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===Solos=== '''* Gorman di Wulfe:''' Because gas masks are cool! More serously, Gorman is one of the best toolbox solos in the game, being really cheap for what you get from him. He has three different AOE grenades. An acid bomb that can melt single-wound infantry with Corrosion continous effects. A Blind Genade that reduces both their MAT and DEF by four, prevents them from running, charging, or making ranged or magic attacks, and finally they have to forfeit either their movement or action. And a Rust Grenade can give any warjacks it hits -2 ARM. He can also pop down a Cloud AOE as his action and has stealth naturally. The mad alchemist is great for setting up assassination runs, as his blind grenade helps eliminate one of the biggest defenses of a warcaster, their high DEF. However, his attacks are very short-ranged and he is very squishy, and his only defensive buffs are his cloud effect and Stealth, neither of which are enough to keep him alive from a dedicated effort. Overall Gorman is a good utility solo that can provide a lot of support for armies. '''* Kell Bailoch:''' Kell is a ranged support solo. Stat-wise he has amazing RAT and slightly above average DEF, with a low MAT. He gains Advance Deployment, so you can chose a good snipers nest with him. Dual Shot let's him take two shots as long as he stays still, letting him pick off two models a turn. His gun is magical, so you can snipe at Pistol Wraiths. He has Prowl, which means that if you position him right he will be able to fire on anything with near impunity as they will auto-miss their return shots. His final rule is sniper, where instead of rolling for damage you can isntead chose to auto-inflict one wound. This is great for picking off pesky high ARM models that are really hard to kill. Overall Kell is a good ranged character that excels at picking off expensive infantry two at a time. He suffers against warjack heavy armies, and is a very defensive oriented model, but is still a good pick. '''* Master Gunner Dougal MacNaile:''' The Master Gunner is an auto-include for any ranged list, and especially one that is using a lot of blast templates. As an action he can give a friendly mercenary unit a bonus to hit with an AOE attack that also lets them re-roll the deviation and scatter distance. He can also as a mini-feat add some extra range to the guns of neraby mercenary units. He isn't to spectacular on his own, he has decent RAT and his quad-iron is a decent gun, and Tough makes him more survivable. His rules are Mercenary only, so he isn't going to find much use in a non-mercenary force. '''* Reinholdt, Goblin Speculator:''' This little bugger is a walking purchasable buff for your warcaster. For his very cheap cost, you get a model with no attacks and no good stats besides his defense. Where he shines is in the special rules he has. The first, Lucky Charm, lets your Warlord roll an extra dice on an attack or damage roll, then drop the lowest die roll. This can help out with warcasters with great weapons, letting you hit more accurately or harder. His second ability, Reload, also is useful for offensive Ranged caster by letting you make a second attack ignoring the ROF of your warcaster's gun. For the right warcaster, this can be a huge buff that helps warcasterw ith very poweful one-shot weapons. His final ability let's you premeasure the distance between two models in the Warcaster's LOS, useful for making absolutely sure that your positioning is good. '''* Rhupert Carvolo:''' Surprisingly not an unit attachment, so you activate him seperately of whatever unit you want to buff with him. Rhupert is a unit buffing machine for your army, capable of handing out one of three buffs each turn by playing his pipe. The first, Dirge of Mists, hands out a defense buff and Terror. Useful for making hard to hit units like Kazay Assassins, Daughters of the Flame, Arcane Tempest Gun Mages even harder to hit, and with less and less fearless units Terror is pretty useful as well. His second song, Heroic Call, gives out Fearless and Tough. Fearless is useful for going up against Terror causing units, but the real draw here is Tough, which increases your forces durability drastically by replacing killed with Knocked Down for every 5+ you roll. His third song, March, gives Pathfinder, which is useful for increasing threat ranges and pulling off charges your opponent didn't see coming.
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