Mercenary Heavy Warjack
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.
Weapons and Attacks
- Shield Cannon - 10" range, POW 14 ranged weapon.
- Shield - 1" range, 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" range, 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 - When a friendly model within 3" is directly hit by a non-spray ranged attack, this model can be directly hit instead.
- 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 can send its ARM up to scary levels with Batten Down The Hatches and it makes decent use of his Broadside spell. On the other hand, he's usually handing out all his focus to a Galleon and casting a spell.
- 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.
- 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.
- 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 doesn't do quite enough 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.
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 thwe Irregulars theme force, it will have Flank and wreck face. You can't do better with it than this.
Changes from Mk2
- Gained "Tried & True" and "Shield Guard" special rules
- Shield attack got a slight POW boost
How can I include this model in my army?
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.
Theme Forces this is a member of
For a Mercenary warjack to be taken in a Theme Force, not only does the 'jack have to meet the theme criteria but it's controller does too. With that in mind, Rover can be taken in:
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 : 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 : Point-Blank (Edit)
- If your first attack is with your Point-Blank gun used as a melee attack, you count as choosing "make initial melee attacks". (Infernal Ruling)
- Since Point-Blank only works during your activation, you can't use it on free strikes or other out-of-activation melee attacks.
- Point-Blank + AOE weapon - This two work together just fine. If you miss, the AOE will deviate per normal (although only a very short distance, considering you're at most 2" from your target.
- Gunfighter vs Point Blank (Edit)
- If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
- These two abilities are subtly different, but it's an important difference.
- Gunfighter allows you to make ranged attacks while in melee.
- Point blank allows you to make melee attacks with your ranged weapon.
- Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
- Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
- Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
- Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
- Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
Rules Clarification : Shield Guard (Edit)
- Shield Guard doesn't work vs spells.
- Since Shield Guard specifies "opponent's turn", it can't be used against stuff that shoots in your own turn (such as Watcher or Counterblast).
- The Shield Guard does not necessarily need to be in the attacker's LOS or range.
- You shift all effects onto the shield guard, including stuff that triggers on "when this attack hits".
- When you use Shield Guard vs an AOE attack, the template moves too. Because, with reference to Apdx A, the hit 'moves' at Step 6 and the template placement is determined at Step 7.
- Shield Guard doesn't work vs Point Blank attacks. Because Point Blank attacks are melee attacks that are made using a ranged weapon.
- On the other hand, it will work vs Gunfighter attacks.
Rules Clarification : Tried & True - None yet. (Edit)