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Cygnar Character Light Warjack

Haley's very favorite robot, an artifact from her first days as a warcaster, has been endlessly refitted, rebuilt, and upgraded with the most advanced arc node technology available to Cygnaran military science.

Basic Info[edit]

DEF 13
ARM 16 / 18
HP 26
Cost 13
(★) 18 when you include the Shield bonus
See also How to Read the statblock

Weapons and Attacks[edit]

  • Disruption Spear - 2" reach, P+S 14 melee weapon.
    • Disruption - A warjack hit will lose all focus points. It also can't gain focus or channel spells for one round.
  • Shock Shield - 0.5" reach, P+S 11 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.
    • Cortex Damage - When a warjack is hit by this weapon, it suffers 1 damage point to its first available Cortex system box.
    • Shock Field - If a warjack hits this model, after the attack that warjack suffers a point of damage to its cortex.

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.
  • Arc Node - This model can channel spells cast by its controlling Warcaster.
  • Bond [Haley] - If this model begins the game in Haley's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to Haley and in their CTRL range, Haley can channel spells through it as if it were not engaged.
  • Dodge - When an enemy misses this model with an attack at any time except when it is advancing, this model can immediately advance 2" ignoring free strikes.
  • Reaction Drive - Thorn can make a short move once per turn after a spell is arced through him.
  • Set Defense - Charge attacks, slam attacks, and impact attacks versus this model suffer a -2 to hit penalty.

Thoughts on Thorn[edit]

Thorn in a nutshell[edit]

Thorn is an upgraded Lancer, and does all of its duties plus more..for a trivial number of extra points. Reaction Drive can change charge vectors and act as a straight threat extender, which you can double up on if you arc spells such as Telekinesis through its Arc Node. Dodge turns it into an utter nuisance, especially when you consider that Set Defense makes it quite hard to hit for most models without boosting.

Its bond with Haley means that her assassination runs can be very hard to stop, particular with Major Victoria Haley and her Telekinesis shenanigans.

Compared to a Lancer, Thorn gains

  • Extra melee hitting power: extra MAT, extra POW, and disruption on its spear.
  • Extra mobility: the Reaction Drive and Dodge speed it up and help it get odd places.
  • Extra survivability: Dodge means that if anyone misses an attack in melee against it it just walks out of combat and the other attacks are wasted.

Combos & Synergies[edit]

  • Before Theme forces started to dominate the game, Thorn was a no-brainer "upgrade" for anyone's Lancer who wanted to arc a spell with any sort of regularity. If you still happen to play outside theme forces, that is still true.
  • If you play theme forces, Thorn can work well with any iteration of Victoria Haley. Since it can channel even when engaged, almost any of their spells, particularly the offensive ones, are a serious threat to the enemy.
    • Haley2 and Haley3 - DEF buffs increase the chance of activating Dodge.
    • Telekinesis and Domination can foul up any attempts by enemy Warjacks to stand in your way.
    • Haley Past can channel Force Hammer through Thorn to disengage him and move him further up the table.
    • As ever, Arcane Shield is a good pick. Thorn is a big and important target in Haley's battlegroup.

Drawbacks & Downsides[edit]

  • It is disallowed in the theme forces for everyone but Haley. Outside themes, when compared to a Lancer, there are virtually no downsides.

Tricks & Tips[edit]

  • It is now one of only two non-warcaster models in faction with straight disruption (the other being the lightning pod on the stormwall). All the other sources are critical disruption. Use this to your advantage.

Reaction Drive has a few uses:

  • Move it forward, arc a spell through it then use the move to get out of charge range or into a defensive position.
  • Arc a spell through it first and use it as a threat extender for Thorn's own charge or to arc a further spell through it that has a shorter range.
  • Haley2 in particular can do all of this while Thorn is engaged, potentially putting it deep into enemy lines.
  • Even if your Warcaster doesn't have any offensive spells you want to cast, Arcing a support spell through Thorn onto a friendly unit or even Thorn itself is a good way to activate Reaction Drive.
    • Arcing Telekinesis adds 5" to its movement between the two. In a straight line, it can engage nearly any unit, even cavalry from outside of their threat range.
  • Watch out for targeted system destruction; models with the Marksman/Precision Strike rule will decrease the usefulness of Thorn pretty fast, and it usually operates too forward to enjoy the support of the repair crews.



Theme Forces[edit]

  • Heavy Metal (Article) (Category), but only if taken in Haley's battlegroup.
  • Sons of the Tempest - (Article) (Category), but only if taken in Haley's battlegroup.
  • Storm Division - (Article) (Category), but only if taken in Haley's battlegroup.
  • Gravediggers - (Article) (Category),but only if taken in Haley's battlegroup.

Other faction models[edit]

Warcasters Jakes2 - Darius - Kraye - Sloan - Haley1 - Haley2 - Haley3 - Nemo1 - Nemo2 - Nemo3 - Stryker1 - Stryker2 - Stryker3 - Sturgis1 - Constance - Caine1 - Caine2 - Caine3 - Maddox - Siege1 - Siege2
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers BGC Journeyman - Jakes1 - T. Warcaster Lieutenant
Marshals Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA
Light warjacks Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy warjacks Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, & Battle Engines
Units Gun Mages - Mechaniks - Long Gunners - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - T. Cannon Crew - T. Chain Gun Crew - T. Commandos - T. Express Team - T. Long Gunners - T. Infantry - T. Mechaniks
Black 13th Gun Mage Strike Team

Ranking Officer CA : Captain Jonas Murdoch

Solos Arcane Tempest Rifleman - Captain Adept - Journeyman Warcaster - Squire - Stormblade Captain - Stormcallers - T. Buster - T. Master Gunner - T. Patrol Dog - T. Warcaster Lieutenant
Runewood - Strangewayes - Maxwell Finn - Anson Hitch - Harlan Versh - Jakes1 - Bastian Falk - Gwen Keller - Laddermore - Harrison Gibbs - Viktor Pendrake
Battle Engines & Structures Storm Strider - Trencher Blockhouse
Theme Forces
Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Merc cygnar.jpg


Mercenary Battlegroups
Warcasters Ashlynn - Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten
Requires a 2+ caster game
Other Controllers Mini-casters Gastone Crosse - Rorsh & Brine - Brun Cragback & Lug
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Cygnar 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.
Units, Solos, & Battle Engines
Units High Shields - Horgenhold Artillery - Forge Guard - Ogrun Assault Corps - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages
Alexia1 - Sam & the Devil Dogs - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Anastasia - Bradigan - Eilish Garrity - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gastone - Gorman - Hutchuk - Lanyssa - Rockbottom - Dougal - Ragman - Raluk - Rhupert - Rorsh & Brine - Savio - Sergeant Nicolas - Stannis - Taryn - Thor
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Battle Engines Hammerfall Siege Crawler

Rules Clarifications[edit]

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Rules Clarification : Disruption      (Edit)

  • If a model is disrupted, it cannot get focus for any reason. Whether the rule says 'allocate', 'gain', 'receive' or 'give' ... Disruption stops it all. (Infernal Ruling)
  • Despite being unable to channel spells, a warjack can still be the target of spells just fine.
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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.
  • You don't get the Shield bonus vs stuff originating in your back arc. This includes stuff that "leaps" off models in your back arc, such as Electro Leap. (Locked thread)
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Rules Clarification : Cortex Damage      (Edit)

  • The damage to the cortex is applied before making your normal damage roll.

Rules Clarification : Shock Field - None yet. (Edit)

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Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Rules Clarification : Construct - None yet. (Edit)

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Rules Clarification : Channeler and/or Arc Node     (Edit)

  • You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
    • If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS.
  • You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
    • If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the DEF bonus.
  • Since Stealth has both a LOS component (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed); this can lead to some non-intuitive interactions between channeling and stealth when either the caster or channeler is able to ignore stealth.
    We've put a bunch of examples on the Category:Channeler page.
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Rules Clarification : Bond      (Edit)

  • Bonds are ineffective while the model is under your opponent's control. Refer the core rulebook.
  • Bonds & Themes
    • If a warjack/warbeast with a bond is in that caster's battlegroup, they can be taken in any theme force. Refer the core rulebook.
    • Exception: Battlegroup Controllers and Lesser Warlocks cannot take their bonded warjacks/warbeasts in theme forces (eg Kharybdis with Aiakos1) because BC & LW are specifically not warcasters/warlocks. (Infernal Ruling)
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Rules Clarification : Dodge      (Edit)

  • Dodge triggers after any missed attack - melee, ranged, or magic.
  • If you shoot at a model with Dodge that's in melee and miss, Dodge will trigger regardless of whether you then hit the random new target or not.
    • The Dodge movement occurs after making the attack against the new target.
  • An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
  • If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, Dodge triggers before Riposte (Appendix A Step 12 vs Step 14).

Rules Clarification : Reaction Drive - None yet. (Edit)
Rules Clarification : Set Defense - None yet. (Edit)