Captain Adept T'mys Willis Mk II
From IKwiki
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Please do not edit this character without first contacting its creator Turbulence either through the Privateer Press Forums or email wayne.thomason@gmail.com. Thank You. |
| Focus 6 | CMD 8 | ||||
| SPD | STR | MAT | RAT | DEF | ARM |
| 6 | 5 | 5 | 7 | 17 | 14 |
| Winona | |||||
| R | RNG | ROF | AOE | POW | |
| 12 | 2 | - | 12 | ||
| Elvish Saber | |||||
| M | Special | POW | P+S | ||
| - | 4 | 9 | |||
| T'mys's Damage | 16 | ||||
| Warjack Points | 6 | ||||
| Field Allowance | C | ||||
| Base Size: Small | |||||
Description
CAPTAIN ADEPT T'MYS WILLIS, CYGNAR WARCASTER CHARACTER
T’mys Willis is a Gun Mage Captain Adept in the Cygnar Army that found he could control warjacks during a Protectorate assault. He was immediately sent to Journeyman training only a few weeks later. One of only a handful of Gun Mage Warcasters, Captain Willis defends his adoptive country while dealing with his mixed lineage.
Special Rules
Captain Adept T’mys Willis
Winona
Magical Weapon
- Powerful Attack – When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
Elvish Saber
Feat
- Separation Anxiety
With a divine ability to see into the arcane, known by the elves as the Source, Captain Adept T'mys Willis can see the magic connection between Warcaster to Warjack and Warlock to Warbeast. Mentally grabbing those connections T'mys severs that bridge of control at the source. This confuses Warbeasts and drives 'Jacks to momentarily go inert. The sudden loss of control normally terrifies Cygnar's enemy into instant defeat.
Feat targets enemy Warcasters/Warlocks currently in Willis's control area. Enemy Warjacks/Warbeasts in the battle group of any enemy Warcasters/Warlocks lose their activation. Affected enemy Warcasters/Warlocks may forfeit their own activation to end this effect. Separation Anxiety lasts for one round.
Spells
Concept Notes
Captain Adept T’mys Willis is an attempt to move from fiction to the tabletop. Written as the main character in my Iron Kingdom fiction 'The Sword of Morrow' and 'Secrets and Paths', I've tried to work him as a playable warcaster without pulling a Mary Sue-esqe fanboy atrocity. I've had to learn very hard that a Warmachine Character is not a Roleplaying Character and that not every ability will cross over. Using the rules set forth in the Iron Kingdoms Character Guide I was able to create this character to street legal specification, and similarly using Liber Mechanika to create the Breast Plate Warcaster Armor he wears. One feat was taken from the Wizards of the Coast book Complete Arcane page 75; Battle Caster. Battle Caster is not to be mistaken for the Iron Kingdoms feat Battlecaster needed to become a Greylord.
See also
The model conversion for Captain Adept T'mys Willis was started with the Reaper miniature 02713: Ilmarin Duskwander (a Werner Locke sculpt). Taking away the double weapon I added to double barreled pistol from Gorten Grundback minus the bayonet, an the sword trimmed from yet another model. The coat was made from greenstuff, while the warcaster armor was assembled from different Eldar 40K bits. For the full details of this Warcaster Gun Mage please read The Sword of Morrow which is a full feature Iron Kingdoms/Warmachine story found in the Fan Fiction section of the Privateer Press Forums. Responses are appreciated.
Additional Notes
- Electro Leap - When a model is hit with this weapon, you can have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll
. (FoW:Cyg pg 120) Damage from Electro Leap strikes is not considered to have been caused by a hit or by a melee or ranged attack. (FoW:Cyg pg 58)
- Magical Weapon - A magical weapon can damage and affect models with the Incorporeal
ability. Attacks made with magical weapons are not magic attacks. Magical ranged weapons make ranged attacks. Magical melee weapons make melee attacks. (WM:Prime MKII pg 68)
- Battle Caster - Building on your existing training allows you to avoid the chance of arcane spell failure when you wear armor heavier than normal. PreReq: Ability to ignore arcane spell failure chance from armor. Ben: Ignore arcane spell failure chance from one category heavier armor. (WOTC:CA pg 75)
See also
- The Predator Mk II
- Captain Adept T'mys Willis - Mk I Version
- The Predator - Mk I Version
- Torga Grimmr
Playtesting Notes
Field Test Event 1 - Cygnar vs Legion of Everblight
- Lessons Learned
- 1. I may have to lower the ARM by one and raise the warjack points by one to make T'mys more comparable to other Cygnar warcasters. Still figuring this one out.
- 2. Still need to work the wording on the Feat. Action and Activation have specific meanings in Warmachine/Hordes. Will look into the re-write. - Done
- 3. Still need to work on the wording for the Affinity rule on the Predator. It should work similar to the Ogrun Bokur's ability to take a hit. Transfers Damage is an actual Hordes term and means something different. - Done
- 4. Lightning Shot is priced correctly. It can be devastating and possibly fired twice, so the conservation of focus is on the player. Even my opponent thought it was fair. - Done
- 5. Brutal Damage still seems to be the clincher on the Predator. While damn dangerous it is not worth raising the cost up to 12 pts, possibly 11.
Field Test Event 2 - Cygnar vs Cryx
- Lessons Learned
- 1. Feat and Affinity rules still need to be rewritten. - Done
- 2. 'Invisibility' no longer exist in Warmachine Mk II. Will need to rework the 'Beyond the Veil' spell. Possibly compensate by adding Magic Weapon to spell instead. - Done
- 3. Proper Focus allocation proves to continue to be a must. 6 focus is extremely adequate for this caster. While Willis has decent abilities it seems prudent to take a support like the Squire or Major Strangeways, similar to a Journeyman accompanying Allister Caine.
- 4. After facing Weapon Master on multiple models, Brutal Damage seems more than adequate for Magelock Cannon abilities. Point cost for model is fine at 10. - Done
Field Test Event 3 - Cygnar vs Mercenaries - Highborn Covenant
- Lessons Learned
- 1. Debate on high DEF vs appropriate 'Jack Points raised again. Stats may be more appropriate as are. - Done
- 2. True Sight works well. Effectiveness continues to be of benefit. While originally designed in the fiction against Cryx forces, it remains coherent against Mercenary and Retribution of Scyrah forces as well. - Done
- 3. As T'mys's warcaster armor is part electrical in nature and does electrical damage through his spells Immunity: Electricity should be added. - Done
Field Test Event 4 - Cygnar vs Skorne
- Lessons Learned
- 1. Electrified Field should be changed back to Electrify like the spell it borrows from. Fluff wise Electrified Field works, but for the game it should be as the actual spell. - Done
- 2. Feat still needs better wording as Frenzy works out of order. - Done
- 3. Magelock Cannon may have to long a range consider lowering it to make the weapon more fair to game play. - Done
- 4. Possible replacement of Thunderbolt shot for Shadow Fire shot on the Magelock Cannon. This would be more fitting with Cygnar Gun Mage attack types. - Done
- 5. Rebuttal can not be used in conjunction with Guardian. Add appropriate explanation to make this clear. - Done


