Mule: Difference between revisions

From Warma-wiki
Jump to navigation Jump to search
m (1 revision imported)
mNo edit summary
Line 1: Line 1:
{{Mercbox|[[Mercenary]] {{Heavy Warjack}} }} [[Category: Model]]
[[Mercenary]] [[Soldiers of Fortune]] [[Talion Charter]] [[Colossal]] [[Warjack]]
{{4P|n=three Prime Armies|
 
* '''Mercenary: Soldiers of Fortune'''
[[Category:Mercenary]]
* '''Mercenary: Talion Charter'''
[[Category:Soldiers of Fortune]]
* '''Mercenary: The Thornfall Alliance''' (requires [[Raluk]]) <br>
[[Category:Talion Charter]]
[[Category:Colossal]]
[[Category:Warjack]]
[[Category:Legacy]]
[[Category:Prime]]
 
==Model stats and abilities==
{{Model-stats
| name= NAME
| base= 50 mm
| hp    = 30
| spd  = 5
| mat  = 6
| rat = 6
| def  = 12
| arm  = 18
| fury  = 4
| thr  = 9
| fa    = 4
| cost  = 12
| abilities =
{{AbilitySingle|Unstoppable}}
{{AbilitySingle|Trample Power Attack}}
{{AbilitySingle|Slam Power Attack}}
{{AbilitySingle|Headbutt Power Attack}}
{{AbilitySingle|Dual Attack}}
{{AbilitySingle|Construct}}
}}
}}
=Weapons=
{{Weapon|weapon=RANGED|type = R |rng = 10 |rof = d3 |aoe = - |pow = 13| loc = -| abilities = {{AbilitySingle|Pistol}} }}
{{Weapon|weapon=MELEE|type = M |rng = 1 |rof = - |aoe = - |pow = 15| loc = X2| abilities =  {{AbilitySingle|SOMETHING}} }}
==Warjack Rules==
{{Category:Warjack|Warjack}}
==Errata==
No Errata specifically for this model.
==Changes and Updates==
===Mk3 to Mk4===
==Release Trivia==
Released in
==Battle Reports==
==Videos==


==Lore==
''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.
''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.



Revision as of 18:27, 17 March 2024

Mercenary Soldiers of Fortune Talion Charter Colossal Warjack

Model stats and abilities

Model Statistics

Base size = 50 mmSPDMATRATDEFARMFURYTHR
Health = 30
FA = 4
Cost = 12566121849
-
-

Model Advantages and Abilities

Unstoppable
Unstoppable
This model does not have to forfeit its Combat Action when it advances or is placed out of one or more enemy models' melee ranges during its Normal Movement.

No errata for Unstoppable (Create)

Trample Power Attack
Trample Power Attack
This model can make a trample power attack.

No errata for Trample Power Attack (Create)

Slam Power Attack
Slam Power Attack
This model can make slam power attacks.

No errata for Slam Power Attack (Create)

Headbutt Power Attack
Headbutt Power Attack
This model can make Headbutt power attacks.


No errata for Headbutt Power Attack (Create)

Dual Attack
Dual Attack

This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks, it can also make its initial ranged attacks. A model with Dual Attack can make its initial melee and ranged attacks in any order you choose. This model cannot make ranged attacks after making a power attack.

  Errata-Dual Attack and Unit Charges (2023-10-27)
Question: If a unit with Dual Attack charges a single model, are all placed in melee range, and the first model kills the charge target, can the remaining members of the unit make ranged attacks, or do they forfeit their Combat Action because they don't have any enemy models in their melee range?
Answer: The check for melee range is done at the end of movement. If you kill the targets before they attack, they can still do their ranged attack. (Malkav13)
Explanation: This post is correct.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum


  Errata-Dual Attack and Special Attacks (2023-08-10)
Question: Can a model with Dual Attack make any combination of ranged special attack and normal melee initial attacks, or its melee special attack and normal ranged initial attacks? (Example: Bison Both Barrels and Ram, or Mariner Thresher and gunshot).
Answer: No.
Explanation: The bison can not use dual attack and also make a special attack. That is correct in that (Thresher) example too.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum



Construct
Construct
This model is a construct, and is not a living model.

No errata for Construct (Create)


Weapons

RANGED
 RNG   ROF   AOE   POW   LOCATION 
10 d3 - 13 -
Pistol
Pistol

A model making an attack with this weapon targeting a model it is in melee with ignores the Target in Melee bonus when resolving this attack.

  Errata-Pistol (2023-09-17)
Question: Does the pistol benefit apply to models not in melee with the attacking model when the pistol is on a spray?
Answer: No, it only applies to models with which the attacking model is in melee.
Explanation: The intent is that a model only ignore the penalty for being in melee with the models that model is in melee with. Pistol only works against the models in the melee with the attacking model.
Infernal Ruling: Dark Legacy - PP Community forum


MELEE
 RNG   ROF   AOE   POW   LOCATION 
1 - - 15 X2

SOMETHING
Category:SOMETHING

No errata for SOMETHING (Create)


Warjack Rules

Category:Warjack

Errata

No Errata specifically for this model.


Changes and Updates

Mk3 to Mk4

Release Trivia

Released in

Battle Reports

Videos

Lore

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

Template:Infobox-Model

Template:Warjack

Abilities

Weapons

Steam Lobber
File:Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
12 1 4 15 Left
Battle Mace
File:Sword icon.jpg  RNG   POW   P+S   LOCATION 
2 5 16 Right

Theme Forces


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 Crosse1 whose Fire Group spell bumps the range to 18" with Steam Pressure. He can also give the Mule Run & Gun for an end-of-activation move, if the Mule killed something.
  • Ossrum or Magnus1 can snipe it. Add Crosse1 and you're looking at a whopping 22" shooting range.
  • There are several ways to increase the odds of landing that all important Critical Devastation, whether or not it is in Crosse1's battlegroup:
    • Damiano1's Deadeye spell. Damiano also makes it hit harder in melee and increases its ARM with his feat.
    • Ashlynn1's feat.
    • Ossrum1's Fire for Effect spell. This is especially good because it will affect all the damage rolls, too. Note that Ossrum can't Snipe it and Fire-For-Effect it at the same time.
    • Rerolls from Eilish1.
  • Dougal can give it +2 RAT and +2 range.
  • The Soldiers of Fortune theme force grants solos Mark 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, making it easier to clear chaff infantry.
    • 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.
    • Finally, the Mariner is a privateer warjack, giving it access to buffs from Shea and Powder Monkeys. This puts the mule at a serious disadvantage in Talion lists.

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?

Template:Index Mercenary Warcasters

Other Mercenary models

Template:Index Mercenaries

Rules Clarifications

Template:RC Arcing Fire Template:RC Critical Devastation Template:RC Steam Pressure Template:RC Warjack Template:RC Construct Template:RC Tried & True