Thorn

From IKwiki


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SPD STR MAT RAT DEF ARM
6 10 5 5 12 17
M Open Fist
Special POW P+S
L Spike 0 10
R Spike Cannon
RNG ROF AOE POW
R 12 2 - 14
DAMAGE
GRID
1 2 3 4 5 6
Image:Black.png Image:Black.png Image:Black.png Image:Black.png
Image:Black.png Image:Black.png
R L
R R M C L L
Image:Black.png M M C C Image:Black.png
SYSTEMS
Left Arm (L)
Right Arm (R)
Cortex (C)
Movement (M)
()
Point Cost 110
Field Allowance 3
Victory Points 3
Base Size: Large

Description

The Thorn is a thing of beauty to see in action; a real marvel of simplistic technology pushed to the extreme. Watch how hampered the other 'jack is after a single shot, and it's already nearly completed reloading. How many can I put you down for?" - Golden Circle representative on the revelation of the Thorn

The innovative and modular Ionesto chassis had the unique ability to be completely retrofitted in less than seven hours with new armaments. One possible weapon loadout that demonstrated particular combat sucess was the Thorn. Utilizing similar steam propulsion technology to the Mule on its cannon, the Thorn boasts an improved recycling system to recapture the steam and maintain long-range firing with heightened mobility. In turn however, the complicated system to do so stripped the cannon of a bore wide enough to accomodate even the smallest military-grade shell produced by the Golden Circle.

To offset this difficulty, the Golden Circle engineers devised a crude yet highly effective ammo source in the form of heavy steel-tipped spikes. Weighted at the front with lead, the rather simplistic ammunition proved to be not only highly accurate, but able to linger in heavy targets after firing in order to weigh down the enemy forces with the heavy spike. Continual firings of the weapon proved that any type of 'clip' was unable to properly accomodate the unique ammunition.

Instead, in the interest of economic efficiency, the other arm of the Thorn was left empty in order to manually reload the Spike Cannon. While highly unsophisticated, this manner of reloading kept costs down to a reasonable level and allowed the engineers to utilize less sophisticated cortex routines which could accomodate more than one weapon configuration. Such developments allowed the Llaelese military financers to save tremendous amounts of money in that seperate cortexes were not required for the various armaments of the Ionesco chassis.

Other than the defining feature of the Spike Cannon, the Thorn is largely unremarkable. While not possessing the same amount of armor plating that the Destrier posesses along its arms, the Thorn still has sufficient armor to shrug off a large amount of punishment. The modular nature of the chassis means that given sufficient time, the commander of the warjack can outfit the chassis with whatever armaments are necessary for the coming conflict.

Special Rules

Thorn, Lleal Heavy Warjack

  • Manual Reload- If the Open Fist of the Thorn is disabled, the ROF of the Spike Cannon drops to 1.

Open Fist

  • Spike- The Open Fist may wield a Spike from the Spike Cannon as an improvised weapon. The Open Fist cannot be used to perform any power attacks which require an Open Fist during the turn where it wields a Spike. During any turn where the Thorn wields a Spike, increase the POW of the Open Fist to 4.

Spike Cannon

  • Nailed- Target model directly hit by a Spike Cannon attack suffers Nailed. Nailed is a continuous effect that expires on a roll of 1 or 2 during the controller's maintenance phase. A model suffering Nailed suffers -4 DEF and cannot run or charge.
  • Depressurization- For every damage box marked off on the Right Arm system, the Spike Cannon suffers -2 RNG.

Concept Notes

Stock cheap ranged warjack ala the Defender for the Llael faction. It isn't really exemplary, but a POW 14 ROF 2 cannon is nothing to be scoffed at either. The ability to drop the DEF of models with Nailed means that you can control where and how your forces are going to strike. A lucky shot on a seemingly impossible to hit target can let some of your better troops get those necessary hits on your target.

I'm still not quite sure how this fits in balance wise. I'd like to believe its solid, but I'm worried that it may have too much going on for its point cost. I tried to balance it out with serious penalties on the cannon as it takes damage, but I'm just not sure its enough.

Playtesting Notes

Entirely fresh concept, so no playtesting of it yet.

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