Kommandant Sorscha Kratikoff: Difference between revisions

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{{Khadbox|{{Khador}} {{Man-O-War}} [[Warcaster]] }} [[Category: Model]]
[[Khador]] [[Armored Korps]] [[Man-O-War]] [[Warcaster]]
{{4P|Armored Korps}}


''Having risen to the rank of kommandant at an unprecedented age, Sorscha Kratikoff has been tasked with commanding the full might of Khador’s new Man-O-War division. Sorscha began her new assignment spending several months undergoing the rigorous training to control Man-O-War armor, a unique hybrid of warcaster armor and Man-O-War armor specially designed to fit her frame. In combat, Kommandant Sorscha is the avalanche in the storm. Her command of winter magic allows Sorscha’s Man-O-War to perform flanking and ambush maneuvers never-before-seen with these steam-powered soldiers. Sorscha goes where the fighting is thickest, laying waste to man and machine.''
[[Category:Khador]]
[[Category:Armored Korps]]
[[Category:Legacy]]
[[Category:Prime]]
[[Category:Warcaster]]
[[Category:Leader]]
[[Category:Man-O-War]]


=Basic Info=
==Model stats and abilities==
{{Infobox-Model
{{Model-stats
| name  = [[Sorscha|Sorscha3]]
|fa=C
| image = Sorscha3.jpg
| name  = Kratikoff 3
| base  = Medium
| base  = 40 mm
| hp    = 17
| spd  = 4
| spd  = 4
| aat  = 7
| mat  = 7
| mat  = 7
| str  = 9
| rat  = 6
| rat  = 6
| def  = 12
| def  = 12
| arm  = 18
| arm  = 18
| cmd   = 9
| arc   = 6
| hp    = 17
| ctrl  = 12
| focus = 6
| abilities=
| wjp  = +28
{{AbilitySingle|Resistance-Cold}}
}}
{{AbilitySingle|Dual Attack}}
 
{{AbilityComplex|main=Field Marshal|main1=|sub1=Flank|sub1a=Man-O-War}}
{{Warcaster}}
{{AbilitySingle|Repairable}}
 
{{AbilitySingle|Storm's Embrace|10|Faction}}
===Feat: Dead of Winter===
Place d3+3 3˝ AOE [[cloud]] effects anywhere completely in Sorscha’s {{CTRL}} range. These AOEs remain in play for one round. A model without [[Immunity: Cold]] suffers 1 point of [[cold damage]] for each Dead of Winter AOE it enters or ends its activation within.
 
===Abilities===
* {{Cold Immunity}}
* {{Field Marshall|Flank [[Man-o-War]]}} (''{{Flank-alt|Man-o-War|Hide_Cat=}}'') [[Category: Flank Field Marshal]]
* {{Irregulars|Medium-Based [[Man-O-War]]|Medium-based Man-O-War models}}
* {{Repairable}}
* {{Storm's Embrace}}
 
===Weapons===
{| class="wikitable"
{{Ranged|Cannon|12|13|aoe=3|
* {{Arcing Fire}} }}
{{Melee|Frostfang|2|7|16|
* {{Magical Damage}}
* {{Critical Smite}}
* {{Freeze}} }}
|}
 
===Spells===
{{Spellbox|
{{Iron Flesh}}
{{Stoke the Fires}}
{{Wind Rush}}
{{Winter's Wrath}}
}}
}}


===Theme Forces ===
== Weapons ==
* {{Armored Korps}}
{{Weapon|weapon=Cannon|type = R |rng = 12 |rof = 1 |aoe = 2 |pow = 13/7| loc = -| abilities = {{AbilitySingle|Arcing Fire}}}}
* {{si|Flame in the Darkness}}
{{Weapon|weapon=Frostfang|type = M |rng = 2 |rof = - |aoe = - |pow = 16| loc = -| abilities = {{AbilitySingle|Damage Type-Magical}}{{AbilityCritical|Smite}}{{AbilitySingle|Freeze}} }}
* {{Jaws of the Wolf}}
* {{Legion of Steel}}
* {{si|Warriors of the Old Faith}}
* {{WG Kommand}}. In this theme the caster gains [[Sacrificial Pawn]] [Winter Guard trooper model].
* {{Wolves of Winter}}
 
 
=Thoughts on Sorscha3=  
===Sorscha3 in a Nutshell===
Wearing custom Man-o-War armor, the third incarnation of the Khadoran ice queen is a midfield ability-based [[Man-o-War]] support warcaster with strong emphases on melee attrition combat and abusing [[stationary]]. Spells like Wind Rush and abilities like Storm's Embrace are thematically very 'Sorscha', while abilities such as her Field Marshal reinforce her place as a fantastic warcaster in the Armored Corps. Her toolkit is geared towards running a force balanced between melee-centric warjacks and Man-o-War and while not being useless in other archetypes she really shines when played where she belongs.
 
Sorscha's abilities, feat and spells are particularly suited towards supporting a melee-centric Man-o-War force that can spike melee damage on key targets after closing the distance under her protection. She has the same issue as her previous incarnations where her focus is spread very thin, but this incarnation suffers the least from it--comparatively speaking--because Flank and Storm's Embrace are free, passive abilities. Her activations are typically split between providing support to her army via her toolkit and getting mixed in melee herself so it's more like you're switching between "modes" every turn rather than needing to do everything at once. Having only one upkeep spell and one other spell she'll be using each typical turn leaves her slightly more focus to allocate to her 'jacks (either directly or via Stoke the Fires) than before.
 
===Feat thoughts===
Dead of Winter is an impressively flexible feat that can be used in a number of ways. A minimum of four 3" cloud effects lets you consistently screen your advancing force to break LoS for charges and ranged attacks. Offensively, you can also use it to deny a large portion of the board to enemy single-HP models (ie most of them) and even force entire units back by stacking one cloud on top and another in their forward path which puts them in a position where they both can't hold position or advance without taking the damage. The situation becomes even more dire when the board features choke points. Dead of Winter gives Sorscha a tangible scenario edge in a lot of match-ups which is something she and her typically slow force appreciates.
 
===Spell thoughts===
* <b>Iron Flesh</b>: Iron Flesh is an evergreen Khador spell and Sorscha has a lot of good potential targets for it. You should cast it on a unit to gain maximum value and incidentally both Demo Corps and Shocktroopers go crazy for it.
* <b>Stoke the Fires</b>: To use this spell reliably you need to have Sorscha relatively close to the action (where she belongs) and you're going to want to use this spell because it's a game changer. The SPD bonus is a big deal--especially for such a cheap and spammable spell--but the Countercharge especially puts the opponent in some impossible catch-22 situations if you position things right. Denying large parts of the board with Flank-enabled heavy warjacks can be very tough to beat indeed.
* <b>Wind Rush</b>: Wind Rush is back and a great fit for Sorscha because she can use it to reliably set up Flank or tee something up with the now-guaranteed [[Freeze]] on Frostfang. Between this, her Storm's Embrace ability and a War Dog she can have a DEF that's not very high by Sorscha standards but is still very difficult to touch, especially for someone in steam-powered armor.
* <b>Winter's Wrath</b>: Offensive spells are tricky on a 6-focus warcaster but this one gives her another way to reliably Freeze your targets, often catching them in the large AOE even when it misses.
 
===Drawbacks & Downsides===
* Like all Man-o-War infantry, her base SPD and DEF are comparatively low.
* She doesn't have a way to help her army traverse rough terrain.
* Models with [[Massive]] or [[Immunity:Cold]] are unaffected by a lot of Sorscha's cold-based tricks.
* Sorscha cannot benefit from the [[Man-o-War Kovnik]]'s [[Desperate Pace]] because it can only target Man-o-War units.
* Sorscha is very niche this time around and probably won't see a lot of play outside of Armored Corps forces. Even in Armored Corps, she doesn't seem primed to be the top tier caster, as while her warjacks benefit from being with Man-o-Wars, she doesn't really address many of the fundamental weaknesses of the theme. A shame cause her model is awesome.
 
===Tricks & Tips===
* Our frosty Kommandant is a Man-o-War model and benefits from most of their synergies.
* Stationary models do not make free strikes so you can Freeze something and then have your forces move past them safely in search of better targets.
* Storm's Embrace works in her '''command''' range, not in her ''CTRL'' area.
 
=List Building Advice=
===Strategy===
Kommandant Kratikoff is all about getting up close and personal for heavy bouts of melee attrition combat. Her Storm's Embrace ability, feat and Iron Flesh spell protect her advancing forces from incoming fire as they close the gap to throw down in hand-to-hand combat. Upon arrival, she leverages her terrifying Flank ability and Stoke the Fires spell to charge into battle and do impressive amounts of damage with her warjacks. The trick is to set up your warjacks alongside your infantry so if your opponent comes close to your Man-o-War you can countercharge and hit them under the effects of Flank. Then, if your opponent spends their time placing things in an inconvenient way you simply elect to nót Countercharge at all and instead save it for another enemy activation. you can dictate enemy movement and chew up their turn timer with very little investment on your part because you already benefited from the spell's +2SPD anyway. Once close enough she herself can abuse Winter's Wrath and a combination of Wind Rush and Frostfang's Freeze to reach out and freeze key targets to set them up for destruction at the hands of a now-autohitting warjack or [[Man-o-War Demolition Corps]] whose [[Shatter]] will disintegrate almost anything in a turn.
 
Sorscha does best with a melee force balanced between her battlegroup warjacks and elite Man-o-War infantry. You want enough warjacks to abuse Flank and Stoke the Fires and enough warriors to enable Flank, exploit Iron Flesh and her Freeze effects and provide a screen for Sorscha to Wind Rush behind.
 
===Theme Thoughts===
{{Header|All Themes}}
* [[Kommandant Atanas Arconovich & Standard|Kommandant Arconovich]]: All Man-o-War models can benefit from his Tactician ability, and that includes Sorscha. Charging through a Shocktrooper frontline and then Wind Rushing back never gets old. He's also an obvious way to grant Pathfinder where Sorscha can't.
* [[Man-o-War Demolition Corps]]: The Corps is almost an auto-include for Sorscha because of how much stronger they become when they can reliably activate their [[Shatter]] ability. Sorscha likes melee Man-o-War, the Corps likes Iron Flesh and things being [[stationary]]. It's a match made in Urcaen.
* [[Man-o-War Shocktroopers]]: If you're worried about getting your forces into combat alive there's no better screening unit for them and Sorscha's Medium base.
* [[Bulkhead]] - A Immovable Object Shield Guard for 5 points and not much else. It's up to you if you see that as worth it.
* [[Man-O-War Kovnik]] - You want at least one for your Shock Troopers, so they can get into a forward position quickly and screen, but at just 3 points taking another one for another MoW unit is not a bad idea.
* [[Greylord Forge Seer]] - There is two obvious synergies here: Forge Seers can hand out Freezer to her, which is a dubious buff at best, or hand out focus to her jacks, which sounds good, until you realise other factions get that ability for a much lower price tag. They are not the best at setting up Flank either and using them as jack marshals cuts into the points you want to spwnd on battlegroup models and other Men-O-War. It's best to skip this one.
* [[Greylord Adjunct]]: While Sorscha isn't exactly a spell-centric type of warcaster, this novice makes her significantly more focus-efficient and expands her reach by quite a bit for Stoke the Fires and Winter's Wrath. Arcane Assist for Iron Flesh and especially Guidance for the otherwise slightly clunky Winter's Wrath are great fits as well. Noteworthy is is also the fact that Guidance means you can hand out Stoke the fires while ignoring your own models for LOS, which makes positioning a more relaxed matter.
* [[War Dog]]: Kommandant Sorscha is one of the few Khador warcasters that can do fine without a War Dog because of her easy access to stationary effects and Countercharge on her warjacks. Stationary models do not make free strikes, diminishing the need for [[Parry]] from [[Guard Dog]] because Sorscha can simply tap something and Wind Rush away safely a lot of the time. This doesn't mean that the War Dog isn't an excellent pick for her (it is), it just means you have slightly more freedom to consider other [[Attached]] models for her.
* [[Battle Mechaniks]]: All Man-o-War models have the Repairable rule, and these guys can repair them! The officer can also provide a safe space from blast damage, which matters more in non-AK themes since MoW usually don't care about blast damage.
 
{{Header|[[Armored Corps]]}}
 
Sorscha was designed with Men-O-War in mind so playing her in the Man-O-War theme is the natural conclusion to that. In Armored Korps she enjoys better repairs, Advance Move on MoW units and Tankers and the whole suite of MoW models.
* Shocktroopers with Advance Move and Shield Wall get across the battlefield extremely quickly for SPD 4 infantry.
* [[Man-O-War Strike Tanker]] - A Armour Piercing, Grievous Wounds, gun on top of a large based solo with Bulldoze is excellent value for 5 points, so one or two of these is definitely going to end up as your requisition choices.
* [[Man-O-War Suppression Tanker]] - These tankers focus more on infantry clearing and denial with sprays and Covering Fire templates, which can help you not getting jammed up.
* The chariots are good contenders for the worst battle engines in the game.
* [[Behemoth]] - Flank is probably total overkill on Big B, but that is exactly what makes it so hilarious! Supplemental shooting from the bombards and Armour Piercing fists ensure he will always have something to do every turn. His main strike against him is that fact that she prefers to run at least three jacks to get value out of her Field Marshal, which gets pricey with him at 20 points.
 
{{Header|[[Jaws of the Wolf]]}}
 
In this theme she trades access to Advance Move on her troops, Tankers and better repairs for Pathfinder for her Battlegroup, an extra forest, and some much better skirmish models than the Chariots will ever be. This might be a good trade simply because Sorscha cares about her Battlegroup quite a lot and this allows her to steer away from Kodiaks.
* Behemoth is here, too, and he gains Pathfinder
* [[Kossite Woodsmen]] - With Ambush or Advance Deployment they are a great flanking unit and scare enemies away from the table edges and spreading out, which MoW love and Sorscha espcially for her feat.
* [[Ol' Grim]] - he camps flags while incorporeal like a champ and gets to take two magical shots a turn.
* [[Widowmaker Marksman]] - Grants Grim Swift Hunter is is a great solo himself
* [[Yuri2]] Ambushes with the Kossites an brings further ranged power.
* [[Yuri1]] - Buffs Kossites and can contest far away flags.
 
{{Header|[[Wolves of Winter]]}}
 
This theme lets you combine the freeze-y wizards with the hammer-guys that love smashing ice sculptures. It also features the highest concentration of caster independent damage buffs, which is great for Sorscha who has none, for her troops anyway. The theme is also chalck full of sources of magical damage, which means incorporeal doesn't ruin your day as much as in other themes.
* [[Koldun Lord]] - Damage buff, check. Puppet Master for Winter's Wrath, check. Protection from shooting, check. Grants Prowl to other Greylords so has natural synergy with Storm's Embrace, check. Absolutely essential!
* [[Greylord Outriders]] a great flanking unit for your otherwise slow army. they are also an okay target for Iron Flesh, making them ARM 17 and ARM 21 against blasts, so they can shrug of even high powered ones.
* [[Greylord Ternion]] - Ice Cage lets you set up stationary for your Demo Corps.
* [[Doomreaver Swordsmen]] - They form a nice skirmish screen for your MoW and don't need much caster input.
 
{{Header|[[Winter Guard Kommand]]}}
 
Sac Pawn lets Sorscha be potentially more aggressive and Winter Guard form a nice scrimish screen or shooting contingent, so your MoW can be the second line. That's it with the synergies though.
 
{{Header|Mercenaries}}
 
* [[Madelyn Corbeau]]: Madelyn has a few nifty tricks up her sleeve to help protect Sorscha against enemy warriors that come too close for comfort. [[Intrigue]] isn't going to do as much for your melee-centric army but [[Parlay]] and [[Seduction]] work wonders for a warcaster that prefers to get up close and personal on a regular basis.
* [[Colbie Sterling]]/[[Gobber Tinker]]/[[Raluk Moorclaw]]: These three are [[Mechanikally Adept]], meaning they can [[Repair]] Khador models.
* [[Ogrun Bokur]]: The Bokur likes [[Client]]s that stay close to the action and having a Shield Guard nearby is great insurance against shooty armies.
* [[Orin Midwinter]]: Ideal to clear jamming, light models, as well as providing protection from spells.
* [[Saxon Orrik]]: Can give her army crucial [[Pathfinder]] because she can't.
* [[Ragman]] - Death Field spread through a web of 2" medium based infantry covers a large area and fixes the fact that Sorscha doesn't actually make her MoW hit any harder than they already do. This also stacks with Flank, incidentally.
 
===Battlegroup===
[[File:Beast09.jpg|thumb|[[Beast-09]] is her pet warjack that she can take in any theme.]]
 
For her battlegroup Sorscha prefers about 2-4 efficient, Melee-focused 'jacks, ideally with multiple initial melee attacks to wring every last bit of value from Flank. Flank also means that you can take jacks with lower damage and they will still put out excellent levels of damage. Especially beneficial warjacks for her include:
 
* [[Beast-09]] is her pet warjack that she can take in any theme. He is extremely dangerous and works very well with Sorscha. Between [[Shield Guard]] from its [[Bond]] and Countercharge from Stoke the Fires it's a perfect bodyguard warjack for Sorscha and combining Flank and [[Murderous]] on a warjack with a P+S 19 [[Thresher]] vaporizes even the most tough and nimble of warriors. Its [[Immunity: Cold]] keeps it safe from Sorscha's feat but also lets you safely cast Winter's Wrath near it without risk of Freezing your own warjack. Even the 2" reach on its Ice Breaker is excellent for reaching over your Man-o-War infantry for 6" Countercharge attacks at odd angles.
* [[Berserker]]/[[Mad Dog]]/[[Rager]]: Each of the archaic warjacks work wonders with Sorscha because you can bring a lot of them for few points, they love being buffed by Flank or auto-hitting stationary targets and they all have at least two initial attacks. While [[Shield Guard]] from a Rager can be very nice (and it can have three initial melee attacks thanks to [[Point Blank]]), the Berserker is probably the best pick for her on average (although you can just field both).
* [[Devastator]]: The Devastator is a great warjack that pairs well with a unit under the effects of Iron Flesh for blast immunity and especially appreciates the SPD boost and Countercharge from Stoke the Fires for a longer Trample or pre-[[Rain of Death]] charge distance and opportunity to strike first before taking melee damage in its opened form respectively.
* [[Kodiak]]: The Kodiak is an impressive warjack for its points and is incredibly efficient due to its three potential initial attacks. It requires very little support and is very flexible, circumventing Sorscha's dearth of a Pathfinder-bestowing spell or ability. Finally, Flank lets it transcend its uninspiring P+S 16 to patch over its only real remaining drawback.
* [[Marauder]]]: The Marauder already has Siege Weapon, combine it with Flank and it will melt a huge base faster than you can blink.
 
===Starting a 25 point Brawl list ===
In 2020.10 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/2020/10/22/brawlmachine-list-building-khador read here].
 
'''[[Theme - Armored Korps]]
 
: '''[[Kommandant Sorscha Kratikoff|Sorscha3]]''': [+28 WJP]
:* [[Beast-09]]: [16 pts]
:* [[Juggernaut]]: [13 pts]
 
: [[Man-O-War Suppression Tanker]]: [Free] {{grey|(6 pts)}}
: [[Man-O-War Kovnik]]: [3 pts]


: [[Man-O-War Demolition Corps]] (Max unit): [12 pts]
== Spells==
:* Command Attachment: [4 pts]
{{Spellbox|Iron Flesh}}
: [[Kommandant Atanas Arconovich & Standard]]: [5 pts]
{{Spellbox|Redline}}
{{Spellbox|Wind Rush}}
{{Spellbox|Winter's Wrath}}


== Warcaster  Rules ==
{{Category:Warcaster}}
=== Feat: Dead of Winter ===
Place d3+3 cloud effect templates anywhere completely in Sorscha's control range. These templates are hazards that remains in play for one round. A model without Resistance-Cold suffers 1 point of cold damage for each Dead of Winter template it enters or ends its activation within.


{{Brawl}}
== Changes and Updates ==


=Other=
== Trivia ==
===Trivia===
* Released in the Armored Corps expansion (2018.05)
* Released in the Armored Corps expansion (2018.05)
===Video Battle Reports ===
* [https://youtu.be/_ZQ2iVtLfjc 2019.06 Feat Fetish], vs [[Deneghra1]]
* [https://youtu.be/tPMvECsFwO8 2018.11 Arcane Assist] 75 points vs [[Siege1]]
* {{VBR}}


===Other Khador Models===
== Lore ==
{{Index Khador}}
''Having risen to the rank of kommandant at an unprecedented age, Sorscha Kratikoff has been tasked with commanding the full might of Khador’s new Man-O-War division. Sorscha began her new assignment spending several months undergoing the rigorous training to control Man-O-War armor, a unique hybrid of warcaster armor and Man-O-War armor specially designed to fit her frame. In combat, Kommandant Sorscha is the avalanche in the storm. Her command of winter magic allows Sorscha’s Man-O-War to perform flanking and ambush maneuvers never-before-seen with these steam-powered soldiers. Sorscha goes where the fighting is thickest, laying waste to man and machine.''
 
===Rules Clarifications===
{{RC Arcing Fire}}
{{RC Magical Damage}}
{{RC Smite}}
{{RC Freeze}}
 
{{RC Warcaster}}
{{RC Cold Immunity}}
{{RC Field Marshal}}
{{RC Flank}}
{{RC Repairable}}
{{RC Storm's Embrace}}
 
{{RC Iron Flesh}}
{{RC Stoke the Fires}}
{{RC Wind Rush}}
{{RC Winter's Wrath}}

Latest revision as of 02:20, 3 November 2024

Khador Armored Korps Man-O-War Warcaster

Model stats and abilities

Model Statistics

Base size = 40 mmSPDAATMATRATDEFARMARCCTRL
Health = 17
FA = C
Cost = Free47761218612
-
-

Model Advantages and Abilities

Resistance-Cold
Resistance-Cold
When this model suffers a cold damage roll, remove one die from the damage roll.

No errata for Resistance-Cold (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



Field Marshal
Field Marshal grants the following ability/abilities to the cohort models in this model's battlegroup.
Flank - When this model makes a melee attack against an enemy model in the melee range of Man-O-War, this model gains +2 to attack rolls and gains an additional damage die.
No errata for Field Marshal (Create)
No errata for Flank (Create)



Repairable

This model can be targeted with Repair special actions as if it were a construct model.


No errata for Repairable (Create)


Storm's Embrace
While within 10 inches of the model, friendly Faction models gain concealment.
A model with concealment gains +2 DEF against ranged and arcane attack rolls.
  • No benefit against Spray attacks.


No errata for Concealment (Create)


No errata for Storm's Embrace (Create)



Weapons

Cannon
 RNG   ROF   AOE   POW   LOCATION 
12 1 2 13/7 -

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

No errata for Arcing Fire (Create)

Frostfang
 RNG   ROF   AOE   POW   LOCATION 
2 - - 16 -
Damage Type-Magical
Damage Type-Magical
This weapon causes magical damage.

No errata for Damage Type-Magical (Create)

Critical Smite
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: Smite
The model hit is slammed d6 inches directly away from this model. If the model hit has a larger base than the attacking model it is moved only half the distance rolled. The POW of collateral damage is equal to half the POW of this weapon.
  Errata-Smite (2024-2-19)
Question: When the Special Attack:Smite is used, does it do damage?
Answer: Yes
Explanation: It does a damge roll to the model hit based on the pow of the weapon
Infernal Ruling: elswickchuck Infernal - PP Community forum





Freeze
A model hit by this weapon becomes stationary for one round unless it has Resistance:Cold.

No errata for Freeze (Create)


Spells

Iron Flesh Cost RNG AOE POW DUR OFF
2 6 - - Upkeep No
Target friendly Faction model/unit gains +2 ARM and Resistance: Blast.
No errata for Iron Flesh (Create)
Redline Cost RNG AOE POW DUR OFF
2 6 - - Up No
Target warjack in the spellcaster's battlegroup gains +2 SPD and can run, charge, or make slam or trample power attacks without spending focus. Additionally, the affected model gains +2 to its melee attack damage rolls and collateral damage rolls. At the end of each of its activations, the affected warjack suffers d3 damage points.
No errata for Redline (Create)
Wind Rush Cost RNG AOE POW DUR OFF
2 Self - - - No
The spellcaster can immediately make a full advance and gains +2 DEF for one round. Wind Rush can be cast only once per activation.
No errata for Wind Rush (Create)
Winter's Wrath Cost RNG AOE POW DUR OFF
3 8 3 14/8 - Yes
Winter's Wrath causes cold damage. On a critical hit, models hit become stationary fro one round unless they have Resistance:Cold.
No errata for Winter's Wrath (Create)


Warcaster 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.

Feat: Dead of Winter

Place d3+3 cloud effect templates anywhere completely in Sorscha's control range. These templates are hazards that remains in play for one round. A model without Resistance-Cold suffers 1 point of cold damage for each Dead of Winter template it enters or ends its activation within.

Changes and Updates

Trivia

  • Released in the Armored Corps expansion (2018.05)

Lore

Having risen to the rank of kommandant at an unprecedented age, Sorscha Kratikoff has been tasked with commanding the full might of Khador’s new Man-O-War division. Sorscha began her new assignment spending several months undergoing the rigorous training to control Man-O-War armor, a unique hybrid of warcaster armor and Man-O-War armor specially designed to fit her frame. In combat, Kommandant Sorscha is the avalanche in the storm. Her command of winter magic allows Sorscha’s Man-O-War to perform flanking and ambush maneuvers never-before-seen with these steam-powered soldiers. Sorscha goes where the fighting is thickest, laying waste to man and machine.