Cygnar Character Heavy Warjack
Ol' Rowdy has five decades of service under its chassis. He hails from the first generation of Ironclads hammered together at the Cygnaran Armory from parts manufactured at Engines East. Not until after several years fighting with distinction during the Scharde Invasions did the ornery temper that would characterize Ol' Rowdy actually come to the fore.
|| 19 / 20|
|(★)20 when you include the buckler
|See also How to Read the statblock
Weapons and Attacks
- Quake Hammer- 1" reach, P&S 18 melee weapon
- Critical Knockdown - On a critical hit, the model hit becomes knocked down.
- Tremor - (★ Attack) - Before resolving damage from this attack, center a 4" AOE on the model directly hit. Models in the AOE become knocked down. This model is not affected by Tremor.
- Open Fist- 1" reach, P&S 14 melee weapon
- Buckler - This 'weapon' has an integral buckler that gives the model a cumulative +1 ARM bonus. The bonus doesn't apply if the weapon is crippled or if the damage originates in your back arc.
- Open Fist - This warjack/warbeast may make Throw Power Attacks.
- 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.
- Aggressive - This model can run or charge for free.
- Retaliatory Strike - Once per turn when an enemy hits this model in melee, it can hit back. Once.
- Countercharge - When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. This model can use Countercharge only once per round and not while engaged.
- Bond: (Stryker) - If this model begins the game in Stryker's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to Stryker and in their control range, Stryker gains +2 DEF against melee attack rolls and cannot become knocked down. While bonded to Stryker and B2B with him, this model is not moved when slammed.
Thoughts on Ol' Rowdy
Ol' Rowdy in a nutshell
Do you like the Ironclad? Would you like to nail some more armour to it and get a whole bunch of cool and useful special rules? Ol' Rowdy is here to answer your prayers. He is an excellent melee Warjack with a great level of focus efficiency thanks to Aggressive. Counter charge also gives your opponent all sorts of headaches in terms of model placement if they aren't careful.
Combos & Synergies
- Of all the Strykers, Lord Commander Stryker and Lord General Coleman Stryker get the most from the bond. At some point, they both want to get near the front line, and getting knocked down really spoils their day.
- But beware of blast damage and any AoE that applies a continuous effect.
- Captain Allister Caine likes to keep all of his focus to himself, so having a jack that can charge for free and still have a focus to spare really suits his play style. A well-placed Tremor has the potential to knock down your assassination target to make Caine's job really easy.
- Captain Jeremiah Kraye gives him some excellent mobility, Not only that, the free boosted charge attack roll gives you an great opportunity for a critical knockdown on your charge target.
Drawbacks & Downsides
- He's 50% more expensive than an Ironclad.
- Countercharge is nice, but a canny opponent can shut it down by running a model into melee range.
- His bond does not stop either model getting pushed or placed.
Tricks & Tips
- Remember that if you score a critical knockdown with your Retaliatory Strike, the enemy model won't be able to do anything else.
- If you charge a model with Admonition (or similar) and it moves away, you can use Counter Charge to re-engage them and get a free attack.
Comparison to Mk2
The Tremor special attack has been changed to an attack with a large AoE that causes knockdown. He swapped Imprint: Grudge for Retaliatory Strike, making him even more focus efficient than before.
Theme Forces this is a member of
Other faction models
Rules Clarification : Rowdy's Bond
- Although he can't be moved by a slam, he can be damaged by it.
Rules Clarification : Tremor (Edit)
- Although the wording could be clearer, Tremor does cause a normal damage roll in addition to the knockdown effect. (Infernal Ruling)
- 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 : Shield and/or Buckler (Edit)
- The only time you lose the Shield bonus is when the weapon is crippled, or if the attack originates in your back arc. (Infernal Ruling)
- In other words, you still get the Shield bonus while knocked down or stationary.
Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
- See the Throw article for a recap of the core Throw rules.
- When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws.
- If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
- A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
- Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. The Infernals are currently checking it.
Rules Clarification : Warjack (Edit)
- Please refer to the Warjack page for a recap of the warjack rules, and the very few associated Infernal Rulings.
Rules Clarification : Construct - None yet. (Edit)
Rules Clarification : Aggressive - None yet. (Edit)
Rules Clarification : Retaliatory Strike (Edit)
- "Basic melee attack" also includes Mount Attacks. Refer to the definition of 'Basic Attack' in the rulebook.
- You can't make Retaliatory Strikes vs free strikes, because the free striker is defined to be in your back arc (regardless of the actual model's facings) and thus you don't have LOS to it. (Infernal Ruling)
Rules Clarification: : Countercharge (Edit)
Warning: This is a long one.
| Triggering Countercharge
- Countercharge does not trigger off an enemy model being placed or pushed.
- Changing facing does count as advancing and will trigger Countercharge.
- You can trigger Countercharge during your own turn, if your opponent has an ability to move during your turn (such as Admonition).
- Even when an entire unit is moving, counter-charge is triggered per model. So you can counter charge after any models of the unit had finished his move within range, but you can only counter charge the model who finished its movement. You can't "save it" until the unit finishes moving and then say "I'm going to Countercharge the first guy you moved."
What can your opponent do?
- Once you trigger countercharge, your opponent cannot use a "Any Time" ability until the countercharge is fully resolved. Even though it's their turn.
- They can trigger their own abilities from your movement (such as Admonition) and/or your attack (such as Shock Field).
Attacks & Boosting
- You only get one attack when making a countercharge, regardless of how many initials you normally have.
- You can't spend fury/focus to boost it, or buy additional attacks afterwards. Because you're only allowed to do spend fury/focus during your own activation.
- The charge attack damage is only boosted if the Countercharger moved 3" or more, as with a regular charge.
After the Countercharge
- You cannot use any abilities that trigger on "during activation" or "during combat action" (such as Sprint) after a Countercharge, as Counter Charge is not an activation. Closed thread
Enemy "Skipping" their movement
- If your opponent 'forgets' to move their model and didn't declare they're forfeiting movement (they just said "I'm activating this model and making an attack") then do they count as moving or not?
- Technically the rules don't have a default condition for this, and it becomes a Sportsmanship issue for you to sort out with your opponent.
- However, the Judges document (which is used to run all official PP events) states that the model officially counts as "Advancing 0 inches" and thus will trigger Counter Charge. Most players follow the Judges document for casual play as well.
Unit with countercharge
- This applies to Zaadesh2 with Scarab Packs
- Each model in the unit has its own individual countercharge. They don't have to all countercharge at the same time, and only the specific model within 6" of the trigger will be able to countercharge.
- If a model is out of formation, it won't be able to countercharge (since it is unable to move out of his normal movement).
- If a model starts in formation but the countercharge movement takes it out of formation, it won't be able to make the charge attack (but will engage).
- If several models in the same unit want to countercharge the same model, you fully resolve the counter charge of the first, including the attack, before starting the counter charge of the other(s).
- If the unit commander countercharges such that the other models become out of formation, they immediately lose the ability to trigger countercharge (because out-of-formation models can't move).
- Countercharge vs. Admonition (etc) ( Edit )
- You can trigger Countercharge during your own activation - if a model with Admonition (or similar) uses it to (try to) move away.
- You move, they trigger admonition and move, you trigger countercharge off their admonition-move.
- In this scenario you may boost Countercharge attacks and trigger only-during-activation effects (such as Critical Shred & Sustained Attack) exactly as if you were in your activation (because you are).
- Also, you can potentially get two charge attacks (one for your normal charge, one for the counter charge).
- Countercharge plus Admonition
- If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
- Countercharge vs Slipstream ( Edit )
- Both these abilities trigger at the same time (end of movement). The active player then resolved his first.
- This can let the Slipstream model place something to block the Countercharge model.
- Assault vs Countercharge ( Edit )
- With reference to the Activation Timing (Apdx A), Countercharge occurs at Step 5, and Assault occurs at Step 5 for independent models and Step 6 for units. (Infernal Ruling about the Step 6)
- So, if a model with Assault finishes its charge movement within range of a model with Countercharge then...
- If it's an independent model then you need to resolve the Assault shot before making the Countercharge move. This is because both abilities occur at the same time but active player effects are resolved first.
- But if it's a model belonging to a unit, then you need to resolve the Countercharge immediately, then finish moving the rest of the unit, then start Assault shots.
- Countercharge & Cavalry ( Edit )
- A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
Rules Clarification : Bond (Edit)
- Bonds are ineffective while the model is under your opponent's control. Refer the core rulebook.
- A warjack/warbeast with a bond can be taken in theme forces whether or not the theme allows them, but only when they're in taken their bonded caster's battlegroup. Refer the core rulebook.