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, that value is increased a small amount.
- Shield Guard - When a friendly model within 3" is hit by a non-spray ranged attack, this model can be 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
Try to recreate a Vanguard on a Nomad chassis. Give it a shorter weapon than either and add a few points to the cost of either. And there, you have a Rover. A jack of all trades and master of none, the Rover is so generalised it doesn't plug any holes - although it's seldom absolutely the wrong jack for any purpose.
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. Probably the best argument for playing a Rover.
- 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.
- Magnus the Warlord - Due to its large shield the Rover is tough. Unyielding makes it even tougher.
- Ashlynn D'Elyse, and Magnus the Warlord can speed it up (although are normally better speeding up warjacks with Reach)
- 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 move after shooting, but for a heavy its gun is lackluster.
Drawbacks and Downsides
- If you want a Nomad plus a gun, you can get a Nomad plus an average cost ranged solo for the same cost. Gorman is the obvious choice but Taryn Di La Rovissi, Llaelese Gun Mage, Kell Bailoch, Alten Ashley (especially vs Hordes), Harlan Versh, Illuminated One, and Master Gunner Dougal MacNaile are all likely to get more work out of their guns than the Rover will out of its.
- Reach is what gives the Nomad a big part of its power. With a Reach weapon the Nomad can force enemies to deal with in it in a 6" diameter (2" base plus Reach extending 2" either side), while the Rover only covers a 4" diameter (2" base plus 1" either side). Although it's slightly tougher it doesn't remotely hold space like a Nomad, and the Nomad doesn't have an opportunity cost to aim. It does have the ability to fire its cannon with Point Blank, giving three initial attacks provided you're at .5" range.
Tricks and Tips
- With it's shield, The Rover is the toughest (non-rhullic) Merc warjack available.
- With Shield Guard the Rover is now a lot more like the heavy version of a Vanguard, what it lacks in Assault and Set Defense it makes up for with Point-Blank and a lot of ARM. It's also similar in being an all rounder - there to provide a bit of everything and not really excel at any of it. You pay the cost of one average solo to get there, and that solo may be a better investment overall.
- Stand it just behind and to the side of the jack leading the charge, and it can Shield Guard any Drag attacks to itself, where it will be stopped by the jack in front of it most times from actually moving.
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
| Mercenary - Faction models (Edit)
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.