Minuteman: Difference between revisions

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{{Cygbox|{{Cygnar}} {{Light Warjack}} }} [[Category: Model]]
[[Cygnar]] [[First Army]] [[Storm Knight]] [[Heavy]] [[Warjack]]
{{4P|First Army}}
 
[[Category:Cygnar]]
[[Category:First Army]]
[[Category:Storm Knight]]
[[Category:Cohort]]
[[Category:Heavy]]
[[Category:Warjack]]
[[Category:Legacy]]
[[Category:Prime]]
 
 
== Model stats and abilities ==
{{Model-stats
| name= Centurion
| base= 50 mm
| hp    = 30
| spd  = 4
| mat  = 7
| def  = 11
| arm  = 19
| fa    = 4
| cost  = 11
| abilities =
{{AbilitySingle|Headbutt Power Attack}}
{{AbilitySingle|Slam Power Attack}}
{{AbilitySingle|Trample Power Attack}}
{{AbilitySingle|Construct}}
}}
 
=== Weapons ===
{{Weapon|weapon=Bombard|type = R |rng = 14 |rof = 1 |aoe = 3|pow = 14/8| loc = L|abilities ={{AbilitySingle|Arcing Fire}}}}
{{Weapon|weapon=Executioner Axe|type = M |rng = 1 |rof = - |aoe = -|pow = 17| loc = R|abilities ={{AbilityCritical|Amputation}}}}
 
== Warjack Rules ==
{{Category:Warjack}}
 
== Changes and Updates ==
===Release Trivia===
Originally released in Warmachine: Prime (2003)
 
===Mk3 to Mk4===
 
==Lore==
 


''The Minuteman is a product of numerous advances in mechanikal warfare. Utilizing an exactingly designed series of compression chambers, the warjack can launch itself short distances by venting its heartfire through a special propulsion system. It is well suited to annihilating entire swathes of infantry with its short-range grenade launchers upon landing, clearing its line of sight to an intended target. The Minuteman can then unload its dual slug guns into harder targets.''
''The Minuteman is a product of numerous advances in mechanikal warfare. Utilizing an exactingly designed series of compression chambers, the warjack can launch itself short distances by venting its heartfire through a special propulsion system. It is well suited to annihilating entire swathes of infantry with its short-range grenade launchers upon landing, clearing its line of sight to an intended target. The Minuteman can then unload its dual slug guns into harder targets.''

Revision as of 17:53, 31 October 2024

Cygnar First Army Storm Knight Heavy Warjack


Model stats and abilities

Model Statistics

Base size = 50 mmSPDMATDEFARM
Health = 30
FA = 4
Cost = 11471119
-
-

Model Advantages and Abilities

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


No errata for Headbutt Power Attack (Create)

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

No errata for Slam Power Attack (Create)

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

No errata for Trample Power Attack (Create)

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

No errata for Construct (Create)



Weapons

Bombard
 RNG   ROF   AOE   POW   LOCATION 
14 1 3 14/8 L

Arcing Fire
When attacking with this weapon, this model can ignore intervening models.

No errata for Arcing Fire (Create)

Executioner Axe
 RNG   ROF   AOE   POW   LOCATION 
1 - - 17 R
Critical Amputation
A critical hit occurs if the attack directly hits and any two dice in the Attack Roll show the same number. This Critical grants the following weapon qualities or has the following effects: Amputation
On a direct hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged.
No errata for Amputation (Create)


Warjack Rules

Category:Warjack

Changes and Updates

Release Trivia

Originally released in Warmachine: Prime (2003)

Mk3 to Mk4

Lore

The Minuteman is a product of numerous advances in mechanikal warfare. Utilizing an exactingly designed series of compression chambers, the warjack can launch itself short distances by venting its heartfire through a special propulsion system. It is well suited to annihilating entire swathes of infantry with its short-range grenade launchers upon landing, clearing its line of sight to an intended target. The Minuteman can then unload its dual slug guns into harder targets.

Basic Info

Template:Infobox-Model

Template:Warjack

Abilities

Weapons

Slug gun (x2)
File:Gun icon.jpg  RNG   ROF   AOE   POW 
4 1 Template:- 14
Open fist (x2)
File:Sword icon.jpg  RNG   POW   P+S 
0.5 2 10

Theme Forces


Thoughts on Minuteman

Minuteman in a nutshell

A mobile, combined arms warjack, the Minuteman is an odd design. It has a light warjack's frame, but wants to be up close to the enemy. If you want to apply high POW shots into the enemy and don't really care about your warjack, the Minuteman is for you. Thanks to Flak Field it can clear out infantry quite easily, especially high DEF, low ARM models who tend to be worried by POW6. This can give it some additional utility if you want to play with lots of Warjacks and very little infantry of your own. Just remember that although its DEF is good, once it does get hit it tends to lose effectiveness very quickly.

Combos & Synergies

  • For the ultimate in Warjack mobility, take them with Captain Jeremiah Kraye. Between advancing, bounding leap and reposition, you can have a Minuteman 16" up the table with very little effort. The reposition can also take you into safety, once you delivered your shots.
  • Siege1 - Under his feat even high armor infantry squads evaporate from Flak Field, while the slug guns can now seriously damage any heavy in the game. They're also excellent targets for Explosivo, while a Foxhole can put up its DEF to insane levels.
  • Warcasters with Blur or Bullet Dodger give them a chance to escape being shot to pieces.
  • Nemo1 - additional inches from Locomotion, as well as the STR bonus from Lightning Shroud aren't negligible. The expandable CTRL area helps, if the Minuteman ended up outside your CTRL area with bounding leap.
  • Caine0 can be horrifying with a minuteman, but doesn't have the FOCUS to fully load it and keep it alive. Sending it forward to smash an enemy, Caine can then Spirit Door it back to him; since his CTRL is doubled due to the Extended Control Range, Caine can stand a significant distance away and still turn his warjack loose on the enemy.

Drawbacks & Downsides

  • If a model is immune to Blast damage, it is unaffected by Flak Field.
  • With its thin armour and short range it is usually used for suicide missions. If you manage to get one good round of damage output from it, consider anything else a bonus.

Tricks & Tips

  • Make good use of the Bounding Leap. It's great for getting into the back arc of models, getting the back arc bonus.
  • Using a two-handed throw sometimes can be worthwhile - though it demands quite a lot of FOCUS to pull off reliably. But if it knocks down a warcaster, why not? Jump behind, grab it, and throw it toward your lines. Pop flak field before, just for some extra cruelty.
  • Flak Field is neither a melee, nor a ranged attack - perfect for circumventing restrictions about them (Vindictus1's feat, Countermeasures, Blinding Light, Swamp Pit, etc.). On the same note, it is not suitable to trigger spells and abilities which are tied to melee/ranged attacks (Refuge and the like).
  • Read the rules clarifications about triggering Flak Field, as it is an "any time during its activation" ability. Also, read the clarifications about Bounding Leap - it is slightly different from Jumping, but still allows you to be used if you can advance only 0" (like under Shadow Bind, or Force Lock). if you are under an effect that denies placing completely (like Garryth's feat, or the Lock the Target spell), you cannot use it.


Other

Trivia

Other Cygnar models

Template:Index Cygnar

Rules Clarifications

Template:RCbox2

Template:RC Open Fist Template:RC Warjack Template:RC Advance Deployment Template:RC Construct Template:RC Gunfighter Template:RC Bounding Leap Template:RC Flak Field