Thorn Gun Mages

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Mercenary Logo.jpg Thorn Gun Mages

Mercenary Llaelese Unit

Clothed in black to honor and mourn the last king of Llael, Thorn Gun Mages are among the deadliest and most zealous soldiers of the Llaelese Resistance. Each of these veteran gun mages is a lethal arcane combatant skilled in the use of Llaelese double-barreled magelocks. Their virtuosity with their weapons is matched only by their solidarity as they fight in an increasingly desperate cause.

Basic Info

Thorn Gun Mages
Missing Info
Thorn-Gun-Mages.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR
MAT 6
RAT 7
M.A. N/A
DEF 14
ARM 11
CMD 6
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE 3
COST 9
3 each
N/A
FA 2
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

Weapons

  • Dual Magelock - 10" range, ROF 2, POW 10 ranged attack
  • Sword - 0.5" reach, P+S 7 melee attack

Theme Forces

Thoughts on Thorn Gun Mages

Thorn Gun Mages in a nutshell

Thorn Gun Mages are a trio of gunslingers with two shots per model and the ability to shoot with both barrels for a bit more punch. They are short ranged and easy to kill while being priced like three solos. Because they have Black Penny and Gunfighter, their place is behind the front line clearing paths and making a nuisance of themselves.

While 3 points is a lot to pay for ARM 11 models with 1 box, in Llaelese Resistance they gain Sniper and Pathfinder, and that is probably enough to justify the cost of one unit as a specialty piece, especially with Ashlynn making them RAT 8. Probably not the best idea to go whole hog on the Sniper thing, though.

Combos & Synergies

  • In the Llaelese Resistance theme force, you can make a quite powerful group with them, Gorman, and Gibbs.
    • The theme grants them Pathfinder which makes it easier for them to maneuver into forests and gain Prowl and also grants them Sniper so they can prey on single wound infantry such as Dawnguard Sentinels and apply anti-tough.
    • Gorman Di Wulfe, Rogue Alchemist has smoke bombs to trigger their prowling. Or he can also make it easier for them to take down warjacks with his Rust Bomb, or high DEF targets with his Black Oil.
    • Major Harrison Gibbs gives them (and Gorman) Reposition 3", enabling them to hit and run. This is actually pretty important.
    • This grouping can be taken outside of the Llaelese Resistance, if you want to, of course.
    • Rhupert can also hand out concleament to trigger Prowl when needed.
    • Ashlynn's feat makes knockdowns a high probability when using Thunderbolt.
    • Gorten protects them from blasts and they in turn help him clear zones; especially the turn after the feat when your opponent is desperately trying to contest with reduced SPD or faraway models.
    • Menite Archon - He up the damage of their shots if you opt for Incindiary. That's either two POW 12 shots or one POW 16 shot per model, making them able to take on multi wound infantry.

For other Factions

Drawbacks & Downsides

  • They can't take any incoming damage, each one only has a single damage box but costs as much as a solo.
  • Guns have average range, and lack the Snipe option that makes their Cygnaran cousins more survivable.

Tricks & Tips

  • If your army gets jammed with skirmish infantry, these guys can use Black Penny to clear the jam.
  • If there's a heavy jamming your lines, charge with these guys and use Gunfighter Thunderbolt shots to shove it away.
  • Both Barrels and Black Penny in combination can catch people by surprise. It's not what their stat card looks as if it will do.


Other

Trivia

Released 2017.02

Other Theme Forces

Cygnar (Edit)

Protectorate of Menoth (Edit)

Crucible Guard (Edit)

Other Mercenary models

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

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

Non-Casters "Junior Warcaster" Crosse1 'Jack Marshal

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

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 Madelyn Corbeau - Reinholdt - Wyshnalyrr
Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
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 - 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

Solos

Cephalyx Agitator - 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

Alexia, Mistress of the Witchfire (2) - Alexia, The Undying (3) - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella, Duchess of Dread - Bloody Bradigan - Boomhowler, Solo Artist - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez - Dirty Meg - Doc Killingsworth - Eilish Garrity, the Occultist - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - First Mate Hawk - Flugwug the Filcher - Gastone Crosse - Glyn Cormier, Illuminated One - Gorman di Wulfe, Rogue Alchemist (1) - Gorman the Mad (2) - Grand Master Gabriel Throne - Gubbin - Gudrun the Wanderer - 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 - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Viktor Pendrake - Widget, Tinker Extraordinaire - Wrong Eye & Snapjaw

Battle Engines Hammerfall Siege Crawler
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: 2019.09

Rules Clarifications

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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.")
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Rules Clarification : Attack Typeand/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
  • If your target can only be targeted by certain kinds of attack (ie a Menoth warjack with Passage), you can first choose the correct Attack Type (ie Magical Damage vs Passage) and then that allows you to target it. The Attack Type selection and target declaration both occur at Step 1 (Refer Appendix A). (Infernal Ruling)
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Rules Clarification : Black Penny     (Edit)

  • You ignore the "Target in Melee" DEF bonus, but if you miss you still need to randomly reassign the shot as per normal.
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Rules Clarification : Incendiary     (Edit)

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Rules Clarification : Fire     (Edit)

  • 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 : Thunderbolt     (Edit)

  • If you have multiple effects that resolve on "hit" (such as Thunderbolt & Electro Leap), then you get to choose the order.
    • Thus, you could trigger Electro Leap first (and bounce from their initial position), then move them via Thunderbolt.
    • Or trigger Thunderbolt first, move them, and then Electro Leap (and bounce from their final position).
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
  • Rules Clarification : Both Barrels - None yet. (Edit)


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    Rules Clarification : Prowl     (Edit)

    • Whether you can trigger Prowl is a bit awkward; As long as you have concealment you can trigger Prowl ... even if the attacker ignores concealment, (such as with Hunter).
      • If you're standing in a cloud, and the attacker "ignores clouds for LOS" (such as Bird's Eye) you get Prowl.
      • If you're standing in a cloud, and the attacker "ignores clouds completely" (such as Alchemical Mask) you don't get Prowl. (Infernal Ruling)
      • Similar for standing in a forest.
    • If a debuff removes Stealth, Prowl does not reapply stealth. But this ruling is being rechecked. (Infernal Checking)
    RC symbol.png

    Rules Clarification : Stealth     (Edit)

    • "Automatically missing" is not the same as "cannot be hit by".
    • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.
    RC symbol.png

    Rules Clarification:  : Gunfighter      (Edit)
    (Click Expand to read)

    General
    • You cannot Aim if you start your activation in melee. (Infernal Confirmation)
    • A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).

    Targeting

    1. Outside of melee
      • If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
    2. In melee, but didn't charge
      • If it didn't charge, it can target anyone it's "in melee" with.
      • This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
      • If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
    3. Charged into melee
      • If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
      • If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
      • However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
    4. Other targeting notes
      • Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee.
      • If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
      • Gunfighter doesn't change the RNG of your gun, it just provides you an ability to use it while in melee and imposes some targeting restrictions.
        • If you're affected by a debuff that reduces your RNG to 1", that will further limit who you can target.
        • If you're affected by a debuff that reduces your RNG to 0", you cannot make attacks (refer 'Weapon Statistics', page 19 of rulebook).

    Attack Roll

    • You use the Gunfighter's RAT for the attack roll.
    • Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
    • How the +4 DEF bonus for "being in melee" works with Gunfighters is:
      • they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
      • they never ignore it vs friendlies, because you cannot be in melee with a friendly target.
    • Obviously, if the Gunfighter isn't actually in melee with the enemy target, then the Gunfighter rules don't apply. So they do get the +4 DEF bonus as if it were a normal ranged attack (because it is).

    Incorporeal Gunfighters

    • Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
    • If they engage you then you're in melee and your target selection is limited to just models in melee (as explained above).

    Gunfighter + an AOE weapon

    • If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
    • If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.

    Gunfighter + a spray weapon

    • Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
    • If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.

    Units of Gunfighters

    • If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
    • Redirected attack:
      • If they're still engaged, their initial attack (s) must be vs someone in their melee range.
      • If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
      • If they're unengaged, they are now free to shoot anyone within the gun's normal range.

    Other interactions

    • Gunfighter vs Point Blank (Edit)
      • If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
      • These two abilities are subtly different, but it's an important difference.
      • Gunfighter allows you to make ranged attacks while in melee.
      • Point blank allows you to make melee attacks with your ranged weapon.
        • Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
        • Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
      • Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
        • Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
        • Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
    • Gunfighter & Cavalry ( Edit )
      • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
      • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
    • Gunfighter vs RNG modifiers (Edit)
      • Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
      1. If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
      2. If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
      3. If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
      (Infernal Ruling)