Magnus the Warlord

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Mercenary Warcaster

Magnus has proven to be more than simply a one-man army with a grudge against the nation he once served. He has become a singular lord and master of the arts of war. He relies on no nation's backing and he carves his legend across western Immoren with blood and blade. He is ruthless in his determination to bring the exiled former king of Cygnar back to power regardless of the lives it costs.

Basic Info[edit]

Magnus2
41033 MagnustheWarlord WEB.jpg
SPD 5
MAT 7
RAT 6
DEF 14
ARM 17
HP 17
Focus 6
WJP +28
See also How to Read the statblock

Weapons[edit]

  • Scattergun - 8" spray, POW 12 ranged weapon.
  • Foecleaver X - 1" reach, P+S 13 melee weapon.
  • Mechanikal Arm - 0.5" reach, P+S 11 melee weapon.

Abilities[edit]

  • Mercenary - In a 2+ caster game, he will work as a Cryx mercenary, Khador mercenary, or Protectorate of Menoth mercenary.
  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Backstab - This model gains an additional die to hit and damage rolls when it attacks from the target's back arc.
  • Unyielding - When this model engages an enemy it gains +2 ARM. (Black Fleet CID changes this to This model gains +2 ARM against melee attacks)
  • Field Marshal [Unyielding] - Warbeasts/warjacks in this model's battlegroup gain Unyielding.

Spells[edit]

Bullet Dodger - Cost 2, 6" range, Upkeep

Faction model gains +2 DEF and Dodge. (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.)

Calamity - Cost 3, 10" range, Offensive Upkeep

Target model/unit suffers -2 DEF & ARM.

Convection - Cost 2, 10" range, POW 12

If Convection destroys a living enemy model, you can give 1 focus point to a warjack in the caster's battlegroup and CTRL range.

Escort - Cost 2, Upkeep

Battlegroup warjacks activating in the caster's CTRL range gain +2" movement. Also, the caster gains +2 ARM while a battlegroup warjack is within 3".

Obliteration - Cost 4, 10" range, 5" AOE, POW 15

This spell has no special effects. Pure offense.

Feat : Kill Box[edit]

Choose two table edges. If an enemy model start it's movement in Magnus' CTRL range, it can't move toward those edges.


Thoughts on Magnus the Warlord[edit]

Magnus the Warlord in a nutshell[edit]

Between Escort and giving all his warjacks Unyielding Magnus the Warlord runs a brutally fast moving and tough battle group, taking advantage of the tough and no frills design of mercenary warjacks. He doesn't have that much focus to hand out so likes some infantry support - and his feat can be absolutely devastating. And of course he has access to the only arc node in mercenaries with the Renegade (yes a couple of other merc casters have their own option).

Magnus2 usually runs battle group heavy. His feat virtually guarantees him the alpha strike against melee armies, which he usually beats easily. However opponents with strong ranged attacks are extremely dangerous.

Feat thoughts[edit]

Choose two opposite edges of the battlefield and the enemy can only move horizontally or choose your own board edge and either side to force your opponent to stay away from your army as your jacks move in for the alpha strike. It's always worth keeping a jack near Magnus for Escort's ARM buff as the enemy will try and kill you if you play forward enough to use his feat effectively.

Spell thoughts[edit]

  • Bullet Dodger - Not usually used since Escort will be on Magnus and he doesn't have much focus. Especially effective on Skarath.
  • Calamity - Very rarely cast because 9 times out of 10 it is more efficient to allocate focus instead.
  • Convection - You'll cast this once in a blue moon when a magic POW 12 is just the thing you needed.
  • Escort - This stays up until all the jacks are dead or you've won.
  • Obliteration - Yes, it's 4 focus. It is also a POW 15 with POW 8 blast damage in a 5" circle. Sometimes that's really useful. Especially if Sylys gave him Arcane Secrets. This can also be used to take out hard targets like Witch Coven or Haley3 echoes. It goes well with Renegades.

Typical Army & Strategy[edit]

Strategy[edit]

Magnus locks the opposing force out of scenario, then wallops them with warjacks - hopefully hard enough that they can't fight back afterward. He's a pretty blunt instrument with a strong battle group, a stellar feat and not a whole lot else.

Army[edit]

  • Because of Field Marshal: Unyielding, and Escort, you want many jacks in your battlegroup - and to get most use out of it his jacks are normally cheap jacks with shields - the Nomad, the Renegade, the Talon, and the Freebooter (which doesn't have a shield - but has the damage boxes of a heavy and the cost of a light as well as loving the extra movement). One Renegade to allow him to arc Calamity or Obliteration is very very common.
  • Kayazy Eliminators are marvelous units with any Mercenary caster, and Magnus2 is no exception..
  • Unless he's leading The Kingmaker's Army he likes Sylys Wyshnalyrr because he can easily run short of focus and Arcane Secrets makes Obliteration more effective.
  • Ragman improves the output if his jacks.

Drawbacks & Downsides[edit]

  • Short on focus
  • Don't get overconfident with his buffed ARM. He still dies more easily than a warjack.
  • Mercenary warjacks are all MAT 6 which can mean a lot of focus going toward boosted attack rolls instead of buying attacks.
  • After his feat turn he spends most of the game handing out focus and running to safety.
  • Backstab only works if Magnus himself is in the back arc. It does not work with an arc node.
  • If the opposing force has even a moderate number of goodd guns it can threaten Magnus on his feat turn and cripple his army before it arrives.

Tricks & Tips[edit]

  • Be absolutely certain you cannot be killed on your feat turn. Watch for lots of guns, or powerful models that can charge farther than 12".
  • ANY advance that begins in Magnus's control area is subject to the feat, so if the opponent charges in and wants to side step, sprint, beat back, etc... they will be subject to the feat's restrictions.


Other[edit]

Trivia[edit]

Released in Warmachine: Superiority (2006)

Warjacks he can take[edit]

Mercenary Warjacks (Edit)
Light Buccaneer - Renegade (Magnus only) - Talon - Vanguard
Heavy Freebooter - Mangler - Mariner - Mule - Nomad - Rover
Gallant - Rocinante
Colossal Galleon

Theme Forces[edit]

Other Mercenary 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
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C
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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 : Powerful Attack      (Edit)

  • You must declare whether you're using Powerful Attack before making any attack rolls. You can't try and mix-and-match it to avoid friendly models. (Infernal Ruling)
  • It has to be declared at the attack stage. If you choose not to use it on attack rolls, you can't trigger it on damage rolls. (Infernal Ruling)
    • Exception: If your attack auto-misses, such as an AOE vs Stealth, then you can declare it after deviation but before making damage rolls. (Infernal Ruling)
  • The Powerful Attack bonus doesn't apply to "secondary" damage such as Magic Bullet or Electro Leap.

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.

Rules Clarification : Armor-Piercing and/or Case Cracker     (Edit)


Rules Clarification:  : Warcaster      (Edit)
Warning: This is a long one.

 
  • 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.
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. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. 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).
    4. 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).
  • Units
    • 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.


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 argii 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).

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.

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 : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks in the battlegroup, so (normally) the warcaster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)

Rules Clarification : Unyielding      (Edit)

  • If you can't be "in melee" with your target (for instance an enemy Steamroller objective) then you can't get Unyielding.
  • If you become knocked down, stationary, or otherwise lose your melee range you lose Unyielding.
  • An enemy can engage you, without you engaging them (for instance they're in your back arc). In this case, you don't get Unyielding.


Rules Clarification : Bullet Dodger      (Edit)

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 : Calamity - None yet. (Edit)

Rules Clarification : Convection      (Edit)

  • A warjack can benefit from Convection multiple times.
  • A warjack cannot go over its normal focus limit (which is 3 for most jacks) as a result of Convection. Refer to the Cortex rules.

Rules Clarification : Escort and/or Battle Host - None yet. (Edit)

Rules Clarification : Obliteration      (Edit)

  • The text description has no in-game effect. It's just for flavour.