Thor Steinhammer

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99% of this website is about Mark 3 (mk3), which is the previous edition of the game (2016 to 2022). The reasons for this are explained here.

1% of the website is about Mark 4 (mk4), but only in regards to which mk3 models are useable in mk4 Prime and which are mk4 Unlimited. See Legacy Armies for more detail.
Mercenary Logo.jpg Thor Steinhammer

Mercenary Rhulic Character Solo - ('Jack Marshal)

Mk4 icon.png
Prime
This model is available in one Prime Army, Rhul Guard. 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.

Note that the rest of this page is about the model's Mark III rules.

One of the best-paid mercenaries in western Immoren, Thor Steinhammer repairs and command warjacks with outstanding skill. This consummate combat mechanik can coax unheard-of performance out of his machines, scorch any nearby enemies with his ever-ready torch, and keep the warjacks of other sell-swords in fighting trim, all for a reasonable fee.

Basic Info

Thor Steinhammer
Missing Info
41063 ThorSteinhammer WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR 6
MAT 6
RAT 6
M.A. N/A
DEF 12
ARM 14
CMD 9
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 3
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Mercenary - This model will work for Crucible Guard, Cygnar, or Khador.

Rhulic Jack Marshal - This marshal can control only Rhulic warjacks.

Abilities

  • 'Jack Marshal symbol.jpg 'Jack Marshal
  • Drive: Reposition [5"] - While in this model's command range, a warjack under its control gains Reposition [5"]. (Reposition [5"] - At the end of an activation in which it did not run or fail a charge, a model with Reposition [5"] can advance up to 5", then its activation ends.)
  • Iron Sentinel - While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot become knocked down.
  • Repair [d3+3] (★ Action) - RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3+3 damage points from it.
  • Tune Up [ Rhulic Warjack ] (★ Action) - RNG B2B. Target friendly Rhulic Warjack. If the model is in range, all attack and damage rolls resulting from its next basic attack this turn are boosted.

Weapons

Theme Forces

  • Other Factions
    • Infernal players can use this model in the Hearts of Darkness theme, but only if Crosse2 is leading the army.
    • Furthermore, Mercenary 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 Thor Steinhammer

Thor Steinhammer in a nutshell

Thor is the game's only Rhulic jack marshal. He is the only mechanic or jack marshal in Hammer Strike, which is probably where you'll find him.

He rarely repairs anything, preferring to instead use his Combat Action to Tune Up the nearest warjack.

Since the 2021 mega update his durability has improved with Iron Sentinel and he has got cheaper, none of this changes how he plays but it keeps him relevant and forces your opponent to dedicate more resources to get rid of him.

Combos & Synergies

  • He gets Tough in the Hammer Strike theme force.
  • Ghordson Avalancher - Possibly the best jack for him to run as he can tune it up and marshal it for some very effective ranged firepower.
  • Ghordson Earthbreaker - He can't control it, but he can Tune Up it for two free boosts.
  • A Ghordson Basher Tune Up and the jack marshal order Crush! will give your opponent nightmares. It works like this:
    • First slam for a POW 17 hit. If you knock them into something, then they'll take an extra damage die.
    • It knocks them down, so Follow Up and use the Crush! extra attack to auto-hit.
    • Since the Crush! attack is a basic attack, it benefits from Tune Up and will be a boosted POW 17. In Irregulars, it will benefit from Flank as well.
    • If you are feeling petty, fire off the Flak Field for another POW 12.
    • Keep in mind, this is all without a single point of focus.

Drawbacks & Downsides

  • Though the Avalancher is probably his best warjack to marshal, that package is 19 points for one shot and very poor in melee. 19 points is a lot for one shot.
  • Tune Up requires him to be in base contact with the target and requires forethought. This can also inadvertently line him up to get a warjack slammed over him.

Tips & Tricks

  • You don't have to marshal a warjack. If you want an infantry heavy list, you can use Thor to Tune Up your warcaster's jacks.
  • Although he cannot marshal the Ghordson Earthbreaker, his Tune Up still works on it.
  • His repair works on any Mercenary construct, not just Rhulic ones. d3+3 is a pretty amazing repair roll, as it's guaranteed to put a point into every basic system on a jack (L, R, M and C) and get it fully operational again.
  • While short-range, his spray can be deceptively useful. POW 12 is unlikely to seriously harm a warjack, but can easily un-jam it from an infantry swarm.

Other

Trivia

Thor Meinhammer; Minicrate Exclusive.

Warjacks he can take

This warcaster/jack marshal doesn't have full access to every Mercenary warjack. Instead they are limited to the Rhulic warjacks listed below.

Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Note: Other restrictions may apply, such as 'Jack Marshals can't control Colossals, character warjacks aren't allowed in most theme forces, etc.

Other Theme Forces

Cygnar (Edit)

Khador (Edit)

Crucible Guard (Edit)

Other Mercenary models

Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)
Warcasters

Ashlynn1 - Ashlynn2 - Aurora2 - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae

"Juniors"

Asphyxious4 - Crosse1 - Nemo4

'Jack Marshals

Colbie Sterling - Dirty Meg - MacHorne1 - MacHorne2 - Raluk Moorclaw - Rutger Shaw - Steelhead Ironhead

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
Rhulic 'Jack Controllers (Edit)
Warcaster Durgen Madhammer - General Ossrum - Gorten Grundback
'Jack Marshal Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments

Doctor Stygius - Madelyn Corbeau - Reinholdt - Wyshnalyrr

Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Non-character Units

Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Legion of Lost Souls - Ogrun Assault Corps - OoI Resolutes - OoI Vigilants - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - SH Cannon - SH Halberdiers - SH Cavalry - SH Mortar - SH Riflemen - SH Volley Gun - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) - Special WA: Morrowan Battle Priest (Morrow units)

Character Units

Alexia1 - Asphyxious4 - Croe's Cutthroats - Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowler1 - Herne & Jonne - Lady Aiyana & Master Holt - Lynus & Edrea - MacHorne1 - The Commodore Cannon - The Devil's Shadow Mutineers

Non-character Solos

Cephalyx Agitator - Death Archon - Gobber Tinker - Menite Archon - Morrowan Archon - Ogrun Bokur - Powder Monkey - SH Arcanist - SH Ironhead - SH Gunner - Swamp Gobber River Raider Thamarite Advocate - Thamarite Archon - Void Archon

Character Solos

Alexia2 - Alexia3 - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella1 - Black Bella2 - Bloody Bradigan - Boomhowler2 - Boomhowler3 - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez1 - Dez2 - Dirty Meg - Doc Killingsworth - Doctor Stygius - Eilish1 - Eiryss1 - Eiryss2 - Eiryss4 - First Mate Hawk - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Crosse1 - Glyn Cormier, Illuminated One - Gorman1 - Gorman2 - Grand Master Gabriel Throne - Gubbin1 - Gubbin2 - Gudrun1 - Gudrun2 - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Malvin2 - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Princess Delores Graciela - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Scythe - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Tubbin - Underboss Vizkoya - Viktor Pendrake - Weird Wendell - Widget1 - Widget2 - Wrong Eye & Snapjaw

Battle Engines

Hammerfall Siege Crawler - Nemo4

Independent Warjack

Malvin1 & Mayhem1

Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

Rules Clarification : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
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Rules Clarification : 'Jack Marshal      (Edit)

  • If a warjack gets a marshal benefit (such as Crush) but then moves out of the marshal's CMD range, it keeps the benefit. (Infernal Ruling)
  • Marshals can control character warjacks. (Closed thread)
  • Although they never get the Power Up bonus, a marshaled warjack can gain focus via other means (such as Accumulator, Empower, Spirit Harvester, etc).
    • They can do this even after the Marshal dies and they become autonomous.
  • 'Jack Marshal & Ranking Officer (Edit)
    • If a Ranking Officer joins a unit with the 'Jack Marshal ability, then they can still only take Mercenary warjacks - they don't gain access to Faction warjacks. (Infernal Ruling)
    • They can control that mercenary warjack as normal, even though they're technically no longer the same faction as the jack. (Infernal Ruling)
  • See also this article for the Autonomous warjack rules and how to re-control them.

Rules Clarification : Rhulic Jack Marshal - None yet. (Edit)

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Rules Clarification : Drive      (Edit)

  • If the Drive is on an Officer model, and that model dies, then the new unit commander does not inherit the Drive.
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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA 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 resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.

Rules Clarification : Iron Sentinel - None yet. (Edit)

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Rules Clarification : Tune Up      (Edit)

  • Power Attacks are not basic attacks.
  • If the next basic attack generates multiple basic attacks (i.e. High-Impact) then only one of those generated attacks will get the Tune Up buff. (Infernal Ruling)
RC symbol.png

Rules Clarification : Repair      (Edit)

  • When repairing warjacks, you can choose which damage boxes to heal - they don't all have to be the same column.
  • If you get a +1 bonus to a repair roll, that is one extra hitpoint healed. Not +1 to the number of pips showing on the dice.