Mercenary warjacks are often drawn from discontinued chassis once produced by kingdom armies. The Rover was built specifically for mercenary use, and its battleaxe and shield-mounted cannon have turned the tide of many a battle. Built on a century old chassis, originally produced for Cygnar, the Rover is one of the first warjacks built specifically for mercenary use. This jack is ideal for holding a flank or at the fore of an assault with its huge shield combined with a cannon, and its devastating heavy axe. Despite its age, the Rover is a rugged design using parts readily available in the open market, making this jack favoured by the mechaniks who work to keep it running in the field.
|ARM|| 18 (20)|
|(★) 20 with the Shield bonus|
|See also How to Read the statblock|
- Shield Cannon - 10" range, POW 14 ranged weapon.
- Shield - 1" reach, P+S 13 melee weapon
- Shield - This 'weapon' is a shield that provides a cumulative +2 ARM bonus. The bonus doesn't apply if the weapon is crippled or if the damage originates in your back arc.
- Battle Axe - 1" reach, P+S 17 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, it repairs 1 extra HP.
- Shield Guard - Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary.
- Point-Blank - This model can make melee attacks with its ranged weapon, although you don't add your STR.
Thoughts on Rover
Rover in a nutshell
A jack of all trades and master of none, the Rover is so generalized it doesn't plug any holes - although it's seldom absolutely the wrong jack for any purpose. Its main selling point is being effective ARM 20 on a SPD 5 platform, which is rather uncommon.
Combos & Synergies
- Captain Bartolo Montador makes its ARM 23 under Batten but doesn't have the focus to do much else with it.
- Magnus the Traitor - it has a lot of initial attacks making it a good target for Iron Aggression which boosts its melee rolls. It also has a lot of ARM making Death Ward that much more effective, as well as making it very hard to take out its systems. You could do worse.
- Magnus the Warlord - Due to its large shield the Rover is tough. Unyielding makes it even tougher, and Escort makes it speedy. Plus it has a gun, which Magnus2 likes.
- Drake MacBain can give it a bit more movement and a few extra whacks. Fail Safe can make it incredibly durable and ensures that it keeps its shield up making it a very tough out.
- Gastone Crosse gives it the ability to back up after shooting, which is good considering its shortish ranged gun (which Crosse can also improve). Not bad paired with its shield guard ability.
Drawbacks and Downsides
- Like all the 15 point Merc heavies, it competes with the Nomad and struggles to convince you its worth the four extra points. MAT 6, POW 17 is very poor for a combat heavy at this price. If the axe were POW 18 or it had 2" reach or it were MAT 7, you'd probably be ok with the price tag, but the Nomad has better damage output and threat range and only 1 less armor. The gun is better than you think, and makes up for the deficiencies of the axe to some extent, but it's still a hard sell when for three points more than two Rovers you can get three Nomads. Take one if you have a very specific purpose in mind.
Tricks and Tips
- Jack marshal it with Raluk Moorclaw. Cast Iron Aggression on it with Magnus1. It will assault without needing the Jack Marshall command and attack four times at +2 STR with boosted attack rolls. Or use Dirty Meg for Pathfinder and Reposition 3". In the Irregulars theme force, it will have Flank and wreck face. You can't do better with it than this.
- Originally released in the Warmachine: Wrath expansion (2011)
Who can field this warjack
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.
Note: The Vanguard and Toro could also be controlled by a Crucible Guard battlegroup controller.
|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|
Within mercenaries, this warjack can be used in:
- Operating Theater - (Article) (Category) (if you use a Cephalyx Dominator on a Jack Marshal unit)
- The Kingmaker's Army - (Article) (Category)
- The Irregulars - (Article) (Category)
- The Talion Charter - (Article) (Category)
- Llaelese Resistance - (Article) (Category)
Outside of mercenaries, this warjack can be taken in just about every theme force, because there is nearly always at least one merc jack marshal that'll work for any given theme.
Other Mercenary models