The Devil's Shadow Mutineers
Mercenary Privateer Sea Dog Character Unit
Wild-eyed sailors tell a tale of the nefarious pirate ship Devil’s Shadow and its mysterious disappearance. Of the ship’s crew, only three souls ever returned, now guided by some unseen evil. This trio disperses as quickly as an ill wind, staying only long enough to form contracts with desperate men. Their goals remain a mystery, and the three otherwise go wherever the gales send their cursed ship.
|Mar1, Morland1, Zira1
|| 7 / 4
|| 4 / 7
|Zira has more RAT, less MAT
|See also How to Read the statblock
- Saber - 0.5" reach, P+S 9 melee weapon
- Cutlass (x2) - 0.5" reach, P+S 11 melee weapons
- Damage Type: Magical - This weapon can damage incorporeal models.
- Combo Strike (★ Attack) - Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon. (Total P+S = 15)
- Pistol 8" range, POW 10 gun
- Cursed Pistol (x2) - 8" range, POW 10 guns
- Entire unit
- Mercenary - Works as a Cryx mercenary
- Blood-Bound - If any member of the unit destroys a living enemy, they're RFP'd without providing soul/corpse tokens. Then you can Return to Play one destroyed model to the unit. They return at full health, within 3" of the attacking model, and cannot activate this turn.
- Officer - This model is the unit commander even if the unit has a Leader model.
- Berserk - When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.
- Eyeless Sight - This model 1) ignores cloud effects when determining LOS, 2) always ignores concealment and Stealth, and 3) never suffers Blind.
- Gunfighter - This model can use its ranged weapons even while in melee, but when it does so it can only target models it's in melee with. It can even make ranged attacks after charging.
Thoughts on The Devil's Shadow Mutineers
The Devil's Shadow Mutineers in a nutshell
On a good day the Devil's Shadow Mutineers are a really annoying recursive unit that keeps coming back again and again as Zira (normally) snipes off enemy infantry and solos. On a bad day they are an expensive and squishy unit.
Combos & Synergies
- They are Privateer Sea Dogs. Therefore Lord Rockbottom is amazing:
- Money Shot on Zira is a good way to bring back Mar and Morland
- Pay Day turns Mar into a berserk overtaking infantry blender with boosted attack rolls; though her low reach prevents her from easily rampaging through entire units.
- Bosun Grogspar can provide anti-KD.
- Doc Killingsworth provides improved Tough.
- Captain Phinneus Shae has a number of synergies with them, including his feat Coup de Main, and Mar being a good target for Storm Rager.
- Lieutenant Crosse, Resistance Fighter can put Dauntless Resolve on them. ARM 16 helps them against blasts, Tough gets improved by Doc and they gain no-KD from Bosun. Combine with Lifebound on Press Gangers for a shield guard bubble around your solos that comes back thnaks to Shanghai.
Drawbacks & Downsides
- Removed from Play effects kill them outright
- Their main schtick depends on your opponent obligingly providing you with living targets.
- First Mate Hawk doesn't buff the melee attacks of the Devil's Shadow (as her ability only affects weapons that are actually named "Hand Weapons", whereas the DSM carry "Saber" & "Cutlass").
Tricks & Tips
- Keep Zira in the rear away from enemies, so she can survive and bring the other two back
- Be on the lookout for opportunities to use Payday on the unit and have Mar combine Berserk, Overtake and boosted attack rolls. If you want to get really janky, have Wrongeye bring a Swamp Horror and cast Elasticity on her for 2" melee range berserk overtakes.
- This entry can be found in the Warmachine: Reckoning expansion book (2015)
- Sculptor = Javier G. Ureña
- Nicknames = DSM
Other Mercenary models
Rules Clarification : "Devil's Shadow Mutineers
- Mutineers are Living Models (despite what Blood Bound implies).
Rules Clarification : Officer (Edit)
- Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
- When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
- But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
Rules Clarification: : Magical Damage (Edit)
(Click Expand to read)
| * The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
- All spells have "Damage Type: Magical" (refer errata).
- This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
- and might be inherited by "lingering" secondary damage (see below).
- If a spell leaves a template in play that does damage to models that walk around in it, then:
- if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
- if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
- (Infernal Ruling)
- If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
Rules Clarification : Berserk (Edit)
- Berserk grants an additional attack which by definition can only occur during your Combat Action. Therefore Berserk doesn't work on free strikes, impact attacks, etc.
- If Berserk triggers at the same time as another "attack generating" ability (such as Black Spot), Berserk means you must make an attack. But it can be either a Berserk attack or the other one. (Infernal Ruling)
In other words you can't say "I trigger both Berserk and Black Spot, I choose Black Spot, Black Spot is optional, so I'm not making any more attacks".
- "Immediately" means you can't save it until later in your activation. Berserk must be resolved at step 14 of the attack sequence (refer Apdx A).
- You cannot use "Any Time" abilities while resolving the original attack, the Berserk attack, or between the attacks. Refer Apdx A.
- Berserk doesn't trigger during a frenzy. (Infernal Ruling)
- Berserk will not trigger if the target uses an ability to move the damage to another model (such as a warlock transfer).
- But it will trigger if they use an ability to move the attack to a different model (such as Grim Salvation).
Rules Clarification : Eyeless Sight (Edit)
- A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
- This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
Rules Clarification: : Gunfighter (Edit)
(Click Expand to read)
- You cannot Aim if you start your activation in melee. (Infernal Confirmation)
- A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).
- 1. Outside of melee
- If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
- 2. In melee, but didn't charge
- If it didn't charge, it can target anyone it's "in melee" with.
- This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
- If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
- 3. Charged into melee
- If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
- If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
- However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
- 4. Other targeting notes
- Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee (although it may hit one accidentally, see "Missing" below).
- If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
- You use the Gunfighter's RAT for the attack roll.
- Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
- How the +4 DEF bonus for "being in melee" works with Gunfighters is:
- they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
- they never ignore it vs friendlies, because you cannot be in melee with a friendly target.
- Obviously, if the Gunfighter isn't actually in melee with the enemy target, then the Gunfighter rules don't apply. So they do get the +4 DEF bonus as if it were a normal ranged attack (because it is).
Missing the Attack Roll
- If you miss the attack roll then you need to randomly reassign the shot just like you would with a normal ranged attack shooting someone in melee. Because nothing in the Gunfighter rules say you ignore this part of the "Targeting a Model in Melee" (TMM) rules.
- Do not include the Gunfighter model itself in potential 'randomees' (because you can't target yourself, as per the 4th paragraph of TMM) (Locked thread)
- but do include models the Gunfighter is in melee with, and any friendly models that are in melee with them (as per the TMM rules).
- Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
- Once they do that you're in melee and your target selection is limited to just models in melee (as explained above).
Gunfighter + an AOE weapon
- If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
- If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.
Gunfighter + a spray weapon
- Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
- If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.
Units of Gunfighters
- If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
- Redirected attack:
- If they're still engaged, their initial attack (s) must be vs someone in their melee range.
- If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
- If they're unengaged, they are now free to shoot anyone within the gun's normal range.
- 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.
- Gunfighter & Cavalry ( Edit )
- A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
- You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
Rules Clarification : Black Penny (Edit)
- You ignore the "Target in Melee" DEF bonus, but if you miss you still need to randomly reassign the shot as per normal.
Rules Clarification : Blood-Bound (Edit)
- Blood-Bound works on both ranged and melee attacks.
- Blood-Bound always RFPs and prevents token generation, regardless of whether all members of the unit are in play or not.
- Your opponent cannot trigger Blood-Bound if he takes control of the model - while under the opponent's control, there is no "unit" to return models to.
- (Devil's Shadows only): Ranking Officers (ie the Cephalyx Dominator) can be brought back via Blood Bound.