Machine Wraith
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Machine Wraith |
Little is known about the nightmarish apparitions called machine wraiths, though they are certainly some warped deviant of mechanikal artifice. Some speculate they are the bitter ghosts of arcane mechaniks or fallen priests of Cyriss; others maintain they are fallen warcasters. Whatever their origin, their howling, metallic call strikes a chill into the marrow of even the staunchest warrior.
Contents
Basic Info
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Abilities
Weapons
- Mechano-Claws - 1" reach, P+S 12 melee weapon
- Dark Dominion - When this model hits an enemy warjack that has a non-crippled cortex with a basic melee attack made with this weapon during this model's activation, you can take control of the warjack. Immediately after the attack has been resolved, you can make a full advance with the warjack and can then make one basic attack, then Dark Dominion expires. The enemy warjack cannot be targeted by free strikes during this movement. A warjack can be affected by Dark Dominion only once per turn.
Theme Forces
- Other Factions
- Infernal players can use this model in the Hearts of Darkness theme, but only if Mortenebra is leading the army.
- Mercenary players can use this model in the Operating Theater theme.
Thoughts on Machine Wraith
Machine Wraith in a Nutshell
An excellent warjack harassment piece for its points cost, great as a filler for your last few army points.
Even if your opponent doesn't bring warjacks, it can also use its Incorporeal advantage to sit on the objective and be a difficult-to-remove model, or similarly stand in front of your caster and physically occupy spots where charging enemy models can end their charge movement.
Combos & Synergies
Use it in conjunction with a Reaper - first drag the model in so the Wraith can charge it, then Dark Dominion it even deeper into your lines.
Drawbacks & Downsides
- Dark Dominion doesn't work vs Colossals, Cephalyx, Convergence, Hordes, or the Avatar.
Tricks & Tips
- It is a good target for Scything Touch since it's hard to kill, has great mobility and decent melee range. All that adds up to you being able to apply a -2 ARM debuff pretty much wherever you want, especially if you just run (instead of charging).
- Keep an eye out for warjacks that are near the edge of their controller's control range. You can use Dark Dominion to move them completely out of their control range so then that jack will get no focus next turn (Power Up happens only in control range).
- General tips for when you take over a warjack:
- The MW will be corporeal when the jack moves, so don't position your MW such that it blocks the jack from moving where you want it to go.
- Move it into the opponent's other model's back arc before attacking them, to get the +2 bonus on the free attack
- End its movement such that its rear arc is now facing the rest of your army, so you get +2 bonus on any further attacks vs it.
- End its movement such that it can't see any of your army, so it can't declare charges next turn.
Other
Trivia
- Released in Warmachine: Escalation (2004)
- Sculptor: Christian Danckworth
Other Cryx models
Rules Clarifications
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Rules Clarification : Dark Dominion (Edit)
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Rules Clarification : Undead - None yet. (Edit)
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Rules Clarification: : Incorporeal (Edit) |
Damage & Debuffs
Incorporeal models moving
Moving through an Incorporeal model
Other
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