The Mariner was designed to endure uncertain footing fighting ship-to-ship, a skill just as formidable on dry land. Giving up some armour to move quickly and proving nearly impossible to knock down, the Mariner carries a liberated ship cannon in one hand and a brutal barnacle-encrusted anchor in the other.
- 1 Basic Info
- 2 Thoughts on Mariner
- 3 Other
Weapons and Attacks
- Ship Gun - 15" range, AOE 3, POW 14 ranged weapon
- 'Loader' - This weapon cannot be used unless a friendly faction warrior is base to base. - Model must be B2B with a friendly Faction warrior model to fire
- Anchor - 1" range, P+S 17 melee weapon
- Thresher (★ Attack) - Make a simultaneous melee attack against each model within its LOS and within melee range of this weapon.
- Warjack - All warjacks share the same set of special rules. Most notably being big and stompy.
- Construct - This model is a construct and is not a living model.
- Amphibious - This model treats shallow water as open terrain while advancing. While completely in shallow water, this model gains concealment and does not block line of sight.
- Lash - This model, and friendly warrior models b2b with it cannot be knocked down.
Thoughts on Mariner
Mariner in a nutshell
The Mariner is a cheap dual-use heavy with excellent range and acceptable melee output against both infantry and jacks/beasts. Boosted POW 14's from 20" away does quite a lot over the course of the game, and it will do okay once it's time to send it in to smash something. The only real downside is the Loader rule, but that requires only a little bit of planning.
Combos & Synergies
- Captain Bartolo Montador can give it an extra shot and boosted damage rolls with the cannon
- It becomes quite the assassination piece with Captain Phinneus Shae threatening 27" on his feat turn with Dougal and Coup de Main.
- Master Gunner Dougal MacNaile can give it a better chance to hit (with a re-roll on deviation), and a bit more range. He also can't be hit by any blasts that target the Mariner, and won't be knocked down when his Hit the Deck rule triggers. He's designed to be the loader in case that wasn't immediately apparent.
- Magnus the Traitor and General Ossrum can cast Snipe to give it a formidable 19" range.
- You could do worse than to run one on Gastone Crosse.
Drawbacks and Downsides
- Other than the nuisance of the Loader rule, the only real drawback is that it isn't great at anything. But what do you want for 14 points?
- The anchor does not have Chain Weapon despite being a chain weapon...
Tricks and Tips
- The Mariner has one major bonus in that B2B models cannot be knocked down, this has a natural synergy with the Loader rule.
- If the Mariner is slammed over a friendly warrior model, Lash will prevent that model from being knocked down when impacted, assuming it survives.
- If your opponent takes control of the Mariner it will not be able to shoot unless your opponent provides one of his own warrior models as a loader.
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 - Gastone2 - 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, Mariner can be taken in:
- The Kingmaker's Army - (Article) (Category)
- The Thornfall Alliance - (Article) (Category) (but only if controlled by Raluk Moorclaw)
- The Irregulars - (Article) (Category)
Other Mercenary models
| Resolving the attack|
Under this heading, the word "Thresher" is used interchangeably for "Flashing Blade" and "Cyclone" too
Flashing Blade only