Captain Jonas Murdoch

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Cygnar Logo.jpg Captain Jonas Murdoch

Cygnar Trencher Character Command Attachment - (Ranking Officer)

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.

Jonas Murdoch is a tough-as-nails trencher captain who can take even the worst mercenary scum and whip them into soldiers any Cygnaran officer would be proud to lead. Under his command, a mercenary unit functions as part of the army of Cygnar

Basic Info

Captain Jonas Murdoch
Missing Info
Murdoch.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR
MAT 7
RAT 6
M.A. N/A
DEF 13
ARM 14
CMD 9
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST 4
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Attachment [ Small- or Medium-based Mercenary ] - This model can be added to a small- or medium-based mercenary unit.

Ranking Officer - This model is a Ranking Officer. While this model is in play, models in its unit are Cygnar models instead of Mercenary models.

Abilities

  • Officer symbol.jpg Officer
  • Tough symbol.jpg Tough
  • Trencher - He's a Trencher model, but other models in his unit are not.
  • Go to Ground [ Minifeat ] - This model can use Go to Ground oncer per game at any time while in formation during its unit's activation. For one round or until they move, are placed, or are engaged, models in this unit that are currently in formation gain cover, do not suffer blast damage, and do not block LOS.
  • Granted: Assault - While this model is in formation, models in its unit gain Assault.

Weapons

  • Carbine - 10" range, POW 10 ranged attack
  • Trench Knife - 0.5" reach, P+S 9 melee attack

Theme Forces


Thoughts on Captain Jonas Murdoch

Captain Jonas Murdoch in a nutshell

Captain Jonas Murdoch is a ranking officer - a model who takes control of a unit of Mercenaries and makes them Cygnaran while he's alive. He also gives that unit Assault and can protect them from incoming fire.

There are three different reasons you'll include Murdoch:

  1. You want to get a "friendly Faction" spell/buff from your Cygnar caster onto a Mercenary unit.
  2. You want to get a "friendly Faction" spell/buff from a Mercenary unit onto your own forces.
  3. You want to include a Mercenary unit, and they will get better if you give them Go to Ground and/or Assault.

Combos & Synergies

"Friendly Faction" buffs

  • Aiyana (and Holt too, I guess) - She can hand out a +2 damage buff or magic weapons to Cygnar models, as long as Murdoch is with her. It's a 11 pts package all together, so you are probably better of with Gabriel Throne for 7 points.
    • Go to Ground also puts her DEF up to stellar levels, and eliminates her inherent weakness vs blast damage.

Mercs that want Murdoch

  • Cylena Raefyll & Nyss Hunters - love Assault to shoot more stuff and Go To Ground to keep them alive.
    • They also love a lot of the sweet, sweet ranged buffs that Cygnar can offer such as Snipe and Mark Target.
  • Captain Sam MacHorne & the Devil Dogs - Assault fixes their lousy threat range, while Go To Ground means that incoming fire doesn't simply annihilate them.
    • Sam can still control a merc warjack like a Freebooter or Talon in this case.
  • Boomhowlers like him when they fight alongside Captain Allister Caine. If they have Heightened Reflexes on them, Boomhowler can use his more disruptive calls such as Cacophony. Assault with Shooting Gallery is pretty cute.
  • Dannon Blythe & Bull not as strong as others on this list but the wording of Prey allows Murdock to get the benefit and assault on bull, as well as an effective way of keeping them alive is exactly what this unit want.

Drawbacks & Downsides

  • If he goes so do his ability - and the unit is no longer Cygnaran.
  • He's only allowed in the Gravediggers theme, and most merc units you'd want there are already Partisans so cannot take him anyway.
  • The Mercenary unit can't take their normal CA, and some Merc units only get decent when they get that CA.
  • The only order a Ranking Officer can issue is Press Forward (plus any on their own card, which is zero for the Murdoch). This means Merc units can't use speciliased orders such as Shield Wall, at least not until the Murdoch dies.

Tricks & Tips

  • Go to Ground the turn before you charge in.
  • Even after Murdoch's death you can spend focus to upkeep friendly spells that are already in play on the mercenary unit - you just cannot re-cast it on them, or change for another one, as they're now only friendly models instead of friendly faction.


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 : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Attachment      (Edit)

  • You cannot field this model "just by itself".
  • Adding an Attachment doesn't change the unit type for targeting purposes. For instance, if you add a Soulless Escort to a Houseguard unit, it is still a Houseguard unit and can still be targeted by stuff that only works on "Target Houseguard unit" (like the Houseguard Thane's abilities). (Infernal Ruling)
  • If you can add an Attachment to multiple unit types (such as the Soulless Escort, Trollkin Sorcerer, or Ranking Officer) then there's a few weird interactions:
    • The Attachment will benefit from any Granted abilities, and any Orders given.
    • If the unit gets a benefit from a theme force, the Attachment will too. (Infernal Ruling)
      For example, a Trollkin Sorcerer will gain Serenity if its attached to a Dhunian Knot unit in a Power of Dhunia theme force.
    • The Attachment can benefit from and/or trigger any "models in this unit..." style abilities that aren't actually on its card, but only if at least one model with that rule is still in play. Depending on the wording of the rule, the attachment may have restricted benefits.
      Example 1 "If a model in this unit is ... each model in the unit can ..." : an Attachment can benefit from a Vengeance move and attack. Or, conversely, its unit can get Vengeance if the attachment is killed.
      But if everyone except the Attachment is killed, the Attachment won't benefit from Vengeance.
      Example 2 "This model can ... to other models in its unit" : an Attachment can have damage assigned to it via Sanguine Bond, but if it takes damage it can't share it to the main unit.
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Rules Clarification:  : Ranking Officer      (Edit)
(Click Expand to read)

    • General
      • If a Ranking Officer with its own subtype joins a unit then that unit doesn't become the same subtype.
        For example, if Murdoch, who is a Trencher model, joins a mercenary unit that will not make that merc unit a "Trencher unit". Refer the final paragraph of 'Game Terms, Model Names & Rules References'.
      • A Ranking Officer can join a Weapon Crew unit, even though one model is on a large base, due to them having the Man-Sized rule. (Infernal Ruling)
      • Models added to the merc unit after the game starts are also friendly Faction (ie Alexia1 adding Risen).
      • You cannot attach more than one CA to a unit.
      • You can't add a Ranking Officer to a unit that already acts as a Partisan for your Faction.
    • Gaining abilities
      • The Ranking Officer benefits from any Granted or Tactics that the 'normal' officer hands out (such as Cylena1 giving her unit Hunter).
      • Unlike a normal Officer, a Ranking Officer cannot issue special orders that the unit has but he does not (such as the High Shield's "Shield Wall" order).
        This means you can't use that order at all until the Ranking Officer dies, but once he's dead it's fine to use.
      • If you add a RO to a unit with Ambush, the RO can Ambush too. (Locked thread)
    • Ranking Officer death
      • The merc unit will immediately lose any friendly-Faction "auras" (such as Stryker's +5 ARM feat).
      • The merc unit will keep any friendly-Faction spells that were cast on them specifically, until that spell naturally expires. You can pay to maintain a faction-only upkeep on the mercs, for example.
      • If the merc unit is supplying a buff to 'friendly-Faction' models, that buff will immediately 'swap Factions' too.
        For instance, if Lady Aiyana casts Kiss of Lyliss it will affect models that are currently the same Faction as her, not whatever was friendly-Faction at the time she cast it. (Infernal Ruling)
      • If the Merc unit got a Faction-specific theme benefit (such as Cygnar models getting Immmunity Electricity in Storm Division) then they keep that benefit even after the Ranking Officer dies. (Infernal Ruling)
    • 'Jack Marshal & Ranking Officer (Edit)
      • If a Ranking Officer joins a unit with the 'Jack Marshal ability, then they can still only take Mercenary warjacks - they don't gain access to Faction warjacks. (Infernal Ruling)
      • They can control that mercenary warjack as normal, even though they're technically no longer the same faction as the jack. (Infernal Ruling)
    RC symbol.png

    Rules Clarification : Go to Ground      (Edit)

    • Other than being an "Any Time" ability and having a 1-round duration, Go to Ground is identical to Dig In, so I've put those rules clarifications below.
    • 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)
    RC symbol.png

    Rules Clarification : Dig In and/or Foxhole Buddy     (Edit)

    • Unlike nearly every ability in the game, Dig In doesn't have a "expires after one turn/round" clause.
    • Thus you could spend your action on turn 1 to Dig In and (assuming you don't move or get engaged) stay Dug In on turn 2 and use your action to make ranged attacks.
    • Being pushed counts as moving. (Locked thread)
    • If a model with Dig In is added to play or returned to play, it does not count as "starting the game". It can't be put into play already Dug In. (Infernal Ruling)
    • You can use Dig In while you're in someone's back arc. You are engaging, but not engaged.
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    Rules Clarification : Tactics vs Granted     (Edit)

    • Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
    • Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
     
    • Granted [ Vengeance ]
      • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
      It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
      It is not "If you get damaged, you get Vengeance next turn."
      • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
    RC symbol.png

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

    General

    Step 1: Declare the charge

    1. Are you in already melee? With any enemy, not just your charge target?
      • If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
      • If no, continue to Step 2.
    2. Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
      • You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).

    Step 2: Move the charging model

    1. As soon as the movement is finished, determine whether it was a successful charge or not.
      • Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
      • Do this before resolving your Assault attack.
    2. Did you make a successful charge? You get the ranged attack even though you're "in melee" (not yet though).
    3. Did you fail the charge? You will get the Assault shot anyway (not yet though).
      • Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee" (not yet though). (Infernal Ruling)
    4. Now that you've figured out whether the charge successful, you resolve "Ends Movement" effects (such as Countercharge) before the Assault attack. (Infernal Ruling).
      • If something happens at this point that changes whether a model is in/out of melee range, it does not retroactively change a failed charge into a successful charge or vice versa.
    5. If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
    6. If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
    Tip lightbulb.png

    Tip !
    Assault is not a "triggered ability" and it will never trigger simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot.

    You can make an Assault shot even if you charged less than 3".

    Step 3: Make the ranged attack

    1. The ranged attack is optional.
    2. Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)
    3. Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
    4. Make your ranged attack vs your charge target
      • If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
      • A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
      • If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
    5. Is the target in melee with the shooter?
      • If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
      • If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.

    Step 4: After finishing the Assault attack

    1. If it was an unsuccessful charge, your activation now ends.
    2. If it was a successful charge, and your charge target is ...
      • still alive, then you get your charge attack (as per the charge rules)
      • dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
    3. Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).


    Units

    • Move all models in the unit before making any Assault attacks. (Infernal Ruling)
    • Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
    • Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
    • If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
    • You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
    • Assault & CRA (Edit)
      • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)

    Other

    • Warbeasts
      • Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
    • Assault vs Countercharge ( Edit )
    • Assault & Drag ( Edit )
      • You determine whether a charge was successful or not before making the Assault attack.
      • If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
        • It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
        • You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
        • Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
        • You won't be able to purchase additionals (because your activation ended).