Difference between revisions of "Captain E. Dominic Darius"

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|[[Companion]] [[Solo]]s
 
|[[Companion]] [[Solo]]s
 
}} [[Category: Model]]
 
}} [[Category: Model]]
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{{4P|First Army}}
  
 
''Encased in his enormous steam-powered armor, Captain Darius strides into battle like a man of iron. The most ingenious element of this walking arsenal is a drone deployment system allowing him to unleash a number of halfjacks to serve as both weapons and battlefield repair assistants. Darius and his battlegroup act in tandem to disassemble the enemy army with the precision of a well-tuned machine.''
 
''Encased in his enormous steam-powered armor, Captain Darius strides into battle like a man of iron. The most ingenious element of this walking arsenal is a drone deployment system allowing him to unleash a number of halfjacks to serve as both weapons and battlefield repair assistants. Darius and his battlegroup act in tandem to disassemble the enemy army with the precision of a well-tuned machine.''
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}}
 
}}
  
* {{Warcaster}}
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{{Warcaster}}
* Darius starts the game with 3 Halfjacks solos in play.
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: Darius starts the game with 3 Halfjacks solos in play.
  
 
===Feat: Pit Stop===
 
===Feat: Pit Stop===
Darius and the Halfjacks in his battlegroup currently in his {{CTRL}} range can each completely repair one friendly Faction warjack with which he or it is B2B. [[Remove damage|Remove all damage]] from those warjacks. [[Category: Remove Damage Feat]]
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* Darius gains 1d3+2 focus.
 +
* This turn, Darius and warjacks in his battlegroup can have damage removed with [[Repair]] regardless of other special rules.
 +
* Darius and the Halfjacks in his battlegroup currently in his {{control}} range can each completely Repair Darius or one friendly Faction warjack with which he or it is B2B. Remove all damage from those models. [[Category: Remove Damage Feat]]
  
 
===Abilities===
 
===Abilities===
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===Weapons ===
 
===Weapons ===
* '''Steam Cannon''' - 12" range, POW 14, AOE 4 gun.
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{| class="wikitable"
* '''Quake Hammer''' - 1" reach, P+S 15 melee weapon. He stole it from an [[Ironclad]].
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{{Ranged|Steam Cannon|12|14|aoe=4| }}
** {{Critical Knockdown}}
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{{Melee|Quake Hammer|1|7|15|
** {{Tremor}}
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* {{Critical Knockdown}}
* '''Wrench''' - 0.5" reach, P+S 11 melee weapon.
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* {{Tremor}} }}
 +
{{Melee|Wrench|0.5|3|11| }}
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|}
  
 
===Spells===
 
===Spells===
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* {{Storm Division}}. Darius and the halfjacks gain [[Immunity: Electricity]] in this theme.
 
* {{Storm Division}}. Darius and the halfjacks gain [[Immunity: Electricity]] in this theme.
  
=Analysis of Darius =
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 +
=Thoughts on Darius =
 
===Darius  in a nutshell===
 
===Darius  in a nutshell===
 +
Darius is a melee brawler of a warjack controller, able to toughen warjacks, repair them, able to speed up one heavy a turn, and be relatively focus efficient. He has quite a beefy frame (on par with Butcher) to fend off half-hearted assassination attempts, allowing you to worry a bit less for his personal safety than with other casters in the faction. Make no mistake though; he is on a medium base, and is only as durable as a light warjack. Anything that can one-round a [[Sentinel]] or a [[Charger]] can make short work on him too.
  
Darius is a melee brawler of a warjack controller, able to toughen warjacks, to repair them, able to speed up one heavy a turn, and relatively focus efficient. He has quite a beefy frame (on par with Butcher) to fend off half-hearted assassination attempts, allowing you to worry a bit less for his personal safety than with other casters in the faction. Make no mistake though; he is on a medium base, and is only as durable as a light warjack. Anything that can one-round a [[Sentinel]] or a [[Charger]] can make short work on him too.
+
Throughout Mk3 Darius has been among the underdog casters in Cygnar, mainly because of the in-faction competitors and his struggle in the metagame. He is intended to be a close-combat battlegroup caster who can enhance the survivability of his jacks. He is fun in casual games (and sometimes frustrating to be played against), but more experienced players will be prepared to one-round even the heaviest warjacks or stop damage-removal on them, diminishing your feat's usefulness.
 
 
As of early 2020 Darius is among the underdog casters in Cygnar, mainly beacause of the in-faction competitors and his struggle in the current metagame. He is intended to be a close-combat battlegroup caster who can enhance the survivability of his jacks. He is fun in casual games (and sometimes frustrating to be played against), but more experienced players will be prepared to one-round even the heaviest warjacks or stop damage-removal on them, diminishing your feat's usefulness.
 
  
 
His spell-kit and abilities also suffer from some anti-synergy - namely that you should activate Darius first to get the most out of Crane and Full Throttle. Also, you should activate your warjack first to get into position and make the most out of Jackhammer. It is technically possible to activate Darius first, crane your warjack into position to engage the enemy, punch it into oblivion with Jackhammer, then charge in with your jack to another enemy, but that requires position mistakes on the enemy's behalf, and extra care on yours not to put Darius into a position where he can be assassinated next turn.
 
His spell-kit and abilities also suffer from some anti-synergy - namely that you should activate Darius first to get the most out of Crane and Full Throttle. Also, you should activate your warjack first to get into position and make the most out of Jackhammer. It is technically possible to activate Darius first, crane your warjack into position to engage the enemy, punch it into oblivion with Jackhammer, then charge in with your jack to another enemy, but that requires position mistakes on the enemy's behalf, and extra care on yours not to put Darius into a position where he can be assassinated next turn.
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===Feat thoughts===
 
===Feat thoughts===
Simple as it gets: you remove all damage points from as many jacks as you can get into B2B with your caster and the half-jacks. Don't expect it to be a game changer though - enemies will concentrate on one jack at a time, ensuring that it won't get up after a proper beating. Restoring your banged-up colossal from 4 boxes to full sounds awesome, but opponents will rarely do that favor. If you can save a heavy - go for it, it can give you the necessary advantage in the war of attrition. Also, be on the lookout for the abilities that cancel healing (see Drawbacks and Downsides). Keep in mind that although colossi cannot be affected by Grievous Wounds, other tricks like [[Entropic Aura]] can still stall your repair attempts. In such cases pay attention to remove those "jamming" models before your feat. You should also consider this feat's ''passive'' benefits. By having this on the table, you are forcing your opponent to commit (and sometimes over-commit) to "one-rounding" your 'Jacks (and, more importantly, your Colossal). Use the threat of the full repair to goad your opponent into overestimating the resources needed! Example would be to have your opponent over-commit to one flank in early turns.
+
Simple as it gets: you remove all damage points from as many jacks as you can get into B2B with your caster and the half-jacks. Don't expect it to be a game-changer though - enemies will concentrate on one jack at a time, ensuring that it won't get up after a proper beating. Restoring your banged-up colossal from 4 boxes to full sounds awesome, but opponents will rarely do that favor. If you can save a heavy - go for it, it can give you the necessary advantage in the war of attrition. By having this on the table, you are forcing your opponent to commit (and sometimes over-commit) to "one-rounding" your 'Jacks (and, more importantly, your Colossal). Use the threat of the full repair to goad your opponent into overestimating the resources needed! An example would be to have your opponent over-commit to one flank in early turns.
 +
 
 +
The additional focus also massively alleviates one of Darius' core problems - he wants to do too much with too little Focus. Now he can upkeep Fortify, cast Full Throttle and allocate focus to multiple Jacks to an adequate standard...even to the point where he can keep some to protect himself!
  
 
===Drawbacks & Downsides===
 
===Drawbacks & Downsides===
* He is focus starved.
+
* He is Focus starved on non-Feat turns.
 
* He and his jacks are pretty sensitive to difficult terrain, SPD de-buffs, jamming units, and [[Incorporeal]] models.
 
* He and his jacks are pretty sensitive to difficult terrain, SPD de-buffs, jamming units, and [[Incorporeal]] models.
 
* No army support outside warjacks.
 
* No army support outside warjacks.
 
* Enemies will rarely leave around several half-dead warjacks for your feat.
 
* Enemies will rarely leave around several half-dead warjacks for your feat.
* Grievous wounds and effects like Entropic Force or the Accursed [[Arcana]] shut down your feat completely (the latter 2 can affect your colossi as well).
 
  
 
===Tricks & Tips===
 
===Tricks & Tips===
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===Theme thoughts===
 
===Theme thoughts===
<u>'''[[Heavy Metal]]'''</u><br>
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{{Header|[[Heavy Metal]]}}
This one seems like a no-brainer for Darius. You can get all the necessary supporting solos with requisition points for your nearly all warjack list. However, this force has several weak points like mobility and dealing with jamming infantry.
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 +
This one seems like a no-brainer for Darius. With the ability to allow partisans, it allows Darius to run with some more combined arms.
  
* [[Sentinel]] - Darius' ARM and HP boxes make him one of the toughest warcasters in the game, but the [[Sentinel]] is still useful for dissuading ranged assassination runs.
+
* [[Ol' Rowdy]] - Fortify is pretty good on him for ARM 22 and no know down and pushes, as are Full Throttle and Jackhammer.
* [[Long Gunners]] - As your threat range tends to be short, faster enemies may try to outmaneuver you. Long Gunners can put pressure on them and can help you to score in the circular zones in scenarios.
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* [[Thorn]] - An Arc Node can be pretty vital to use Jack Hammer on another jack that got stuck in enemy lines. Thorn also doesn't care if it's engaged itself.
* [[Sword Knights]] - A cheap and disposable screen for your slower jacks who can hit way above their class due to Flank.
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* [[Caine0]] - He brings some important chaff clearing and solo hunting with Trick Shot and Fire for Effect is actually pretty good on Darius himself and his Steam Cannon. [[Ace]] or a [[Minuteman]] are excellent and cheap options for him.
 +
* [[Precursor Knights]] - A cheap and disposable screen for your slower jacks who can hit way above their class due to their mini feat.
 +
* [[Order of Illumination Resolutes]] - The are repairable heavy infantry, and as such the synergize a lot with him as he can repair for days. With Arcane Shield from a Jr Warcaster they reach acceptable ARM levels as well. Also they bring some ranged presence he really appreciates.
 
* [[Storm Strider]] - Having its own boosting mechanism, this self-supporting long-range gun platform can operate without taxing Darius' Focus pool too much, and clear chaff infantry. Although, if you can spare the resources, it is a grateful recipient for Refuge.
 
* [[Storm Strider]] - Having its own boosting mechanism, this self-supporting long-range gun platform can operate without taxing Darius' Focus pool too much, and clear chaff infantry. Although, if you can spare the resources, it is a grateful recipient for Refuge.
  
<u>'''[[Sons of the Tempest]]'''</u><br>
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{{Header|[[Sons of the Tempest]]}}
This list solve all the issues with Incorporeal models for a trivial amount of points. Gun Mages are fragile and usually have problem of dealing with heavy armor, but that's what your jacks are there for.
+
 
* [[Arcane Tempest Gun Mages]] - A unit with their CA is just enough to give you a free solo, great protection against Incorporeal models, means to harass stealthy foes and a modicum of board control with their Thunderbolt rounds.  
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This list solves issues with incorporeal models and provides Darius and his jacks with multiple tools to scalpel priority targets and an indirect damage buff with Falk. Gun Mages are fragile and usually have problems dealing with heavy armor, but that's what your jacks are there for.
 +
Captain Arlan Strangewayes
 +
* [[Lieutenant Bastian Falk]] - A great scalpel piece that can directly buff the damage the other gunmages put out. Combined with [[Captain Arlan Strangewayes]] he can enable a damage buff for one of Darius jacks that can persist through jackhammer attacks.
 
* [[Tempest Blazers]] - These guys excel at harassing flanks and hunting solos.
 
* [[Tempest Blazers]] - These guys excel at harassing flanks and hunting solos.
  
<u>'''[[Storm Division]]'''</u><br>
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{{Header|[[Storm Division]]}}
Although the above mentioned support solos are readily available and Storm Knights are more or less self-supporting units, they tend to be very expensive to reach the free-model point threshold. With the changes in {{Immunity:Electricity}}, your means to remove chaff infantry with electro-leaps from your own models were greatly diminished. However, [[Stormclad]]s may operate very efficiently in Darius' battlegroup thanks to their Accumulator rule.   
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 +
With the changes in {{Immunity:Electricity}}, your means to remove chaff infantry with electro-leaps from your own models were greatly diminished. However, [[Stormclad]]s may operate very efficiently in Darius' battlegroup thanks to their Accumulator rule.  [[Storm Lances]] can be self-sufficient, and with the help of a [[Journeyman Warcaster]] and unyielding, can hold a flank while Darius pushes his battlegroup.
 +
 
 +
{{Header|[[Gravediggers]]}}
  
<u>'''[[Gravediggers]]'''</u><br>
 
 
Probably the hardest theme to play with him, as most of the important support solos will be unavailable, save for replacing [[Arlan Strangewayes]] with [[Lady Aiyana & Master Holt|Aiyana]] under Murdoch's care for magical attacks. [[Trenchers]] in general tend to be self-sufficient units and [[Rangers]] can shore up your chances to hit with your ranged warjacks, but you will be hard-pressed to squeeze in the desired amount of warjacks with the expensive trencher infantry.
 
Probably the hardest theme to play with him, as most of the important support solos will be unavailable, save for replacing [[Arlan Strangewayes]] with [[Lady Aiyana & Master Holt|Aiyana]] under Murdoch's care for magical attacks. [[Trenchers]] in general tend to be self-sufficient units and [[Rangers]] can shore up your chances to hit with your ranged warjacks, but you will be hard-pressed to squeeze in the desired amount of warjacks with the expensive trencher infantry.
  
 
{{Header|Support models - Various themes}}
 
{{Header|Support models - Various themes}}
 +
 
When building an army with Darius, consider using the following models:
 
When building an army with Darius, consider using the following models:
  
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===Battlegroup===
 
===Battlegroup===
 
Darius likes tough melee warjacks that he can repair.
 
Darius likes tough melee warjacks that he can repair.
* [[Centurion]] - With full throttle, it can polarity field in the opening turns, and it is a tough and hard hitting melee jack. Fortify makes it even harder to kill.
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* [[Centurion]] - With full throttle, it can trigger Polarity Field and run in the opening turn, and it is a tough and hard-hitting melee jack. Fortify makes it even harder to kill.
* [[Lancer]] A Lancer is vital to Darius's game plan because he defiently doesnt want to hang out within 6" of his workhouse jack to cast jack hammer, because that will just get him killed. An Arc Node fixes this issue. Note that in Heavy Metal you can upgarde a Lancer into [[Thorn]].
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* [[Lancer]] A Lancer is vital to Darius's game plan because he definitely doesn't want to hang out within 6" of his workhouse jack to cast jackhammer, because that will just get him killed. An Arc Node fixes this issue. Note that in Heavy Metal you can upgrade a Lancer into [[Thorn]].
* [[Hammersmith]] - Cheap, tough, and hard hitting melee jack.  Full throttle means he will definitely get his chain attack off.
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* [[Hammersmith]] - Cheap, tough, and hard-hitting melee jack.  Full throttle means he will definitely get his chain attack off. But it's slow and Darius has no way of fixing that.
* [[Ironclad]] - Cheap and focus-efficient melee jack.  A boosted Tremor (thanks to full throttle) can be game ending.
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* [[Ironclad]] - Cheap and focus-efficient melee jack.  A boosted Tremor (thanks to full throttle) can be game-ending.
* [[Defender]] - An ideal target for Jackhammer, helping it to knock out a warjack's cortex. TIt also has decent ranged capability.
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* [[Defender]] - An ideal target for Jackhammer, helping it to knock out a warjack's cortex. It also has very good ranged capability.
 
* [[Stormclad]] - He has the longest native threat range of any Cygnar heavy and the highest native P+S.
 
* [[Stormclad]] - He has the longest native threat range of any Cygnar heavy and the highest native P+S.
* [[Hurricane]] - Cygnar's two Colossi are both extremely tough and get ''alot''  of mileage out of Darius' feat. The Hurricane has the added bonus of cortex-damage on his fists as well as an arc-node and both help get mileage from Jackhammer.
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* [[Hurricane]] - Cygnar's two Colossi are both extremely tough and get ''a lot''  of mileage out of Darius' feat. The Hurricane has the added bonus of cortex damage on his fists, as well as an arc node, and both help, get mileage from Jackhammer.
 
* [[Stormwall]] - Darius has quite a scenario problem if he runs too many jacks. The Lightning pot this machine is able to put into play count as solos so they can contest.
 
* [[Stormwall]] - Darius has quite a scenario problem if he runs too many jacks. The Lightning pot this machine is able to put into play count as solos so they can contest.
 +
* [[Avenger]] - Range 10 on its gun is a problem, but with Refuge it can advance 4", shoot and back up 4" and thus shoot somethign from 14" away and still be safe. With its P+S 18 Stun Blade it works well in melle with Full throttle and Jack Hammer as well.
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 +
===Starting a 25 point Brawl list===
 +
In 2020.11 LuckGod, a prolific Warmachine blogger, put together this list for the [[Brawlmachine]] format. He even wrote about its play style which you can [https://luckgod84.blogspot.com/2020/11/darius1-brawlmachine-list.html read here].
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 +
'''[[Theme - Heavy Metal]]
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: '''Captain E. Dominic Darius''': [+29 WJP]
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:* Halfjacks
 +
:* [[Squire]]: [Free] {{grey|(5 pts)}}
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:* [[Centurion]]: [16 pts]
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:* [[Hammersmith]]: [12 pts]
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:* [[Thorn]]: [11 pts]
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 +
: Journeyman Warcaster [3 pts]
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:* [[Charger]]: [9 pts]
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 +
: [[Field Mechaniks]] (Min unit): [3 pts]
 +
 +
Total RRP: USD $209 (based on PP's online store prices 2021.03)
 +
:'''Note''' - This list/article was written before the 2021.10 Errata and therefore may have incorrect point values
 +
 +
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{{Brawl}}
  
 
=Other=
 
=Other=
 
===Trivia===
 
===Trivia===
* Originally released in [[Apotheosis|Warmachine: Apotheosis]] (2005)
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* Released in [[Apotheosis|Warmachine: Apotheosis]] (2005)
 +
* The E. in their name stands for Edward.
  
 
===Other Cygnar models===
 
===Other Cygnar models===

Latest revision as of 17:33, 16 November 2022

Cygnar Logo.jpg

Captain E. Dominic Darius
Cygnar Warcaster
Halfjacks
Companion Solos

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

Encased in his enormous steam-powered armor, Captain Darius strides into battle like a man of iron. The most ingenious element of this walking arsenal is a drone deployment system allowing him to unleash a number of halfjacks to serve as both weapons and battlefield repair assistants. Darius and his battlegroup act in tandem to disassemble the enemy army with the precision of a well-tuned machine.

Basic Info

Darius

Darius1
Missing Info
Darius1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR 8
MAT 6
RAT 5
M.A. N/A
DEF 13
ARM 18
CMD 8
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 22
F. Field N/A
WJP +29
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Darius starts the game with 3 Halfjacks solos in play.

Feat: Pit Stop

  • Darius gains 1d3+2 focus.
  • This turn, Darius and warjacks in his battlegroup can have damage removed with Repair regardless of other special rules.
  • Darius and the Halfjacks in his battlegroup currently in his control range can each completely Repair Darius or one friendly Faction warjack with which he or it is B2B. Remove all damage from those models.

Abilities

  • Repair [d3+3] (★ Action) - RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3+3 damage points from it.
  • Repairable - This model can be targeted with Repair special actions as if it were a construct model.
  • Activate Halfjack - At the end of your Control Phase, you can put one Halfjack solo into play within 1" of this model if there are fewer than three Halfjacks in Darius' battlegroup.
  • Crane - Once per turn at any time during its activation, this model can choose one other friendly large-based or smaller model within 2" of it. You can place that model anywhere completely within 2" of its current location, and if it was knocked down, it immediately stands up unless it became knocked down this turn.

Weapons

Steam Cannon
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 4 14
Quake Hammer
Sword icon.jpg  RNG   POW   P+S 
1 7 15
Wrench
Sword icon.jpg  RNG   POW   P+S 
0.5 3 11

Spells

COST RNG AOE POW DUR OFF
Arcantrik Bolt

2 10 - 12 (★) Yes
A warjack damaged by this attack becomes stationary for one round.
Fortify

2 6 - - Upkeep No
Target warjack in the spellcaster's battlegroup gains +2 ARM. The affected model and any friendly model B2B with it cannot be knocked down, be pushed, or be moved by a slam.
Full Throttle

3 SELF Control - Turn No
Warjacks in the spellcaster's battlegroup beginning their activations in its control range can run, charge, or make slam or trample power attacks without spending focus that activation. While in the spellcaster's control range, models in its battlegroup gain boosted melee attack rolls. Full Throttle lasts one turn.
Jackhammer

1 6 - - - No
Target model in the spellcaster's battlegroup immediately makes one basic melee attack.
Refuge

2 6 - - Upkeep No
At the end of an activation in which the target friendly Faction model hit an enemy model with an attack, the affected model can make a full advance. It cannot be targeted by free strikes during this movement.

Halfjacks

Halfjack
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 2
MAT {{{mat}}}
RAT N/A
M.A. N/A
DEF 13
ARM 14
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Construct symbol.jpg Construct
  • Companion [ Captain E. Dominic Darius ] - This model is included in any army that includes Captain E. Dominic Darius. If Darius is destroyed or removed from play, remove this model from play. This model is part of Darius's battlegroup.Place all three Halfjacks in play at the start of the game.
  • Prime Mine (★ Action) - Replace this model with a mine marker. You can have up to three mine markers in play at any time. After resolving continuous effects during your Maintenance Phase, you can detonate any number of friendly mine markers. Center a 4" AOE template on each detonated mine and remove the mine marker from the table. Models in the AOE are hit and suffer an unboostable POW 14 blast damage roll.
  • Repair [1] (★ Action) - RNG B2B. Target friendly Faction construct model. If the model is in range, remove 1 damage points from it.

Weapons

  • Unarmed - This model has no weapons.

Theme Forces


Thoughts on Darius

Darius in a nutshell

Darius is a melee brawler of a warjack controller, able to toughen warjacks, repair them, able to speed up one heavy a turn, and be relatively focus efficient. He has quite a beefy frame (on par with Butcher) to fend off half-hearted assassination attempts, allowing you to worry a bit less for his personal safety than with other casters in the faction. Make no mistake though; he is on a medium base, and is only as durable as a light warjack. Anything that can one-round a Sentinel or a Charger can make short work on him too.

Throughout Mk3 Darius has been among the underdog casters in Cygnar, mainly because of the in-faction competitors and his struggle in the metagame. He is intended to be a close-combat battlegroup caster who can enhance the survivability of his jacks. He is fun in casual games (and sometimes frustrating to be played against), but more experienced players will be prepared to one-round even the heaviest warjacks or stop damage-removal on them, diminishing your feat's usefulness.

His spell-kit and abilities also suffer from some anti-synergy - namely that you should activate Darius first to get the most out of Crane and Full Throttle. Also, you should activate your warjack first to get into position and make the most out of Jackhammer. It is technically possible to activate Darius first, crane your warjack into position to engage the enemy, punch it into oblivion with Jackhammer, then charge in with your jack to another enemy, but that requires position mistakes on the enemy's behalf, and extra care on yours not to put Darius into a position where he can be assassinated next turn.

As for his in-faction status, he's outdone by Nemo3 in terms of Focus efficiency, and has nothing on Kraye when we talk about battlegroup mobility and threat ranges. Jakes2 and Stryker2 both have Positive Charge, an awesome MAT + damage fixer spell for your jacks (plus the rest of the army), and the latter also has ARM fix against ranged attacks. As with other rarely seen models, we hope that a CID cycle may make this article largely obsolete.

Spell thoughts

  • Arcantrik Bolt - This is his only tool for hunting Incorporeal models. Considering the shallow FOCUS pool, it is quite unlikely to be used during the battle, so save it for the endgame. You might consider using it against a warjack to bestow the Stationary effect. If you manage to also knock it down, the target will suffer both effects.
  • Fortify - Your bread and butter spell, which usually will be on your biggest, meanest brawler jack from turn one. Since Darius tends to operate close to the front to use his Crane ability, it defends him from slams against the screening warjacks that could knock him down. It makes a Sturdy + Steady model out of your jack, and all those in B2B. You are also protected against non-power attack slams, like Thunder Strike or Force Hammer. However, affected models can still be made stationary, be placed, or be moved via Power Attacks and Throws.
  • Refuge - Despite its name, it can be just as good for threat extension, as for seeking shelter after an attack. Considering his low speed, Darius himself can also be a good target for that. Read the spell's rules clarification page to understand how best to use this spell.
  • Jackhammer - This spell lets a jack sucker punch the opponent's face for one focus. It is limited to basic attacks, so you cannot use the Ironclad's Tremor attack for example. Unless you cast Full Throttle first, you also cannot boost the attack rolls. Since its range is short, consider arcing through a Lancer if you need to keep Darius away from the fight.
  • Full Throttle - This is one of the best battlegroup spells for melee warjacks and it has a higher return-on-investment the larger your battlegroup is. Since it eats up half of your FOCUS pool and Power-Up grants you free focus, always calculate when you'll reach a break-even point. Look for warjacks with nice critical effects, like the Thunderhead, the Ironclad or the Centurion. A note on wording: to get the free charge/slam/trample/run, it is enough to start the model's activation in the caster's CTRL area, but to gain the boosted melee attack rolls you must be within CTRL range at the time of the attack - so don't run too far up ahead. Darius also gains the boosted melee attack rolls.

Feat thoughts

Simple as it gets: you remove all damage points from as many jacks as you can get into B2B with your caster and the half-jacks. Don't expect it to be a game-changer though - enemies will concentrate on one jack at a time, ensuring that it won't get up after a proper beating. Restoring your banged-up colossal from 4 boxes to full sounds awesome, but opponents will rarely do that favor. If you can save a heavy - go for it, it can give you the necessary advantage in the war of attrition. By having this on the table, you are forcing your opponent to commit (and sometimes over-commit) to "one-rounding" your 'Jacks (and, more importantly, your Colossal). Use the threat of the full repair to goad your opponent into overestimating the resources needed! An example would be to have your opponent over-commit to one flank in early turns.

The additional focus also massively alleviates one of Darius' core problems - he wants to do too much with too little Focus. Now he can upkeep Fortify, cast Full Throttle and allocate focus to multiple Jacks to an adequate standard...even to the point where he can keep some to protect himself!

Drawbacks & Downsides

  • He is Focus starved on non-Feat turns.
  • He and his jacks are pretty sensitive to difficult terrain, SPD de-buffs, jamming units, and Incorporeal models.
  • No army support outside warjacks.
  • Enemies will rarely leave around several half-dead warjacks for your feat.

Tricks & Tips

  • Darius cannot use his repair ability on himself, as he cannot be in B2B with himself.
  • The jacks you feat-repair don't have to be in your control range (although the halfjack doing the repair does). Nor do they need to be jacks in Darius's battlegroup.
  • Feel free to use the halfjacks as charge-lane blockers, or contesting pieces. They are solos, which are ideal for scoring on flags.
  • Remember that Prime Mined halfjack explosions are "may" and not a "must". You can happily walk into your own mine field without fear. Walk a tasty target on top of one of your own mines and your opponent will need to do a cost-vs-reward analysis to engage.
  • Crane is only limited to friendly models, not friendly faction models. Feel free to crane out Eyriss from melee if the enemy ran in to engage her.
  • Study your opponent's list carefully, especially models with Steady, Sturdy and blast immunity.
  • You can change the facing of the craned model - use it in case your key models were turned around due to Domination or Telekinesis to counter charges, or if the enemy simply ran behind you to avoid being charged at.

Darius can be quite unforgiving in terms of order of activation for beginners. Here's a short guide for him:

  • Maintenance Phase - This is where you blow up Mine markers, after you resolved continuous effects, and resolved everything else that happens in this phase (like attacks from Rapid Fire). If you skipped that, no explosions for you.
  • Control Phase - You put new Halfjacks into play at the end of this phase. Power Up and allocate Focus first, then drop new Halfjacks.
  • Activation Phase - This is where your Crane ability can be triggered. As with all the "any time during its activation", it cannot be triggered after you ran or failed a charge, but can be triggered after you hit something under your Refuge spell, or you made a charge move, but before you attack. Read the End of Activation article for a detailed rundown.

List Building Advice

Strategy

Darius has remarkable tools for attrition and the ability to deny zones to the opponent with minefields or immovable jacks. He may also manipulate the threat range of a single model or provide excellent focus efficiency for his battlegroup.

Theme thoughts

    Heavy Metal    

This one seems like a no-brainer for Darius. With the ability to allow partisans, it allows Darius to run with some more combined arms.

  • Ol' Rowdy - Fortify is pretty good on him for ARM 22 and no know down and pushes, as are Full Throttle and Jackhammer.
  • Thorn - An Arc Node can be pretty vital to use Jack Hammer on another jack that got stuck in enemy lines. Thorn also doesn't care if it's engaged itself.
  • Caine0 - He brings some important chaff clearing and solo hunting with Trick Shot and Fire for Effect is actually pretty good on Darius himself and his Steam Cannon. Ace or a Minuteman are excellent and cheap options for him.
  • Precursor Knights - A cheap and disposable screen for your slower jacks who can hit way above their class due to their mini feat.
  • Order of Illumination Resolutes - The are repairable heavy infantry, and as such the synergize a lot with him as he can repair for days. With Arcane Shield from a Jr Warcaster they reach acceptable ARM levels as well. Also they bring some ranged presence he really appreciates.
  • Storm Strider - Having its own boosting mechanism, this self-supporting long-range gun platform can operate without taxing Darius' Focus pool too much, and clear chaff infantry. Although, if you can spare the resources, it is a grateful recipient for Refuge.

    Sons of the Tempest    

This list solves issues with incorporeal models and provides Darius and his jacks with multiple tools to scalpel priority targets and an indirect damage buff with Falk. Gun Mages are fragile and usually have problems dealing with heavy armor, but that's what your jacks are there for. Captain Arlan Strangewayes

  • Lieutenant Bastian Falk - A great scalpel piece that can directly buff the damage the other gunmages put out. Combined with Captain Arlan Strangewayes he can enable a damage buff for one of Darius jacks that can persist through jackhammer attacks.
  • Tempest Blazers - These guys excel at harassing flanks and hunting solos.

    Storm Division    

With the changes in Electricity Imm symbol.jpg Immunity: Electricity, your means to remove chaff infantry with electro-leaps from your own models were greatly diminished. However, Stormclads may operate very efficiently in Darius' battlegroup thanks to their Accumulator rule. Storm Lances can be self-sufficient, and with the help of a Journeyman Warcaster and unyielding, can hold a flank while Darius pushes his battlegroup.

    Gravediggers    

Probably the hardest theme to play with him, as most of the important support solos will be unavailable, save for replacing Arlan Strangewayes with Aiyana under Murdoch's care for magical attacks. Trenchers in general tend to be self-sufficient units and Rangers can shore up your chances to hit with your ranged warjacks, but you will be hard-pressed to squeeze in the desired amount of warjacks with the expensive trencher infantry.

    Support models - Various themes    

When building an army with Darius, consider using the following models:

  • Journeyman Warcaster - Arcane Shield is really useful for making tough jacks tougher, and you can put Fortify elsewhere. Try letting Junior run a Charger or a Sentinel.
  • Squire - Vital to extending full throttle's reach and helps lessen his focus burden.
  • Arlan - Darius is short on magical attacks, which is something Arlan can mitigate. He can occasionally hand out extra focus or repair Darius in a pinch. The problem is that he cannot be everywhere at once and will probably be a high-priority target for your opponent, especially if they rely on spamming Incorporeal models

Battlegroup

Darius likes tough melee warjacks that he can repair.

  • Centurion - With full throttle, it can trigger Polarity Field and run in the opening turn, and it is a tough and hard-hitting melee jack. Fortify makes it even harder to kill.
  • Lancer A Lancer is vital to Darius's game plan because he definitely doesn't want to hang out within 6" of his workhouse jack to cast jackhammer, because that will just get him killed. An Arc Node fixes this issue. Note that in Heavy Metal you can upgrade a Lancer into Thorn.
  • Hammersmith - Cheap, tough, and hard-hitting melee jack. Full throttle means he will definitely get his chain attack off. But it's slow and Darius has no way of fixing that.
  • Ironclad - Cheap and focus-efficient melee jack. A boosted Tremor (thanks to full throttle) can be game-ending.
  • Defender - An ideal target for Jackhammer, helping it to knock out a warjack's cortex. It also has very good ranged capability.
  • Stormclad - He has the longest native threat range of any Cygnar heavy and the highest native P+S.
  • Hurricane - Cygnar's two Colossi are both extremely tough and get a lot of mileage out of Darius' feat. The Hurricane has the added bonus of cortex damage on his fists, as well as an arc node, and both help, get mileage from Jackhammer.
  • Stormwall - Darius has quite a scenario problem if he runs too many jacks. The Lightning pot this machine is able to put into play count as solos so they can contest.
  • Avenger - Range 10 on its gun is a problem, but with Refuge it can advance 4", shoot and back up 4" and thus shoot somethign from 14" away and still be safe. With its P+S 18 Stun Blade it works well in melle with Full throttle and Jack Hammer as well.

Starting a 25 point Brawl list

In 2020.11 LuckGod, a prolific Warmachine blogger, put together this list for the Brawlmachine format. He even wrote about its play style which you can read here.

Theme - Heavy Metal

Captain E. Dominic Darius: [+29 WJP]
Journeyman Warcaster [3 pts]
Field Mechaniks (Min unit): [3 pts]

Total RRP: USD $209 (based on PP's online store prices 2021.03)

Note - This list/article was written before the 2021.10 Errata and therefore may have incorrect point values


For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

Other Cygnar models

Cygnar Logo.jpg       Cygnar Index       (Edit)
Battlegroup & Similar
Warcasters Caine1 - Caine2 - Caine3 - Constance - Darius - Haley1 - Haley2 - Haley3 - Jakes2 - Kraye - Maddox - Nemo1 - Nemo2 - Nemo3 - Sloan - Stryker1 - Stryker2 - Stryker3 - Siege1 - Siege2 - Sturgis1
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers

Battlegroup Controllers: Caine0 - Nemo4 - Jakes1 - Journeyman - T. Warcaster Lieutenant
'Jack Marshals: Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA

Light Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, Battle Engines, & Structures
Units

Arcane Tempest Gun Mages - Black 13th Gun Mage Strike Team - Field Mechaniks - Legion of Lost Souls - Long Gunner Infantry - OoI Resolutes - OoI Vigilants - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - Tr Cannon Crew - Tr Chain Gun Crew - Tr Commandos - Tr Express Team - Tr Long Gunners - Tr Infantry - Tr Mechaniks
Special CA : Captain Jonas Murdoch (Mercenary unit) - Special WA: Morrowan Battle Priest (any unit)

Solos

Arcane Tempest Rifleman - Archduke Runewood - Captain Arlan Strangewayes - Captain Maxwell Finn - Commander Anson Hitch - Dreyfus1 - Dreyfus2 & Flubbin2 - Grand Master Gabriel Throne - Glyn Cormier, Illuminated One - Gun Mage Captain Adept - Journeyman Lieutenant Allister Caine - Journeyman Warcaster - Harlan Versh, Illuminated One - Lieutenant Allison Jakes - Lieutenant Bastian Falk - Lieutenant Gwen Keller - Major Katherine Laddermore - Major Harrison Gibbs - Morrowan Archon - Savio Montero Acosta - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures

Nemo4 - Storm Strider - Trencher Blockhouse

Theme Forces
Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Mercenaries
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2021.11

Rules Clarifications

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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.
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Rules Clarification : Tremor      (Edit)

  • Although the wording could be clearer, Tremor does cause a normal damage roll in addition to the knockdown effect. (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.


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

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
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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.

Rules Clarification : Repairable - None yet. (Edit)
Rules Clarification : Activate Halfjack - None yet. (Edit)

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Rules Clarification : Crane and/or Power Lifter     (Edit)


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Rules Clarification : Arcantrik Bolt      (Edit)

  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
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Rules Clarification : Fortify and/or Bracer     (Edit)

  • If an attack causes a push/throw/etc, it may still target a Fortified model. All damage and effects will still occur as normal, except the movement.
  • Place effects (such as Telekinesis) can still move Fortified models.
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Rules Clarification : Full Throttle      (Edit)

  • The "can charge etc for free" is optional. You can still spend the focus if you want (which may be relevant for Vectors or Unstable warjacks). (Locked Thread)
  • If you're planning on casting this a lot, you should probably review the Trample and Slam rules and their Rule Clarifications.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Jackhammer      (Edit)

  • The caster can cast Jackhammer on themself (as they're a member of their own battlegroup).
    • The caster can do this before advancing. They can even choose to do initial ranged attack(s) as their combat action, after casting the spell.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Refuge      (Edit)

  • If a caster puts another upkeep on themself between making the kill and the end of their activation, Refuge won't trigger. (Locked thread)
  • An AOE attack that misses it's original target, but then deviates onto an enemy, still counts as a "hit" and thus will still trigger Refuge.
  • 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 : Companion - None yet. (Edit)

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Rules Clarification : Prime Mine      (Edit)

  • Mine markers are not a model and cannot be interacted with in any way. You can't attack them, and you can stand on them.
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Rules Clarification : Unarmed      (Edit)

  • Since this model has no weapons it does not have a melee range.
    • This means it can't engage other models, declare charges, or make free strikes
    • Also it can't gain abilities that require a melee range (such as Ragman granting this model Dark Shroud).
  • However, other models that do have melee weapons can engage this model. So this model can still gain the "target in melee" shooting bonus.


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Note to Editors
To edit the halfjack's tagged abilities, Click here