Drake MacBain
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Drake MacBain |
Mark IV Status: Prime - This model is available in one Prime Army, Soldiers of Fortune. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.
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Some mercenaries fight for a lost home, for revenge, for adventure. Drake MacBain fights for coin. No mission too dangerous, no battlefield too bloody, he'll work for any of the warring nations of the Iron Kingdoms without moral qualm. MacBain fights with the gritty determination of the hired professional and will let nothing stop him from the completion of his contracts. He is the consummate mercenary and has the tools to finish any job.
Basic Info
MacBain1 | |||||||||||||||||||||||||||||||
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Mercenary - In a 2+ caster game, he can work for Cryx, Crucible Guard, Cygnar, Khador, or Protectorate.
Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
Feat : True Grit
Choose d6 + 5 non-warcaster friendly Faction warrior models currently in MacBain's control range. When a chosen model is disabled, it removes 1 damage point and becomes knocked down. True Grit lasts for one round.
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Tip ! |
Abilities
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Tough
- Dodge - This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
- Gang Fighter - When making a melee attack targeting an enemy model in the melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
Weapons
Dual Hand Cannon | ||||||||||||||
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RNG | ROF | AOE | POW | ||||||||||
12 | 2 | - | 12 | |||||||||||
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Undertaker | ||||||||||||||
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RNG | POW | P+S | |||||||||||
1 | 6 | 13 | ||||||||||||
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Spells
COST | RNG | AOE | POW | DUR | OFF | ||
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Countermeasure
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2 | 6 | - | - | Upkeep | No | |
While within 5" of target friendly Faction model/unit, enemy models cannot make ranged attacks. | |||||||
Energizer
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2 | SELF | - | - | - | No | |
Each model in the spellcaster's battlegroup that is currently in its control range can immediately advance up to 2". Energizer can be cast only once per activation. | |||||||
Fail-Safe
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2 | 6 | - | - | Upkeep | No | |
Target friendly Faction warjack gains +2 ARM and does not suffer the effects of crippled systems. | |||||||
Fortune
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2 | 6 | - | - | Upkeep | No | |
Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune. | |||||||
Jackhammer
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1 | 6 | - | - | - | No | |
Target model in the spellcaster's battlegroup immediately makes one basic melee attack. | |||||||
Rift
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3 | 8 | 4 | 13 | Round | Yes | |
The AOE is rough terrain and remains in play for one round. |
Theme Forces
- Soldiers of Fortune
- The Kingmaker's Army. Macbain gains Feign Death in this theme.
- The Irregulars
Thoughts on Drake
Drake MacBain in a nutshell
The mercenary's mercenary. Drake MacBain is a control and support warcaster who himself doesn't do that much, but whose feat allows the Mercenary all stars to employ their abilities without dying and make your opponent's life quite difficult. His spells and feat are not exceptionally powerful compared to many, but can occasionally be devastating. He's fairly average in all facets, and in big trouble if the enemy can stop healing or remove upkeeps.
Feat thoughts
How you use MacBain's feat goes quite a long way to determining whether you win or lose. The most common plan is to feat on several members of your Countermeasure unit, run them forward and create a wall beyond which the enemy cannot shoot, then move your army up behind it. This forces the opponent to move up and not shoot or kill anything and take the alpha strike on the chin, or back up and cede scenario play.
Feating on Large or Medium bases can create a wall the enemy cannot bypass and could possibly be used to get far up on scenario.
It is also helpful to have a way around the knockdown effect.
- A Freebooter, Swabber or the Morrowan Archons can prevent knockdown on feat turn.
- Boomhowler's Reveille fell call can remove knockdown from models the turn after you feat, even solos and other units. This is integral to a strong Macbain list.
- A unit of Press Gangers with Bosun Grogspar won't be knocked down on feat turn.
Spell thoughts
- Countermeasure - Macbain's signature spell. This spell is best used on whatever obnoxious advance deploying unit you have. Feat on that unit and run it way up the board. If the model chosen has Stealth, only Melee and and Spray Ranged Attacks from further than 5' could be used against it. Or Magical Attacks within 5".
- Energizer - Energizer is a wonderful spell, but whether MacBain uses it or not depends on whether you brought a Blockader or Nomads.
- Fail Safe - Best used on Blockaders as they become more difficult to remove and dangerous until completely destroyed. Far less effective on other warjacks, but you'll want to put it on something.
- Fortune - MacBain's hit buff. As hit buffs go, it's one of the weaker ones, but it goes well with combined ranged/melee attacks and Jackhammer.
- Jackhammer - This is MacBain's damage buff. Most effective when paired with a Blockader.
- Rift - Used only in the late game when MacBain has to get things done himself or if you really need some rough terrain.
Drawbacks & Downsides
- Upkeep removal ruins his day. Watch out for Repudiate and Purification.
- Anything that prevents healing, like Grievous Wounds or Entropic Force, shuts down his feat. Makeda3, Void Archons, Wretches, Death Knells, Mortality and Vulcans are bad, bad news. These are very common sights.
- Continuous effects like Fire or Corrosion can kill your unkillable models at the start of your turn.
- Unless you have a way to prevent knockdown (Archons) or stand things up (Boomhowler1), all of your feated models are going to end up face down and have a garbage turn anyway.
Tricks & Tips
- An unboosted Both Barrels attack is likely to do about the same amount of damage as a boosted-for-free charge attack, but has the added bonus of keeping you a lot further away from the enemy.
- Use power models like Boomhowler, Eiryss1, Croe, Eilish and Orin to create no-shoot, no-magic bubbles that can't be killed and threaten assassination to create layers of control your opponent will have to chew clock to unravel.
List Building Advice
Strategy
Macbain plays well into most gun lines by creating an unkillable jamming wall of anti-shooting with his feat and countermeasure followed by a big alpha strike. He can also jam melee armies by putting unkillable bodies in their way to get the alpha. This assumes your opponent cannot remove Countermeasure or prevent Healing.
With the advent of SR 2017, Macbain is in the unique position of being able to cheat the scenarios to some extent. With his feat, he can send a speedy model like a Kayazy Eliminator or a meager Press Ganger into your opponent's backfield to contest a zone or flag, and if they do not have a way to stop healing or to move that model, they will not score points on their turn. In scenarios like Spread the Net, this allows Macbain to get up on points extremely fast. This forces your opponent into a terrible position as they will need to sacrifice models to stay in the game and you will not be losing anything if you play Macbain's feat turn well.
Macbain has three upkeeps, Fortune, Fail-Safe and Countermeasures. With 6 FOC to spend between those spells, his army needs to be constructed with a plan in mind because you can't use all his tools. If you bring a Blockader for Failsafe and Jackhammer, that's probably the only jack you'll have the focus to run. If you want to use Energizer with Nomads, you won't bring the Blockader.
Theme thoughts
This is a great theme for him, as you can bring up to four Archons who make excellent feat targets.
- The Menite Archon are geart independent models for his feat. They buff the Blockader's sprays quite well, but that should not be the main thing your army wants to do.
- Thamarite Archons are great independent gun platfroms that love the feat. Morrowan Archons have a DEF buff and are resilient shield guards.
- Malvin & Mayhem are the perfect target for Fortune, and the Choir you already brought goes great with them. You'll have to bring a Gobber Tinker but he can fix your Blockader for you.
- Thorn Gun Mages are pretty meh outside of this theme but here they gain Pathfinder and Sniper, if you bring Menite Archons anyway you can also leverage them for very powerful Incendiary shots.
- Gastone Crosse runs another heavy that will also be boosted by the Choir.
- Gorman1 is a good feat target and if he rust bombs a Construct, Blockader gets to effective POW 20.
- Eilish Garrity under Macbain's feat can run forward, not die and then remove all enemy upkeeps within 5" if you do it right. He should definitely be in any Macbain army.
- Boss Machorne Is a good feat target and generally useful. She can run another jack for you that will receive choir boosts if you want her to, but she's a decent solo in her own right as well.
- The Choir of Menoth - Their Battle Hymn combined with Fuel for The Flames and Fail Save really makes the Blockader sprays shine like nothing else. Youa re probably better of going into melee with it though. The Hymn of Passage is another layer of safety from shooting for Blockader and Mayhem.
- If you are unsure what you second protectorate unit should be consider the following:
- Flame Bringers are fast and have a crit effect and thus either good Countermeasure or Fortune target.
- Daughters of the Flame - SPD 7, Stealth and Advance Deployment. Exactly the package of abilities that makes for great Countermeasure targets.
- Flameguard Cleansers or Holy Zealots - If you really, REALLY want to leverage Fuel for the Flames. Fortune'd 10" Sprays are hilarious, if clock-intensive, but they die like flies and MacBain does little to change that outside of feat.
- If you are unsure what you second protectorate unit should be consider the following:
- Rangers Mark the Target for his colossal, and they project Countermeasure waaaaay up the board. Feat on 4 of them and you won't get shot.
Here MacBain has access to Rangers, Trencher Infantry and Long Gunners. Boomhowlers gain ambush, but you would want him in the board center for Reveille. Furthermore models/units gain Feign Death, which can be handy with his feat.
- The Steelhead Ironhead can crane things around and the Steelhead Arcanist eases his focus burden.
- Rangers are also in this theme.
- Boomhowler1 can yell Cacaphony and run forward under feat to create a no-magic bubble in addition to a wall of no shooting. He can then Reveille the knocked down models. Another good reason to bring an Ironhead.
- Kayazy Eliminators are great for feating and contesting zones, especially if you can get Boomhowler to stand them up.
- There are a lot of damage fixers in this theme, which you won't get elsewhere. This is good because MacBain has none himself. In particular these are Aiyana and Holt, Ragman, Gabriel Throne and Gorman
- Croe's Cutthroats can also be here and are your best Countermeasures target, because of SPD 6, Stealth and AD. You only want six though. Kayazy Assassins can be tempting but they are slow and don't have AD, not to mention that they are overcosted.
- Unkillable Asphyxious4 is the other main selling point. Asphyxious is usually guaranteed to kill a heavy by himself at least once per game, so if you can send him in and make him unkillable, you might just pick up two.
Here you can bring the full Steelhead boat, including the non-character solos missing from Irregulars. Solos mark targets for your Blockader or Galleon. However, the theme lacks units with Stealth, Pathfinder and Advance Deployment, which means there are no good Countermeasure targets here. Instead you would play multiple heavies with lots of Ironheads and Arcanists and exploit Energizer and Power Lifter for 4" threat extension, which would amount to a weaker version of a Magnus2 list. You have access to a different flavour of Archon here, the Death Archon who takes care of enemy infantry very well, or you can use their chain attack to set up jack hammers.
Various Themes
- Greygore Boomhowler is a good pick thanks to Reveille standing up the models that get knocked down on Macbain's feat turn as well as an unkillable Cacaphony bubble if you can pull it off. They also gain Ambush in Kingmakers, for all that's worth.
- Sylys - MacBain has 3 upkeeps, not having to pay for one of them eases his focus burden.
Battlegroup
Drake has no particular preferences for when it comes to his battlegroup but below are a few of the options to consider:
- Blockader - Jackhammer + Colossals is always fun. On top of that fortune is a very focus efficient way of making the Heavy Fire Breathers capable of hitting a lot of infantry.
- Galleon - As tough as a Blockader, but more ranged power and utility in Crane and Drag. Fortune is a great way to make the Drags connect.
- Nomad/Toro - Cheap and cheerful melee jacks that all Mercenary casters generally like.
- Freebooter - The freebooter has two reasons to be included with Drake:
- Lash can keep your feat targets on their feet
- Merc jacks aren't accurate, however the freebooters have the speed to run where they need to be for jackhammering onto a knocked down target to deal maximum damage with their Trash.
Starting a 25 point Brawl list
In 2021.03 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.
- Dez & Gubbin, Dynamite Duo: [Free] (5 pts)
- Princess Delores Graciela: [6 pts]
- Harlowe Holdemhigh: [3 pts]
- Anastasia di Bray: [3 pts]
- Gobber Tinker: [2 pts]
- Lady Aiyana & Master Holt: [7 pts]
- Kayazy Eliminators: [4 pts]
For more Brawlmachine list ideas, see Category: Brawl List
Other
Trivia
- Released in Forces of Warmachine: Mercenaries (July 2010)
- This model has a limited edition sculpt, released in 2021.03.
Video Battle Reports
- 2018.07 Arcane Assist 75 points vs Barnabas2
- See also Category: Video Battle Reports for more casters with videos.
Warjacks he can take
With the way Mercenary battlegroups work, this model can't simply control any Mercenary warjack, and instead is limited to the following choices:
Mercenary Warjacks (Human) (Edit) | |
Light | Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard |
Heavy | Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber |
Colossal | Blockader - Galleon |
- Note: Other restrictions may apply, such as 'Jack Marshals can't control Colossals, character warjacks aren't allowed in most theme forces, etc.
Other Mercenary models
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) |
* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
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Rules Clarification : Both Barrels - None yet. (Edit)
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Rules Clarification: : Warcaster (Edit) | ||||
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Rules Clarification : Grievous Wounds (Edit)
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Rules Clarification : Gang and/or Gang Fighter and/or Tag Team and/or Team Effort (Edit)
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Rules Clarification : Tough - None yet. (Edit)
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Rules Clarification : Dodge (Edit)
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Rules Clarification : Jackhammer (Edit)
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Rules Clarification : Energizer (Edit)
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Rules Clarification : Countermeasure - None yet. (Edit)
Rules Clarification : Fortune - None yet. (Edit)
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Rules Clarification : Fail-Safe (Edit)
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- Mercenary
- Ordic
- Model
- Does have Mk4 rules
- Cryx Mercenary
- Crucible Guard Mercenary
- Cygnar Mercenary
- Khador Mercenary
- Protectorate of Menoth Mercenary
- Warcaster
- Remove Damage Feat
- Tough
- Dodge
- Gang Fighter
- Both Barrels
- Magical Damage
- Grievous Wounds
- Countermeasure
- Energizer
- Fail-Safe
- Fortune
- Jackhammer
- Rift
- Soldiers of Fortune
- The Kingmaker's Army
- The Irregulars
- Brawl List
- Limited Edition Sculpt
- Video Battle Reports