Captain E. Dominic Darius

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Captain E. Dominic Darius
Cygnar Warcaster

Encased in his enormous steam-powered armor, Captain Darius strides into battle like a man of iron. The most ingenious element of this walking arsenal is a drone deployment system allowing him to unleash a number of halfjacks to serve as both weapons and battlefield repair assistants. Darius and his battlegroup act in tandem to disassemble the enemy army with the precision of a well-tuned machine.

Basic Info[edit]

Darius[edit]

Darius1
Darius1.jpg
SPD 5
MAT 6
RAT 5
DEF 13
ARM 18
FOCUS 6
HP 22
WJP +29
See also How to Read the statblock

Weapons and Attacks[edit]

  • Steam Cannon - 12" range, POW 14, AOE 4 gun.
  • Quake Hammer - 1" reach, P+S 15 melee weapon. He apparently stole it from an Ironclad.
    • Critical Knockdown - On a critical hit, the model hit becomes knocked down.
    • Tremor - (★ Attack) - Before resolving damage from this attack, center a 4" AOE on the model directly hit. Models in the AOE become knocked down. This model is not affected by Tremor.
  • Wrench - 0.5" reach, P+S 11 melee weapon.

Special Abilities[edit]

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • Repair [d3+3] (★ Action) - This model can remove d3+3 damage points from a friendly Faction construct model in B2B.
  • Repairable - This model can be repaired as if it were a construct.
  • Activate Halfjack - Darius comes with a set of halfjacks. At the start of the turn, if he has fewer than three, you put one into play.
  • Crane - Once per turn at any time during its activation, this model can choose one other friendly large-based or smaller model within 2" of it. You can place that model anywhere completely within 2" of its current location, and if it was knocked down, it immediately stands up unless it was knocked down this turn.

Feat: Pit Stop[edit]

Darius and the Halfjacks in his battlegroup currently in his control range can each completely repair one friendly Faction warjack with which he or it is B2B. Remove all damage from those warjacks.

Spells[edit]

If this spell damages a warjack, it suffers stationary for one round.
  • Fortify - Cost 2, 6" range, Upkeep
Target warjack in the caster's battlegroup gains +2 ARM and cannot be knocked down, pushed or moved by a slam. This immunity is also passed to friendly models B2B with the jack.
1) Warjacks in the caster's battlegroup that start their activation in his control range can run/charge/trample/slam for free. 2) All battlegroup models gain boosted melee attack rolls while in the caster's control range. Lasts one turn.
Target model in the caster's battlegroup immediately makes one basic melee attack.
  • Refuge - Cost 2, 6" range, Upkeep
At the end of an activation in which the target friendly Faction model hit an enemy model with an attack, the affected model can make a full advance that ignores free strikes.


Halfjacks[edit]

Darius starts the game with 3 Halfjacks solos in play.

Halfjack
SPD 6
DEF 13
ARM 14
HP 1

Weapons[edit]

  • Unarmed - This model has no weapons.

Special Abilities[edit]

  • Construct - This model is a construct and is not a living model.
  • Companion [Darius] - This model only comes with Darius, is part of their battlegroup, and if Darius dies this model is RFP'd.
  • Prime Mine (★ Action) - Replace this model with a mine marker. You can have up to three mine markers in play at any time. After resolving continuous effects during your Maintenance Phase, you can detonate any number of friendly mine markers. Center a 4" AOE template on each detonated mine and remove the mine marker from the table. Models in the AOE are hit and suffer an unboostable POW 14 blast damage roll.
  • Repair [1] (★ Action) - This model can remove 1 damage points from a friendly Faction construct model in B2B.

Analysis of Captain E. Dominic Darius[edit]

Captain E. Dominic Darius in a nutshell[edit]

Darius is a melee brawler of a warjack controller, able to toughen warjacks, to repair them, able to speed up one heavy a turn, and relatively focus efficient.

He is one of five Cygnaran battlegroup warcasters:

Common Army & Strategy[edit]

Let's get one thing straight: Darius belongs in the Heavy Metal theme. He wants to run a swarm of big stompy jacks, and that theme is perfect for it. If you are running him in a theme, there should be an insanely good reason for having him in any other theme.

Darius likes tough melee warjacks that he can repair.

  • Centurion - with full throttle, it can polarity field in the opening turns, and it's a tough and hard hitting melee jack. Fortify makes it even harder to kill
  • Hammersmith - a cheap, tough, and hard hitting melee jack. Full throttle means he will definitely get his chain attack off.
  • Ironclad and Ol' Rowdy are both cheap (or relatively cheap) and focus-efficient melee jacks. A boosted tremor (thanks to full throttle) can be game ending.
  • Defender or Lancer are both ideal targets for Jackhammer, helping them to knock out a warjack's cortex. The former also has decent ranged capability, and the latter can actually help channelling Jackhammer to other targets.
  • Stormclad - He has the longest native threat range of any Cygnar heavy, and the highest native P&S, 2 things that Darius struggles to buff.
  • Stormwall or Hurricane - Cygnar's two Colossals are both extremely tough and get a lot of mileage out of Darius' feat.

He also likes support

  • Sentinel - his ARM and HP boxes make him one of the toughest warcasters in the game, but the Sentinel is still useful for dissuading ranged assassination runs.
  • Journeyman Warcaster - Arcane Shield is really useful for making tough jacks tougher. And he can run a Charger or a Sentinel
  • Squire - vital to extending full throttle's reach and helping lessen his focus burden.
  • Lady Aiyana & Master Holt - he's short on magical attacks, something Aiyana can mitigate.
  • Captain Arlan Strangewayes - he hands out extra focus, and can give magical weapons to the jacks that need it. He can also repair Darius in a pinch.
  • Arcane Tempest Rifleman and Gun Mage Captain Adept - with a bias toward melee jacks, these solos are tailor-made for Incorporeal and/or stealthy target removal at range.

He has little in the way of infantry support, so any self-supporting infantry works well with him.

  • Sword Knights are cheap troops, and really like warjacks for Flanking
  • Arcane Tempest Gun Mages help against Incorporeal model, and offer certain level of board control
  • Tempest Blazers excel at harassing flanks and hunting solos
  • If you bring ranged warjacks, Rangers will help them hit their targets.

Drawbacks & Downsides[edit]

  • He's short on focus, since he will upkeep at least 1 spell and cast full throttle basically every turn.
  • He comes with no magical attacks other than his Arcantrik bolt.
  • Smart enemies won't leave many half-dead warjacks for him to repair
  • He is woefully susceptible to SPD debuffs.
  • You have an order of activation issue if you plan to Full Throttle and Jackhammer (which will only be on one turn).
  • Grievous wounds stop his feat dead in its tracks, as well as the repair skills of him and his halfjacks.

Tricks & Tips[edit]

  • Mine markers are detonated at the end of your Maintenance phase, after resolving continuous effects. If you skipped that, no explosions for you.
  • Halfjack activation comes at the end of your control phase, so Power up and allocate Focus first, if you don't want to be called out by your opponent.
  • He can do so many things, it is easy to overextend him. Crane? Repair? Charge in with a Tremor? Plan ahead to make the most out of his abilities.
  • Don't allocate focus to melee jacks unless you are planning on craning them in. Leaving it on Darius to Jackhammer can be far more effective. 2" extra for a heavy with the crane can be game changing.
  • Full Throttle includes him as well. Also, count before casting FT; with Power up, sometimes you better save the focus elsewhere.
  • Thorn has a 17 inch threat range, with jack hammer, and those attacks can be boosted!
    • This would require a second arc node to be within 6" of Thorn, since he can't be arced through while engaged. This is theoretically possible, but getting it to work probably isn't worth the effort.
  • Feel free to use the halfjacks as charge-lane blockers.
  • Run a warjack into melee range to close the gap. Then use Jackhammer to get an unexpected sucker-punch on an opponent.
  • Consider the opportunity cost of full throttle: on a heavy with 2 melee weapons, casting it is the equivalent of 4 free focus. Free charge, boosted melee on both initials, and a purchased attack with their power-up focus that is also boosted. Now multiple this across all of the warjacks he will bring, and you can see why it's his best spell.

Other[edit]

Trivia[edit]

Theme Forces[edit]

Themes for any-and-all casters (Edit)

Other faction models[edit]

CygnarLogo.jpg
(Edit)
Battlegroups
Warcasters Jakes2 - Darius - Kraye - Sloan - Haley1 - Haley2 - Haley3 - Nemo1 - Nemo2 - Nemo3 - Stryker1 - Stryker2 - Stryker3 - Sturgis1 - Constance - Caine1 - Caine2 - Caine3 - Maddox - Siege1 - Siege2
C
Y
G
N
A
R
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers BGC Journeyman - Jakes1 - T. Warcaster Lieutenant
Marshals Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA
Light warjacks Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy warjacks Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
     
Units, Solos, & Battle Engines
Units Gun Mages - Mechaniks - Long Gunners - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - T. Cannon Crew - T. Chain Gun Crew - T. Commandos - T. Express Team - T. Long Gunners - T. Infantry - T. Mechaniks
Black 13th Gun Mage Strike Team

Ranking Officer CA : Captain Jonas Murdoch

Solos Arcane Tempest Rifleman - Captain Adept - Journeyman Warcaster - Squire - Stormblade Captain - Stormcallers - T. Buster - T. Master Gunner - T. Patrol Dog - T. Warcaster Lieutenant
Runewood - Strangewayes - Maxwell Finn - Anson Hitch - Harlan Versh - Jakes1 - Bastian Falk - Gwen Keller - Laddermore - Harrison Gibbs - Viktor Pendrake
Battle Engines & Structures Storm Strider - Trencher Blockhouse
 
Theme Forces
Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Merc cygnar.jpg

(Edit)

Mercenary Battlegroups
Warcasters Ashlynn - Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten
Requires a 2+ caster game
C
Y
G
N
A
R
M
E
R
C
E
N
A
R
I
E
S
Other Controllers Mini-casters Gastone Crosse - Rorsh & Brine - Brun Cragback & Lug
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Cygnar army depends entirely on which mercenary is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
     
Units, Solos, & Battle Engines
Units High Shields - Horgenhold Artillery - Forge Guard - Ogrun Assault Corps - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages
Alexia1 - Sam & the Devil Dogs - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Anastasia - Bradigan - Eilish Garrity - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gastone - Gorman - Hutchuk - Lanyssa - Rockbottom - Dougal - Ragman - Raluk - Rhupert - Rorsh & Brine - Savio - Sergeant Nicolas - Stannis - Taryn - Thor
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Battle Engines Hammerfall Siege Crawler


Rules Clarifications[edit]

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Rules Clarification : Knockdown      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
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Rules Clarification : Tremor      (Edit)

  • Although the wording could be clearer, Tremor does cause a normal damage roll in addition to the knockdown effect. (Infernal Ruling)
  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.


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Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

 
  • General
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


Restrictions on "Any Time" abilities     (Edit)      
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
  • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
  • Units with "Any Time" abilities
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
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Rules Clarification : Repair      (Edit)

  • When repairing warjacks, you can choose which damage boxes to heal - they don't all have to be the same column.
  • If you get a +1 bonus to a repair roll, that is one extra hitpoint healed. Not +1 to the number of pips showing on the dice.

Rules Clarification : Repairable - None yet. (Edit)
Rules Clarification : Activate Halfjack - None yet. (Edit)

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Rules Clarification : Crane      (Edit)


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Rules Clarification : Arcantrik Bolt      (Edit)

  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
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Rules Clarification : Fortify      (Edit)

  • If an attack causes a push/throw/etc, it may still target a Fortified model. All damage and effects will still trigger as normal except the movement.
  • Place effects (such as Telekinesis) can still move Fortified models.
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Rules Clarification : Full Throttle      (Edit)

  • If you're planning on casting this a lot, you should probably review the Trample and Slam rules and their Rule Clarifications.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Jackhammer      (Edit)

  • The caster can cast Jackhammer on themself (as they're a member of their own battlegroup).
    • The caster can do this before advancing. They can even choose to do initial ranged attack(s) as their combat action, after casting the spell.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Refuge      (Edit)

  • If a caster puts another upkeep on themself between making the kill and the end of their activation, Refuge won't trigger. (Locked thread)
  • Refuge happens at the end of your activation, but not after your activation has ended. This means you can still use "Any Time" abilities after resolving the Refuge move (such as casting more spells). See also the article on End of Activation.
  • An AOE attack that misses it's original target, but then deviates onto an enemy, still counts as a "hit" and thus will still trigger Refuge.

Rules Clarification : Companion - None yet. (Edit)
Rules Clarification : Prime Mine - None yet. (Edit)

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Rules Clarification : Unarmed      (Edit)

  • Since this model has no weapons it does not have a melee range.
    • This means it can't engage other models, declare charges, or make free strikes
    • Also it can't gain abilities that require a melee range (such as Ragman granting this model Dark Shroud).
  • However, other models that do have melee weapons can engage this model. So this model can still gain the "target in melee" shooting bonus.


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Note to Editors
To edit the halfjack's tagged abilities, Click here