Difference between revisions of "Mule"
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===Theme Forces === | ===Theme Forces === | ||
− | * Mercenaries | + | * '''''Mercenaries |
** {{Flame in the Darkness}} | ** {{Flame in the Darkness}} | ||
** {{Llaelese Resistance}} | ** {{Llaelese Resistance}} | ||
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** {{The Talion Charter}} | ** {{The Talion Charter}} | ||
− | * Other Factions | + | * '''''Other Factions |
** Mercenary warjacks can be taken in other Faction's themes three different ways. | ** Mercenary warjacks can be taken in other Faction's themes three different ways. | ||
*** The "standard" way, where they are put under the control of a Mercenary [['Jack Marshal]] or Mercenary [["Junior Warcaster"]]. | *** The "standard" way, where they are put under the control of a Mercenary [['Jack Marshal]] or Mercenary [["Junior Warcaster"]]. | ||
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===Recent Changes=== | ===Recent Changes=== | ||
− | 2019.03 | + | No changes since 2019.03 |
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= Thoughts on {{PAGENAME}} = | = Thoughts on {{PAGENAME}} = |
Revision as of 20:19, 17 February 2020
Mule |
Mercenary warjacks are often drawn from discontinued chassis once produced by kingdom armies. The Mule, a former Cygnaran warjack, wields a massive battle mace and an innovative steam-powered cannon packing enough explosive punch to scatter enemies like leaves. Mercenaries maintain these battle-tested machines and find them fully capable of standing toe-to-toe against any fresh from the assembly line.
Contents
Basic Info
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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
- Tried & True - When this model is affected by a Repair special action, remove 1 additional damage point from it.
Weapons
- Steam Lobber - 12" range, 4" AOE, POW 15 gun
- Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
- Critical Devastation - On a critical hit, models hit are thrown d6" directly away from the attacker. Roll distance once for all models affected. Models thrown do not deviate. Move models farthest from the attacker first. Instead of suffering blast damage, models hit but not directly hit suffer a damage roll with POW equal to half the POW of this weapon. The POW of collateral damage is equal to half the POW of this weapon.
- Steam Pressure - If this model uses its Normal Movement to aim, it gains +4 RNG that activation.
- Battle Mace - 2" reach, P+S 16 melee weapon
Theme Forces
- Mercenaries
- Flame in the Darkness
- Llaelese Resistance
- Operating Theater
- Soldiers of Fortune
- Strange Bedfellows
- The Irregulars. If it is 'jack marshalled in this theme, it gains Flank [Warrior]
- The Kingmaker's Army
- The Talion Charter
- Other Factions
- Mercenary warjacks can be taken in other Faction's themes three different ways.
- The "standard" way, where they are put under the control of a Mercenary 'Jack Marshal or Mercenary "Junior Warcaster".
- There are "Cross-Faction Themes" which give access to Mercenary warjacks, and change the warjacks' "Faction type" to match.
- Asphyxious4 and Nemo4 can take Mercenary warjacks with them when they work for their home faction, and again the warjack's "Faction type" changes.
- Mercenary warjacks can be taken in other Faction's themes three different ways.
Recent Changes
No changes since 2019.03
Thoughts on Mule
Mule in a nutshell
The Mule is the dedicated ranged heavy of mercenaries. It boasts a POW 15 gun with decent range and a big blast but is hampered somewhat by RAT 5. Its key selling point is Critical: Devastation which can theoretically win games - but is too unreliable to count on unless you have something to support your crit fishing. It competes directly with the Mariner) in the 14 point ranged jack department and is usually not as good.
Combos & Synergies
- A fine way to run a Mule is to give it to Gastone Crosse whose Fire Group spell bumps the range to 18" under steam pressure and allows it to move after aiming.
- This is further enhanced by caster input to up it's critical chance; A boosted attack roll plus Damiano's Deadeye or Ashlynn'S feat dramatically improve the likelihood of crit devestation to go off. Eilish or the treasure chest objective push this even further.
- Ossrum or Magnus1 can snipe it, pushing its range to a whopping 22" under steam pressure and fire group.
- Of course you can simply add it to your regular battlegroup, in which case Ashlynn and Damiano as casters that will up its crit chance do something for it. Damiano also makes it hit harder in melee and increases its ARM with his feat. You could do worse than giving him one.
- The Soldiers of Fortune theme force grants solos Mark the Target bumping your RAT by an effective 2 points.
Drawbacks & Downsides
- Its melee game is poor - the weapon simply doesn't have enough POW. But it's going in as a last resort anyway.
- It has the DEF of a Khadoran heavy and ARM of a Cygnaran heavy. In short the only reason it doesn't go down easily is because its range keeps it safe from a lot of stuff.
- Fundamentally it's almost identical to the Mariner but the comparison goes almost entirely in the pirate jack's direction:
- When shooting the Mule has +1 POW (including blast damage) and Critical Devastation in exchange for 3" of threat range - and doesn't require a loader. This is the Mule's main advantage.
- In melee (which you need to break armour; if you want a shooting-first model get a battle engine) the Mariner has +1 POW and a thresher attack.
- Defensively the Mariner has +2 DEF, and can't be knocked down. In exchange the Mule gets an extra HP back when you repair it.
Tricks & Tips
- Devastation throws all models in the 4" AOE simultaneously, using a single distance roll. Models furthest from the mule are thrown first
Other
Trivia
- Released in Warmachine: Superiority (2006)
- Resculpted in 2012. It now comes in a multi-kit with the Nomad & Rover.
Who can take this warjack
The standard way to include a Mercenary warjack in your army is to put it under the control of one of these models. So first you need to figure out which of these models will work for your Faction.
Mercenary 'Jack Controllers (Human) (Edit) | ||||
Warcasters |
Ashlynn1 - Ashlynn2 - Aurora2 - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae | |||
"Juniors" |
Asphyxious4 - Crosse1 - Nemo4 | |||
'Jack Marshals |
Colbie Sterling - Dirty Meg - MacHorne1 - MacHorne2 - Raluk Moorclaw - Rutger Shaw - Steelhead Ironhead |
- Note: Other restrictions may apply (such as 'Jack Marshals can't control Colossals).
Other Mercenary models
Rules Clarifications
Rules Clarification : Arcing Fire (Edit)
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Rules Clarification : Devastation (Edit)
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Rules Clarification : Steam Pressure - None yet. (Edit)
Rules Clarification : Warjack (Edit)
Inert warjacks
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Rules Clarification : Construct - None yet. (Edit)
Rules Clarification : Tried & True - None yet. (Edit)