Bean Mk. II
12-09-2011, 08:46 PM
Lieutenant Miles Donovan
Mercenary Steelhead Warcaster
"Everyone eventually listens to Reason." - Miles Donovan
Spd:6 Str:6 Mat:6 Rat:6 Def:16 Arm:14 Cmd: 8
Focus: 7
Damage: 16
Warjack Points: +6
FA: C
Small Base
Reason (Melee)
Pow:7 P+S:13 - Magic Weapon, Reach, Powerful Charge, Set Defense
Peacemaker (Ranged)
Pow:12 Range:12 Rof:1 - Magic Weapon
Powerful Attack: When attacking with this weapon, this model can spend one focus point to boost all attack and damage rolls for the attack.
Feat: Orchestration
Miles utilizes his potent arcane talent to manipulate the battlefield, marshaling his own forces and disrupting those of his opponent. With the deftest of telekinetic touches, Miles can ensure that even the most elaborate plans come to fruition.
Each model in Miles's control area is pushed 1" in any direction. Models are pushed in an order chosen by Miles's controller.
Mercenary: Works for Cygnar, Menoth, Khador, Cryx
Little Brother: While within 2" of a warjack in this model's battlegroup, this model gains +2 DEF and Dodge. (A model with Dodge can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.)
Spells
Airburst - Cost: 3 - RNG: CTRL - AOE: 3 - POW: 8 - UP: No - OFF: Yes
Target any model in this model's control area, ignoring LOS. When resolving Airburst, ignore cover, concealment, elevation, and Stealth. Models hit suffer a POW 8 blast damage roll.
Force Field - Cost: 3 - RNG: Self - AOE: CTRL - POW: - - UP: Yes - OFF: No
This model does not suffer blast or collateral damage and cannot be knocked down. When an enemy AOE ranged attack deviates from a point in this model's control area, after the deviation distance is rolled, you choose the deviation direction.
Full Throttle - Cost: 3 - RNG: Self - AOE: CTRL - POW: - - UP: No - OFF: No
Warjacks in this model's battlegroup begimung their activations in its control area can run, charge, or make slam or trample power attacks without spending focus that activation. While in this model's control area, models in its battlegroup gain boosted melee attack rolls. Full Throttle lasts for one turn.
Opposition - Cost: 2 - RNG: 10 - AOE: - - POW: - - UP: Yes - OFF: Yes
Target Model/Unit suffers -2 SPD and DEF and cannot run or charge.
Quicken - Cost: 2 - RNG: 6 - AOE: - - POW: - - UP: Yes - OFF: Yes
Target Model/Unit gains +2 SPD and +2 DEF against ranged and magic attack rolls.
Telekinesis - Cost: 2 - RNG: 8 - AOE: - - POW: - - UP: No - OFF: *
Place target model completely within 2" of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires a magic attack roll. A model can be affected by Telekinesis only once per turn.
______________________
Theme List: Exhibition Match
Warjacks: Mercenary non-character warjacks
Units: Steelhead Units
Solos: Steelhead Solos
Tier 1
Requirements: This army can include only the models listed above.
Benefit: Reduce the point cost of Nomad Heavy Warjacks by 1.
Tier 2
Requirements: Miles's battlegroup includes at least three heavy warjacks.
Benefit: Models in Miles's battlegroup gain Advanced Move.
Tier 3
Requirements: This army includes Stannis Brocker
Benefit: You receive +1 on your starting roll for the game.
Tier 4
Requirements: This army includes at least one unit of Steelhead Halberdiers, one unit of Steelhead Cavalry, and one unit of Steelhead Riflemen
Benefit: Friendly models / units can begin the game affected by Miles's upkeep spells. These spells and their targets must be declared before either player sets up models. Miles does not pay focus to upkeep these spells during your first turn.
______________________
Prior to the emergence of his arcane talents, Miles was an undistinguished sellsword looking to join a Steelhead chapter house. A young man fueled by self-confidence, Miles lacked the patience and discipline necessary in a halberdier and was almost turned away, when the recruiting officer, impressed by his intelligence and drive, decided to hire him on as a mechanic's assistant. It was in operating in close proximity to the company's warjacks that Miles's arcane talents first began to emerge. At first, he utilized his burgeoning ability to manipulate force simply to assist in repairs, however his capabilities grew rapidly and he soon found himself able to interface telepathically with the machines' cortices. Sudden, the company found themselves with a fledgling warcaster on their hands--an asset too valuable to be relegated to a support role. Miles was finally sent into the field where, given a freer hand and warjacks to command, he proved a far more competent combatant his commanders would have dared hope. In combat, Miles's power came to him naturally, and he quickly learned to leverage both his natural skill at force manipulation and his familiarity with warjacks to potent effect. As his command of the arcane grew, so did his rapport with his warjacks (which would routinely develop, if not a fondness, then at least an unusual protectiveness of their master) and he found it easy to bring out the best in his mechanical compatriots.
As he grew into a successful and competent warcaster in his own right, his commanders within the Steelhead organization eventually decided to offer him a officer's rank, but his relative youth, lingerling lack of discipline, and faint disdain for authority have kept him from advancing far. Miles cares little. Like most of his comrades, he is unmotivated by frivolities such as loyalty, honor, or nationalism. Unlike most of his comrades, he is similarly unmotivated by money. Instead, he relishes the challenge. He approaches each battle as a game to be won--a chance to demonstrate his arcane power and tactical acumen. He commands his troops and warjacks like pieces on a board, positioning them with care and precision in the service of a greater scheme that, often, he alone can visualize. His cold, calculating approach to battle is at odds with his otherwise easygoing demeanor, but his troops rarely complain--like any master strategist, he conserves his resources carefully, and his plans, whether elaborate or direct, routinely result in victory.
Mercenary Steelhead Warcaster
"Everyone eventually listens to Reason." - Miles Donovan
Spd:6 Str:6 Mat:6 Rat:6 Def:16 Arm:14 Cmd: 8
Focus: 7
Damage: 16
Warjack Points: +6
FA: C
Small Base
Reason (Melee)
Pow:7 P+S:13 - Magic Weapon, Reach, Powerful Charge, Set Defense
Peacemaker (Ranged)
Pow:12 Range:12 Rof:1 - Magic Weapon
Powerful Attack: When attacking with this weapon, this model can spend one focus point to boost all attack and damage rolls for the attack.
Feat: Orchestration
Miles utilizes his potent arcane talent to manipulate the battlefield, marshaling his own forces and disrupting those of his opponent. With the deftest of telekinetic touches, Miles can ensure that even the most elaborate plans come to fruition.
Each model in Miles's control area is pushed 1" in any direction. Models are pushed in an order chosen by Miles's controller.
Mercenary: Works for Cygnar, Menoth, Khador, Cryx
Little Brother: While within 2" of a warjack in this model's battlegroup, this model gains +2 DEF and Dodge. (A model with Dodge can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.)
Spells
Airburst - Cost: 3 - RNG: CTRL - AOE: 3 - POW: 8 - UP: No - OFF: Yes
Target any model in this model's control area, ignoring LOS. When resolving Airburst, ignore cover, concealment, elevation, and Stealth. Models hit suffer a POW 8 blast damage roll.
Force Field - Cost: 3 - RNG: Self - AOE: CTRL - POW: - - UP: Yes - OFF: No
This model does not suffer blast or collateral damage and cannot be knocked down. When an enemy AOE ranged attack deviates from a point in this model's control area, after the deviation distance is rolled, you choose the deviation direction.
Full Throttle - Cost: 3 - RNG: Self - AOE: CTRL - POW: - - UP: No - OFF: No
Warjacks in this model's battlegroup begimung their activations in its control area can run, charge, or make slam or trample power attacks without spending focus that activation. While in this model's control area, models in its battlegroup gain boosted melee attack rolls. Full Throttle lasts for one turn.
Opposition - Cost: 2 - RNG: 10 - AOE: - - POW: - - UP: Yes - OFF: Yes
Target Model/Unit suffers -2 SPD and DEF and cannot run or charge.
Quicken - Cost: 2 - RNG: 6 - AOE: - - POW: - - UP: Yes - OFF: Yes
Target Model/Unit gains +2 SPD and +2 DEF against ranged and magic attack rolls.
Telekinesis - Cost: 2 - RNG: 8 - AOE: - - POW: - - UP: No - OFF: *
Place target model completely within 2" of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires a magic attack roll. A model can be affected by Telekinesis only once per turn.
______________________
Theme List: Exhibition Match
Warjacks: Mercenary non-character warjacks
Units: Steelhead Units
Solos: Steelhead Solos
Tier 1
Requirements: This army can include only the models listed above.
Benefit: Reduce the point cost of Nomad Heavy Warjacks by 1.
Tier 2
Requirements: Miles's battlegroup includes at least three heavy warjacks.
Benefit: Models in Miles's battlegroup gain Advanced Move.
Tier 3
Requirements: This army includes Stannis Brocker
Benefit: You receive +1 on your starting roll for the game.
Tier 4
Requirements: This army includes at least one unit of Steelhead Halberdiers, one unit of Steelhead Cavalry, and one unit of Steelhead Riflemen
Benefit: Friendly models / units can begin the game affected by Miles's upkeep spells. These spells and their targets must be declared before either player sets up models. Miles does not pay focus to upkeep these spells during your first turn.
______________________
Prior to the emergence of his arcane talents, Miles was an undistinguished sellsword looking to join a Steelhead chapter house. A young man fueled by self-confidence, Miles lacked the patience and discipline necessary in a halberdier and was almost turned away, when the recruiting officer, impressed by his intelligence and drive, decided to hire him on as a mechanic's assistant. It was in operating in close proximity to the company's warjacks that Miles's arcane talents first began to emerge. At first, he utilized his burgeoning ability to manipulate force simply to assist in repairs, however his capabilities grew rapidly and he soon found himself able to interface telepathically with the machines' cortices. Sudden, the company found themselves with a fledgling warcaster on their hands--an asset too valuable to be relegated to a support role. Miles was finally sent into the field where, given a freer hand and warjacks to command, he proved a far more competent combatant his commanders would have dared hope. In combat, Miles's power came to him naturally, and he quickly learned to leverage both his natural skill at force manipulation and his familiarity with warjacks to potent effect. As his command of the arcane grew, so did his rapport with his warjacks (which would routinely develop, if not a fondness, then at least an unusual protectiveness of their master) and he found it easy to bring out the best in his mechanical compatriots.
As he grew into a successful and competent warcaster in his own right, his commanders within the Steelhead organization eventually decided to offer him a officer's rank, but his relative youth, lingerling lack of discipline, and faint disdain for authority have kept him from advancing far. Miles cares little. Like most of his comrades, he is unmotivated by frivolities such as loyalty, honor, or nationalism. Unlike most of his comrades, he is similarly unmotivated by money. Instead, he relishes the challenge. He approaches each battle as a game to be won--a chance to demonstrate his arcane power and tactical acumen. He commands his troops and warjacks like pieces on a board, positioning them with care and precision in the service of a greater scheme that, often, he alone can visualize. His cold, calculating approach to battle is at odds with his otherwise easygoing demeanor, but his troops rarely complain--like any master strategist, he conserves his resources carefully, and his plans, whether elaborate or direct, routinely result in victory.