The Wastelander

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Minion Logo.jpg The Wastelander

Minion Efaarit Character Solo

From beyond the Stormlands comes the Wastelander. He is a ronin efaarit who has traveled to the ruins of western Immoren from the void-cursed nightmare that is the fallen Skorne Empire. The Wastelander cares not about childish ideals such as "good" or "evil"; he will work for anyone and for any reason - if the pay is good. Charging into battle with his massive mekitana, the Wastelander deflects bullets, blades, and bombs back at his assailants before slicing into them and carrying on to the next enemy in his sights.

Basic Info

The Wastelander
Missing Info
The Wastelander.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR 5
MAT 8
RAT N/A
M.A. N/A
DEF 15 / 17 (★)
ARM 13
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST 5
N/A
N/A
(★) DEF 17 vs ranged attacks
Warcaster 1
COST N/A
N/A
Understanding
the Statblock
  • Riot Quest - Although this model has rules which allow it to be played in Warmachine and Hordes, it was primarily designed for the Riot Quest game. RQ is set in an alternate and/or future timeline where the Infernals won the war. Some of the RQ models have a deliberately goofy aesthetic.
  • Minion - This model can work for Circle, Grymkin, Legion, Skorne, and Trollbloods

Abilities

  • Parry symbol.jpg Parry
  • Pathfinder symbol.jpg Pathfinder
  • Blade Shield - This model gains +2 DEF vs ranged attack rolls.
  • Deflect - When an enemy model misses this model with a non-spray ranged attack, the attacking model becomes the target and is automatically hit by the attack. AOE ranged attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.
  • Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.
  • Take a Bullet - Once per round, when a friendly model is targeted by a non-spray ranged attack during your opponent's turn while within 3" of this model, you can choose to have this model become the target instead. If you do, this model is considered to be in the attack's RNG and the attacker's LOS for this attack. This model cannot use Take a Bullet while it is incorporeal, knocked down, or stationary.

Weapons

Theme Forces

  • Other Factions
    • Minion models can be hired by other Factions. Normally those Factions' themes will have a limit on how many models they can hire. Refer to #Other Theme Forces, below.

Thoughts on The Wastelander

Recent Release icon.jpg

New model - This article is a Work In Progress
This model has only recently been released/spoilered, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Please don't delete this warning unless you (1) have played several games with the final rules (games with CID rules don't really count) and (2) you've reviewed this article and it mostly(★) matches your experiences.

(★) Bearing in mind that other editors may make suggestions you don't think are the "best" but that doesn't make them "wrong". Don't delete stuff just because you disagree with it, please.
See also Category: Recent Release and Category: Recent Change.

The Wastelander in a nutshell

Ridiculous DEF coupled with Take a Bullet and Deflect, which means you can force the enemy to make an attack roll vs DEF 17 and, when they inevitably miss, they end up shooting themselves. As a result, he spends most of the game hanging around your high-value, low-DEF models (like gargantuans).

Mid to late game he can be used offensively, darting out and chopping someone's head off before sprinting back.

Combos & Synergies

  • Anything that increases his DEF against shooting or gives him stealth so he is always missed by ranged attacks. Primus Jalaam has Scavengers Blessing and various casters can create clouds to hang out in.
  • If any shot ever hits him you can still Shield Guard it with another model. Farrow Valkyries come to mind.
  • Jaga-Jaga - Grave Wind and Signs and Portens should work very well on him. if you expect him to die the next rurn, he can also be a very decent feat target that is able to go pretty much anywhere with Pathfinder, Sprint and Parry.
  • Helga2 and the Meat Thresher both have Exhaust Fumes he can hang out in for concealment. They will both appreciate him taking some shooting directed their way away from them.
  • Wurmwood's Morvahna1's and Baldur1's Forest creating abilities also offer a way to up his DEF against shooting.

Drawbacks & Downsides

  • if he is knocked down he is dead
  • boostable guns make take a bullet very risky.
  • Decapitation looks amazing on paper - but at pow10 dice it has limited return on heavy targets. It is usually better to try to take out light warjacks and warbeasts as on a average 4 dice charge you should be able to take out 1 aspect or system and weaken the retaliation.

Tricks & Tips

  • Don’t overestimate his melee prowess Decapitation is amazing but he needs to be vs the right target on the charge to actually kill it - let’s assume he rolls average damage on a 4 dice charge that’s 14 + the base power of 10 vs an Armour 18 target (say a heavy warbeast) he will deal 12 damage and likely take out 1 aspect. When vs an armour 16 target (a light warbeast) he would deal 16 damage on average and that will likely be 2/3 of the targets hp.

Other

Trivia

  • Released 2020.04

Other Theme Forces

Circle Orboros (Edit)

Grymkin (Edit)

Legion of Everblight (Edit)

Skorne (Edit)

Trollbloods (Edit)

Other Minion models

Minion Logo.jpg       Minion Index       (Edit)
Farrow Warlocks (Edit)
Warlocks Azazello1 - Arkadius1 - Carver1 - Helga1 - Helga2 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh


Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager | Midas only: Boneswarm
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks Underchief Mire - Wrong Eye


Gatorman Warbeasts Edit)
Lights Boneswarm - Bull Snapper - [Underchief Mire only: Swamp Troll]
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile
 
Units, Solos, & Battle Engines
Warlock attachments Targ - Gatorman Soul Slave
Units Farrow

Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Farrow Valkyries

Gatorman

Boil Master & Spirit Cauldron - Bog Trog Ambushers - Croak Raiders - Croak Trappers - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Special WA: Void Leech

Unaligned

Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea

Solos Farrow Agata, Queen of Carnage - Maximus - Rorsh & Brine - Targ
Gatorman

Bog Trog Mist Speaker - Bog Trog Trawler - Croak Hunter - Flugwug the Filcher - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor - Kwaak Slickspine & Gub - Longchops - Wrong Eye & Snapjaw

Unaligned

Alten Ashley - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Dhunian Archon Efaarit Scout - Eilish Garrity, the Occultist - Feralgeist - Flubbin - Flugwug the Filcher - Gobber Tinker - Gremlin Swarm - Gubbin - Gudrun the Wanderer - Hermit of Henge Hold - Hutchuck, Ogrun Bounty Hunter - J.A.I.M.s - Lanyssa Ryssyl, Nyss Sorceress - Ledfoot & Tredz - Orin Midwinter, Rogue Inquisitor - Ogrun Bokur - Raluk Moorclaw, the Ironmonger - Primal Archon - Pyg Tank - Saxon Orrik - Scythe - Swamp Gobber Chef - Swamp Gobber River Raiders - Thamarite Advocate - The Wastelander - Thrullg - Totem Hunter - Underchief Mire - Viktor Pendrake - Void Archon - Weird Wendell

Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
Independent Warjack Malvin & Mayhem
 
Minion - Theme Forces
Minion Faction Themes (Edit) The Blindwater Congregation - The Thornfall Alliance - Vengeance of Dhunia - Will Work for Food
Unlimited Minions themes(Edit) Disciples of Agony (Skorne) - Oracles of Annihilation (Legion) - Secret Masters (Circle)
This index was last updated: 2020.06

Rules Clarifications

Rules Clarification : Parry - None yet. (Edit)

RC symbol.png

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Blade Shield - None yet. (Edit)

RC symbol.png

Rules Clarification : Deflect      (Edit)

  • If the attack auto-misses the Wastelander (for instance you gave him Stealth) then that will trigger Deflect. (Infernal Ruling)
  • Anything that triggers when the Wastelander is missed will still trigger, even though the attack now auto-hits the new target. (For instance, if Jaga-Jaga gives the Wastelander Poltergeist.)
  • Any buffs to the attack vs the Wastelander (for instance, boosting it) will still apply if you miss and have to reroll vs yourself. (Infernal Ruling)
  • If you are not a valid target for your own attack (for instance a warjack under Passage that misses the Wastelander), then the attack ends since you cannot attack yourself. (Infernal Ruling)
    • If you are not a valid target for your own attack, and you're shooting an AOE, then it does not deviate. It just never happens. (Infernal Ruling)
RC symbol.png

Rules Clarification : Sprint  and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
  • Run & Gun won't trigger if you RFP the model, but Sprint will.
  • End of Activation (Edit)
    • Some end-of-activation abilities explicitly state your activation ends as part of resolving the ability, and some don't. Either way, you can never do anything extra during or after triggering an end-of-activation ability. You cannot cast spells, purchase additional attacks, use a mini-feat, etc.
    • If you start resolving an end-of-activation-movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • For units: if any model in the unit starts resolving the unit's end-of-activation-movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
    • If you have more than one end-of-activation ability, you have to choose which one to resolve, then your activation ends and you cannot use the other one.
    • See also the training article: LPG - End of Activation.
RC symbol.png

Rules Clarification : Take a Bullet      (Edit)

  • Apart from the fact that this triggers on "target" instead of "hit", this is the same as Shield Guard, so ...
RC symbol.png

Rules Clarification : Shield Guard and/or Shadow Guardian     (Edit)

  • You can't use this ability vs spells.
  • You shift all effects onto the new model, including stuff that triggers on "when this attack hits".
  • When you use this ability vs an AOE attack, the template moves too. Because, with reference to Apdx A, the hit 'moves' at Step 6 and the template placement is determined at Step 7.
  • This ability doesn't work vs Point Blank attacks. Because Point Blank attacks are melee attacks that are made using a ranged weapon.
    • On the other hand, it will work vs Gunfighter attacks.
  • Shield Guard only
    • You can link Shield Guards together. Model A is hit, Model B uses Shield Guard to take the hit from A, then model C uses Shield Guard to take the hit from B, etc. (Infernal Ruling)
    • Since Shield Guard specifies "opponent's turn", it can't be used against stuff that shoots in your own turn (such as Watcher or Counterblast).
    • The Shield Guard does not necessarily need to be in the attacker's LOS or range.
    • The Shield Guarder is always hit even if they have an ability that makes them automatically get missed, such as Stealth. (Automatically missing is determined earlier in the timing sequence than the Shield Guard moving the hit.) (Infernal Ruling)


RC symbol.png

Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Weapon Master - None yet. (Edit)
Rules Clarification : Decapitation - None yet. (Edit)