Mercenary warjacks are often drawn from discontinued chassis once produced by kingdom armies. The Nomad, once a Cygnaran mainstay, has been battering enemy ’jacks with its battle blade for 150 years. Mercenaries maintain these battle-tested machines and find them fully capable of standing toe-to-toe against any fresh from the assembly line.
- 1 Basic Info
- 2 Thoughts on Nomad
- 3 Other
Weapons and Attacks
- Open Fist - 1" range, P+S 14 melee weapon
- Battle Blade - 2" range, P+S 18 melee 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.
- Tried & True - If this model would be repaired, that value is increased a small amount.
Thoughts on Nomad
Nomad in a nutshell
The Nomad is the Mercenary version of a standard heavy warjack - about as simple and straightforward as a warjack gets. It fills the space in Mercenary armies held by the Slayer, Ironclad, Crusader, and Juggernaut in other factions: the cheap, bog-standard heavy intended to absorb enemy fire and whack stuff. It has one job and it does it well enough. Like all heavy warjacks it can trample, throw, and do other standard power attacks. Add its low cost to its big sword and its decent ARM from its buckler and you have a nice cheap beater with a 10" charge that is the envy of many factions.
Combos & Synergies
With the exception of Tried & True, the Nomad has no special abilities to speak of (the back of Mk.II card was completely blank).
Lots of merc warcasters give the Nomad a bit of a boost:
- Magnus the Traitor can make it more durable with Death Ward and can let it charge for free and have boosted melee attacks with Iron Aggression.
- Magnus the Warlord can make it faster and give it Unyielding, which if spammed, is an effective strategy.
- Ashlynn D'Elyse and Captain Damiano can make it faster, and Damiano's feat gives them an Armor and Strength boost.
- Captain Phinneus Shae's feat makes it fast and maneuverable.
- Drake MacBain makes it faster and can give it more swings. Fail-Safe, in addition to Tried & True, makes it pretty durable if there is someone about to do repairs.
- Dirty Meg can give it Pathfinder and Reposition with her drive, making it a very mobile threat with its long Reach.
Drawbacks and Downsides
- MAT 6 is a problem stat and part of the reason they cost 11 points. Needing 8's to hit DEF 14 makes them a liability against Legion beasts that can't be knocked down. But besides Rocinante, all the merc 'jacks are MAT 6 or worse, which is why spamming Nomads is popular. They're so cheap you don't care that they're not very good. None of the Merc jacks are; that's part of the charm of playing Mercenaries.
Tricks and Tips
- The Nomad is the least tricky heavy that there is. You walk up to something and wail on it with POW 18's and occasionally make a slam or throw power attack.
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, Nomad 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