Mercenary Character Thamarite Llaelese Solo
Once a Llaelese noble turned to the vile arts of necromancy, the Thamarite called the Ragman has been drawn to the battlefields of western Immoren by the palpable odor of death. As he picks among the dead for his unnatural purposes, his profane magic lets him kill with a glance and animate his victims to serve him.
- Walking Stick - 0.5" reach, P+S 8 melee weapon
- Mercenary - Works for Cryx, Cygnar, and Khador
- Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
- Animosity (Morrowan) - This model can't be included in the same army as Morrowan.
- Sacrificial Pawn [Living Model] - If this model is hit with a ranged attack, it can redirect the shot to a Living Model within 3".
- Magic Ability [ 7 ] - This model can use its Combat Action to cast spells. Offensive spells are a (★ Attack) and friendly spells are a (★ Action).
- Bone Shaker (★ Attack) - 8" range, POW 12 magic attack. If Bone Shaker boxes an enemy living or undead non-warcaster/warlock warrior model, you may advance that model, make a melee attack with it, and then RFP it.
- Death Field (★ Action) - While within 3" of Ragman, friendly models gain Dark Shroud. (Dark Shroud - While in this model's melee range, enemy models suffer -2 ARM.)
Thoughts on Ragman
Ragman in a nutshell
You bring Ragman for his Death Field melee damage buff. He's one of the three mercenary damage buffing options alongside Gorman di Wulfe, Rogue Alchemist, and Lady Aiyana & Master Holt. In the Mark 3 heavy on heavy bash-fest you want a damage buffer.
Combos & Synergies
Every melee model likes having their damage buffed. Often the bigger the base the better.
Drawbacks & Downsides
- Death Field is an "aura", not a "pulse" or a "targeted buff". So positioning of Ragman is very crucial.
- He has to activate first to get Death Field running before your attacker's activate. So you need to figure out (a) where your attackers are going to be standing when they attack (b) where Ragman needs to stand to give them Death Field when they do attack and (c) where he can stand where he isn't blocking their charge lanes. All in all ... awkward.
Tricks & Tips
- Use base width to your advantage. Ragman doesn't need to be within 3" of the target you want to Dark Shroud, he needs to be within 3" of a friend who has melee range to the target. So, for example, he could stand within 3" of a huge base model that has 2" reach, and he'll be applying from Dark Shroud about 9.7" away!
Notable changes from Mk2
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:
- His walking stick is so magical it grants him Pathfinder.
- Nickname(s): Raggedy Andy
- Originally released in the Warmachine: Wrath expansion (2011)
Other Mercenary models
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 : Bone Shaker (Edit)
| Taking Control of an Enemy Model (Edit) |
- Taking control of a model means it is now friendly to you, and will immediately be engaged by it's erstwhile allies.
- This will limit your ability to make ranged attacks
- If you get to make an advance with the controlled model, this can allow the original owner to take free strikes against his own model. He doesn't have to take these, of course.
- Buffs and effects:
- The controlled model counts as a "friendly model" and will benefit from any buffs that your own models are handing out (such as Mark Target), (assuming the controlled model meets the criteria for the buff).
- If your opponent is the same faction, then the controlled model will count as a "friendly faction model" and even more buffs are potentially available (such as Veteran Leader).
- If you have an ability that is "take control of an enemy then make an attack", and that model has an ability that triggers after making an attack (such as Death Toll), then (most) such abilities won't work. Because you must recheck the trigger conditions for Death Toll at the time of resolving it, and the friendly/enemy criteria are no longer valid.
- You can advance a model into an acid cloud and force them to take damage, but they only take damage once per advance (ref Prime rulebook pg 65). Thus you cannot keep moving them micro-millimetres in and out of an acid cloud to inflict infinite damage.
- The model is friendly while under your control, so you can't force free strikes by walking it past your own models. You can, however, walk it past your opponent's models and politely ask if they want to take free strikes against their own model.
Melee Attacks (Influence, Seduction, Bone Shaker, etc)
- Normally the controlled model can't make Gunfighter attacks (because that would be a ranged attack, and most "take control" abilities only allow melee attacks).
- Nor does it allow Point Blank attacks (Point Blank is only allowed 'during activation').
- Controlled models can't get backstrike bonusses, because you can only get that bonus during your normal activation.
- With reference to the attack sequence (apdx A) your control of the model doesn't expire until after Step 14. So you can potentially trigger abilities like Snacking (Step 11.4).
- As long as it's not limited to "during combat action" or "during activation".
Taking control of an enemy Trooper (member of a unit)
- A trooper you take control of becomes an independent model. Thus:
- It will not benefit from any bonuses that it gets from its comrades (such as Gang, Shield Wall, etc).
- It will not benefit from any bonuses that rely on the trooper being "in formation" (such as Granted and Tactics abilities).
- Spells on a unit are considered to be on the "unit", not on the "models that make up the unit". So a controlled trooper will not benefit from any spells on the unit.
- If you take control of the last survivor of a unit then the "unit" ceases to exist for the duration of the control. This means that any spells on the "unit" will expire. Woo, free dispel!
Rules Clarification : Dark Shroud (Edit)
- Dark Shroud only applies to your melee range, and this doesn't includes behind you. Refer to the latest errata. This is a reversal of an earlier ruling.
- The ARM debuff still applies during a free strike.
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: : Sacrificial Pawn and/or Sucker! and/or Grim Salvation (Edit)
Warning: This is a long one.
| * Sacrificial Pawn & Grim Salvation are optional, but Sucker! is not
- Grim Salvation only works vs basic attacks, not special attacks, power attacks, or chain attacks.
- Sacrificial Pawn & Sucker! don't work against melee attacks.
- None of them work vs magic attacks (spells). All of them work against Magical Ranged attacks, though.
From here down, the terms Sacrificial Pawn, Grim Salvation, and Sucker! are interchangeable
- Using Sac Pawn moves all damage and effects onto the other model; including stuff that triggers "on hit" (such as Critical Fire) (even though the Pawn kinda wasn't "hit").
- The new model hit may use any abilities that trigger on being hit/damaged by an enemy attack (such as Vengeance and Shock Field).
- Sprays and AOEs
- A model hit by a spray attack can use Sacrificial Pawn to pass it to another model. The placement of the template does not change.
- Note that this may cause the Pawn to be hit twice by the same spray. So you then resolve two damage rolls against it.
- A model directly hit by a AOE may use Sacificial Pawn to pass it to another model. The AOE template is moved (because Sac Pawn is resolved at Step 6 of the Attack Sequence in Apdx A, but AOE placement occurs at Step 7).
- Depending on how far apart the original target and Pawn are, the first guy might get clipped by the AOE anyway.
- A model indirectly hit by an AOE cannot use Sac Pawn.
- Sacrificial Pawn multiple times
- If a model with the Sacrificial Pawn ability passes it to another model that also has Sacrificial Pawn ability, that second model may pass it along to a third model.
- Models can only use Sac Pawn once each, you cannot set up an infinite loop!
- Quick Draw vs Sacrificial Pawn
- If enemy "Model A" shoots you, and then you use Quick Draw against "Model A", but they use Sac Pawn to move your Quick Draw attack to "Model B" then ... Quick Draw has no effect (or rather, it affects "Model B" who isn't currently shooting you so is irrelevant). Point is, "Model A" can continue shooting you.
- This won't happen with Shield Guard though (outside of a very low-probability scenario) because Shield Guard can only be triggered during an enemy turn.
Rules Clarification : Animosity (Edit)
- When using the Specialist or ADR rules in a Steamroller format, your entire list and the specialists must be a single legally fieldable force (even though you're not fielding it all at once).