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{{Mercbox|[[Mercenary]] {{Heavy Warjack}} }} [[Category: Model]]
[[Mercenary]] [[Soldiers of Fortune]] [[Talion Charter]] [[Thornfall Alliance]] [[Heavy]] [[Warjack]]
{{4P|n=three Prime Armies|
[[Category:Thornfall Alliance]]
* '''Mercenary: Soldiers of Fortune'''
[[Category:Legacy Mercenary]]
* '''Mercenary: Talion Charter'''
[[Category:Soldiers of Fortune]]
* '''Mercenary: The Thornfall Alliance''' (requires [[Raluk]]) <br>
[[Category:Talion Charter]]
}}
[[Category:Heavy]]
[[Category:Warjack]]
[[Category:Legacy]]
[[Category:Prime]]
[[Category:Cohort]]


''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.
==Model stats and abilities==
 
{{Model-stats
=Basic Info=
| name= Mule
{{Infobox-Model
| base= 50 mm
| name = {{PAGENAME}}
| hp    = 30
| image = Mule.jpeg
| base  = Large
| spd  = 5
| spd  = 5
| str  = 11
| mat  = 6
| mat  = 6
| rat   = 5  
| rat = 5
| def  = 10
| def  = 10
| arm  = 18
| arm  = 18
| hp   = 30
| fa   = 4
| cost  = 14
| cost  = 13
| fa    = U
| abilities =
{{AbilitySingle|Trample Power Attack}}
{{AbilitySingle|Slam Power Attack}}
{{AbilitySingle|Headbutt Power Attack}}
{{AbilitySingle|Dual Attack}}
{{AbilitySingle|Construct}}
{{AbilitySingle|Tried & True}}
}}
}}
 
=Weapons=
{{Warjack}}
{{Weapon|weapon=Steam Lobber|type = R |rng = 12|rof = 1|aoe = 3 |pow = 15/8| loc = L| abilities = {{AbilitySingle|Arcing Fire}}{{AbilitySingle|Steam Pressure}}{{AbilityCritical|Devastation}} }}
 
{{Weapon|weapon=Battle Mace|type = M |rng = 2 |rof = - |aoe = - |pow = 16| loc = R| abilities =}}
=== Abilities ===
* {{Construct}}
* {{Tried & True}}
 
=== Weapons  ===
{| class="wikitable"
{{Ranged-loc|Steam Lobber|12|15|aoe=4|loc=Left|
* {{Arcing Fire}}
* {{Critical Devastation}}
* {{Steam Pressure}} }}
{{Melee-loc|Battle Mace|2|5|16|loc=Right| }}
|}
 
===Theme Forces ===
* '''''Mercenaries
** {{Flame in the Darkness}}
** {{Llaelese Resistance}}
** {{Operating Theatre}}
** {{Soldiers of Fortune}}
** {{Strange Bedfellows}}
** {{The Irregulars}}. If it is [['jack marshal]]led in this theme, it gains [[Flank]] [Warrior]
** {{The Kingmaker's Army}}
** {{The Talion Charter}}
 
* '''''Other Factions
** '''[[Convergence]]''' players can use this warjack in the {{Strange Bedfellows|notbold=}} theme, or by putting it in [[Aurora2]]'s, [[Asphyxious4]]'s, or [[Nemo4]]'s battlegroup in various themes.
** '''[[Cryx]]''' players can use this warjack by putting it in [[Asphyxious4]]'s battlegroup in various themes.
** '''[[Cygnar]]''' players can use this warjack in the {{Flame in the Darkness|notbold=}} theme, or by putting it in [[Nemo4]]'s battlegroup in various themes.
** '''[[Infernal]]''' players can take this model in the {{Hearts of Darkness|notbold=}} theme, but only if [[Crosse2]] is leading the army. This model gains [[Accumulator]] [Soulless] in this theme.
** '''[[Khador]]''' players can use this warjack in the {{Flame in the Darkness|notbold=}} theme.
** Aside from that, Mercenary warjacks can be taken in a plethora of Faction's themes via by putting it under the control of a Mercenary [['Jack Marshal]] or Mercenary [["Junior Warcaster"]] (see [[#Who can take this warjack?]]). However the "Faction Type" of the warjack doesn't change when you do it this way.




= Thoughts on {{PAGENAME}} =
==Warjack Rules==
=== {{PAGENAME}} in a nutshell===
{{Category:Warjack|Warjack}}
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 ===
==Errata==
* A fine way to run a Mule is to give it to [[Gastone Crosse|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.
No Errata specifically for this model.  
* [[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===
==Changes and Updates==
* Devastation throws all models in the 4" AOE simultaneously, using a single distance roll. Models furthest from the mule are thrown first
===Mk3 to Mk4===


=Other=
==Release Trivia==
===Trivia===
* Released in [[Warmachine: Superiority]] (2006)
* Released in [[Warmachine: Superiority]] (2006)
* Resculpted in 2012. It now comes in a multi-kit with the [[Nomad]] & [[Rover]].
* Resculpted in 2012. It now comes in a multi-kit with the [[Nomad]] & [[Rover]].
==Battle Reports==


===Who can take this warjack?===
==Videos==
{{Index Mercenary Warcasters}}


===Other Mercenary models===
==Lore==
{{Index Mercenaries}}
''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.
 
==Rules Clarifications==
{{RC Arcing Fire}}
{{RC Critical Devastation}}
{{RC Steam Pressure}}
{{RC Warjack}}
{{RC Construct}}
{{RC Tried & True}}

Latest revision as of 21:38, 3 November 2024

Mercenary Soldiers of Fortune Talion Charter Thornfall Alliance Heavy Warjack

Model stats and abilities

Model Statistics

Base size = 50 mmSPDMATRATDEFARM
Health = 30
FA = 4
Cost = 135651018
-
-

Model Advantages and Abilities

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)


Tried & True
When this model is affected by a Repair special action, remove 1 additional damage point from it.

No errata for Tried & True (Create)


Weapons

Steam Lobber
 RNG   ROF   AOE   POW   LOCATION 
12 1 3 15/8 L

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

No errata for Arcing Fire (Create)


Steam Pressure
If this model uses its Normal Movement to aim, this weapon gains +4 RNG that activation.

No errata for Steam Pressure (Create)

Critical Devastation
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: Devastation
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 damage roll with POW equal to the blast damage POW of this weapon. The POW of collateral damage is equal to the blast damage POW of this weapon.
No errata for Devastation (Create)
Battle Mace
 RNG   ROF   AOE   POW   LOCATION 
2 - - 16 R


Warjack Rules

Category:Warjack

Errata

No Errata specifically for this model.


Changes and Updates

Mk3 to Mk4

Release Trivia

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.