Mule

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Mercenary Heavy Warjack

Mercenary warjacks are often drawn from discontinued chassis once produced by kingdom armies. The Mule, a former Cygnaran warjack, wields a massive battle mace and an innovative steam-powered cannon packing enough explosive punch to scatter enemies like leaves. Mercenaries maintain these battle-tested machines and find them fully capable of standing toe-to-toe against any fresh from the assembly line.

Basic Info[edit]

Mule
Mule.jpeg
SPD 5
MAT 6
RAT 5
DEF 10
ARM 18
HP 30
Cost 15
See also How to Read the statblock

Weapons[edit]

  • Steam Lobber - 8" range, 4" AOE, POW 15 gun
    • Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
    • Critical Devastation - On a critical hit models hit are thrown d6" directly away from the attacker. Roll distance once for all models affected. Models thrown do not deviate. Move models furtherest from the attacker first. Instead of suffering blast damage, models hit but not directly hit suffer non-blast damage equal to half the weapon's POW. Collateral damage is equal to half the weapon's POW.
    • Steam Pressure - If the Mule uses its Normal Movement to aim, it gains +4 RNG with the Steam Lobber.
  • Battle Mace - 2" reach, P+S 16 melee weapon

Abilities[edit]

  • 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.
  • Tried & True - If this model would be repaired, it repairs 1 extra HP.

Thoughts on Mule[edit]

Mule in a nutshell[edit]

The Mule has a short ranged gun and a low POW melee weapon paired with just about the worst stat line a heavy can feature while being priced at a premium for merc heavies. This is entirely due to Critical: Devastation, which, theoretically, can win you games. In reality, it's probably priced 1 or 2 points too high because nobody plans their strategy around rolling doubles, and the 13" walking threat range on such a flimsy heavy is hard to accept.

Combos & Synergies[edit]

  • You are taking this to crit fish because you get better ranged output with the Mariner and it sucks in melee. You also want to increase its range and keep it safe. It's tailor-made for Gastone Crosse, who, with Fire Group and Moving Shadows, increases its range to an acceptable level and lets it back up after it kills a model with its shot. To further enhance this combo, run him with Damiano, who can use Deadeye to crit fish with four dice, or Ashlynn, whose feat drastically increases the odds of getting that crit. Magnus1 or Ossrum could be considered to Snipe the Mule and push its range to truly respectable levels, though Ossrum has much better options, and Magnus1 isn't very powerful.

Drawbacks and Downsides[edit]

  • Its melee game is poor - the weapon simply doesn't have enough POW.
  • It has the DEF of a Khadoran heavy and ARM of a Cygnaran heavy. In short the only reason it doesn't go down easily is because its range keeps it safe from a lot of stuff.
  • The Mariner will contribute much more with its gun over the course of the game for one point less while having a better stat line and better melee output. A 15" range vs. an 8" range is a considerable difference.

Tricks and Tips[edit]

  • Devastation throws all models in the 4" AOE simultaneously, using a single distance roll. Models furthest from the mule are thrown first


Other[edit]

Trivia[edit]

Released in Warmachine: Superiority (2006)

Who can take this warjack[edit]

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
BGC Gastone Crosse
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Sam & the Devil Dogs

Theme Forces[edit]

Within mercenaries, this warjack can be used in:

Outside of mercenaries, this warjack can be taken in just about every theme force, because there is nearly always at least one merc jack marshal that'll work for any given theme.

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  
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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 : Arcing Fire      (Edit)

  • Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.

Rules Clarification : Devastation      (Edit)

  • This is not a Power Attack Throw, it just causes models to be thrown. As such, it can be used against friendly models.
  • Refer to the Throw article for more.

Rules Clarification : Steam Pressure - None yet. (Edit)

Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule menas a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Rules Clarification : Construct - None yet. (Edit)
Rules Clarification : Tried & True - None yet. (Edit)