Difference between revisions of "Spriggan"

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({{PAGENAME}} in a nutshell)
 
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{{FH3|[[Khador]] {{Heavy}} [[Warjack]]}}
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{{Khadbox|[[Khador]] {{Heavy Warjack}} }} [[Category: Model]]
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{{4P|Armored Korps}}
  
''Behind its plates of steel, the Devastator is all but unassailable, yet it can open its armored shell to unleash a rain of deadly shrapnel from its grenade launchers. The Devastator’s success has led to the development of other ’jacks based on this chassis. The Demolisher features armor equal to that of the Devastator, but when its plated arms open they reveal cannons that can deliver powerful ordnance even in the thick of combat. The Spriggan trades the armored arms of its predecessor for a heavy shield, a massive lance, and more versatile and longer-range grenade launchers that can fire either explosive projectiles or flares that illuminate hidden enemies.''
+
''The Spriggan trades the armored arms of its predecessor, the Devastator, for a heavy shield, a massive lance, and more versatile and longer-range grenade launchers that can fire either explosive projectiles or flares that illuminate hidden enemies.''
  
 
=Basic Info=
 
=Basic Info=
{| class="wikitable" style="width: 300px; float:right; font-size:85%;"
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{{Infobox-Model
|-
+
| name  = {{PAGENAME}}
! colspan=3 |{{PAGENAME}}
+
| image = 33073 SprigganPlasticWEB.jpg
|-
+
| base  = Large
|rowspan=99|[[File:33073 SprigganPlasticWEB.jpg |200px]]
+
| spd  = 4
|-
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| str  = 12
| style="width: 30%;"| '''SPD'''
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| mat  = 6
| style="width: 20%;"| Low
+
| rat  = 4
|-
+
| def  = 10
| '''STR''' || High
+
| arm  = 19{{/}}21 {{Star}}
|-
+
| hp    = 34
| '''MAT''' || Average
+
| cost  = 17
|-
+
| fa    = U
| '''RAT''' || Low
+
| notes = {{Star}} ''21 when you include the Shield
|-
+
}}
| '''DEF''' || Low
 
|-
 
| '''ARM''' || High
 
|-
 
| '''''Relative'' HP''' || High
 
|}
 
  
==Weapons and Attacks==
+
{{Warjack}}
* '''Grenade Launcher x2''' - Average range, small AoE, below average POW ranged weapon.
 
** {{Arcing Fire}}
 
** {{Targeting Flare}}
 
* '''Shield''' - Mid range, average P+S melee weapon.
 
** {{Shield}}
 
* '''War Lance''' - Long reach, very high P+S melee weapon.
 
** {{Powerful Charge}}
 
  
==Special Abilities==  
+
===Abilities===
* {{Warjack}}
 
 
* {{Construct}}
 
* {{Construct}}
 +
* {{Dual Attack}}
 
* {{Bulldoze}}
 
* {{Bulldoze}}
 
* {{Steady}}
 
* {{Steady}}
 +
 +
===Weapons===
 +
{| class="wikitable"
 +
{{Ranged-loc|Grenade Launcher (x2)|10|10|aoe=3|loc=1 Each Side|
 +
* {{Arcing Fire}}
 +
* {{Flare}} }}
 +
{{Melee-loc|Shield|1|2|14|loc=Left|
 +
* {{Shield}} }}
 +
{{Melee-loc|War Lance|2|6|18|loc=Right|
 +
* {{Powerful Charge}} }}
 +
|}
 +
 +
===Theme Forces ===
 +
* '''''Khador
 +
** {{Armored Korps}}
 +
** {{Flame in the Darkness}}
 +
** {{Jaws of the Wolf}}. This model gains [[Pathfinder]] in this theme.
 +
** {{Legion of Steel}}
 +
** {{Warriors of the Old Faith}}
 +
** {{WG Kommand}}
 +
** {{Wolves of Winter}}
 +
 +
* '''''Other Factions
 +
** '''[[Cygnar]]''' and '''[[Mercenary]]''' players can use this model in the {{Flame in the Darkness|notbold=}} theme.
 +
** '''[[Infernal]]''' players can use this model in the {{Hearts of Darkness|notbold=}} theme, but only if [[Malakov2]] is leading the army. This model gains [[Accumulator]] [Soulless] in this theme.
 +
** '''[[Protectorate]]''' players can use this model in the {{Warriors of the Old Faith|notbold=}} theme.
  
  
 
=Thoughts on {{PAGENAME}}=  
 
=Thoughts on {{PAGENAME}}=  
 +
==={{PAGENAME}} in a nutshell===
 +
The Spriggan is the third, most expensive, and most distinct, element of the "clamjack" chassis. It fulfills a completely different role than the [[Demolisher]] or the [[Devastator]]. It sports a weaker grenade launcher with nice utility against stealthy targets, and a shield to put its ARM above the average Khador level. Its war lance is also the second most powerful warjack weapon in the faction (excluding Colossals).
  
=={{PAGENAME}} in a nutshell==
+
===Combos & Synergies===
The Spriggan is the third, most expensive, and most distinct element of the "clamjack" chassis, which fulfills completely different role, than the [[Demolisher]] or the [[Devastator]]. It sports a weaker grenade launcher with nice utility against stealthy targets, and a shield to put its ARM above the average Khador level. Its war lance is also the second most powerful, non-colossal warjack weapon in the faction.
+
If you are expecting stealthy targets in any form, you will definitely want this jack. As it is no slouch in melee either, extra mobility and accuracy are most welcome.
 
+
* Casters with Superiority - [[Irusk1]] or [[Strakhov]].  
==Combos & Synergies==
+
* [[Orsus_Zoktavir,_The_Butcher_of_Khardov|Butcher 1]] - Under Fury and his feat, this baby delivers a MAT 8 P+S 21 charge with 4D6 on the damage roll.
If you are expecting stealthy targets in any form, you will definitely want this jack. As it is no slouch in melee either, extra mobility and accuracy are most welcomed.
 
* Casters with [[Superiority]] - Irusk1 or Strakhov.  
 
* [[Orsus_Zoktavir,_The_Butcher_of_Khardov|Butcher 1]] - Under Fury and his feat, this baby delivers a MAT 8 P+S 21 hit, with 4D6 on the damage roll.
 
 
* "Jack Casters" - [[Karchev]] and [[Kommander_Harkevich,_the_Iron_Wolf|Harkevich]], both offer quite a lot for melee capable, tough jacks, especially SPD buff.
 
* "Jack Casters" - [[Karchev]] and [[Kommander_Harkevich,_the_Iron_Wolf|Harkevich]], both offer quite a lot for melee capable, tough jacks, especially SPD buff.
 
* [[Kommander_Sorscha|Sorscha1]] - her feat will make sure that your charge attack connects
 
* [[Kommander_Sorscha|Sorscha1]] - her feat will make sure that your charge attack connects
 
* [[Forward_Kommander_Sorscha|Sorscha2]] - how about some Pathfinder from Boundless Charge? And what about one-rounding a heavy under her feat with the War Lance?
 
* [[Forward_Kommander_Sorscha|Sorscha2]] - how about some Pathfinder from Boundless Charge? And what about one-rounding a heavy under her feat with the War Lance?
 +
* Ranged infantry that enjoys stealth removal and the ability to ignore clouds, as in anything [[Winterguard]].
  
==Drawbacks & Downsides==  
+
===Drawbacks & Downsides===  
* Lower MAT, than the Juggernaut chassis (partially offset by Powerful Charge)
+
* Lower MAT than the Juggernaut chassis (partially offset by Powerful Charge)
* Your most expensive, non-character warjack, with a price tag even above some character choices, like [[Ruin]].
+
* Fairly expensive non-character warjack, it's price tag is the same or even higher than some character choices.
* If you're not going to use its targeting Flare, there are way cheaper alternatives.  
+
* Low RAT, which makes applying Flare difficult, but thanks to Dual Attack you also charge your target so you are close enough that the AOE cannot miss.
  
==Tricks & Tips==  
+
===Tricks & Tips===
* Targeting Flare does not require an attack roll, you just simply place the templates - meaning, that not even the most elusive targets will escape.
 
 
* Enemies just have to be within, not completely within the flare's AOE; feel free to spread it to multiple models, if possible.
 
* Enemies just have to be within, not completely within the flare's AOE; feel free to spread it to multiple models, if possible.
  
 
=Other=
 
=Other=
==Trivia==  
+
===Trivia===
{{PH}}
+
* The plastic Spriggan is sold in one box together with options for the Demolisher and the Devastator.
 +
* Originally released in [[Warmachine: Superiority]] (2006)
  
==Theme Forces this is a member of==
+
===Other Khador models===
* None yet
 
 
 
==Other faction models==
 
 
{{Index Khador}}  
 
{{Index Khador}}  
  
==Rules Clarifications==  
+
===Rules Clarifications===
 
{{RC Arcing Fire}}
 
{{RC Arcing Fire}}
 
{{RC Targeting Flare}}
 
{{RC Targeting Flare}}
 
{{RC Shield}}
 
{{RC Shield}}
 
{{RC Powerful Charge}}
 
{{RC Powerful Charge}}
 +
 
{{RC Warjack}}
 
{{RC Warjack}}
 
{{RC Construct}}
 
{{RC Construct}}
 
{{RC Bulldoze}}
 
{{RC Bulldoze}}
 +
{{RC Dual Attack}}
 
{{RC Steady}}
 
{{RC Steady}}
 
 
[[Category:Khador]]
 
[[Category:Model]]
 

Latest revision as of 19:11, 18 November 2022

Khador Logo.jpg Spriggan

Khador Heavy Warjack

Mk4 icon.png
Prime
This model is available in one Prime Army, Armored Korps. 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.

The Spriggan trades the armored arms of its predecessor, the Devastator, for a heavy shield, a massive lance, and more versatile and longer-range grenade launchers that can fire either explosive projectiles or flares that illuminate hidden enemies.

Basic Info

Spriggan
Missing Info
33073 SprigganPlasticWEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 4
STR 12
MAT 6
RAT 4
M.A. N/A
DEF 10
ARM 19 / 21 (★)
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 34
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE N/A
COST 17
N/A
N/A
(★) 21 when you include the Shield
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

  • Construct symbol.jpg Construct
  • Dual Attack - This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
  • Bulldoze - When this model is B2B with an enemy model during its Normal Movement, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per turn. Bulldoze has no effect when this model makes a trample power attack.
  • Steady - This model cannot become knocked down.

Weapons

Grenade Launcher (x2)
Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
10 1 3 10 1 Each Side
  • Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
  • Flare - Models hit by this weapon/attack lose StealthStealth symbol.jpg and suffer -2 DEF for one turn.
Shield
Sword icon.jpg  RNG   POW   P+S   LOCATION 
1 2 14 Left
War Lance
Sword icon.jpg  RNG   POW   P+S   LOCATION 
2 6 18 Right
  • Powerful Charge - This model gains +2 to charge attack rolls with this weapon.

Theme Forces


Thoughts on Spriggan

Spriggan in a nutshell

The Spriggan is the third, most expensive, and most distinct, element of the "clamjack" chassis. It fulfills a completely different role than the Demolisher or the Devastator. It sports a weaker grenade launcher with nice utility against stealthy targets, and a shield to put its ARM above the average Khador level. Its war lance is also the second most powerful warjack weapon in the faction (excluding Colossals).

Combos & Synergies

If you are expecting stealthy targets in any form, you will definitely want this jack. As it is no slouch in melee either, extra mobility and accuracy are most welcome.

  • Casters with Superiority - Irusk1 or Strakhov.
  • Butcher 1 - Under Fury and his feat, this baby delivers a MAT 8 P+S 21 charge with 4D6 on the damage roll.
  • "Jack Casters" - Karchev and Harkevich, both offer quite a lot for melee capable, tough jacks, especially SPD buff.
  • Sorscha1 - her feat will make sure that your charge attack connects
  • Sorscha2 - how about some Pathfinder from Boundless Charge? And what about one-rounding a heavy under her feat with the War Lance?
  • Ranged infantry that enjoys stealth removal and the ability to ignore clouds, as in anything Winterguard.

Drawbacks & Downsides

  • Lower MAT than the Juggernaut chassis (partially offset by Powerful Charge)
  • Fairly expensive non-character warjack, it's price tag is the same or even higher than some character choices.
  • Low RAT, which makes applying Flare difficult, but thanks to Dual Attack you also charge your target so you are close enough that the AOE cannot miss.

Tricks & Tips

  • Enemies just have to be within, not completely within the flare's AOE; feel free to spread it to multiple models, if possible.

Other

Trivia

  • The plastic Spriggan is sold in one box together with options for the Demolisher and the Devastator.
  • Originally released in Warmachine: Superiority (2006)

Other Khador models

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

Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev1 - Karchev2 - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2

Warcaster attachments

Khador: War Dog - Greylord Adjunct
Mercenary: Madelyn Corbeau - Reinholdt - Wyshnalyrr

Other Warjack Controllers

"Junior" Warcasters: Malakov1 - Sorscha0
'Jack Marshals: Man-o-War Kovnik - Greylord Forge Seer

Heavy Warjacks

Beast-09 - Behemoth - Berserker - Black Ivan - Decimator - Demolisher - Destroyer - Devastator - Drago - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Ruin - Spriggan - Torch

Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units

Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Great Bears of the Gallowswood - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Atanas & Standard - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Ranking Officer CA : Koldun Kapitan Valachev

Solos

Bulkhead - Fenris - Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Jozef - Koldun Lord - Malakov1 - Manhunter - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Markov - Sofya - Sorscha0 - Ol' Grim - Underboss Vizkoya - War Dog - Widowmaker Marksman - WG Artillery Kapitan - Yuri1 - Yuri2

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Korps - Flame in the Darkness - Jaws of the Wolf - Legions of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Mercenaries
Refer to Who Works for Whom and/or Category: Khador Mercenary
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 : Targeting Flare      (Edit)

RC symbol.png

Rules Clarification : Shield and/or Buckler     (Edit)

  • The only time you lose the Shield bonus is when the weapon is crippled, or if the attack originates in your back arc. (Infernal Ruling)
    • In other words, you still get the Shield bonus while knocked down or stationary.
  • You don't get the Shield bonus vs stuff originating in your back arc. This includes stuff that "leaps" off models in your back arc, such as Electro Leap. (Locked thread)
RC symbol.png

Rules Clarification : Powerful Charge  and/or Brutal Charge     (Edit)

  • If you declare a charge but move less than 3", then the attack doesn't count as a "Charge Attack" and you won't get the bonus.


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)

RC symbol.png

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

(A) People think Bulldoze works like a bowling ball hitting tenpins.
But this is wrong because the models haven't been moved DIRECTLY away.
(B) Whereas if you move models DIRECTLY away, you bulldoze the first guy okay, but then the next one's path is blocked (shown in red), and you get stuck.

Bulldoze - General

  • Models are pushed directly away from you at the point of contact. Some players do this incorrectly, refer to the section on moving models, below.
  • You cannot cast spells or use any other "any time" abilities when you 'stop' to resolve the Bulldoze movement. It's just a pause, not a stop.
  • The size of the Bulldozer vs the Bulldozed does not matter. A small model bulldozes a large model just fine. (Just don't expect to move a Colossal etc.)
  • Bulldoze only works during your Normal Movement. This includes full advances, runs, charges, and slams, but doesn't include stuff like Reposition or Energizer.
  • You can't make free strikes against models you Bulldoze (because for them it is involuntary movement).
  • Enemy models with 2" melee range will still engage you after being bulldozed. Because they will be exactly 2" away and thus still within 2".
  • An enemy model can only be pushed once by the Bulldozer, but if you have multiple Bulldozer models then you could push the same enemy multiple times.
  • If you contact a model you want to Bulldoze while overlapping another model or an obstacle, then you can "pause" on top of that other model/obstacle while resolving the Bulldoze, then continue your movement off the other model/obstacle. (Locked thread)


Bulldoze - Charges / Slams

  • If you attempt to Bulldoze a model out of your charge lane but it does not move far enough, you can't Bulldoze again. You will continue your charge, contact it again, and stop.
  • You can use Bulldoze to get the charge bonus against models between 1 and 3" away. Simply move into B2B, bulldoze them 2" to make some more room, then you can move 2" further forward to get to the "moved at least 3 inches" requirement.
    • Similarly for Slams vs models within 1-3".
  • If you Bulldoze your charge target out of your melee range, this doesn't break the "once in your melee range the target must stay in your melee range" rule. Bulldoze is an exception. (Infernal Ruling)


Bulldoze - Moving the models
A lot of people think they can bulldoze straight through the enemy lines, like shown on Image A. But what actually happens is more like Image B. This is due to 3 important factors you need to apply:

  1. Bulldoze pushes models directly away from your base. Not at an angle. Directly. Away.
  2. If there is a model behind the bulldozed model, the model will STOP.
    • And in this situation, a model beside the pushed model is effectively behind it unless you're pushing at a perfect tangent.
  3. A model can be pushed only one time via Bulldoze.
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
RC symbol.png

Rules Clarification:  : Dual Attack      (Edit)
(Click Expand to read)

* If you fail a charge, then you do not get to make ranged attacks.
  • If you have multiple ranged attacks and/or melee attacks, you can intermingle them in any order. (Infernal Ruling)
  • You can charge, make a ranged attack, then make your charge melee attack. Even though you made a ranged attack, that doesn't change the fact that your first melee attack is the charge attack. (Infernal Ruling)
  • You must complete all initial attacks before buying attacks. You can't go: Make an initial melee attack, then buy a melee attack, then make an initial ranged attack. (Locked Thread)
  • Dual Attack doesn't let you mix initial attacks with a (★) attack. Dual Attack only lets you make either:
    1. Initial melee attacks and initial ranged attacks.
    2. Power attack and initial ranged attacks.
      Any other combination of (★ Attack) and initials is disallowed. See this thread for full explanation and links to relevant Infernal Rulings.
    • You could theoretically make a special melee attack and then buy additional ranged attacks (or vice versa) ... but the core rules say "The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any" so the special attack would have to explicitly allow a swap - and I'm unaware of any that do so.
  • There is no penalty for shooting an enemy you are in melee with.
  • Your ranged attack(s) can target a model you are not in melee with. (Infernal Ruling)
  • Dual Attack & Drag ( Edit )
    • This is pretty-much limited to just the Prime Axiom under Syntherion, or the Swabber, Galleon or Prime Axiom under Aurora2
    • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
    • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
    • If you didn't charge then ... just go nuts. There's no restrictions that I know of.
  • Dual Attack & Slam/Trample ( Edit )
Power Attack Slam and Trample combine your Normal Movement and Combat Action, and how this works with Dual Attack is:
  • Slam: You must resolve the movement, the attack, and moving the slammed model. Only then can you make initial ranged attacks.
  • Trample: You must resolve the movement, the attacks, and the free strikes. Only then can you make initial ranged attacks.
  • (Infernal Ruling)
RC symbol.png

Rules Clarification : Steady      (Edit)

  • If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
    In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
  • Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
  • Steady models who make a tough check during an advance can continue advancing. (Locked Thread)