The Devil's Shadow Mutineers

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File:Mercenary Logo.jpg File:Cryx Logo.jpg Template:FH2

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Wild-eyed sailors tell a tale of the nefarious pirate ship Devil’s Shadow and its mysterious disappearance. Of the ship’s crew, only three souls ever returned, now guided by some unseen evil. This trio disperses as quickly as an ill wind, staying only long enough to form contracts with desperate men. Their goals remain a mystery, and the three otherwise go wherever the gales send their cursed ship.

Basic Info

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Mercenary - This unit will work for Template:Cryx mercenary.

Abilities

Weapons

Mar
Saber
File:Sword icon.jpg  RNG   POW   P+S 
1 3 9
Morland
Cutlass (x2)
File:Sword icon.jpg  RNG   POW   P+S 
1 4 11
Pistol
File:Gun icon.jpg  RNG   ROF   AOE   POW 
8 1 Template:- 10
Zira
Cursed Pistol (x2)
File:Gun icon.jpg  RNG   ROF   AOE   POW 
8 1 Template:- 10

Theme Forces


Thoughts on The Devil's Shadow Mutineers

The Devil's Shadow Mutineers in a nutshell

On a good day the Devil's Shadow Mutineers are a really annoying recursive unit that keeps coming back again and again as Zira (normally) snipes off enemy infantry and solos. On a bad day they are an expensive and squishy unit. Zira is really good with her guns. Morland occasionally delivers a POW 15 charge, and if your opponent is careless, Mar might take a Payday from Rockbottom and mulch an entire unit. Keep them in the second wave for unjamming duty.

Combos & Synergies

  • They are Privateer Sea Dogs. Therefore Lord Rockbottom is amazing:
    • Money Shot on Zira is a good way to bring back Mar and Morland
    • Pay Day turns Mar into a berserk overtaking infantry blender with boosted attack rolls; though her 1" reach prevents her from easily rampaging through entire units.
  • Bosun Grogspar can provide anti-KD.
  • Doc Killingsworth provides improved Tough.
  • Captain Phinneus Shae has a number of synergies with them, including his feat Coup de Main, and Mar being a good target for Storm Rager
  • Fiona the Black can use them as a hard to get rid of unit of cultists and or models that won't die when she channels through them as they have multiple hit points.
  • Rahera can deliver them easier and offer out sprint to 2 out of 3 of them.
  • The Thamarite Archon can give them rerolls.

Drawbacks & Downsides

  • RFP effects neuter them.
  • Their main schtick depends on your opponent obligingly providing you with living targets.
  • Significantly weaker than other 3-person character units fielded by other factions.
  • First Mate Hawk doesn't buff the melee attacks of the Devil's Shadow (as her ability only affects weapons that are actually named "Hand Weapons", whereas the DSM carry "Saber" & "Cutlass").
  • Mar and Morland want to charge. Zira wants to hang back and shoot.

Tricks & Tips

  • Keep Zira in the rear away from enemies, so she can survive and bring the other two back
  • Be on the lookout for opportunities to use Payday on the unit and have Mar combine Berserk, Overtake and boosted attack rolls. If you want to get really janky, have Wrongeye bring a Swamp Horror and cast Elasticity on her for 2" melee range berserk overtakes. Put Storm Rager on Mar for the final piece of the puzzle.
  • If played in Flames in the Darkness under a Cygnar caster you can attach Battle Priests to them, which grant the trio Rise, and they can return the priests with Blood Bound.

Other

Trivia

  • Released in the Warmachine: Reckoning expansion book (2015)
  • Sculptor = Javier G. Ureña
  • Nicknames = DSM
  • The Mutineers appear in the Watery Graves novel as antagonists.

Other Faction models

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Rules Clarifications

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