WARMACHINE MKIV – CHARACTER WARJACKS AND THE LATEST APP NEWS!


CHARACTER WARJACKS

This May, character warjacks will be coming to MKIV armies. Character Warjack Packs for the Storm Legion, Sea Raiders, Winter Korps, and House Kallyss will include unique weapons and heads that can be used with the heavy warjack chassis available for each of the armies.

In standard games or competitive play, character warjacks will be non-customizable, fixed configurations, which allow us to create specific special rules for the character ’jacks, based on their unique loadouts. It should be noted that character warjack weapons can’t be combined with regular warjack weapons or heads in these situations, either. But in campaign and league play, we’re breaking these rules, all for the sake of a good story.

You haven’t even seen Season One of the campaign, and we’re already spoiling Season Two, but we wanted you to know what’s coming! Part of the Season Two experience will be upgrading and bonding with a warjack over the course of the season. You’ll start with a standard loadout, but as your War Chest grows, you’ll have the opportunity to buy upgrades for one of your warjacks, which will allow you to equip character heads and weapons, like Quicksilver MKIV for the Storm Legion’s The General. (Yes, we changed the name after seeing some astute comments regarding the potential confusion of a warjack named “Red” and the slang term for Khadorans!) In addition to the weapons and head, you’ll also be able to add bond abilities and Command cards designed to work specifically with the character warjacks. The goal is to give you a feel for the experience of seeing your warjack evolve into the character it will come to be known as.

Players participating in the campaign with Legacy armies need not fear! While we can’t provide the same level of customization to the physical attributes of Legacy warjacks, we’ll still be exploring bonds and Command cards for Legacy armies, so there will be ways to engage with the character warjacks available to your chosen army—and character warbeasts as well!

Now, on the subject of magnets…

Character Warjack Packs present a slight problem when it comes to magnets. If you have the right spare magnets left over from a starter, for instance, then you may have the three or four magnets needed to equip your new character warjack options. But in some cases, that’s not going to work out perfectly, and you’ll need to get ahold of some new magnets.

Unfortunately, we aren’t legally able to include magnets in hobby model kits for most of the world’s markets—which is why they come in separate packaging for use with the Core Army Starters and warjack kits. To supplement this, we will be offering Hobby Magnet Packs, which include ten 1/8″ magnets and ten 3/16″ magnets in each pack. This is more than the three magnets you’ll need to magnetize your character warjacks, but we’ll be producing other models in the future that will likely give you a reason to take advantage of having a stock of magnets in your hobby resources (if you haven’t already come up with a dozen reasons yourself).

You might also consider splitting a pack with a chum, if that makes things easier. (Unlike starters and individually packaged warjack kits, we have not mandated stores order magnets in a 1:1 ration with their Character Warjack Packs, so if you are expecting that you’ll want the magnets, we recommend placing a re-order with your FLGS.) On the other hand, if you want to create a permanent build for your character warjack to just affix the arms with glue, we’ll be offering heavy warjack chassis (bodies) without weapons online by May, including an alternate pose if you want to change things up a bit.

Why Are Our Magnets So Expensive?

For the Army Starters and the individual warjack kits, we have rolled the magnets into the overall cost of goods, so you really aren’t seeing how they impact the overall price of the products or their own price if they were to be priced for retail. What many people don’t know is that for anything we sell through distribution, Privateer only receives about half of the MSRP. That has to cover our cost of goods, packaging, labor, development costs, and still leave enough to help keep the lights on. In the case of the Hobby Magnet Pack, the costs are covering child-resistant packaging as well as a very labor-intensive sorting process to count out and package the magnets. We’re offering the Hobby Magnet Pack as a convenient way to procure the magnets, but also realize that because of the way things must be priced for distribution, it might appear that the magnets are overpriced.

So, who are these characters warjacks and why should you care about them? Here’s a bit about each of them as they currently stand in our playtesting, and of course, we’ll have the final rules in the app well before their release:

The General — Storm Legion Heavy Warjack Character

Armed with the legendary sword of the late Coleman Stryker, now upgraded for warjack use and protected with an electro-charged Polarity Fist, The General charges into battle, furthering the legacy of the greatest hero Cygnar has ever known.

  • MAT 8, RAT 7, DEF 13 warjack based on the Stryker chassis.
  • Has the Accumulator [Storm Legion warrior model], Focus-Charged: Polarity Field, Overtake, and Righteous Vengeance special rules.
  • Armed with a POW 15 Polarity Fist with Buckler, POW 19 Quicksilver Mk III, and a RNG 8, POW 14 Galvanic

The General requires two 3/16″ magnets and one 1/8″ magnet to make its head and weapons interchangeable with your existing warjack chassis.

Molok — Sea Raiders Heavy Warjack Character

Possessed of an ancient and malignant spirit trapped within its iron chassis, Molok rages against all light and life. With a pair of demonic artifact weapons, this hellbound warjack annihilates the flesh of his foes before subjecting their souls to his own eternal torment.

  • Can collect soul tokens to give itself focus, to negate an enemy spell, or to gain a DEF bonus.
  • Its Hand of Ruin weapon enables it to take control of enemy non-Leader models and then spend a soul token to advance with the model and make one attack.
  • Has the Hyper Aggressive, Poltergeist, and Gates of Hell special rules. Gates of Hell enables it to spend a soul token once per activation to be placed anywhere within 4″ of its current location after destroying an enemy model with its Abyssal Mace.

Molok requires three 3/16″ magnets to make its head and weapons interchangeable with your existing warjack chassis.

Medveditsa — Winter Korps Heavy Warjack Character

As protective as she is formidable, Medveditsa, the “Mother Bear,” embodies her terrifying namesake as she fiercely defends the ground between her Winter Korps comrades and their enemies.

  • SPD 5, MAT 8 warjack with Pathfinder and Shield Guard.
  • Hand of Vengeance special rules says, “When one or more friendly Faction warrior models are destroyed or removed from play by enemy attacks while within 5˝ of this model, this model gains +2 on melee attack and melee damage rolls for one round.”
  • Armed with a pair of POW 18 Bear Claws with the Buckler, Throw Power Attack, and Chain Attack: Grab & Smash special rules.

Medveditsa requires two 3/16″ magnets and one 1/8″ magnet to make its head and weapons interchangeable with your existing warjack chassis.

Israfyl — House Kallyss Heavy Warjack Character

Built for the singular purpose of destroying anything and everything it confronts, the ghoulish Israfyl decimates its opposition with a pair of arcantrik serpentine blades. What it cannot reach with its telescoping blades, Israfyl destroys from afar with the wicked Death Whisper cannon mounted on its shoulder.

  • MAT 7, RAT 7 warjack with the Entropic Force and Generator special rules.
  • Death Whisper is a RNG SP 12, POW 14 ranged attack that allows Israfyl to remove damage from living models if the weapon destroys a living or undead enemy model.
  • Armed with a pair of RNG 3 Serpentine Blades with the Blessed, Chain Weapon, Damage Type: Magical, Critical Knockdown, and Drag special rules.

Israfyl requires four 1/8″ magnets to make its head and weapons interchangeable with your existing warjack chassis.

AN IMPORTANT MESSAGE TO ALL WARMACHINE APP USERS

The WARMACHINE app will soon be completing its beta phase and will officially release on February 22, 2023.

If you wish to preserve any forces you currently have saved in the app, please update to the latest version of the app and make an account by midnight, February 21, 2023 PST. This will save your forces to your account. Any device you use with your created account should be able to use and edit your forces.

When we launch the official release of the WARMACHINE app, it will delete all old app data on your device and download the newest versions of all the data. This is necessary to ensure that all players have a clean set of launch data on their devices. This process will delete the forces and matches that are currently on your devices as well, but if you have an existing account, saved forces will be restored from the cloud. This does not require a subscription.

If you encounter any issues with forces that you made during the beta, you may have to edit them again, or, in some cases, you may need to delete and rebuild those forces.

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