Ironclad
Cygnar Heavy Warjack
The Cygnaran Armory takes pride in its innovation and technological superiority, traits seen in all the battle-tested warjacks built on the classic Ironclad chassis. Armed with a powerful quake hammer, the Ironclad effortlessly smashes lesser combatants to scrap.
Basic Info
Ironclad |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Large |
SPD |
5 |
STR |
11 |
MAT |
7 |
RAT |
N/A |
M.A. |
N/A |
DEF |
12 |
ARM |
18 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
30 |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
U |
UNIT SIZE |
N/A |
COST |
12 |
N/A |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Abilities
- 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.
- Construct
Weapons
- Quake Hammer - 1" reach, P+S 18 melee weapon
- Open Fist - 1" reach, P+S 14 melee weapon
Thoughts on Ironclad
Ironclad in a nutshell
It's cheap, it has a good MAT and wants to hit things. As "Vanilla" Warjacks go, you can't go far wrong with the Ironclad - It works well with a wide range of Warcasters and you can take quite a few if you want to pursue a Battlegroup-heavy or 'jack spam list.
Tremor is a great a ability to threaten high DEF models via whatever it is standing close to.
Combos & Synergies
As a cheap, fast moving, and effective melee heavy the Ironclad works decently with anyone.
- With it's fairly low speed and middling melee range, it really does like a speed buff if you want to use it as an alpha strike model.
Battlebox fights
In the Mk3 faction starter it acts beside Maddox, and will be your primary tool to achieve victory. It will usually be your primary target for Assail, granting a respectable 11" threat range (5" SPD + 3" charge range +2" from Assail "1" for your melee weapon's reach), plus free charge for this jack. With the power-up focus you can deliver a Tremor (★ Attack) as your charge attack, boosting to hit the target model, which gives you good chance to knock down even a DEF17 model before working out your damage roll against it.
Drawbacks & Downsides
- It is fairly simple and almost never surprises people.
- It's unboosted threat range is kinda low.
Tricks & Tips
- With a full stack of focus start with the Tremor. Then auto-hit.
- Don't forget he has an open fist. Always look for throw angles.
- Tough model gets on your nerves? Hit it with Tremor, and it won't get its Tough roll, once knocked down, because it happened before the damage roll.
Other
Trivia
- Originally released in Warmachine: Prime (2003)
- The Ironclad was the very first model ever made for Warmachine. It was originally sculpted by Mike McVey of Warhammer & Games Workshop fame.
- Unlike many of the other warjacks in the game, the Ironclad is left handed.
Theme Forces
Template:Cygnar NCW
Other Cygnar models
Rules Clarifications
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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.
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Rules Clarification : Construct - None yet. (Edit)
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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 : 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.
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