Widget, Tinker Extraordinaire

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Mercenary Logo.jpg Widget, Tinker Extraordinaire

Mercenary Character Solo

This wiz with a wrench has a place on your bench! As good at fixing things as she is at breaking them—you can see the advantage to that—Widget will leave your opponent asking where this angel got her wings. (Answer: She crafted them out of the sorry scraps of the last scavenger to get in her way.)

Basic Info

Widget1
Missing Info
Widget.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR 5
MAT 6
RAT N/A
M.A. N/A
DEF 15
ARM 11
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 3
N/A
N/A
N/A
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 boardgame. RQ is set in an alternate and/or future timeline where the Infernals won the war. Some of the RQ models are slightly more goofy than their WMH equivalents.

Mercenary - This model will work for Convergence, Crucible Guard, Cygnar, Khador, and the Protectorate.

Abilities

  • Flight symbol.jpg Flight
  • Ancillary Attack (★ Action) - RNG 3. Target friendly Faction warjack. If the warjack is in range, it immediately makes one basic melee or ranged attack. A warjack can be targeted by an Ancillary Attack special action only once per turn.
  • Flying High - Ranged attacks targeting this model with a RNG greater than 8" suffer –3 RNG, to a minimum of 8. Friendly models can advance through this model if they have enough movement to move completely past its base. This model loses Flying High if it loses Flight.
  • 'Jack Hunter - This model gains an additional die on its melee and ranged damage rolls against warjacks.
  • Mechanikally Adept - This model can target non-Faction models with Repair special actions.
  • Repair [d3+2] (★ Action) - RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3+2 damage points from it.
  • Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.

Weapons

Theme Forces

Recent Changes

2021.10 Mega Update

  • Flying High cannot reduce an attack to less than 8" range. (It used to have no limit, and could reduce them to zero).

Thoughts on Widget

Widget in a nutshell

Widget is the game's speediest mechanic who also brings Ancillary Attack, which, unlike the Powder Monkey, will work on any Mercenary Warjack. She's also a weapon master against warjacks in a pinch with a magic weapon. Finally, Flying High means if she camps a flag, she's hard to shoot off it. You could find worse uses for 3 points in any faction she works for. She is Mechanically adept so she can repair non faction jacks, you lose out on Ancilliary Attack but she is such a great flag camper that you will rarely regret spending 3 points on her. In mercs, she only runs in Irregulars, so you can think of her as an extra attack for a flanking marshalled warjack.

Combos & Synergies

In Mercenaries

  • Galleon and Blockader are the best targets for Ancillary.
  • The Swabber is an excellent choice on a budget, as it lets you get in an extra cannon before the drag, an extra melee after the drag, or a second drag if you have placed an intervening model in the right spot.
    • The Swabber can protect her with blast immunity, no knockdown and shield guard. Beware extra effects on AOEs such as Fire that will still affect her.
    • The trick with an intervening model involves placing a small base (literally anything in Mercs, most often a Servitor in Convergence) 1" in front of the Swabber, in a line with the initial target. The Swabber can see around the friendly small base, and the 1" + small base size is greater than the 2" reach anything the Swabber drags is likely to have.
  • Since her Ancillary attack has a 10" range (when she moves), you could possibly use it on a Renegade that runs close enough to a high DEF target to as to be unable to scatter the blast off it (4")

In Strange Bedfellows

  • She has a really solid home in Strange Bedfellows, where she becomes the same Faction as Convergence and Cryx 'jacks (as well as Merc 'jacks mentioned above).
    • She will be seen in most lists to get extra value out of hard hitting Convergence & Cryx ‘jacks. Swift Vengeance will occasionally mean she swings her wrench at something and it can hurt surprisingly well.
    • When a Diffuser hits its target the whole army benefits. A 2nd shot on another target is always welcome.
    • The previously mentioned Swabber is also an excellent choice, especially for the frail Mortenebra1.
    • Interestingly, this is also the only theme in which Widget has a valid target for Ancillary Attack while being fielded by the Convergence.

Drawbacks & Downsides

  • Irregulars, Hearts of Darkness & Strange Bedfellows only. This means she has access to every Merc, Convergence, Cryx, and Cygnar ‘jack, but only with very specific casters.
  • She doesn’t really do anything outside of Ancillary Attack. Put another way, there’s a reason she’s so cheap.
  • Arm 11 means if something hits her she will almost certainly die.
  • Ancillary Attack is a faction only ability thus she is only a mechanic in the armies she isn’t in a theme with. Remember that in Crucible Guard armies the Vanguard and the Toro are not Mercenary models as per the wording of Makers Mark.
    • Additionally, there is no combination of models that allow her to even use Ancillary Attack when fielded by the Convergence outside of Strange Bedfellows.

Tricks & Tips

  • Out of activation drags with Galleon or Swabbers are potentially very strong.
  • Blockader sprays out of activation are also very strong.
  • Bring her if you're jack marshalling to offset the fact warjacks without focus cannot buy additional attacks.

Other

Trivia

Widget Wonka; Minicrate Exclusive.

Other Theme Forces

Cygnar (Edit)

Khador (Edit)

Protectorate of Menoth (Edit)

Convergence of Cyriss (Edit)

Crucible Guard (Edit)

Other Faction 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:  : Flight      (Edit)
(Click Expand to read)

 
  • Flight doesn't ignore:
    • Impassable terrain.
    • Most hazards. The exception is they do ignore Acid Bath and Burning Earth as long as they don't land in them.
    • Templates that stay in play and do damage to models moving through them (such as a Scather).
    • Free strikes.
  • Trampling with a flying model (Edit)
    • Flight allows you to trample "over" medium- and larger-bases.
    • Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
      • Unless, of course, you have an exception like Blade Rush.
  • Flight on a Cavalry model (Edit)
    • Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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Rules Clarification : Ancillary Attack      (Edit)

  • You can't generate bonus attacks (such as Berserk) from an Ancillary Attack, because those bonus attacks are limited to during the attacker's activation.
    • Or, at least, I can't think of a single example which isn't limited.

Rules Clarification : Flying High - None yet. (Edit)


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Rules Clarification : 'Jack Hunter      (Edit)

Rules Clarification : Mechanikally Adept - None yet. (Edit)

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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.
RC symbol.png

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.


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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 : Knockdown      (Edit)

  • 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.