |
4 |
| RAT |
4 |
| M.A. |
N/A |
| DEF |
12 |
| ARM |
14 |
| 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 |
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Abilities
- 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.
- Flank [ Basilisk Drake ] - When this model makes a melee attack against an enemy model in the melee range of a friendly Basilisk Drake model, this model gains +2 to attack rolls and gains an additional damage die.
-
Eyeless Sight
Weapons
- Spiritual Paralysis - 8" range, POW - , ranged attack
- Paralysis - A living model hit by this weapon has its base DEF reduced to 5 and cannot run, charge, or make slam or trample power attacks. Paralysis lasts for one round.
- Bite - 0.5" reach, P+S 12 melee weapon
Animus
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COST
|
RNG
|
AOE
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POW
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DUR
|
OFF
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|
|
|
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| Force Aura
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2
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SELF
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-
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-
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Round
|
No
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| While within 3" of the spellcaster, friendly Faction models gain +2 DEF and ARM against ranged attacks. Force Aura lasts for one round.
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Theme Forces
Thoughts on the Basilisk Krea
Basilisk Krea in a nutshell
The Basilisk Krea is a support beast with a primary function of protecting your army from enemy ranged attacks. The Skorne anti-shooting brick centers around stacking models near a Krea, meaning everyone is hard to hit and damage by enemy guns.
Combos & Synergies
Anyone who doesn't want to be shot...
- Paingiver Beast Handlers - clear off that fury after it's shot the solo.
- Basilisk Drake (or Chiron); Paired with a Drake and Enraged the Krea hits like a low end heavy in melee. And the drake can now survive incoming fire.
- Chiron also let's it remove fury.
- Cyclops Shaman - who doesn't like an extra Force Aura in the first few turns? After which the Shaman can do other things.
- Models with decent Def versus ranged attacks, preferably with a medium base or larger.
- Mortitheurge Willbreaker - Puppet Strings enabling a landing of Paralysis can occasionally be game winning.
- Supreme Archdomina Makeda- Deceleration stacks even more Def against ranged attacks. Both effects use an "aura" type of area of effect as opposed to targeting a friendly model/unit. This can really push your resiliency to ranged attacks up to critical mass, where one of these effects alone often might not be enough.
- Siege Animantarax - the Animantarax is already ARM 20 vs shooting and blocks line of sight to a lot of things.
Drawbacks & Downsides
- Very lightly armored - although the ARM bonus mitigates against boosted shooting.
- Without a Basilisk Drake it's just a support model - and an expensive one
- it can’t hit the broad side of a barn with either its gun or teeth without support.
- It's a fury hog so it needs beast handler to fix it.
Tricks & Tips
- Paralysis has two functions. First it can cripple a heavy - can't run or charge can leave a melee heavy warbeast floundering. Second it can set up something high DEF, possibly even a caster, to be killed surprisingly easily (and you have a 50% chance of hitting DEF 15 - you always boost the attack). And if it fails? You've only risked a cheap light warbeast
Other
Trivia
Released way back in Primal Mk1 (2006)
Other Skorne models
Rules Clarifications
Rules Clarification : Paralysis - None yet. (Edit)
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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 : Flank (Edit)
- You can gain the Flank bonus vs knocked down/stationary models (refer to the latest Errata).
- Melee range is measured from your front arc so you cannot trigger Flank on models in your back arc.
- The target enemy doesn't need to be in the Flanker's LOS, just their melee range.
- Most of the time if something is in your melee range then it is so close it's in your LOS too, and the difference is meaningless.
- But if you have 2" reach and you're jammed up in B2B with a bunch of closely-spaced enemies, you'll find your LOS is blocked. In this case, you might be able to trigger Flank on an enemy model that is "hiding" behind that front row of jammers, even though you don't have LOS to it.
- Flank is not tied to a specific weapon, so Mount attacks and Power Attacks can benefit as well.
- If you have two sources of Flank they are still giving you the bonus from the Flank rule so do not stack. (Infernal Ruling)
- If the target moves in/out of the Flanker's melee range between the attack roll and the damage roll (for instance if you throw it) then you need to reassess whether you get the Flank bonus for the damage roll. (Infernal Ruling)
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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:
- 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)
- 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)
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Rules Clarification : Force Aura - None yet. (Edit)