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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.

Use Of Weapons
12-10-2011, 07:00 AM
I like the feat quite a bit actually. It has both offensive and defensive potential. Offensively it can set up that perfect charge lane or simply increase the threat range of your jacks by 4-6 inches. Defensively it could be used similarly to Magnus's Hit and Run where you charge in there, then back away without free strikes.

Not to sound overly critical, but I really think you could add some additional flavor to him. Overall he seems pretty uninspiring. The only unique thing about the guys is his feat and everything else seems to have been borrowed from other warcasters. I think the spell list could use some work. It seems like there could be some potential for a signature spell in there instead of just throwing in five spells from other casters. I think you're right about the two defensive AOE:CTRL effects. I'd drop one of those for something more original.

Also, it wouldn't hurt to give him a special ability or two. I wouldn't give him a Paymaster ability because we already have Damiano, but maybe a warjack bond? Or perhaps make a character light jack that can repair friendly jacks.

MagnustheJust
12-10-2011, 07:36 AM
Over all, not too bad. I'm personally not crazy about the character name, or the feat name.

The character name just doesn't sit right with me, but I really can not tell why... ???

And the feat name just does not mesh with the function in my opinion.

Other than that, not too shabby.

Bean Mk. II
12-10-2011, 07:58 AM
Yeah, I was trying to avoid making stuff up, actually, in general. At least when you borrow stuff, you know it basically works right and at least isn't overpowering in a novel way. Anyway, I'm not sure what unique effect I'd tack on. But yeah, I do kinda think Deflection should go for something else. Just not sure what.

As for a little bit of flavor from special abilities: I thought about a warjack bond, but that's basically an Epic warcaster thing. Decided it wouldn't be appropriate.

Anyway, it felt better to go a little bland than go for crazy novel abilities. But, if you've got any ideas, I'd be interested.

edit: dropped Deflection for Repulsion

Also, if you have a better name, toss it out there. =P

Coinlord
12-10-2011, 09:14 AM
Lt. / Cpt. :
Ansel Fenwick
Brock Aleman
Dexter Galbraith
Godwin Ironside
Milo Oberen
Nolan Brisbane
Aiden MacBray
Bastion McDuff
Blake Donovan
Connor Lochlan
Quinn Reirdan
Boris Louka
Dmitri Venienminov
Mikhail Dvoran

^ my Steelheads. Feel Free.

Bean Mk. II
12-10-2011, 09:20 AM
You're awesome. I particularly like Bastion McDuff--but it's not quite the aesthetic I was looking for.

I've taken some inspiration from your list and changed the name

edit: it should really be Bastian, though--as in short for Sebastian. ;)

MarneusBigFists
12-10-2011, 09:23 AM
I like the feat. It's everything pMagnus' feat should have been.

Bean Mk. II
12-10-2011, 09:26 AM
No kidding. pMagnus has an undeniably lame feat. This is similar, though. I do like it, but I had another thought that I figured I'd run past you guys. Fits with the name better:

Orchestration:
Each model in Miles's control area is pushed 1" in any direction. Models are pushed in an order chosen by Miles's controller.

I'd also accept suggestions for alternate names.

rydiafan
12-10-2011, 09:37 AM
TK + Croe's + Kayazy = OP

I like the feat though, as anyone who has heard me rant about pMagnus would expect.

MarneusBigFists
12-10-2011, 10:23 AM
Telekinesis will make some Warjacks and Warcasters very sad. I think the nerfed feat makes sense, since you'll probably be pushing your Gallant or Nomad a bit further with TK, and 5''+8''+2'' from TK +2'' from reach would've been a bit too much...

This would be a genuinely fun caster to play.

John of Arc
12-10-2011, 10:56 AM
I like it. I agree, give him one small ability, though I don't know what. I'd play him all day if he were released, and he certainly doesn't look overpowered on paper- definitely quite strong though, certainly a contender with Ash and Gorten.

Bean Mk. II
12-10-2011, 03:01 PM
Telekinesis will make some Warjacks and Warcasters very sad. I think the nerfed feat makes sense, since you'll probably be pushing your Gallant or Nomad a bit further with TK, and 5''+8''+2'' from TK +2'' from reach would've been a bit too much...



So, just to be clear, you like:

Each model in Miles's control area is pushed 1" in any direction. Models are pushed in an order chosen by Miles's controller.

better than:

Each model in Miles's battlegroup and control area may make a full advance. Models may not be targeted by free strikes during this movement.

?


This would be a genuinely fun caster to play.

I'm glad you think so.



I like it. I agree, give him one small ability, though I don't know what. I'd play him all day if he were released, and he certainly doesn't look overpowered on paper- definitely quite strong though, certainly a contender with Ash and Gorten.

Yeah, I'd like to give him an ability, I just don't know what it should be. I'm just not really coming up with anything that seems both appropriate and not more powerful than what I'm looking for. I guess I feel like he's pretty close to the right level (I agree--quite strong, I would play him over many of the other Merc casters which, to an extent, would be the point) and I wouldn't want to push it over the edge.

So, if you've got any ideas, that'd be great. I just don't, really.

MarneusBigFists
12-10-2011, 10:02 PM
Yes, I think the 1'' push makes sense. The full advance for EVERYBODY is way too much. A full advance for his battlegroup only would still be pretty overpowered. The current feat is worded so you can actually push enemy models! So it can really mess some armies up good, but isn't really that overpowered. I like the caster, if anything I'd give him a free upkeep (Since on the turn you'd like to send your jacks hurtling you'll be hurting for focus, and it could help mitigate that).

Bean Mk. II
12-11-2011, 04:10 AM
Yeah, Resourceful was one of the things I was considering. But, that's kind of Magnus's thing, and I'm trying not to borrow much from other Merc warcasters.
We'll see.

I was also thinking Arcane Accumulator (Nemo's thing where he gets power tokens for spells cast in his control area).

I also came up with this unique rule last night, intended to represent how he's good at getting 'jacks to feel protective of him and then hiding behind them.

Little Brother: While within 2" of a warjack in this model's battlegroup, this model gains +2 defense and Dodge (See eMagnus).

Tuckers
12-11-2011, 05:45 AM
Oh man, he is going to love all over vanguards.

Coinlord
12-11-2011, 09:46 AM
Ideas for extra ability:
Repair [X]
Steady - cant be knocked down.
Battle Wizard - after killing an enemy model, this model may immediately cast a spell.

Bean Mk. II
12-11-2011, 10:02 AM
I like Battle Wizard, Steady is a bit redundant with Force Field, and I had considered Repair, but figured that should be more reserved for mechanic-type characters. I suppose he could be a mechanic-type character, but that wasn't really what I was envisioning. Certainly, it would be pretty good.

I might go with Battle Wizard, but it couldn't actually be Battle Wizard--that specifically references Magic Ability special actions and attacks. I'd have to be something like pVlad's Blood Boon, but Blood Boon doesn't really fit, theme-wise, and having a virtually identical ability with a different name would be a little weird. Certainly, killing a guy for a free spell would be pretty hot--can't turn down a free Full Throttle. Vlad usually puts up S+P with it, I think, which is pretty similar.

I'll give it some thought. Thanks for the ideas.

MarneusBigFists
12-12-2011, 06:18 AM
I didn't really mean resourcefull. Maybe have him lug a battery around and give it a rule almost identical to "Great Power" from old hag.

You could also just give him Iron Sentinel, for the little brother thing.

Bean Mk. II
12-12-2011, 06:53 AM
Yeah, I couldn't remember what Iron Sentinel was called or where I could find its text. I have since found it (Dawnguard Scyir) and I might use that, instead.

Also, Great Power is a good idea. I'll give that some thought. Thanks!

Bean Mk. II
12-12-2011, 09:02 AM
I just looked at Shae's spell list again, and noticed that my Repulsion is a lot like his Phantasm. I am thinking about modifying it, perhaps into an offensive spell. Maybe something like:

Cost: 3, Range: 10, AOE - , Power - , no Upkeep, Offensive
Target model/unit cannot advance towards the caster. Repulsion lasts for one round.

If I reduced him to one upkeep, I'd avoid Great Power as an ability.

Use Of Weapons
12-13-2011, 06:16 AM
For a special ability, what about something like this:

Helping Hand: Once during this models activation, if it is in base to base contact with a friendly faction knocked down model, that model may immediately stand up and face any direction.

Hai-pe-neki
12-13-2011, 06:52 AM
Definitly go for the 1"push feat version.
A full advance without free strikes for everyone is OP imho, basically it mix the best of Shae's and Vayl's feats, especially on a caster with telekinesis and 7 focus to cast it 3 times!

The 1" push for friend and foes is less powerful, but could lead to very interesting situations and uses on the field!

Bean Mk. II
12-13-2011, 08:26 AM
I'm tending to agree with you, Hai, but I would point out that it isn't a free advance without free strikes for everyone--that would just be Shae's feat but betters. It's a free advance without free strikes for his battlegroup.

I do kinda like the small push for everyone idea, though--fits the idea I was going for pretty well.

John of Arc
12-14-2011, 01:06 AM
I vote for the 1 inch push feat as well, very cool and fits with Telekinesis. Little Brother is just begging him to take a Mariner and/or Vanguard. I really feel like he needs another offensive spell either in addition to or in place of Airblast. Something like Convection or Grind, a staple magic missile spell. Airblast is just too niche to be his only offensive spell, in my opinion. Also, Repulsion as you worded it there seems REALLY powerful. For three focus a turn, you could keep a melee unit locked down for the entire game. Another spell you may want to consider is Force Blast, simply because it's a battlegroup oriented spell that pushes things and is thematically appropriate. WIth TK, FF and FB he would start to look a whole lot like Rahn, though :P

Oh, and give him some random effect on the halberd that no one will use. Like Stall. Because that's just what you do with casters, apparently. That's a serious suggestion, though. Zerkova gets Mechanikal Seizure, Deneghra gets Shadow Bind, Rahn gets Beatback AND Smite, and Haley steals people's spells, for crying out loud. A weak, flavorful ability on the halberd would go a long way toward rounding him out as a caster.

Bean Mk. II
12-14-2011, 02:14 AM
I'm not sure that Replication is a "weak, flavorful ability." =P I think it's often pretty powerful. I was considering either that or Arcane Vortex, but I think that both are more than what I'm looking for.

I get what you mean, though. I've been thinking about it, and you're probably right. I figure I'll come up with something.

And yeah, I think you're right about the revised Repulsion. Still, in light of Shae's Phantasm, I think the current Repulsion needs to scrapped and replaced.

You might be right about a second offensive spell. It'd probably be arcane bolt, if I were to add one. Maybe Force Hammer, though that's a pretty big step.

I'll admit, I've been playing Rahn lately, and I really like him. I'm trying to avoid just replicating Rahn with Full Throttle, though, so I'm probably not going to add Force Blast or Force Hammer.

I'll need to work up a list of possible basic offensive spells.

Also, instead of giving him another offensive spell, I might make it a magical hand-cannon with some minor ability or ROF 2. That would, frankly, be pretty similar.

Bean Mk. II
12-14-2011, 04:46 AM
Original post edited with a new, more fleshed out version.