Magnus the Warlord

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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

Mercenary Warcaster

41033 MagnustheWarlord WEB.jpg
SPD 5
MAT 7
RAT 6
DEF 14
ARM 17
HP 17
Focus 6
WJP 28

Weapons and Attacks[edit]

  • Scattergun - 8" spray, POW 12 ranged weapon.
  • Foecleaver X - 1" range, P+S 13 melee weapon.
  • Mechanikal Arm - 0,5" range, P+S 11 melee weapon.

Special Abilities[edit]

  • Mercenary - will work for Cryx, Khador and the Protectorate of Menoth.
  • 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.
  • Field Marshal [ Unyielding] - Warbeasts/warjacks in this model's battlegroup gain Unyielding.

Spells[edit]

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.
If Convection destroys a living enemy model, you can give 1 focus point to a warjack in the caster's battlegroup and CTRL range.
Battlegroup warjacks activating in the caster's control range gain +2" movement. Also, the caster gains +2 ARM while a battlegroup warjack is within 3".
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' control 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 brutal. 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).

Sometimes in Warmachine/Hordes an epic incarnation is relatively similar to their past versions. Maybe the offer a slightly different place-style or a change in spell list, but they over all do somthing similar. Magnus is NOT one of these casters. The difference between the Traitor and the Warlord is night and day. If you want support and movement shenanigans, pick the Traitor. If you want pure nasty attrition and a 'jack caster that brawls, take the Warlord. Just don't expect them to do each other's jobs.

Feat[edit]

Choose two opposite edges of the battlefield and the enemy can only move horizontally. 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.

Spells[edit]

  • Bullet Dodger - This spell is best used as an upkeep on either Magnus or a valuable solo
  • Calamity - This spell is best used through an arc node to set something up to die.
  • Convection - This spell is best used as a cheap solo-killing zap. Frequently by running a Renegade into position for a back strike.
  • Escort - This spell is best used upkept for the entire game.
  • Obliteration - This spell is best used rarely. It's too expensive for his Focus

Typical Army & Strategy[edit]

Strategy[edit]

His main win condition is to grind out the enemy with tough unyielding warjacks, having kept them almost out of the game for a turn with his feat.

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). Sometimes also a Mangler or Gallant. One Renegade to allow him to arc Calamity is very very common.
  • He does little to directly buff infantry so likes infantry that are self supporting. He can give a solo like Savio Montero Acosta Bullet Dodger - or cast it on himself or even the warjack Gallant.
  • Unless he's leading The Kingmaker's Army (as he frequently does) he likes Sylys Wyshnalyrr because he can easily run short of focus. But he also plays forward so Madelyn Corbeau, Ordic Courtesan is a great caster attachment for him as well.

Drawbacks & Downsides[edit]

  • Short on focus
  • Don't get overconfident with his buffed ARM. He still dies more easily than a warjack.

Tricks & Tips[edit]

  • The Renegade's obliterator should be fired early (possibly as an assassination). After that it's a tough arc node. But Renegade-knock-down followed by Calamity and shooting kills a lot of casters.
  • He plays forward. Keep his bodyguard near him.
  • The feat can be utterly brutal. But make sure you don't face a melee assassination in return.
  • On feat turn it's frequently worth throwing him forward with a Nomad (or other heavy) so his feat covers as much as possible. This works especially well in The Kingmaker's Army where Feign Death then protects him from shooting and spells.

Comparison to Mk2[edit]

  • Bullet Dodger now grants the DEF bonus against any kind of attack.
  • He got Unyielding and Field Marshal: Unyielding.
  • He traded Mobility for Escort.
  • Foecleaver X's melee range is increased.
  • He can use his Scattergun better now.
  • Gained a point of RAT
  • Calamity RNG increased, changed from a attack and damage buff to a DEF and ARM debuff

Other[edit]

How can I include this model in my army?[edit]

Mercenaries are a bit more complicated than regular faction models, they can be taken in one of three different ways.

  1. This model can be included in a pure Mercenary army.
  2. This model can be included in the following Faction armies (requires a 2+ caster game):
  3. This model can be included in the following theme forces:

What models can this warcaster take in his battlegroup?[edit]

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

Trivia[edit]

Placeholder.

Other Mercenary models[edit]

MercenariesLogo.jpg

(Edit)

Mercenary 'Jack Controllers (Edit)
Warcasters Ashlynn - Caine3 - Captain Bart - Captain Damiano - 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 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  
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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 - 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 Kingmaker's Army - Operating Theater

Rules Clarifications[edit]

Rules Clarification : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon such as arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer latest errata).
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. They're 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 intrepreted as "immune to damage that doesn't include Damage Type: Magical" (not 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:  : Warcaster      (Edit)
Warning: This is a long one.

 
  • General
    • Your CTRL area is double your current focus statistic, not however many focus points you currently have.
    • 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 : Feign Death      (Edit)

  • "Cannot be targeted" is not the same as "cannot be hit". You can still be hit by AOEs, Sprays, etc that target someone else.
  • You cannot use Gunfighter vs models Feigning Death, because Gunfighter is still a ranged attack.
  • However, you can use Point Blank, because that lets the attacker make a melee attack with a ranged weapon.

Rules Clarification : Blur - None yet. (Edit)
Placeholder.