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==Convergence of Cyriss== | ==Convergence of Cyriss== | ||
Cyriss warjacks are called "vectors", and differ from other warjacks in that they have an "interface node" rather than a cortex due to faction dogma that [[Dune|thou shalt not make a machine in the likeness of a human mind]]. According to the fluff, this makes vectors easier to control (since the warcaster doesn't have to waste energy getting a separate consciousness to do what they want) but means that without such direct control the machines are little more than decorative art deco statuary. Like Retribution Myrmidons vectors do not use steam power, instead relying on internal batteries that are charged by energy fields generated by Convergence temples. |
Revision as of 04:54, 11 July 2013
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Warjacks (usually shortened to just 'jacks, even in-universe) are the eponymous "warmachines" of Warmachine and the Iron Kingdoms setting. They are, essentially, multi-ton, steam-powered robots powered by magical brains called cortexes. They are the direct descendants of the Colossals (Titan-sized steam-powered robots) the peoples of the Iron Kingdoms used to fight back against the Orgoth invaders and then abandoned for being too impratical.
Technically speaking, however, they are only a small subset of the multi-ton, steam-powered robots, which are usually called steamjacks. Warjacks are specialized steamjacks built specifically for war, although some factions, notably the Protectorate of Menoth and some of the Mercenaries, have more than a few industrial robots (laborjacks) pressed into service with some minor modifications and one or more weapons of some kind bolted on, making them basically steampunk technicals.
Warjacks are not particularly bright, unfortunately, so they need to be lead into battle by specialized battle mages called Warcasters or, lacking one, a "jack marshal" who has learned to direct a single warjack with signs and simple voice commands. Over time, the 'jack and the warcaster will bond, molding the 'jack to the warcaster's personality and making it easier to control (or not, in the case of a warcaster like the Karchev). During this time a warjack will become smarter and developed personally quirks, ranging form being more aggressive to being friendly to children. Quite a few warcaster have their own personal warmachine with a name and some unique toys (and in-game bonuses when used together).
As it's often the case with military hardware, manufacturers prefer having several variants of a single chassis rather than dozens of different models of giant fighty robots. Game-wise, this means many warjacks of the same faction are aesthetically almost identical and share the same base stats, but have different armament and special rules according to their role.
Cygnar
Cygnaran light 'jacks are all based on either the irritatingly average Grenadier or the stronger but less agile Charger, while all their heavies, with only three exceptions, share the same base. Almost all of them have both a gun and a melee weapon, but most are more focused on ranged combat. Notable are the Cyclone with its dual Gatling guns, the Hunter with its armour-piercing sniper cannon and the aforemontioned Grenadier, which was basically designed as a field mortar that can move after the soldiers with its own legs, dig its own trench and fuck your shit up with a giant pickaxe if you get too close. Cygnarans also fancy themselves as the inventors of the steamjack, and field some of the most advanced models like the lightning-gun toting Firefly and Stormclad.
Khador
According to their fluff, the Khadorans don't have very many cortexes, so they can't make very many 'jacks. As such, they refuse to use sissy light warjacks; all of their warjacks are heavy. Khadorans also don't have much appreciation for aesthetics; all of their warjacks are big, blocky hulks with three-fingered hands, stumpy legs, inhuman helmet-like visages, and a hunch that would make Quasimodo look like a healthy fellow. They're pretty clumsy at landing or avoiding attacks but can take much more damage than other 'jacks and hit like a mac truck. Among them we find the Marauder, that is so dedicated to smacking people around it has pneumatic ramming prows instead of hands, the Spriggan with its long charging lance and dual grenade/flare launchers, the Decimator with its awesome autocannon/giant circular sawblade combo and the Berserker, that is exactly what you're picturing with its dual axes, EPIC RAGE and tendency to short circuit if you give it too much juice.
Cryx
Cryxian light... pardon, "bonejacks" are all based on the same squat, two-limbed design, earning them the nickname "chickens". The only slightly different models are the burrowing Helldiver, the stealthly assassiny Stalker and Lord Asphyxious' pet scavenger, Cankerworm. They are pretty terrible in a straight-up fight and are generally used as vehicles for an Arc Node (a kind of magic repeater that allows warcasters to cast their spells remotely), harrassers or suicide attackers. "Helljacks" tend to be fast, hard to hit, relatively fragile, powerful in melee and subpar in ranged combat. Slayer derivates are similar in design to most other warjacks and offer both simple glass cannons and more support-oriented models, like the harpoon-throwing Reaper, while the Leviathan and its cousins are four-legged weapon platforms with amphibious capabilities. As befitting for a faction of undead, their style favors the skeletal and menacing, with jet-black paint jobs and lots of spikes. Many cryxian jacks are powered by a necromantic engine that runs on souls and at least three carry particularly nasty chemical weapons.
Protectorate of Menoth
The ImperiumProtectorate of Menoth faced a difficult problem with psykerswarjacks: technically they are against the Emperor Menoth's Law since they are powered by vile warpcraft magic, but without them they would be completely buttfucked. So they just rationalize it as a necessary evil, force penitent mages to produce the cortexes and use them anyway. You will immediately recognize a menithe army by the particular blend of mechanical parts and gothic style that wouldn't look out of place in the 41st millennium. Taken alone they are dissappointing, mainly due to the use of older models and converted laborjacks, but just add the combo and synergies the protectorate is famous for and you've really got something. Their light 'jacks tend to be either skirmishers (Dervish), spell repeaters (Revenger) or mobile platform for flamethrowers (Repenter) or crude rocket batteries (Redeemer), while heavies are more suited to direct battles. Of particular interest are the Castigator, who just walks up to the enemy and SHORYUKENs him in the face and the Sanctifier, a Chaplain Dreadnought who exorcises ghosts and evil spirits on the battlefield (by bludgeoning the HOLY shit out of them with a giant crucifix). Ironically Menoth uses a Warjack he himself designed as his Avatar. Their unique warjacks also have the best names in the game, shit like Blessing of Vengeance or Blood of Martyrs. Suck on that, "Ol' Rowdy".
Retribution of Scyrah
The Elves of Ios call their warjacks Myrmidons. They are easily the most alien and futuristic in design (to a point were the art for Myrmidons is made of 3D models rather than illustrations). Unlike other 'jacks, Myrmidons are more or less solar powered and come with a powerful forcefield generator, that in addition to protecting the robot allows it to do a number of tricks, from firing laser beams to running far faster than any other jack. The obvious downside is that once the generator has been damaged they're pretty much boned. They tend to dual wield melee weapons with a ray gun of some kind mounted on the shoulder, and have pretentious-sounding mythological names like Aspis, Hypnos, Sphinx or simply Daemon.
Mercenaries
Mercenary warjacks are almost all old, decommissioned models or armed laborjacks, and it shows. They have low stats like the Protectorate's, but without the Choir of Menoth and their many combos to compensate, and as such they are extremely dependant on focus and their warcaster's buffs to work. They are usually very cheap and do their job decently, without too much flash or show. The Four Star syndicates and the Covenant share most of the same models, chief among them the Renegade, Magnus' pet invention, with a a massive one-shot rocket and a giant chainsaw and the Mule, a jury-rigged mess held together by spit and prayers that nonetheless sports a very powerful steam cannon. The pirates field three converted "sailorjacks": the Buccaneer is a light skirmisher and gladiator wannabee with a net and a gaff; the Freebooter is a weaponized powerlifter that excels at dragging other warjacks to the ground and thrashing them while they're down; and the Mariner couldn't scream "I work on a ship" any louder with its diving-suit-like appearance, anchor in one hand and ship cannon in the other. Rhulic warjacks are slow and sturdy, and include two different moving turrets (one with a big full-auto shotgun), a battering ram with legs and a payload of grenades (so he can explode you while he rams you) and a weaponized excavator with enough strenght to punch clean through most other 'jacks with its drill-fist.
Convergence of Cyriss
Cyriss warjacks are called "vectors", and differ from other warjacks in that they have an "interface node" rather than a cortex due to faction dogma that thou shalt not make a machine in the likeness of a human mind. According to the fluff, this makes vectors easier to control (since the warcaster doesn't have to waste energy getting a separate consciousness to do what they want) but means that without such direct control the machines are little more than decorative art deco statuary. Like Retribution Myrmidons vectors do not use steam power, instead relying on internal batteries that are charged by energy fields generated by Convergence temples.