Mercenary Minion Character Solo
Once a senior member of Cygnar's infamous Inquisition, Orin Midwinter has come out of hiding to reclaim his place of power as the noose closes around the country that hunted him. Specialized in hunting spell-casters, Midwinter uses his arcane energy to draw power from enemy wizards, suppress their magic, or simply strike them down with arcs of lightning.
| Magic Ability
Weapons and Attacks
- Void Staff - 2" range, P+S 9 melee weapon.
- Minion - Works for Skorne.
- Mercenary - Works for Cryx, Khador, Protectorate.
- Arcane Vortex - Can negate spells targeting nearby models by spending a _ token. The negated spell's COST is still paid.
- Inquisitor's Talisman - Start with three power tokens. Spend to boost attack or damage rolls, or make extra melee attacks (Or arcane vortex).
- Magic Ability [ _ ] - This model can use its Combat Action to cast spells. Offensive spells are a (★ Attack) and friendly spells are a (★ Action).
- Chain Lightning (★ Attack) - Average range, low POW attack that deals Electrical Damage. On a hit you get d3 electrical arcs, each hitting the nearest model within a short range that hasn't already been hit.
- Stealth (★ Action) - This model gains stealth for one turn.
Thoughts on Orin Midwinter, Rogue Inquisitor
Orin Midwinter, Rogue Inquisitor in a nutshell
Orin has two roles. The first is to keep a power token for his Arcane Vortex to discourage spellcasting in his direction or on models near him. The second is to fry light infantry using Chain Lightning. He's pretty good at both - and three boosts is as many as many light warbeasts get in a game.
Combos & Synergies
Drawbacks & Downsides
- Utterly useless against most bricks
Tricks & Tips
- One power token left is generally enough to convince the enemy not to sling spells near Midwinter
- Boosting to hit on your chain lightning is normally worth it. The swing if you hit is serious - and if Midwinter gets more than two turns of shooting off he's done well.
- Save damage boosts for squishy solos.
- To hit high DEF targets like Eiryss, Angel of Retribution run one of your infantry to within 4" of her and chain lightning it in the back (you shoudn't need to boost here unless you're using Nyss). You'll always get one arc off - which means you flash-fry Eiryss if she's nearest (and this is worth spending a damage token on).
Notable changes from Mk2
- Lost a point of DEF
- Slightly more expensive
- Arc Lightning renamed to Chain Lightning
- Lost Null Magic special action, gained Arcane Vortex naturally
- Lost Energy Vacuum, gained Inquisitor's Talisman
How can I include this model in my army?
Mercenaries are a bit more complicated than regular faction models, they can be taken in one of three different ways.
- This model can be included in a pure Mercenary army.
- This model can be included in the following Faction armies:
- This model can be included in the following theme forces:
Other faction models
| Mercenary - Faction models (Edit)
| Minion - Faction models (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 : Arcane Vortex (Edit)
- Arcane vortex can be used to counter spells with "Range: Self". (Infernal Ruling)
- Some spells do not have a target, mostly CTRL area spells (such as Siege's Foxhole) but also some (★ Action) (such as Ragman's Death Field). These cannot be cancelled by Arcane Vortex.
- The "Cost" for non-warcaster models includes stuff like "using your special action" or "killing a Mind Bender Drudge."
- Arcane Vortex vs Primal Shock (Edit)
- The warbeast that is chosen as the point of origin can not be negated by Arcane Vortex.
- The "target a model within 8 inches" is the part that can be negated by arcane vortex.
- There are some other parts that the Infernals are currently checking.
- (Infernal Ruling)
Rules Clarification : Magic Ability (Edit)
- Almost every magic ability cannot be used on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
- Using a Magic Ability counts as a spell, for effects such as Spell Ward, Witch Hunter, etc.
- Unlike with warcasters/warlocks, using a Magic Ability is not an "any time" ability. This means:
- You must complete your movement before you use a MA.
- You cannot make ranged or melee attacks on the same turn you use a MA.
- You cannot use a MA on the same turn you charge.
- (Unless, of course, the rules for the specific MA you're using say you can.)
Rules Clarification : Stealth (Edit)
- "Automatically missing" is not the same as "cannot be hit by".
- For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.