The raw might of a naval ironhull now walks the lands as the Galleon. The colossal fires a rolling broadside before reaching out with its enormous cargo claw to toss warjacks like rag dolls. It can also use its massive trident to reel in foes and finish them off at close range with a series of punishing blows. The Galleon commands a high price, but for those mercenaries who have the fortune to spend, it fights as a symbol of unquestionable affluence and might.
- 1 Basic Info
- 2 Thoughts on Galleon
- 3 Other
Weapons and Attacks
- Trident Strike - 2" range, P+S 22 melee weapon
- Cargo Claw - 2" range, P+S 20 melee weapon
- Gun port (x2) - 14" range, ROF D3, AOE 3, POW 13 ranged weapons.
- Harpoon Cannon - 10" range, POW 15 ranged weapon
- Warjack - All warjacks share the same set of special rules. Most notably being big and stompy.
- Colossal - Colossals are giant warjacks, even bigger and stompier. They all share a stack of standard special rules.
- Construct - This model is a construct and is not a living model.
- Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
Thoughts on Galleon
Comparison to Mk2
Both of its melee weapons gained a point of POW, but It's also a bit more expensive now.
Galleon in a nutshell
The Galleon is a winner, with lots of long-range infantry-destroying AOEs and the ability to heavy warjack/warbeasts long distances (considering the range buffs available) to trash and/or throw to the rest of your army. On most turns, its combat action should consist of firing the Gun Ports, then using the Harpoon Gun to drag in a heavy and stabbing it with the Harpoon melee weapon.
Combos & Synergies
- Captain Bartolo Montador loves lots of cannons. Batten Down the Hatches makes the Galleon even tougher (and since it's already the size of a barn, who cares about lowered DEF?). Hot Shot makes it more likely to do damage, while Broadside gives a free ranged attack.
- Drake MacBain can use Fail Safe to make it even harder to kill and Jackhammer for smashing things after a Drag. Fortune is always fun for making sure attacks hit as well.
- Magnus the Traitor can make it tough to disable systems with Death Ward, while Iron Aggression makes it even more of a beast in Melee. Or he can just add Snipe to give it that much more reach with its ranged attacks.
- Captain Phinneus Shae can use Phantasm to make enemies have to draw close to shoot it, then Coup De Main to give it that extra charge range to get into melee.
- Captain Damiano can use Deadeye for a bonus to its first shot each round.
- A sneaky maneuver is to use Ashlynn D'Elyse to cast Gallows on a target to pull it closer for the Galleon to Harpoon and Drag it close enough to kill. Add Sylys Wyshnalyrr and you've got +2 RNG to the spell.
Some other warcasters are less overall helpful, but can provide a few tricks:
- Magnus the Warlord can get it to the front a bit faster with Escort as well as giving himself additional ARM if he's staying close.
- Fiona the Black can cast Telgesh Mark to turn it into the world's largest arc node, or Nonokrion Brand in the (unlikely) event a model is blocking its line of fire.
- Gastone Crosse can give the Galleon a bonus to RNG for a round with Fire Group.
- Master Gunner Dougal MacNaile has Artillerist for extra RAT and Double Powder Ration for extra RNG for one round.
- Ragman can stay close to the Galleon and use Death Field to weaken all opponents in its melee range.
Drawbacks & Downsides
- It's a huge, easy to hit target.
- Power Up only gives it one focus; you could be giving up to 2-3 free Focus you'd have if you bought the equivalent cost in separate warjacks.
Tricks & Tips
- Don't underestimate the power of the Cargo Claw throw! Under the current rules, throwing at a target that you don't have the range to reach means the thrown model impacts at your maximum range without deviation. Lining up targets effectively with the Galleon's STR can mean a automatic hit and knockdown.
- A nasty tactic is to combine Captain Bartolo Montador, Master Gunner Dougal MacNaile, and Ragman. Bart casts and upkeeps Hot Shot on the Galleon, then casts Batten Down the Hatches and allocates the rest of his focus to it every turn. Dougal MacNaile uses Artillerist and possibly Double Powder Ration on the Galleon. Then add Ragman and his Death Field to lower enemy ARM in melee. This gives the Galleon amazing damage and accuracy from aiming without needing a single focus point, as well doing even more damage again any warjack/warbeast that gets into melee with it.
- In MKII Warmachine, the Galleon (and other colossals) were frequently the first (and only) player choice over the equivalent point value of warjacks. Now, the increased warjack points and Power Up rule in MKIII make non-colossal warjacks arguably more useful.
- Originally released in the Warmachine: Colossals expansion (2012).
How can I include this model in my army?
To include this mercenary warjack in your army, it must be controlled by one of the following warcasters or marshals. Thus, to include this jack you first need to find a controller that works for your army.
|Mercenary 'Jack Controllers (Edit)|
|Warcasters||Ashlynn - Caine3 - Captain Bart - Captain Damiano - Captain Shae - Macbain - Constance - Fiona - Magnus1 - Magnus2|
|Marshals||Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Sam & the Devil Dogs|
Theme Forces this is a member of
For a Mercenary warjack to be taken in a Theme Force, not only does the 'jack have to meet the theme criteria but it's controller does too. With that in mind, Galleon can be taken in:
Other Mercenary models