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 Steelhead Errata
+
No changes since 2019.03
* Gun range increased by 4".
 
* Point cost reduced by 1.
 
  
 
= Thoughts on {{PAGENAME}} =
 
= Thoughts on {{PAGENAME}} =

Revision as of 20:19, 17 February 2020

Mercenary Logo.jpg Mule

Mercenary Heavy Warjack

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.

Basic Info

Mule
Missing Info
Mule.jpeg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 5
STR 11
MAT 6
RAT 5
M.A. N/A
DEF 10
ARM 18
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 30
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE N/A
COST 14
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

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 symbol.jpg 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

  • 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.

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

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

Mercenary Logo.jpg       Mercenary Index       (Edit)
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

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Rhulic 'Jack Controllers (Edit)
Warcaster Durgen Madhammer - General Ossrum - Gorten Grundback
'Jack Marshal Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments

Doctor Stygius - Madelyn Corbeau - Reinholdt - Wyshnalyrr

Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Non-character Units

Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Legion of Lost Souls - Ogrun Assault Corps - OoI Resolutes - OoI Vigilants - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - SH Cannon - SH Halberdiers - SH Cavalry - SH Mortar - SH Riflemen - SH Volley Gun - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) - Special WA: Morrowan Battle Priest (Morrow units)

Character Units

Alexia1 - Asphyxious4 - Croe's Cutthroats - Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowler1 - Herne & Jonne - Lady Aiyana & Master Holt - Lynus & Edrea - MacHorne1 - The Commodore Cannon - The Devil's Shadow Mutineers

Non-character Solos

Cephalyx Agitator - Death Archon - Gobber Tinker - Menite Archon - Morrowan Archon - Ogrun Bokur - Powder Monkey - SH Arcanist - SH Ironhead - SH Gunner - Swamp Gobber River Raider Thamarite Advocate - Thamarite Archon - Void Archon

Character Solos

Alexia2 - Alexia3 - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella1 - Black Bella2 - Bloody Bradigan - Boomhowler2 - Boomhowler3 - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez1 - Dez2 - Dirty Meg - Doc Killingsworth - Doctor Stygius - Eilish1 - Eiryss1 - Eiryss2 - Eiryss4 - First Mate Hawk - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Crosse1 - Glyn Cormier, Illuminated One - Gorman1 - Gorman2 - Grand Master Gabriel Throne - Gubbin1 - Gubbin2 - Gudrun1 - Gudrun2 - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Malvin2 - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Princess Delores Graciela - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Scythe - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Tubbin - Underboss Vizkoya - Viktor Pendrake - Weird Wendell - Widget1 - Widget2 - Wrong Eye & Snapjaw

Battle Engines

Hammerfall Siege Crawler - Nemo4

Independent Warjack

Malvin1 & Mayhem1

Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

Rules Clarification : Arcing Fire      (Edit)

  • Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.
RC symbol.png

Rules Clarification : Devastation      (Edit)

  • At very short range it is possible to catch yourself in the Devastation AOE. If this occurs you will be knocked down but not moved (since you can't be moved away from yourself). (Infernal Ruling)
  • This is not a Power Attack Throw, it just causes models to be thrown. As such, it can be used against friendly models.
  • Damage is worked out like this:
    • The model you targeted: Full POW + 2d6 (+1d6 if it was thrown into an equal- or larger-based model, or an obstacle). This can be boosted.
    • Other models in the AOE: Half POW + 2d6 (+1d6 if they were thrown into an equal- or larger-based model, or an obstacle). This is not blast damage. This can be boosted.
    • Models outside the AOE but that got something thrown into them:
      • If they were hit by something smaller: No effect
      • If they were hit by something with the same base size or larger: They're knocked down and take Half POW + 2d6. This is not blast damage. This cannot be boosted.
 
  • Refer to the Throw article for more.

Rules Clarification : Steam Pressure - None yet. (Edit)

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)
Rules Clarification : Tried & True - None yet. (Edit)