Spriggan

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Khador Heavy Warjack

Behind its plates of steel, the Devastator is all but unassailable, yet it can open its armored shell to unleash a rain of deadly shrapnel from its grenade launchers. The Devastator’s success has led to the development of other ’jacks based on this chassis. The Demolisher features armor equal to that of the Devastator, but when its plated arms open they reveal cannons that can deliver powerful ordnance even in the thick of combat. The Spriggan trades the armored arms of its predecessor for a heavy shield, a massive lance, and more versatile and longer-range grenade launchers that can fire either explosive projectiles or flares that illuminate hidden enemies.

Basic Info[edit]

Spriggan
33073 SprigganPlasticWEB.jpg
SPD Low
STR High
MAT Average
RAT Low
DEF Low
ARM High
Relative HP High

Weapons and Attacks[edit]

  • Grenade Launcher x2 - Average range, small AoE, below average POW ranged weapon.
    • Arcing Fire - This weapon can shoot over models, with some limitations.
    • Targeting Flare - Instead of attacking, this model may place a small AOE. Models in the AOE lose Stealth, and other models can ignore clouds when targeting them.
  • Shield - Mid range, average P+S melee weapon.
    • Shield - This 'weapon' provides an ARM buff against attacks not originating in its back arc. Two shields are cumulative.
  • War Lance - Long reach, very high P+S melee weapon.

Special Abilities[edit]

  • 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.
  • Bulldoze - When this model is B2B with an enemy model during its Normal Movement, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per activation. Bulldoze has no effect when this model makes a trample power attack.
  • Steady - This model can't be knocked down.


Thoughts on Spriggan[edit]

Spriggan in a nutshell[edit]

The Spriggan is the third, most expensive, and most distinct element of the "clamjack" chassis, which fulfills completely different role, than the Demolisher or the Devastator. It sports a weaker grenade launcher with nice utility against stealthy targets, and a shield to put its ARM above the average Khador level. Its war lance is also the second most powerful, non-colossal warjack weapon in the faction.

Combos & Synergies[edit]

If you are expecting stealthy targets in any form, you will definitely want this jack. As it is no slouch in melee either, extra mobility and accuracy are most welcomed.

  • Casters with Superiority - Irusk1 or Strakhov.
  • Butcher 1 - Under Fury and his feat, this baby delivers a MAT 8 P+S 21 hit, with 4D6 on the damage roll.
  • "Jack Casters" - Karchev and Harkevich, both offer quite a lot for melee capable, tough jacks, especially SPD buff.
  • Sorscha1 - her feat will make sure that your charge attack connects
  • Sorscha2 - how about some Pathfinder from Boundless Charge? And what about one-rounding a heavy under her feat with the War Lance?

Drawbacks & Downsides[edit]

  • Lower MAT, than the Juggernaut chassis (partially offset by Powerful Charge)
  • Your most expensive, non-character warjack, with a price tag even above some character choices, like Ruin.
  • If you're not going to use its targeting Flare, there are way cheaper alternatives.
  • Torch can do 99% of its job, and even a point cheaper.

Tricks & Tips[edit]

  • Targeting Flare does not require an attack roll, you just simply place the templates - meaning, that not even the most elusive targets will escape.
  • Enemies just have to be within, not completely within the flare's AOE; feel free to spread it to multiple models, if possible.

Other[edit]

Trivia[edit]

Placeholder.

Theme Forces this is a member of[edit]

  • None yet

Other faction models[edit]

Khador - Faction models (Edit)
KhadorLogo.jpg

Warcasters etc.
Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Malakov2 - Old Witch - Sorscha1 - Sorscha2 - Strakhov - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2 - Kozlov
Warcaster attachments War Dog (Khador) - Madelyn Corbeau (Mercenary) - Reinholdt (Mercenary) - Wyshnalyrr (Mercenary)
Other Controllers Malakov1 (BGC) - Man-o-War Kovnik (Marshal)
Heavy warjacks Berserker - Decimator - Destroyer - Grolar - Juggernaut - Kodiak - Marauder - Mad Dog - Rager - Spriggan - Devastator - Demolisher
Beast-09 - Behemoth - Black Ivan - Drago - Ruin - Torch
Colossal Conquest - Victor
 
Units, Solos, & Battle Engines
Units Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - Bombardiers - Demolition Corps - Shocktroopers - Widowmaker Scouts - Field Gun - Winter Guard Infantry - Mortar Crew - Rifle Corps
Great Bears of the Gallowswood
Ranking Officer CA : Koldun Kapitan Valachev
Solos Iron Fang Kovnik - Koldun Lord - Drakhun - Man-o-War Kovnik - Manhunter - War Dog - Widowmaker Marksman - Artillery Kapitan
Fenris - Malakov1 - Jozef - Markov - Yuri
Battle Engines Gun Carriage
Khador - Mercenary models (Edit)
Merc khador.jpg

Mercenary Warcasters etc.
Warcasters Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten - Magnus1 - Magnus2

Requires a 2+ caster game

Other Controllers Mini-casters Brun Cragback & Lug - Rorsh & Brine
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Khador army depends entirely on which mercenary is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
     
Mercenary Units, Solos, & Battle Engines
Units High Shields - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps
Alexia1 - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Bradigan - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gorman - Gudran - Harlan - Hutchuk - Bailoch - Rockbottom - Dougal - Orin - Ragman - Raluk - Rorsh & Brine - Rutger - Saxon - Sergeant Nicolas - Stannis - Thor
Battle Engines Hammerfall Siege Crawler
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr


Rules Clarifications[edit]

Rules Clarification : Arcing Fire      (Edit)

  • Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.

Rules Clarification : Targeting Flare      (Edit)

Rules Clarification : Shield      (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 : Powerful Charge      (Edit)

  • Placeholder

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 : Bulldoze      (Edit)

  • Placeholder
  • Push (Edit)
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds

Rules Clarification : Steady      (Edit)

  • Steady models are still susceptible to other effects of knock-down attacks (if there are any).
    • For example, a steady model hit with a Head butt won't be knocked down but will take damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.