Gastone Crosse

From Battle College
Jump to: navigation, search

Mercenary Llaelese Character Solo (Battlegroup Controller)

A natural at hit-and-run tactics, the bitter, reckless Gastone Crosse prefers to strike from a distance, whether with his powerful mechanikal pistol Gypsy Kiss or the cannons of his warjacks. He lends his arcane power to extending the range of his battlegroup's arms, while each kill provides them with a burst of arcane speed.

Basic Info[edit]

Crosse1
Crosse1.jpg
SPD 6
MAT 5
RAT 5
DEF 14
ARM 14
FOCUS 4
HP 5
Cost 4
See also How to Read the statblock

Weapons[edit]

  • Soul Reaver - 12" range, POW 12 gun
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Reload [1] - This model can spend focus to make up to 1 additional ranged attack(s) with this weapon during its Combat Action. It can make one additional attack for each focus spent.
  • Knife (x2) - 0.5" reach, P+S 8 melee weapons

Abilities[edit]

  • Mercenary - Will work as a Cygnar mercenary or Protectorate of Menoth mercenary.
  • Battlegroup Controller - This model is a solo but functions like a mini-warcaster. It has a FOCUS stat, can buy/boost attacks, cast spells, and control warjacks. It must have at least one warjack in its battlegroup.
  • Backstab - This model gains an additional die to hit and damage rolls when it attacks from the target's back arc.
  • Dodge - When an enemy misses this model with an attack at any time except when it is advancing, this model immediately advance 2" ignoring free strikes.

Spells[edit]

Fire Group - Cost 2

While in the caster's CTRL range, battlegroup models gain +2 RNG on their guns. Lasts for one turn.

Moving Shadows - Cost 2, Upkeep

While in Gastone's control range, battlegroup models gain Run & Gun. (Run & Gun - If this model destroys an enemy with a ranged attack during its activation, at the end of its activation it can make a full advance.)

Thoughts on Gastone Crosse[edit]

Gastone Crosse in a nutshell[edit]

Gastone Crosse is the mercenary journeyman warcaster - a ranged 'jack specialist with a magical 2 shot hand cannon combined with hit and run tactics.

Combos & Synergies[edit]

Fire Group and Moving Shadows commend him to ranged jacks, the Mule, Mariner and Rover being strong candidates. However, there's also a good case for a Talon or a Buccaneer as a really cheap warjack and letting Gastone be a super-solo with boostable guns while the jack gets trashed.

The Vanguard used to be his signature warjack when he got it at a discount, but now the discount is gone and it's too expensive. Plus its short range doesn't work well with his spells since they don't work beyond his 8" control range.

Some builds include him running a Galleon to benefit from Fire Group, generally under a caster that does not offer battlegroup buffs like Magnus1, who Snipes it. This is staggeringly expensive, but shoots very far.

Crosse runs the best Mule in the game for what it's worth. With Fire Group and Moving Shadows, it shoots respectably far and can move after it shoots if it kills something. Paired with Snipe for extra range, it becomes rather effective in messing up enemy plans from afar if you get Devastation. Damiano can cast Deadeye on Crosse's Mule, which dramatically improves the odds of a crit and can wreak all sorts of havoc. Ashlynn's feat can provide a similar effect for but one turn.

Drawbacks & Downsides[edit]

  • Like all non-warcasters controlling jacks, he's squishy and has a huge bullseye on his head.
  • Crosse would be taken much more often if he didn't have to haul a merc jack along with him, increasing his effective cost, because he's a strong solo on his own.
  • Despite having two knives, if he is stabbing things something has gone terribly wrong.
  • He has very poor RAT, which effectively requires him to boost or aim to reliably hit, even vs Khador jacks.

Tricks & Tips[edit]

Placeholder.


Other[edit]

Limited Edition sculpt

Trivia[edit]

  • In MKII, his pistol was known as 'Gypsy Kiss.' It's even still referred to by that name in the fluff. However PP has decided to rename it Soul Reaver on his MKIII stat card and in WarRoom.
  • On release of his next incarnation, Crosse2, it was revealed that the gun is cursed and likes to eat souls.
  • Gun & Run was renamed Run & Gun for some reason, the former made far more sense.
  • Gastone is one of the Journeyman Warcasters released as part of the WARMACHINE: Tactics videogame Kickstarter (2014)
  • There was a limited edition sculpt available for backers. There is now a non-limited sculpt for general purchase.
  • His rules were re-published in the Warmachine: Vengeance expansion (2014)

Theme Forces[edit]

Mercenary
Protectorate of Menoth (Edit) Cygnar (Edit)

Other Faction models[edit]

MercenariesLogo.jpg

(Edit)

Mercenary 'Jack Controllers (Edit)
Warcasters Ashlynn - Caine3 - Captain Bart - Captain Damiano - Gastone2 - Captain Shae - Macbain - Constance - Fiona - Magnus1 - Magnus2
BGC Gastone Crosse
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Sam & the Devil Dogs
Mercenary Warjacks (Edit)
Light Buccaneer - Renegade (Magnus only) - Talon - Vanguard
Heavy Freebooter - Mangler - Mariner - Mule - Nomad - Rover
Gallant - Rocinante
Colossal Galleon
Rhulic 'Jack Controllers (Edit)
Warcasters Durgen Madhammer - General Ossrum - Gorten Grundback
Marshals
Cannot take Colossals
Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
  M  
E
R
C
E
N
A
R
I
E
S
 
Units, Solos, & Battle Engines
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Units Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Ogrun Assault Corps - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - Steelhead Halberdiers - Steelhead Heavy Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator
Character Units Alexia1 - Sam & The Devil Dogs - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea - Commodore Cannon - Devil's Shadow Mutineers
Solos Cephalyx Agitator - Gobber Tinker - Ogrun Bokur - Swamp Gobber River Raider
Character Solos Alexia2 - Alten Ashley - Anastasia Di Bray - Bloody Bradigan - Bosun Grogspar - Brun & Lug - Colbie - Dahlia & Skarath - Dirty Meg - Doc Killingsworth - Eilish Garrity - Eiryss1 - Eiryss2 - Hawk - Gastone1 - Gorman - Gudrun - Harlan Versh - Hutchuk - Kell Bailoch - Lanyssa - Rockbottom - Major Harrison Gibbs - Dougal - Orin - Ragman - Raluk - Rhupert - Rorsh & Brine - Rutger - Savio - Saxon - Sergeant Nick - Stannis - Taryn - Thor - Viktor - Wrong Eye & Snapjaw
Battle Engines Hammerfall Siege Crawler
 
Theme Forces (Edit)
Hammer Strike - The Irregulars - The Kingmaker's Army - Operating Theater - The Talion Charter - Llaelese Resistance

Rules Clarifications[edit]

Rules Clarification : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Reload      (Edit)

  • You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)
  • If you have (x2) of a weapon with Reload (such as Caine1), the special rule will only be written on the card once. But you can reload both weapons to the max limit. (Infernal Ruling)


Rules Clarification : Battlegroup Controller      (Edit)

  • This model has a completely separate battlegroup to your main warcaster.
    • Your main warcaster cannot allocate focus to warjacks under this model's control (and vice versa).
    • Any spells/effects that apply to your main warcaster's battlegroup (such as Energizer) do not apply to warjacks under this model's control (and vice versa).
  • This model is not a warcaster
  • Warjacks this solo controls can still benefit from Power Up exactly as if it were a warcaster. (Closed thread)
  • When this solo dies, any warjacks they are controlling go inert exactly as if it was a warcaster. (Infernal Ruling)

Rules Clarification : Backstab      (Edit)

  • Backstab always applies on a free strike, because free strikes are always in the back arc. (Infernal Ruling)
  • Backstab applies to magic and ranged attacks, too.
  • For a caster with Backstab that uses an arc node to attack their target: Backstab doesn't care about the point of origin of the attack, and does not interact with Arc Nodes at all.
In other words, if your arc node is in the target's back arc & but the caster is not, then Backstab doesn't apply. And vice versa, if your arc node is in the front arc & you're in the back arc, then Backstab will apply.
  • Models with Circular Vision aren't immune to Backstab. They still have a back arc, and backstabbers can stand in it.
  • Steamroller objectives have facings, and can be backstabbed. (Infernal Ruling)
    • Before the game starts you should discuss with your opponent the facing of the objective.
    • In Steamroller 2017, objectives face towards the opposing deployment zone.

Rules Clarification : Dodge      (Edit)

  • Dodge triggers after any missed attack - melee, ranged, or magic.
  • If you shoot at a model with Dodge that's in melee and miss, Dodge will trigger regardless of whether you then hit the random new target or not.
    • The Dodge movement occurs after making the attack against the new target.
  • An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
  • If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, they are resolved at the same time. You get to choose which order to resolve them in.


Rules Clarification : Fire Group      (Edit)

  • 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.

Rules Clarification : Moving Shadows      (Edit)

  • Moving Shadows is retroactive. Which means you can cast it after killing a model, and still benefit from it. (Infernal Ruling)
  • 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.

Rules Clarification : Sprint and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
  • You can't purchase additional attacks after the move, because you can only buy attacks during your Combat Action and by definition "the end of your activation" happens after "your Combat Action".
  • Differences
    • With Sprint, you cannot trigger other abilities that also occur "at the end of activation" (such as Reposition), because Sprint includes the phrase "and then its activation ends". Click here for a detailed explanation
    • Run & Gun doesn't have this restriction.
    • Run & Gun won't trigger if you RFP the model, but Sprint will.