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TACTICAL TIP

In document Warmachine: Reckoning (Page 28-33)

FORCE HAMMER – Incorporeal models are not slammed. They just suffer a damage roll.

After determining the point of impact for this attack, roll deviation for an additional 3 AOE from that point. Models in that AOE are hit and suffer a POW 6 blast damage roll.

Instead of suffering a normal damage roll, a non-incorporeal model Force Hammer hits is slammed d6 directly away from the spell’s point of origin regardless of its base size and suffers a POW 12 damage roll. Collateral damage from this slam is POW 12.

full, unfettered potential. She experienced a moment of arcane enlightenment and the threads of fate revealed themselves to her, extending as an infinite web both forward and backward in time. In this instant of clarity Haley seized these threads and manipulated them, summoning into the present echoes of herself from the past and future. By connecting with her own essence she was able to summon a reflection of her former self and make it tangible, restoring her body. This not only erased the ravages of the poison but made her body whole, restoring the arm she had lost years before. Her soul rejoined her body and she awoke, alive and changed, intimately aware of the

fabric of reality around her.

She retains the ability to manipulate the streams of time and can conjure manifestations of her past and future selves to fight at her side. From her past, a willful and reckless youth strides onto the field with unabashed confidence, a reminder of a time when Haley’s arcane potential had just emerged.

This echo lacks the self-control to regulate her power, which surges forth explosively. Still angry from the death of her parents and rebelling against the suppression of her powers by those in charge of the Morrowan abbey that sought to raise her, the younger Victoria Haley embodies the defiant

streak still present in the warcaster today.

The future echo yields a side of her she does not fully understand or recognize, an enigma possessed of wisdom and insight earned from many years of warfare and having confronted the consequences of wielding her vast powers. She is a daunting affirmation of the fact that the depth of Haley’s power remains unplumbed. How far into the future this echo travels from is unclear, but her mere presence has disturbing cosmological implications regarding the nature of fate and free will.

FOCUS 4

DAMAGE 5

FIELD ALLOWANCE C SMALL BASE

POW P+S

TELEKINETIC STRIKE

5 10

6 5 6 5 16 14 8 HALEY PAST

SPD STR MAT RAT DEF ARM CMD

HALEY FUTURE

While this model is in play, models in this unit gain True Sight. (A model with True Sight ignores concealment, Camouflage, and Stealth.)

This model is not a warcaster but has the following warcaster special rules Control Area,

Focus Manipulation, Power Field, and Spellcaster. During your Control Phase, this model can allocate focus points to warjacks in Haley Prime’s battlegroup that are in her control area. This model can channel spells through warjacks in Haley Prime’s battlegroup with the arc node advantage that are in her control area.

PHASE BOLT

TACTICAL TIP

REVIVE – Remember, the Grunt can activate normally with its unit this turn. If all models in the Grunt’s unit have been destroyed, it cannot be placed within 3 of a model in its unit and therefore cannot return to play.

FOCUS 4

DAMAGE 5

FIELD ALLOWANCE C SMALL BASE

PHASE BOLT

RNG ROF AOE POW 10 3 — 13

6 5 6 5 16 14 8 HALEY FUTURE

Target friendly model unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be targeted by free strikes.)

Return one destroyed friendly Faction Grunt to play with one unmarked damage box. It must be placed in this model’s control area in formation and within 3 of another model in its unit.

Though these manifestations do not speak, when both are summoned each of the three intuitively knows the pending actions of the others, allowing them to act in concert. Among them they have access to a diverse arcane arsenal collected from across the span of Haley’s past and future lives. In a flurry of martial and magical prowess, the trio unleashes a tempest of power on their foes, exploiting the fabric of time to achieve unprecedented levels of coordinated destruction.

Haley’s ability to manipulate the flow of time is unprecedented.

Even Cygnar’s finest minds cannot begin to grasp the fundamental principles at work. The exceptional nature of her powers has prompted the Strategic Academy—on Artificer General Nemo’s recommendation—to grant Haley the arcane rank of Prime. This prestigious rank is awarded only to those operating well beyond the capability and power of other arcanists; only a few individuals have achieved it in the

army’s entire history.

Since her restoration, Haley is glad to return to the front lines in order to wield her powers in support of her nation and those she holds dear. Through the threads of fate now visible to her, she sees threats on the horizon that may prove cataclysmic, and she knows she must fight to bring a ray of hope to her people. With her renewed abilities, Major Prime Haley is resolved to meet whatever dangers lie ahead for Cygnar with confidence and conviction.

SPD STR MAT RAT DEF ARM CMD

HEIGHT/WEIGHT: 12´3˝ / 6.5 TONS Electricity . Attack rolls can be rerolled only once as a result of this affinity.

Each time this model hits an enemy model with a Immunity Electricity .

This model can be included in Nemo’s theme forces. It can also be bonded to Nemo.

FIRESTORM CANNON

Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2 of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.

BATTLE SPEAR

A model in this model’s front arc suffers 2 on charge, slam power attack, and impact attack rolls against this model.

DYNAMO

Dynamo’s got plenty of quirks, to be sure—but with a cannon like that, I’ll take quirky any day!

—Storm Chaser Caitlin Finch

resorting to components that were difficult to manufacture—

and therefore expensive. It occurred to him that the proper weapon might itself channel and store excess energy, essentially serving akin to a pressure valve.

Nemo avoided the expense of fabricating new prototypes by requisitioning severely damaged machines from the war front and working on the project in his spare hours. The initial cortexes he subjected to his hardware succumbed to overload and either had their memories wiped or suffered cataclysmic failure outright.

The solution came from a battle-scarred cortex recovered from a highly decorated Stormclad that had been battered to scrap in the Caspia-Sul War. For unknown reasons, this veteran cortex proved resistant to the tempestuous environment created by the storm chamber, and it was uniquely suited to regulating galvanic energies. After months of experimenting with new methods to insulate both the cortex and the chassis from building energies, he attached the Firestorm and braced for the worst. Dynamo took to its weaponry with enthusiasm, effortlessly stabilizing energy levels by releasing blasts of electrical energy from the cannon.

Since receiving the Firestorm, Dynamo has displayed an impulsive eagerness that belies the age of its cortex. Those who observe the warjack describe it as hyperactive, which seems appropriate given its power source. It has developed a strong attachment to Nemo, who insists his own preference for this machine is a result of its independence from coal companion of the nation’s senior warcaster.

TACTICAL TIPS

MULTI-FIRE – Multi-Fire ignores ROF but does not ignore RNG.

Additional attacks against targets beyond this weapon’s range will automatically miss.

SPECIAL ISSUE – This only gives the warjack the potential to bond to the warcaster. It does not automatically add a bond.

Armed with an experimental cannon fed by the energies of its storm chamber, the Dynamo unleashes sustained voltaic pulses, each discharge more potent than the last. This brilliant stream of destruction can focus fire on hard targets or scatter shots to gun down infantry in quick succession. The telltale whine of this cannon charging is enough to rally faltering lines and send enemies diving for cover.

The concept for the Firestorm cannon first occurred to Nemo after completing the Thunderhead, when he was eager to create another warjack deriving its power from an integrated storm chamber. He was convinced there was a way to prevent it from exploding under combat stresses without

FIELD ALLOWANCE C

ACE

When Ace makes a normal Rune Shot Cannon attack while it is in Caine’s control area, choose one of the following Rune Shot abilities

The model hit does not block LOS this turn.

Enemy models hit are pushed d3 directly away from the attacking model. On a critical hit, the enemy model is knocked down after being pushed.

If this attack directly hits, choose a model within 4 of the model hit. The chosen model suffers an unboostable POW 10 magic damage roll. The point of origin for this damage is the model hit.

Once per game during its activation, this model can use Infiltrate. This model gains Stealth . While its controlling warcaster is B2B with this model, that warcaster also gains Stealth . Infiltrate lasts for one round.

This model can be included in Caine’s theme forces. It can also be bonded to Caine.

This model ignores concealment, Camouflage, and Stealth.

RUNE SHOT CANNON

FIELD ALLOWANCE C

POINT COST 7

MEDIUM BASE

RUNE SHOT CANNON

RNG ROF AOE POW 14 1 — 12 L

6 7 6 7 14 15 — ACE SPD STR MAT RAT DEF ARM CMD

DAMAGE 1 2 3 4 5 6

HEIGHT/WEIGHT: 8´5˝ / 2.8 TONS

ARMAMENT: RUNE SHOT CANNON (LEFTARM), BATTLE AXE (RIGHTARM) FUEL LOAD/BURN USAGE: 400 LBS / 8.5 HRSGENERAL, 90 MINSCOMBAT INITIAL SERVICE DATE: ORIGINALPROTOTYPE 595 AR, REBUILT 607 AR CORTEX MANUFACTURER: CYGNARAN ARMORY

ORIG. CHASSIS DESIGN: CYGNARAN ARMORY

L R

L L M C R R M M C C

ACE

This one’s got some mischief in it.

—Chief Mechanik Ewan Liefer

POW P+S

BATTLE AXE

4 11

R

TACTICAL TIP

SPECIAL ISSUE – This only gives the warjack the potential to bond to the warcaster. It does not automatically add a bond.

Designed in secret by the Cygnaran Armory to carry out covert operations for the Cygnaran Reconnaissance Service, Ace was built as a one-of-a-kind prototype. The machine integrated an experimental mechanikal device intended to camouflage the warjack, rendering it almost invisible in the field. Some elements of the chassis, including the ability to negotiate forests with relative ease, would influence the Hunter design eight years later.

Though the original chassis of the ’jack was destroyed during an operation in Llael in 596 AR, Allister Caine was able to recover Ace’s cortex. With the backing of the CRS, Caine saw the ‘jack rebuilt with several modifications, including a runeshot cannon capable of enduring the force of spell-charged ammunition. Though Ace’s infiltration system was replicated, the field it generates is temporary and unstable, and the machinery must be repaired after each use. Since the warjack’s reconstruction, Caine has relied on it during a number of CRS missions requiring an abundance of both discretion and firepower.

TACTICAL TIP

ASSAULT – The assaulting model ignores the target in melee penalty even if is not in melee range of its charge target after moving.

Valued for their size, strength, and courage, ogrun make natural trenchers. Those who enlist bypass the customary physical screening process to begin immediate training for one of several ogrun-specific roles, the most famed being the trench busters. Akin to mobile artillery, trench busters cover the advance of other trenchers in the field. With shields as heavy as they are broad and grenade launchers with enough kick to dislocate a human shoulder, these brave souls cross no man’s land under a hail of gunfire to obscure the enemy’s view with explosive smoke bombs.

Trench busters wade into the fight to skewer foes with bayonets while using their massive shields to protect allies from incoming mortar and bombard fire.

Ogrun trench busters make the safety of their fellow trenchers their personal responsibility, their pride as warriors compelling them to volunteer for the most difficult assignments and remain on the battlefield past the endurance of all others. Ogrun loyalty is such that their comrades quickly abandon any uncertainty about serving alongside a towering

TRENCH BUSTER

As part of a charge, after moving but before making its charge attack, this model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model’s activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in melee penalty. If the target is not in melee range after moving, this model must still make the Assault ranged attack before its activation ends.

When this model makes a melee attack against an enemy model within the melee range of a friendly model of the type indicated, this model gains 2 to attack rolls and gains an additional damage die.

This model does not suffer blast damage.

Friendly models B2B with it do not suffer blast damage.

When attacking with this weapon, this model can ignore intervening models except those within 1 of the target.

This weapon’s AOE is a cloud effect that remains

in play for one round. DAMAGE 8

FIELD ALLOWANCE 2

POINT COST 3

MEDIUM BASE

POW P+S

BAYONET

4 13

6 9 7 5 13 17 9 TRENCH BUSTER

SPD STR MAT RAT DEF ARM CMD

When going over the top to rush the enemy, you want a trench buster in the lead every time.

Those ogrun are worth their weight in bullets.

—Captain Maxwell Finn

TRENCH BUSTER

In document Warmachine: Reckoning (Page 28-33)

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