Mercenary Light Warjack
Another of Magnus the Traitor's creations, the Renegade is his idea of the perfect support warjack. With the obliterator rocket able to destroy targets at long range, the shredder's ability to tear enemies apart in melee, and an arc node that allows Magnus the ability of slinging spells over the field, the Renegade performs a variety of battlefield roles.
- Obliterator - 14" range, 4" AOE, POW 16 single-shot gun
- One Shot - This weapon can only be used once per game.
- 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.
- Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
- Knockdown - When a model is hit by an attack with this weapon, it becomes knocked down.
- Shredder - 1" reach, P+S 13 melee weapon
- Sustained Attack - During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
- Critical Shred - If this weapon critically hits, you get a free attack vs the same target.
- Custom Warjack [Magnus] - This model can only be taken in a battlegroup controlled by Magnus.
- 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.
- Arc Node - This model can channel spells cast by its controlling Warcaster.
Thoughts on Renegade
Renegade in a nutshell
The Renegade can only be used in the battle group of either version of Magnus, and they're limited to two in any given army. If you're playing Magnus, you probably want to bring along at least one and possibly two of these. While they can only fire once, you can consider them walking mini-feats. Combine that with an arc node, and you've got a real threat to warcasters.
Combos & Synergies
- The fact that it's a arc node opens up all sorts of tactics with Magnus the Traitor, such as sniping a 'jack in the back with Arcantrik Bolt to stationary it for other units to attack, casting Snipe on itself to give it more range on its Obliterator missile, or firing off a Scourge to add more knockdown potential versus the enemy. Alternately, casting Blur and putting it in concealment makes it very hard to take down with ranged fire, allowing it to close to where it can use its Obliterator on a vulnerable target. Iron Aggression can give the Renegade an impressive number of attacks combined with its Critical Shred ability, but is probably best cast on other 'jacks.
- Magnus the Warlord uses it to arc Calamity or sometimes Obliteration, which can occasionally be used to clear a lot of models or take out a hard to reach high value target.
Drawbacks and Downsides
- You only get one shot with the Obliterator; make it count!
- There are rare conditions where the enemy can take over your warjack (chiefly the Domination spell and the Machine Wraith). Watch out for Cryx and Haley2 and 3.
- Backstab is based on where Magnus is standing, not where the Renegade is. You don't get it because the Renegade has run behind someone.
- It costs almost as much as a Nomad. One for arcing Scourge or Calamity might be a good choice - but an extra Nomad is always great.
Tricks and Tips
- The Renegade's Obliterator Missile does powerful damage, but more importantly knocks down everything it hits, making it perfect when setting up for assassinations or just to knock down a powerful unit so your other troops can pound it. Make sure you reserve a Focus to boost its attack roll to be sure you land the hit.
- Sometimes the threat of the Obliterator is as good as firing it. An opposing warcaster will usually be wary of the Renegade getting into a good firing position.
- The Renegade's rules with Magnus are so weird because it was the prototype for character jacks and dates back all the way to Warmachine: Superiority (2006)
Who can take this warjack?
- The Renegade can be included only in a battlegroup belonging to Asheth Magnus. Currently there are two versions of him.
It can only be taken in theme forces with Magnus. Surprise!
Other Mercenary models
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 : Arcing Fire (Edit)
- Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.
Rules Clarification : Knockdown (Edit)
- 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 : One Shot - None yet. (Edit)
Rules Clarification : Sustained Attack (Edit)
- Translation for newbies : Once you hit your target, your next attack(s) with the same weapon will auto-hit.
- If your target becomes out of range in between attacks (somehow), then Sustained Attack will not let you auto-hit. Refer Step 3 vs Step 4 of the Attack Sequence (Apdx A).
- If you have sustained attack on a weapon that makes simultaneous attacks (e.g. Prime Axiom making a Sweep attack), then all the models you hit are "the last model hit" and whichever one you choose to attack next is the one you get the auto-hit bonus vs. (Infernal Ruling)
- This only applies to the first attack after a simultaneous one - once you make that next attack, it's all reset back to being "just one" last model hit.
- Example : you Sweep and hit models A, B, C. Then you buy an attack vs model C. It is auto-hit because it was (one of) the last model(s) hit. Then you buy another attack, now you can only auto-hit C because it is the last model hit.
Rules Clarification : Critical Shred (Edit)
- Shred only triggers during your Combat Action, so not on free strikes, countercharges, etc.
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 : Custom Warjack - None yet. (Edit)
Rules Clarification : Channeler and/or Arc Node (Edit)
- You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
- If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS.
- You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
- If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the DEF bonus.
- Since Stealth has both a LOS component (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed); this can lead to some non-intuitive interactions between channeling and stealth when either the caster or channeler is able to ignore stealth.
We've put a bunch of examples on the Category:Channeler page.