Drake MacBain: Difference between revisions

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[[FACTION]] [[Category:FACTION]] [[ARMY|ARMY]][[Category:ARMY]] [[:Category:Warcaster|Warcaster]][[Category:Warcaster]]
[[Mercenary]] [[Ordic]] [[Soldiers of Fortune]] [[Warcaster]]


[[Category:Mercenary]]
[[Category:Ordic]]
[[Category:Soldiers of Fortune]]


==Model stats and abilities==
[[Category:Warcaster]]
[[Category:Legacy]]
[[Category:Prime]]


<table>
== Model stats and abilities ==
  <tr>
      <td style = "border: 1px solid grey; vertical-align: top;">
{{Model-stats
{{Model-stats
| name = Hellyth
| name= MacBain 1
| base = 30 mm
| base=30
| hp   = 15
| hp=17
| spd   = 7
| spd=6
| aat  = 6
| mat=7
| mat   = 6
| rat=6
| rat   = 7
| def=15
| def   = 14
| arm=17
| arm   = 17
| fa=C
| arc   = 7
| cost=free
| ctrl = 12
| arc=6
|ctrl=12
|aat=6
| abilities =
{{AbilitySingle|Tough}}
{{AbilitySingle|Dual Attack}}
{{AbilitySingle|Dodge}}
{{AbilitySingle|Gang Fighter}}
{{AbilitySingle|Resourceful}}
}}
}}
</td>
      <td style = "border: 1px solid grey; vertical-align: top;"> <table >
          {{Model Advantage | advantage = Resistance Fire | icon = Resistance Fire}}
          {{Model Advantage | advantage = Resistance Corrosion| icon = Resistance Corrosion}}
          {{Model Advantage | advantage = Pathfinder| icon = Pathfinder}}                   
          {{Model Advantage | advantage = Dual Attack | icon = Dual_attack}} Corrosion}}
          {{Model Advantage | advantage = Tough| icon = Tough}} 
          {{Model Advantage | advantage = Undead | icon = Undead}}
          {{Field Marshal | ability = Hyper-Aggressive}}           
          {{Model Ability | ability = Arcane Machinery}}
          {{Model Ability | ability = Arcane Calibrations}}
          {{Model Ability | ability = Ionization}}
          {{Model Ability | ability = Vexing Alignment}}
          {{Star Attack | ability = Death Rattle}}
          {{Star Attack| ability = Marionette}}
          {{Star Action| ability = Pupppet Master}}
          {{Model Ability | ability = Prowl}}
          {{Model Ability | ability = Reposition}}
          {{Model Ability | ability = Take Down}}
          {{Veteran Leader | ability = Assault Kommando}}


      </table> </td>
== Weapons ==
</table>
{{Weapon|weapon=Dual Hand Cannon|type = R |rng =12|rof = 2 |aoe = - |pow = 12| loc = -| abilities = {{AbilitySingle|Pistol }}{{AbilityOptions|Special Attack|Both Barrels}}}}
{{Weapon|weapon=Undertaker|type = M |rng = 1 |rof = - |aoe = - |pow = 13| loc = -| abilities =  {{AbilitySingle|Damage Type-Magical}}{{AbilitySingle|Grievous Wounds}}}}


{{Warcaster}}
== Spells==
{{Spellbox|Bombshell}}
{{Spellbox|Countermeasure}}
{{Spellbox|Energizer}}
{{Spellbox|Fail-Safe}}
{{Spellbox|Fortune}}
{{Spellbox|Jackhammer}}


==Weapons==
== Warcaster  Rules ==
  <table style="border-collapse: collapse;>      <tr>
=== Feat: True Grit===
<th>Weapon</th><th>Type</th><th>Stats</th><th>Specials</th>
Choose d6+5 friendly Faction non-Leader warrior models currently in MacBain's control range. Chosen models gain +2 ARM. When a chosen model is disabled, it removes 1 damage point and becomes knocked down. True Grit lasts for one round.
  </tr>
        {WEAPONNAME1}}
        {WEAPONNAME2}}


</table>
=== Additional Rules ===
{{Category:Warcaster}}


==Feat==
==Errata==
FEATNAME
No Errata specifically for this model.
{{#ifexist: Template:Errata-FEATNAME|
{{Template:Errata-FEATNAME}}
|  }}


==Spells==
== Changes and Updates ==
{{SPELLNAME}}
{{SPELLNAME}}


===Spell Rack (Slots 2)===
===Mk3 to Mk4===


==Release Trivia==
* Released in [[Forces of Warmachine: Mercenaries]] (July 2010)
* Minicrate Exclusive (2021.03) Drake "Kiltlifter" Macbain


==Errata==
No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).
==Changes and Updates==
==Lore==
==Trivia==


==Battle Reports==
==Battle Reports==
Line 81: Line 67:
==Videos==
==Videos==


 
==Lore==
************* LEGACY **********
 
''Some mercenaries fight for a lost home, for revenge, for adventure. Drake MacBain fights for coin. No mission too dangerous, no battlefield too bloody, he'll work for any of the warring nations of the Iron Kingdoms without moral qualm. MacBain fights with the gritty determination of the hired professional and will let nothing stop him from the completion of his contracts. He is the consummate mercenary and has the tools to finish any job.''
''Some mercenaries fight for a lost home, for revenge, for adventure. Drake MacBain fights for coin. No mission too dangerous, no battlefield too bloody, he'll work for any of the warring nations of the Iron Kingdoms without moral qualm. MacBain fights with the gritty determination of the hired professional and will let nothing stop him from the completion of his contracts. He is the consummate mercenary and has the tools to finish any job.''
=Basic Info=
{{Infobox-Model
| name  = MacBain1
| image = 41073 DrakeMacBain WEB.jpg
| base  = Small
| spd  = 6
| str  = 7
| mat  = 6
| rat  = 5
| def  = 15
| arm  = 17
| cmd  irrelevant
| focus = 6
| hp    = 17
| wjp  = +30
}}
'''[[Mercenary]]''' - In a 2+ caster game, he can work for {{Cryx mercenary}}, {{Crucible Guard mercenary}}, {{Cygnar mercenary}}, {{Khador mercenary}}, or {{Menoth mercenary}}.
{{Warcaster}}
===Feat : True Grit===
Choose d6 + 5 non-warcaster friendly Faction warrior models currently in MacBain's {{CTRL}} range. When a chosen model is disabled, it [[remove damage|removes 1 damage point]] and becomes [[knocked down]]. True Grit lasts for one round. [[Category: Remove Damage Feat]]
{{Tipbox|This isn't Tough, so the feat's effect remain in play even after the model becomes knocked down.}}
=== Abilities===
* {{Tough}}
* {{Dodge}}
* {{Gang Fighter}}
===Weapons ===
{| class="wikitable"
{{Ranged|Dual Hand Cannon|12|12|rof=2|
* {{Both Barrels}} }}
{{Melee|Undertaker|1|6|13|
* {{Magical Weapon}}
* {{Grievous Wounds}} }}
|}
===Spells===
{{Spellbox|
{{Countermeasures}}
{{Energizer}}
{{Fail-Safe}}
{{Fortune}}
{{Jackhammer}}
{{Rift}}
}}
===Theme Forces===
* {{Steelies}}
* {{The Kingmakers Army}}. Macbain gains [[Feign Death]] in this theme.
* {{The Irregulars}}
=Thoughts on Drake=
==={{PAGENAME}} in a nutshell===
The mercenary's mercenary. Drake MacBain is a control and support warcaster who himself doesn't do that much, but whose feat allows the Mercenary all stars to employ their abilities without dying and make your opponent's life quite difficult. His spells and feat are not exceptionally powerful compared to many, but can occasionally be devastating. He's fairly average in all facets, and in big trouble if the enemy can stop healing or remove upkeeps.
===Feat thoughts===
How you use MacBain's feat goes quite a long way to determining whether you win or lose. The most common plan is to feat on several members of your Countermeasure unit, run them forward and create a wall beyond which the enemy cannot shoot, then move your army up behind it. This forces the opponent to move up and not shoot or kill anything and take the alpha strike on the chin, or back up and cede scenario play.
Feating on Large or Medium bases can create a wall the enemy cannot bypass and could possibly be used to get far up on scenario.
It is also helpful to have a way around the knockdown effect.
*A [[Freebooter]], [[Swabber]] or the [[Morrowan Archon]]s can prevent knockdown on feat turn.
*[[Boomhowler]]'s Reveille fell call can remove knockdown from models the turn after you feat, even solos and other units. This is integral to a strong Macbain list.
*A unit of [[Press Gangers]] with [[Bosun Grogspar]] won't be knocked down on feat turn.
===Spell thoughts===
* '''Countermeasure''' - Macbain's signature spell. This spell is best used on whatever obnoxious advance deploying unit you have. Feat on that unit and run it way up the board. If the model chosen has [[Stealth]], only Melee and and Spray Ranged Attacks from further than 5' could be used against it. Or Magical Attacks within 5".
* '''Energizer''' - Energizer is a wonderful spell, but whether MacBain uses it or not depends on whether you brought a Blockader or Nomads.
* '''Fail Safe''' - Best used on [[Blockader]]s as they become more difficult to remove and dangerous until completely destroyed. Far less effective on other warjacks, but you'll want to put it on something.
* '''Fortune''' - MacBain's hit buff. As hit buffs go, it's one of the weaker ones, but it goes well with combined ranged/melee attacks and Jackhammer.
* '''Jackhammer''' - This is MacBain's damage buff. Most effective when paired with a Blockader.
* '''Rift''' - Used only in the late game when MacBain has to get things done himself or if you really need some rough terrain.
===Drawbacks & Downsides===
* Upkeep removal ruins his day. Watch out for Repudiate and Purification.
* Anything that prevents healing, like Grievous Wounds or Entropic Force, shuts down his feat. Makeda3, Void Archons, Wretches, Death Knells, Mortality and Vulcans are bad, bad news. These are very common sights.
* Continuous effects like Fire or Corrosion can kill your unkillable models at the start of your turn.
* Unless you have a way to prevent knockdown (Archons) or stand things up (Boomhowler1), all of your feated models are going to end up face down and have a garbage turn anyway.
===Tricks & Tips===
* An unboosted Both Barrels attack is likely to do about the same amount of damage as a boosted-for-free charge attack, but has the added bonus of keeping you a lot further away from the enemy.
* Use power models like Boomhowler, Eiryss1, Croe, Eilish and Orin to create no-shoot, no-magic bubbles that can't be killed and threaten assassination to create layers of control your opponent will have to chew clock to unravel.
=List Building Advice =
===Strategy===
Macbain plays well into most gun lines by creating an unkillable jamming wall of anti-shooting with his feat and countermeasure followed by a big alpha strike. He can also jam melee armies by putting unkillable bodies in their way to get the alpha. This assumes your opponent cannot remove Countermeasure or prevent Healing.
With the advent of SR 2017, Macbain is in the unique position of being able to cheat the scenarios to some extent. With his feat, he can send a speedy model like a Kayazy Eliminator or a meager Press Ganger into your opponent's backfield to contest a zone or flag, and if they do not have a way to stop healing or to move that model, they will not score points on their turn. In scenarios like Spread the Net, this allows Macbain to get up on points extremely fast. This forces your opponent into a terrible position as they will need to sacrifice models to stay in the game and you will not be losing anything if you play Macbain's feat turn well.
Macbain has three upkeeps, Fortune, Fail-Safe and Countermeasures. With 6 FOC to spend between those spells, his army needs to be constructed with a plan in mind because you can't use all his tools. If you bring a Blockader for Failsafe and Jackhammer, that's probably the only jack you'll have the focus to run. If you want to use Energizer with Nomads, you won't bring the Blockader.
===Theme thoughts===
{{Header|[[Llaelese Resistance]]}}
This is a great theme for him, as you can bring up to four Archons who make excellent feat targets.
* The [[Menite Archon]] are geart independent models for his feat. They buff the Blockader's sprays quite well, but that should not be the main thing your army wants to do.
* [[Thamarite Archon]]s are great independent gun platfroms that love the feat. [[Morrowan Archon]]s have a DEF buff and are resilient shield guards.
* [[Malvin & Mayhem]] are the perfect target for Fortune, and the Choir you already brought goes great with them. You'll have to bring a Gobber Tinker but he can fix your Blockader for you.
* [[Thorn Gun Mages]] are pretty meh outside of this theme but here they gain Pathfinder and Sniper, if you bring Menite Archons anyway you can also leverage them for very powerful Incendiary shots.
* [[Gastone Crosse]] runs another heavy that will also be boosted by the Choir.
* [[Gorman1]] is a good feat target and if he rust bombs a Construct, Blockader gets to effective POW 20.
* [[Eilish Garrity]] under Macbain's feat can run forward, not die and then remove all enemy upkeeps within 5" if you do it right. He should definitely be in any Macbain army.
* [[Boss Machorne]] Is a good feat target and generally useful. She can run another jack for you that will receive choir boosts if you want her to, but she's a decent solo in her own right as well.
* The [[Choir of Menoth]] - Their Battle Hymn combined with Fuel for The Flames and Fail Save really makes the Blockader sprays shine like nothing else. Youa re probably better of going into melee with it though. The Hymn of Passage is another layer of safety from shooting for Blockader and Mayhem.
** If you are unsure what you second protectorate unit should be consider the following:
*** [[Flame Bringers]] are fast and have a crit effect and thus either good Countermeasure or Fortune target.
*** [[Daughters of the Flame]] - SPD 7, Stealth and Advance Deployment. Exactly the package of abilities that makes for great Countermeasure targets.
*** [[Flameguard Cleansers]] or [[Holy Zealots]] - If you really, REALLY want to leverage Fuel for the Flames. Fortune'd 10" Sprays are hilarious, if clock-intensive, but they die like flies and MacBain does little to change that outside of feat.
* [[Rangers]] Mark the Target for his colossal, and they project Countermeasure waaaaay up the board. Feat on 4 of them and you won't get shot.
{{Header|[[The Kingmaker's Army]]}}
Here MacBain has access to Rangers, Trencher Infantry and Long Gunners. Boomhowlers gain ambush, but you would want him in the board center for Reveille. Furthermore models/units gain Feign Death, which can be handy with his feat.
* The [[Steelhead Ironhead]] can crane things around and the [[Steelhead Arcanist]] eases his focus burden.
* [[Rangers]] are also in this theme.
* [[Boomhowler1]] can yell Cacaphony and run forward under feat to create a no-magic bubble in addition to a wall of no shooting. He can then Reveille the knocked down models. Another good reason to bring an Ironhead.
{{Header|[[The Irregulars]]}}
* [[Kayazy Eliminators]] are great for feating and contesting zones, especially if you can get Boomhowler to stand them up.
* There are a lot of damage fixers in this theme, which you won't get elsewhere. This is good because MacBain has none himself. In particular these are [[Aiyana and Holt]], [[Ragman]], [[Gabriel Throne]] and [[Gorman]]
* [[Croe's Cutthroats]] can also be here and are your best Countermeasures target, because of SPD 6, Stealth and AD. You only want six though. [[Kayazy Assassins]] can be tempting but they are slow and don't have AD, not to mention that they are overcosted.
* Unkillable [[Asphyxious4]] is the other main selling point. Asphyxious is usually guaranteed to kill a heavy by himself at least once per game, so if you can send him in and make him unkillable, you might just pick up two.
{{Header|[[Soldiers of Fortune]]}}
Here you can bring the full Steelhead boat, including the non-character solos missing from Irregulars. Solos mark targets for your Blockader or Galleon. However, the theme lacks units with Stealth, Pathfinder and Advance Deployment, which means there are no good Countermeasure targets here. Instead you would play multiple heavies with lots of Ironheads and Arcanists and exploit Energizer and Power Lifter for 4" threat extension, which would amount to a weaker version of a Magnus2 list. You have access to a different flavour of Archon here, the [[Death Archon]] who takes care of enemy infantry very well, or you can use their chain attack to set up jack hammers.
{{Header|Various Themes}}
* [[Greygore Boomhowler]] is a good pick thanks to Reveille standing up the models that get knocked down on Macbain's feat turn as well as an unkillable Cacaphony bubble if you can pull it off. They also gain Ambush in Kingmakers, for all that's worth.
* [[Sylys]] - MacBain has 3 upkeeps, not having to pay for one of them eases his focus burden.
===Battlegroup ===
Drake has no particular preferences for when it comes to his battlegroup but below are a few of the options to consider:
* [[Blockader]] - Jackhammer + Colossals is always fun.  On top of that fortune is a very focus efficient way of making the Heavy Fire Breathers capable of hitting a lot of infantry.
* [[Galleon]] - As tough as a Blockader, but more ranged power and utility in Crane and Drag. Fortune is a great way to make the Drags connect.
* [[Nomad]]/[[Toro]] - Cheap and cheerful melee jacks that all Mercenary casters generally like.
* [[Freebooter]] - The freebooter has two reasons to be included with Drake:
** Lash can keep your feat targets on their feet
** Merc jacks aren't accurate, however the freebooters have the speed to run where they need to be for jackhammering onto a knocked down target to deal maximum damage with their Trash.
==Starting a 25 point Brawl list ==
In 2021.03 Phillip Melvin, one of the LOS authors, put together this list for the [[Brawlmachine]] format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can [https://www.loswarmachine.com/brawlmachine/2021/2/5/brawlmachine-list-building-mercenaries read here].
'''[[Theme - The Irregulars]]
: '''[[Drake MacBain]]''': [+30 WJP]
:* [[Toro]]: [13 pts]
:* [[Nomad]]: [11 pts]
:* [[Talon]]: [6 pts]
: [[Dez & Gubbin, Dynamite Duo]]: [Free] {{grey|(5 pts)}}
: [[Princess Delores Graciela]]: [6 pts]
: [[Harlowe Holdemhigh]]: [3 pts]
: [[Anastasia di Bray]]: [3 pts]
: [[Gobber Tinker]]: [2 pts]
: [[Lady Aiyana & Master Holt]]: [7 pts]
: [[Kayazy Eliminators]]: [4 pts]
{{Brawl}}
=Other=
===Trivia===
[[File:MiniCrate DrakeMcBain.jpg|thumb|Drake "Kiltlifter" Macbain; Minicrate Exclusive.]]
* Released in [[Forces of Warmachine: Mercenaries]] (July 2010)
* {{LES|2021.03}}
===Video Battle Reports ===
* [https://youtu.be/yOzH7pPil14 2018.07 Arcane Assist] 75 points vs [[Barnabas2]]
* {{VBR}}
===Warjacks he can take===
{{Index Mercenary Warjacks}}
===Other Mercenary models===
{{Index Mercs}}
===Rules Clarifications===
{{RC Magical Weapon}}
{{RC Both Barrels}}
{{RC Knockdown}}
{{RC Warcaster}}
{{RC Grievous Wounds}}
{{RC Gang Fighter}}
{{RC Tough}}
{{RC Dodge}}
{{RC Jackhammer}}
{{RC Energizer}}
{{RC Countermeasure}}
{{RC Fortune}}
{{RC Fail Safe}}
{{RC Rift}}

Latest revision as of 02:09, 20 March 2024

Mercenary Ordic Soldiers of Fortune Warcaster

Model stats and abilities

Model Statistics

Base size = 30SPDAATMATRATDEFARMARCCTRL
Health = 17
FA = C
Cost = free66761517612
-
-

Model Advantages and Abilities

Tough
Tough
When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down, this model loses Tough.

  Errata-Tough on 4-5-6 (2023-6-22)
Question: If a feat or ability says when a model "makes a Tough roll of 4,5, or 6... that model can remove 1 damage point," does that mean the model gets to remove 1 damage point from that ability PLUS another damage point from the Tough ability?
Answer: No, you only remove 1 damage point.
Explanation: You will only heal one point of damage due to [Madrak's] feat
Infernal Ruling: elswickchuck - PP Community forum


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




Dodge
This model can advance up to two inches immediately after an enemy attack that missed it is resolved.

  Errata-Dodge (2023-7-17)
Question: So if a target model is missed by an AOE and dodges away, does it still take the blast damage roll if it is no longer in the range of the AOE weapon?
Answer: Yes.
Explanation: RNG doesn’t matter after the target has been checked to be within RNG.
Infernal Ruling: Dark Legacy - PP Community forum


  Errata-AOE Miss (2023-7-17)
Question: When an AOE misses, does it trigger "on miss" actions?
Answer: AOEs that miss will trigger “on miss” triggers.
Explanation: 
Infernal Ruling: Dark Legacy - PP Community forum




Gang Fighter
When making a melee attack targeting an enemy model in the melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.

No errata for Gang Fighter (Create)


Resourceful
This model can upkeep spells on models in its battlegroup without spending focus or fury points.

No errata for Resourceful (Create)



Weapons

Dual Hand Cannon
 RNG   ROF   AOE   POW   LOCATION 
12 2 - 12 -

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


Special Attack
A model can make a special attack during its Combat Action if it meets the requirements for the special action or attack's use.
Both Barrels - This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it makes a Both Barrels attack.
No errata for Special Attack (Create)
No errata for Both Barrels (Create)
Undertaker
 RNG   ROF   AOE   POW   LOCATION 
1 - - 13 -
Damage Type-Magical
Damage Type-Magical
This weapon causes magical damage.

No errata for Damage Type-Magical (Create)


Grievous Wounds

A model hit by this weapon loses Tough and cannot have damage removed from it for one round.

No errata for Grievous Wounds (Create)


Spells

Bombshell Cost RNG AOE POW DUR OFF
3 10 2 13/10 - Yes
On a critical hit, models hit are thrown d6 inches directly away from the attacker. Roll distance once for all models affected. Move models farthest from the attacker first. Instead of suffering blast damage, models hit but not directly hit suffer a POW 10 damage roll. The POW of collateral damage is 10.
No errata for Bombshell (Create)
Countermeasure Cost RNG AOE POW DUR OFF
2 6 - - Upkeep No
While within 5 inches of target friendly Faction model/unit, enemy models cannot make ranged attacks.
No errata for Countermeasure (Create)
Energizer Cost RNG AOE POW DUR OFF
2 Self - - - No
Each model in the spellcaster's battlegroup that is currently in its control range can immediately advance up to 2 inches. Energizer can be cast only once per activation.
No errata for Energizer (Create)
Fail-Safe Cost RNG AOE POW DUR OFF
2 6 - - Upkeep No
Target friendly Faction warjack gains +2 ARM and does not suffer the effects of crippled systems.
No errata for Fail-Safe (Create)
Fortune Cost RNG AOE POW DUR OFF
2 6 - - Upkeep No
Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.
No errata for Fortune (Create)
Jackhammer Cost RNG AOE POW DUR OFF
2 Ctrl - - - No
Target model in the spellcaster's battlegroup currently in its control range immediately makes one basic melee attack.
No errata for Jackhammer (Create)


Warcaster Rules

Feat: True Grit

Choose d6+5 friendly Faction non-Leader warrior models currently in MacBain's control range. Chosen models gain +2 ARM. When a chosen model is disabled, it removes 1 damage point and becomes knocked down. True Grit lasts for one round.

Additional Rules

Additional special rules:

  1. This model begins the game with a number of focus points equal to its ARC.
  2. During your Maintenance Phase, this model loses all focus points in excess of its ARC.
  3. During your Control Phase, this model replenishes its focus points so that it has a number equal to its current ARC.
  4. This model can spend focus points only during its activation.
  5. This model has a Control Range, and can spend its focus points to buy additional melee attacks, boost attack and damage rolls, and to Shake Effects.
    No errata for Focus Manipulation (Create)


This model can control a group of warjacks.
  1. This model and the warjacks it controls are a battlegroup.
  2. This model can allocate focus to warjacks in its battlegroup during your Control Phase.
  3. This model can channel spells through warjacks in its battlegroup with the Arc Node advantage.


No errata for Battlegroup Controller (Create)


A feat can be used at any time during this model's activation, once per game.
No errata for Feat (Create)


  1. At any time during its activation, this model can spend focus points to remove damage it has suffered. For each focus point spent this way, the model can remove 1 damage point.
  2. When this model would suffer damage, it can immediately spend up to 1 focus point to reduct the damage it would suffer by 5. This model is still considered to have suffered damage even if the damage is reduced to 0 or less. Excess damage prevention is lost.
    No errata for Power Field (Create)


This model can cast spells by paying the COST of the spells in focus points.
No errata for Spellcaster (Create)


This model must have at least one non-lesser warjack in its battlegroup at the start of the game.

Errata

No Errata specifically for this model.

Changes and Updates

Mk3 to Mk4

Release Trivia


Battle Reports

Videos

Lore

Some mercenaries fight for a lost home, for revenge, for adventure. Drake MacBain fights for coin. No mission too dangerous, no battlefield too bloody, he'll work for any of the warring nations of the Iron Kingdoms without moral qualm. MacBain fights with the gritty determination of the hired professional and will let nothing stop him from the completion of his contracts. He is the consummate mercenary and has the tools to finish any job.