Difference between revisions of "Crusader"

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{{Protbox|{{Protectorate}} {{Heavy Warjack}} }} [[Category:Model]]
 
{{Protbox|{{Protectorate}} {{Heavy Warjack}} }} [[Category:Model]]
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{{4P|Final Interdiction}}
  
 
''One of the first warjacks developed by the Protectorate after the Cygnaran Civil War was the Crusader, a massive warjack boasting heavy armor and capable of crushing attacks. It has served as the foundation for several masterpieces of war. The Templar, for one, smashes enemies with overwhelming force from an unassailable position behind its thick shield. Of more recent production, the Vanquisher wields a great “blazing star” spiked ball in one hand and a flame belcher in the other. This weapon sends an oil-filled cannonball that bursts and ignites on impact.''
 
''One of the first warjacks developed by the Protectorate after the Cygnaran Civil War was the Crusader, a massive warjack boasting heavy armor and capable of crushing attacks. It has served as the foundation for several masterpieces of war. The Templar, for one, smashes enemies with overwhelming force from an unassailable position behind its thick shield. Of more recent production, the Vanquisher wields a great “blazing star” spiked ball in one hand and a flame belcher in the other. This weapon sends an oil-filled cannonball that bursts and ignites on impact.''
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| fa    = U
 
| fa    = U
 
}}
 
}}
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{{Warjack}}
  
 
=== Abilities===
 
=== Abilities===
* {{Warjack}}
 
 
* {{Construct}}
 
* {{Construct}}
  
 
===Weapons ===
 
===Weapons ===
 
{| class="wikitable"
 
{| class="wikitable"
{{Melee-loc|Open Fist|1|3|14|loc=L
+
{{Melee-loc|Open Fist|1|3|14|loc=L|
|* {{Open Fist}} }}
+
* {{Open Fist}} }}
{{Melee-loc|Inferno Mace|1|7|18|loc=R
+
{{Melee-loc|Inferno Mace|1|7|18|loc=R|
|* {{Critical Continuous Fire}} }}
+
* {{Critical Continuous Fire}} }}
 
|}
 
|}
  
 
===Theme Forces===
 
===Theme Forces===
* <u>Protectorate</u>
+
* '''''Protectorate
 
** {{Exemplar Interdiction}}. {{PAGENAME}}s gain [[Blessed]] melee weapons in this theme.
 
** {{Exemplar Interdiction}}. {{PAGENAME}}s gain [[Blessed]] melee weapons in this theme.
 
** {{Guardians of the Temple}}
 
** {{Guardians of the Temple}}
 
** {{The Creator's Might}}
 
** {{The Creator's Might}}
 
** {{The Faithful Masses}}. {{PAGENAME}}s gain [[Hand of Vengeance]] in this theme.
 
** {{The Faithful Masses}}. {{PAGENAME}}s gain [[Hand of Vengeance]] in this theme.
** {{Warriors of the Old Faith}}. {{PAGENAME}}s can be "shared" by Khador warcasters in this theme.
+
** {{Warriors of the Old Faith}}
 +
 
 +
* '''''Other Factions
 +
** '''[[Infernal]]''' players can use this warjack in the {{Hearts of Darkness|notbold=}} theme, but only if [[Feora]] is leading the army. It gains [[Accumulator]] [Soulless] in this theme.
 +
** '''[[Khador]]''' players can take this warjack in the {{Warriors of the Old Faith|notbold=}} theme.
  
* <u>Infernals</u>
 
** {{Hearts of Darkness}}. {{PAGENAME}}s can only go in this theme if Feora [[Feora, Priestess of the Flame|(1)]], [[Feora, Protector of the Flame|(2)]], or [[Feora, The Conquering Flame|(3)]] is leading the army. They become an Infernal warjack and gain [[Accumulator]] [Soulless] in this theme.
 
  
 
=Thoughts on the Crusader=
 
=Thoughts on the Crusader=
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* [[High_Allegiant_Amon_Ad-Raza|Amon]] - with Mobility up, the Crusader runs 12" through terrain - not something you would expect  from a SPD4 jack
 
* [[High_Allegiant_Amon_Ad-Raza|Amon]] - with Mobility up, the Crusader runs 12" through terrain - not something you would expect  from a SPD4 jack
 
* [[Feora4]] has field marshal aggressive so it requires less focus to operate at peak. She also has Road to War and Hellwrought to get around its speed issues.
 
* [[Feora4]] has field marshal aggressive so it requires less focus to operate at peak. She also has Road to War and Hellwrought to get around its speed issues.
 +
* [[Durant2]] - needs 7 Warjacks for his feat and heals everyone so a cheap beater is welcome.
  
 
=== Drawbacks & Downsides ===
 
=== Drawbacks & Downsides ===

Latest revision as of 17:38, 22 November 2022

Protectorate Logo.jpg Crusader

Protectorate Heavy Warjack

Mk4 icon.png
Prime
This model is available in one Prime Army, Final Interdiction. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

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

One of the first warjacks developed by the Protectorate after the Cygnaran Civil War was the Crusader, a massive warjack boasting heavy armor and capable of crushing attacks. It has served as the foundation for several masterpieces of war. The Templar, for one, smashes enemies with overwhelming force from an unassailable position behind its thick shield. Of more recent production, the Vanquisher wields a great “blazing star” spiked ball in one hand and a flame belcher in the other. This weapon sends an oil-filled cannonball that bursts and ignites on impact.

Basic Info

Crusader
Missing Info
Crusader.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 4
STR 11
MAT 6
RAT N/A
M.A. N/A
DEF 10
ARM 19
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 32
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE N/A
COST 10
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.

Abilities

Weapons

Open Fist
Sword icon.jpg  RNG   POW   P+S   LOCATION 
1 3 14 L
Inferno Mace
Sword icon.jpg  RNG   POW   P+S   LOCATION 
1 7 18 R

Theme Forces


Thoughts on the Crusader

Crusader in a nutshell

The Crusader is a cheap, durable workhorse - a heavy 'jack whose cost is comparable to most Protectorate light warjacks (and lower than some). This low cost allows the Crusader to be taken in Week 2 of a Journeyman League, giving Menoth a viable heavy 'jack where other factions may only be able to take a light.

Combos & Synergies

There aren't any particular combos for the Crusader. Anyone who wants a cheap jack wants it and it has very few tricks. It's never a bad option.

  • Amon - with Mobility up, the Crusader runs 12" through terrain - not something you would expect from a SPD4 jack
  • Feora4 has field marshal aggressive so it requires less focus to operate at peak. She also has Road to War and Hellwrought to get around its speed issues.
  • Durant2 - needs 7 Warjacks for his feat and heals everyone so a cheap beater is welcome.

Drawbacks & Downsides

  • Slow, easily out positioned and often taking the charge not giving it.
  • Easily hit and quite reliant on choir support.

Tips & Tricks

  • Harbinger - under Crusader's Call you can get further with charge than with running.
  • Even though it is simplicity incarnate, it can still throw models, while his fist is not crippled.

Other

Trivia

Released in Warmachine: Prime (2003)

Other Protectorate Models

Protectorate Logo.jpg       Protectorate Index       (Edit)          
Battlegroup & Similar
Warcasters

Amon - Cyrenia - Durant2 - Durst - Feora1 - Feora2 - Feora3 - Feora4 - Harbinger - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Reclaimer1 - Reclaimer2 - Reznik1 - Reznik2 - Severius1 - Severius2 - Thyra - Vindictus

Warcaster attachments Hierophant - Madelyn Corbeau (Mercenary)
Other Warjack Controllers BGC Durant1 - Severius0
Marshals Bastion Seneschal - Reclaimer Gatekeeper
Light

Blessing of Vengeance - Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant

Heavy

Avatar of Menoth - Blood of Martyrs - Castigator - Crusader - Eye of Truth - Fire of Salvation - Guardian - Hand of Judgment - Indictor - Reckoner - Sanctifier - Scourge of Heresy - Templar - Vanquisher

Colossal Judicator - Revelator
Units, Solos, Battle Engines, & Structures
Units

Choir of Menoth - Daughters of the Flame - Deliverer Sunburst Crew - Deliverer Skyhammers - Exemplar Bastions - Exemplar Cinerators - Exemplar Errants - Exemplar Vengers - Flame Bringers - Flameguard Cleansers - Holy Zealots - Idrian Skirmishers - Initiates of the Wall - Knights Exemplar - Temple Flameguard - Visgoth Juviah Rhoven & Honor Guard
Ranking Officer CA: Attendant Priest

Solos

Allegiant of the Order of the Fist - Champion of the Order of the Wall - Covenant1 - Covenant2 - Deliverer Arms Master - Exemplar Warder Elias Gade - Exemplar Warder - Exemplar Bastion Seneschal - Exemplar Errant Seneschal - Hand of Silence - Hierophant - High Exemplar Gravus - High Paladin Dartan Vilmon - Initiate Tristan Durant - Knights Exemplar Seneschal - Menite Archon - Nicia, Tear of Vengeance - Paladin of the Order of the Wall - Pyrrhus, Flameguard Hero - Reclaimer Gatekeeper - Scrutator Potentate Severius - Vassal Mechanik - Vassal of Menoth - Wrack

Battle Engines & Structures Vessel of Judgment (BE) - Shrine of the Lawgiver (Structure)
Theme Forces
Exemplar Interdiction - Guardians of the Temple - The Creator's Might - The Faithful Masses - Warriors of the Old Faith
Mercenaries
Refer to Who Works for Whom and/or Category: Protectorate of Menoth Mercenary
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

Rules Clarification : Open Fist  (aka, Power Attack Throw)     (Edit)

  • Throw ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.
  • Collateral Damage
    • Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
      • It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
      • It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
      • It doesn't matter if the attacker has crippled weapon systems or aspects.
  • Throw - Power Attack
    • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
    • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
    • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
    • Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
    • Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
RC symbol.png

Rules Clarification : Fire      (Edit)

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

Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Inert warjacks

  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.

Rules Clarification : Construct - None yet. (Edit)