Marauder: Difference between revisions

From Warma-wiki
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
 
Line 13: Line 13:
== Model stats and abilities ==
== Model stats and abilities ==
{{Model-stats
{{Model-stats
| name= Beast 09
| name= Marauder
| base= 50 mm
| base= 50 mm
| hp    = 34
| hp    = 34
| spd  = 4
| spd  = 4
| mat  = 8
| mat  = 7
| def  = 10
| def  = 10
| arm  = 20
| arm  = 20
| fa    = C
| fa    = 4
| cost  = 15
| cost  = 9
| abilities =
| abilities =
{{AbilitySingle|Headbutt Power Attack}}
{{AbilitySingle|Headbutt Power Attack}}
Line 27: Line 27:
{{AbilitySingle|Trample Power Attack}}
{{AbilitySingle|Trample Power Attack}}
{{AbilitySingle|Construct}}
{{AbilitySingle|Construct}}
{{AbilitySingle|Hyper-Aggressive}}
{{AbilitySingle|Murderous}}
{{AbilityOptions|Bond|Sorscha}}
}}
}}


=== Weapons ===
=== Weapons ===
{{Weapon|weapon=Open Fist|type = M |rng = 1 |rof = - |aoe = - |pow = 15| loc = L|abilities =AbilitySingle|Throw Power Attack}}}}
{{Weapon|weapon=Ram Piston|type = M |rng = 1 |rof = - |aoe = - |pow = 16| loc = X2 (L&R)|abilities ={{AbilitySingle|Siege Weapon}} {{AbilityOptions|Special Attack|Combo Smite}} }}
{{Weapon|weapon=Ice Breaker|type = M |rng = 2 |rof = - |aoe = - |pow = 19| loc = L|abilities ={{AbilityCritical|Freeze}}{{{{AbilityOptions|Special Attack|Thresher}}}}
 
== Warjack Rules ==
== Warjack Rules ==
{{Category:Warjack}}
{{Category:Warjack}}
Line 40: Line 37:
== Changes and Updates ==
== Changes and Updates ==
===Release Trivia===
===Release Trivia===
* Released in [[Warmachine: Legends]] (2008).
Originally released in [[Warmachine: Prime]] (2003)
* Beast is one of the few remaining warjacks that doesn't have a plastic/resin (re)sculpt.
* When he was spoiled in mk1, the image filename was "Mammoth.jpg". If you translate the runes on his cowl, it spells Mammoth. Obviously the name "Beast-09" was a last minute change.
 
===Mk3 to Mk4===
===Mk3 to Mk4===


Line 50: Line 44:


''Khador’s mechaniks build their warjacks to last. The Marauder uses its piston-driven battering rams to deliver pulverizing impacts that can hurl enemy warjacks away with effortless ease.''
''Khador’s mechaniks build their warjacks to last. The Marauder uses its piston-driven battering rams to deliver pulverizing impacts that can hurl enemy warjacks away with effortless ease.''
=Basic Info=
{{Infobox-Model
| name  = {{PAGENAME}}
| image = Marauder.jpg
| base  = Large
| spd  = 4
| str  = 12
| mat  = 7
| rat 
| def  = 10
| arm  = 20
| hp    = 34
| cost  = 11
| fa    = U
}}
{{Warjack}}
===Abilities===
* {{Construct}}
===Weapons===
{| class="wikitable"
{{Melee-loc|Ram Piston (x2)|1|4|16|loc=Left+Right|
* {{Combo Smite}}
* {{Siege Weapon}} }}
|}
===Theme Forces ===
* '''''Khador
** {{Armored Korps}}
** {{Flame in the Darkness}}
** {{Jaws of the Wolf}}. This model gains [[Pathfinder]] in this theme.
** {{Legion of Steel}}
** {{Warriors of the Old Faith}}
** {{WG Kommand}}
** {{Wolves of Winter}}
* '''''Other Factions
** '''[[Cygnar]]''' and '''[[Mercenary]]''' players can use this model in the {{Flame in the Darkness|notbold=}} theme.
** '''[[Infernal]]''' players can use this model in the {{Hearts of Darkness|notbold=}} theme, but only if [[Malakov2]] is leading the army. This model gains [[Accumulator]] [Soulless] in this theme.
** '''[[Protectorate]]''' players can use this model in the {{Warriors of the Old Faith|notbold=}} theme.
=Thoughts on {{PAGENAME}}=
==={{PAGENAME}} in a nutshell===
The Marauder is '''cheap''', and hits hard, especially against colossi and battle engines, so the lack of open fists doesn't hurts so much in this case. It has a decent MAT, a solid ARM and its combo smite is really powerful and can slam its target away, even if without the 3" movement. Its only weak point is its speed, but Khador has a lot of ways to fix this.
Marauder is among the least complex warjacks in the faction. Beside the typical Khadorian jack stat-line, it has two, average P+S attacks. What makes it great, is its Combo Smite, which will send smaller, or equal-based targets flying, and deals massive damage on huge based models.
Combo Smite has some extreme damage potential. An effective P+S 20 it rivals the Macropummeler of the [[Inverter]], with the added effect of slamming the target away. With boosted damage rolls (and with a well-placed wall, or other model to slam upon), it can badly maul heavies, and severely threaten even warcasters (and battle-engine warcasters particularly).
===Combos & Synergies===
The Marauder hunts mainly heavies, and with its above-average MAT it often spares the need to boost the attack roll. Usually, the Power-up focus is all that it needs for a good combo-smite. Apart of that, casters, who can speed it up, or give it free charge, will get even more mileage out of it.
* [[Vladimir2]] has Assail which makes it charge both for free and farther. It also adds 2" to the slam from combo smite, even though it is not a slam power attack.
* Casters with [[Superiority]] - Irusk1 or Strakhov.
* Casters with [[Fury]] like [[Kozlov]], can boost the Marauders damage output to even higher levels, with no need to combo strike as often, but when you do..... ouch!
* [[Orsus_Zoktavir,_The_Butcher_of_Khardov|Butcher 1]] - Full Throttle guarantees hits even against elusive targets, while an additional die on the damage rolls can mean death sentence for nearly anything.
* "Jack Casters" - [[Karchev]] and [[Kommander_Harkevich,_the_Iron_Wolf|Harkevich]], both offer quite a lot for melee capable, tough jacks, especially SPD buff.
* Marshalling - it cannot use the drive of the Man-o-War Konvnik, but the other marshal bonuses are pretty nice. A [[Greylord Forge Seer]]  ensures that not even [[Wraith Engine]]s are safe from the Marauder's predation.
* [[Battle Mechaniks]] - One of your weapons crippled? Restore the system with a repair, and keep on combo-smiting!
===Drawbacks & Downsides===
* Anything that restricts special attacks, will severely decrease its offensive capability.
* It lacks Follow-up, so if you slam away the target, you'll probably need other units to finish the job, if the target is not dead.
* One of the few Khadorian, non-Berserker jacks that lacks open fist. Occasionally you'll wish you had one.
===Tricks & Tips===
* Combo smite is not a ''Power Attack Slam'', it just ''causes'' a model to ''be'' slammed. Thus you can slam your own figures to knock down enemy targets.
* Because Combo smite is not a ''Power Attack Slam'', you don't have to charge directly at your opponent's model per Slam rules: you can position your Marauder and align the slam direction for optimal effect.
* Look for walls, or other enemy models to slam the target for the extra damage die.
* Do your maths before combo-smiting a huge-based model. Since the bonus from Siege Weapon applies to each attack, you're often better to make more weaker attacks than 1 slightly more powerful one.
** The critical ARM value is 23. Beyond that, the +4 from the combo smite is worth more than the +3.5 you get from an average d6.
=Other=
===Trivia===
Originally released in [[Warmachine: Prime]] (2003)
===Other Khador models===
{{Index Khador}}
===Rules Clarifications===
{{RC Combo Smite}}
{{RC Siege Weapon}}
{{RC Warjack}}
{{RC Construct}}

Latest revision as of 22:12, 30 October 2024

Khador 5th Division Armored Korps Heavy Warjack


Model stats and abilities

Model Statistics

Base size = 50 mmSPDMATDEFARM
Health = 34
FA = 4
Cost = 9471020
-
-

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

Ram Piston
 RNG   ROF   AOE   POW   LOCATION 
1 - - 16 X2 (L&R)

Siege Weapon
This weapon gains an additional die to its damage rolls against buildings and huge-based models.

No errata for Siege Weapon (Create)

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.
Combo Smite - The model hit is slammed d6" directly away from the model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. When resolving damage for this attack, the model hit suffers a damage roll with POW equal to the POW of this weapon. The POW of collateral damage is equal to the POW of this weapon.
No errata for Special Attack (Create)
No errata for Combo Smite (Create)


Warjack Rules

Category:Warjack

Changes and Updates

Release Trivia

Originally released in Warmachine: Prime (2003)

Mk3 to Mk4

Lore

Khador’s mechaniks build their warjacks to last. The Marauder uses its piston-driven battering rams to deliver pulverizing impacts that can hurl enemy warjacks away with effortless ease.