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Warmachine: New Character Warjack Reviews

7 Minute Read
Sep 30 2010
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Privateer Press surprised us all with 5 new character warjacks, released as upgrade kits for their line of plastic heavy warjacks, at Gencon.  So, how do these Warjacks shaping up rules-wise?  Let’s find out after the jump:


Let’s take a look at each character warjack and what they add to each faction.  Before we do, let’s touch upon the “Special Issue” rule, which allows some of these character warjacks to be included in the listed warcaster’s theme force and be bonded to them. 

Each of these warjacks, bar Malice, has the Special Issue rule for an existing warcaster.  There’s some debate about whether the rule allows a warcaster sans an existing warjack bond to “bond” the warjack in non-campaign games (see here).  If allowed, this would let the Special Issue warcaster allocate 4 focus to their bonded warjack.

Triumph (Cygnaran Character Defender):

A character Defender that has an extra point of RAT, trades its hammer for a shield, gained Arcane Precision, Special Issue (Siege), and Blaster on its gun (spend 1 focus to gain AOE 3 on its ranged weapon).  It costs 2 PC more than its non-character counter-part.

So, what’s to love?  The extra point of RAT is very nice, especially in tandem with Arcane Precision, which allows Triumph to ignore Stealth if he gains the aiming bonus.  While Blaster has situation uses, its certainly nice to have the flexibility to make AOE attacks as needed (albeit at the cost of a focus).  The shield gives Triumph a decided ranged focus, giving him additional ARM to weather a melee assault or shrug off small arms fire/

On the downside, Triumph is certainly worse for wear in melee when compared to a Defender – it lost 3 points of POW on its melee attack along with a very mean anti-warjack ability.  Once Triumph is stuck in, you’ll rely on other models or a special ability (e.g. – Strangeways’ Evasive Action, Telekinesis) to extricate him.  That said, its rare that players relied on a Defender’s melee prowess, so its not a massive loss.

Unfortunately, Triumph doesn’t have massive synergy with his special issue warcaster (Siege).  Triumph’s big benefit – Arcane Precision and the extra RAT – are redundant with Siege’s Mage Sight ability.  That said, there’s no large downside to taking Triumph with Siege, bar paying the extra points.

Triumph’s niche looks to be in lists where a warcaster isn’t looking to take a lot warjacks, but appreciates having a Defender’s gun and not having to deal with annoying Stealth solos or light warjacks/warbeasts themselves.   eCaine and pHaley both spring to mind as options here, though Triumph’s inclusion is heavily list dependent (I’d be sure to include some serious melee contingencies in those list with Triumph in there).

Rating: 3 out of 5 stars.

Torch (Khadoran Character Decimator)

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Torch is an interesting addition to the Khadoran arsenal and makes a very nice match with his Special Issue waracaster: Oleg Strakhov.  Torch is a Decimator with +1 MAT and RAT, a 6″ spray in lieu of the Decimator’s gun in addition to an open fist, Smoke Bombs, Immunity to Corrosion/Fire, Gunfighter, Virtuoso, and gains Pathfinder when he charges.  All this for a paltry 1 PC more than a traditional Decimator.

Unlike Triumph, Torch’s battlefield role significantly differs from his parent chassis.  While the Decimator can certainly mix it up in melee, its typically taken for its ROF 2 POW 15 gun.  Torch is decidedly more assault oriented while offering some LOS blocking via its Smoke Bombs on delivery.  Once delivered, Torch’s Flame Thrower affords him some ability to clear infantry (albeit at RAT 5) in tandem with his solid anti-armor melee abilities.

So where does Torch shine?  Strakhov’s Superiority allows Torch to be DEF 14 in the woods/smoke – not too shabby on an ARM 20 model.  Depending on how the Special Issue/bond debate is clarified, Strakhov may be able to give Torch 4 focus, which would be nifty in tandem with his other abilities.

Torch has a few other synergies, though he’s more of a toolbox warjack than a dedicated specialist like Beast-09 (another Khadoran character warjack).  If you like the flexibility to have some infantry clearance, some protective abilities, and some melee attack output: Torch is the character warjack for you!

Rating: 3 out of 5 stars

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Scourge of Heresy (Protectorate Character Vanquisher)

Much like Torch, Scourge of Heresy is an interesting take on what was a primarily ranged warjack.  In this case, Scourge is a character Vanquisher which has lost its Flame Belcher for a P+S 18 sword (non-Reach, unfortunately) that causes Fire and has Purgation.  In addition, Scourge gained a point of MAT, Arcane Assassin as an Imprint, Special Issue: Reznik and Arcane Vortex (pHaley’s ability).  All this for an increase in cost of 1 PC.

Scourge is a solid melee warjack, though you’re probably wondering why you’d take a SPD 4 melee warjack without Reach at Scourge’s cost when the affordable Crusader is a paltry 6 PC and still hits at P+S 18 (20 with Infuse).  Scourge is a subtle warjack, layering some situational abilities in tandem with a high damage output.

I was initially turned off by Scourge’s Arcane Vortex ability, as I was convinced if I wanted spell protection, I’d simply use the Choir’s “No spells” ability.  I’ve found I’ve been able to deny some key offensive spells targeting models near Scourge (e.g – Perdition, Crippling Grasp) by using Arcane Vortex.  While it may seem you’re telegraphing your intent, it allows you to deny 2 major vectors of attack against models near Scourge.  Obvious, but effective.

Scourge does alright with his Special Issue warcaster, Servath Reznik, though Reznik is unlikely to use Arcane Vortex as he has the (usually) more desirable Witch Hounds.  Perdition allows Scourge to threaten more of the board and Iron Aggression lets him hit much more reliably (and if you can land in melee against a target with upkeeps, you’ll really be tearing them up).

Scourge is an odd-position – he’s a very subtle beat stick.  Best used against targets with upkeeps on them (he ignore spell effects via his Imprint and gains an extra die of attack/damage via Purgation), Scourge is definitely a finesse warjack.

Rating: 3 out of 5 stars

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Malice (Cryx Character Reaper)

Definitely the most unique of the new character warjacks, Malice is a Reaper with a extra point of RAT and ranged attack POW.   He lost the Reaper’s Helldriver and gained a magical open fist along with a myriad of interesting abilities at the cost of 1 PC above a Reaper.  Malice is unique in that he (she? it?) does not have a Special Issue warcaster associated with him.

Malice differs from a Reaper in that he can gain Soul Tokens via Soul Taker, starts the game with a soul token, gains + 1 ARM for every soul token he has (Ghost Shield), and can use an ability called Possession.  Possession functions similar to eHaley’s dominate spell (allowing you to move an enemy warjack and make a normal attack [ranged or melee]) and triggers on hitting an enemy warjack.  That means Malice can either shoot an enemy warjack and drag it closer, or possess it and make it go beat it up its owner’s troops (and clear charge lanes, give you back arc attacks against the warjack, etc).

Another big advantage of Malice is the extra point of RAT and POW on his ranged weapon.  Everyone fears the Reaper’s ability to drag a model into base-to-base with it, allowing it and nearby models easier access to attack it.  Malice makes pulling this off easier, or potentially, possible without spending focus to boost the hit and damage roll.  I find that if I’m looking to take a Reaper, its often worth the points to shell out for Malice instead.

Rating: 4 out of 5 stars.

Discordia (Retribution Character Manticore)

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(All hail Discordia: the warjack with the gothiest goth name that ever gothed)

Discordia is a character Manticore that has +1 MAT, RAT, +1 POW on its melee weapons, gained a unique field (Kinetic Field), has a RNG 10 POW 14 magical spray (!!!), and has Special Issue [Rahn].  All this for a measly 2 PC over a stock Manticore.

Suffice to say: huzzah, Retribution players now have a faction model that gives you boostable sprays (previously, the only sprays the Retribution had access to were from Mercenary models).  This is a great boon if you’re dealing with annoying Stealth’ed models or want to clear out swathes of infantry.  At RAT 6, you’ll be able to hit most infantry on average.  With models with Ravyn or some focus, you’ll easily be clearing out higher DEF models without breaking a sweat.

Discordia’s Imprint/Field allows her to give +2 ARM against ranged attacks/immunity to blast damage to models within 3″.  This is a huge help when trying to keep Arcanists alive and can keep your low ARM solos (e.g. – Mage Hunter Assassins) intact against blast damage heavy armies.  If nothing else, no one ever complained about getting +2 ARM against a major attack vector.  Seeing as you only gain 1 ARM for “camping” focus on your warcaster, its often prudent to activate this ability if Discordia is nearby.

Rahn certainly doesn’t mind having Discordia around, though I think he;d have been jumping for joy if she had an arc node.  All Retribution warcasters are happy to have her along, though I’ve gotten the most out of her with Vyros and Ravyn.

Rating: 4 out of 5 stars!

Mercenaries – Try again later 🙂

So that’s that: the new character warjacks.  Some nice additions hear; it’ll be interesting to see how these models interact with models from the upcoming Warmachine supplement.  Have you had a different experience with these warjacks?  If so, ;et’s hear it!

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