Warjack Alterations

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Warjack Alterations

Through the course of battles and exposure to varying situations mechaniks, necrotechs and bodgers have all had to variate the weapons and equipment of the weapons at hand to adapt to new situations. While the merits of existing design and recourses dictate what work is usually performed on warjacks, these Alterations are capable of enhancing the performance of a warjack beyond that of its normal self.

A non-unique warjack may purchase a single alteration at the cost of 5 points when creating the army.

Alterations List

  • Hard Headed: Warjack is sealed tightly and armor reinforced to deal with impacts and serious physical trauma. Warjack gains +1 Armor against Slams and power attacks.
  • Iron Grasp: Warjack with open fists has its articulations and grasp strengthened either my use of stronger materials or magnetic influecnce. Warjack gains +1 to rolls when making or maintaining a head or armlock.
  • Relentless Charge: Warjack has its cortex and frame altered for a devestating charge that brushes aside obstacles in its way as it barrels towards its enemy. Warjack gains relentless charge.
  • Headspike: Warjack is fitted with a custom spike for headbutt attacks. Light warjacks add +1 to the POW of headbut power attacks. Heavy warjacks add +2 to the POW of headbutt attacks. Cannot be used if Warjack has tusks or other feature that increases the POW of headbut attacks.
  • Reinforced Cortex: The cortex is the single most delicate and expensive component of a warjack. A Reinforced cortex is intentionally rebuilt so that only total damage could guarantee its destruction sealed tight within the confines of the warjacks mighty iron body. A warjack with Reinforced Cortex may still be allocated a single focus point during the control phase.
  • Relentless Advance: Light warjack gains terrain modification equipment to travese difficult groud when advancing. Light Warjack may ignore movement penalties when advancing. Relentless advance does not allow the warjack to charge,slam or run over rough terrain without penalties.
  • Terrifying: Heavy Warjack is adorned to be terrifying the behold in the face of the enemy. Enemy models/units within melee range of the warjack suffer -1 CMD
  • Monarchs Blessing: Heavy warjack is elevated to hero status by acclaim of its people and rulers and lifts the spirit of those fighting nearby. Friendly faction models within 10" may reroll a failed command check once per turn.
  • Faith Engine: Enchantments and powerful divine magic has transformed the turmoil of the boiler into a serene call of hymns filtered through hot iron and into the ears of the faithful. The words damnen out the foul magics of oppressors. Friendly faction models within 3" including this warjack gain +2 DEF against magic attacks and enemy warcaster/warlocks must pay an additonal focus/fury point to upkeep spells on these models.
  • Refleshing: Warjack has necromatic enchantments that when combined with the Necrite engergies of the Cryx repair the jack slowly over the course of battle. During the maintence phase, the warjack my remove d3 damage points from anywhere on its hull system unless hull has been disabled.
  • Rollercage: A Hulking tank of metal this warjack cannot be moved or dislodged by regular attacks. A hardened shell and heavy duty actuators on its legs sturdy it against the most titanic blows when struck. When slammed or pushed model this moves half the distance it would otherwise be moved. A model with a roller cage does not suffer an additonal damage die when slammed into an obstacle or model with a equal or larger base size.
  • Efficent Cortex: This Warjack has its cortex and co-ordination enhanced allowing for more powerful or accurate hits. When using a focus point to boost an attack or damage roll roll an additonal D6 and subtract the lowest.
  • Redundant System: Warjack has redundant system installed which allows a damaged system to be reactivated. Choose one system at the begining of the game. That system has a redundant installed. If the warjack has all of its damage boxes destroyed of the choosen system after the attack has been resolved and it is not disabled it may repair a single point of damage in the chosen system.
  • Smokey Boiler: An intentional design flaw the coal of a light warjack is filled with low grade coal that emits a mirky black soot from all of its orrifices. While dangerious to the long term operation of the jack it does provide a degree of protection against ranged attacks. This jack has concealment.
  • Reliable Machinery: Light warjacks are exposed to more hostile situations outside of combat and are pivotal in the assisting scouts or embarking on dangerious treks into hostile environs to dangerious for a human to travel. In Cygnar the resources and expertise of men can improve the performance of these warjacks to include additonal failsafes or to maintain them to extend their life service. Continous effects on a model with Reliable Machinery expire on a roll of 1,2 or 3.
  • Self Destruction: The ace up the sleeve of any mercenary commander when his chips are down he employs desperate measures to ensure sucess. Priming a cortex for a violent rupture of magic and calculated wrath the warmachine is primed to explode when a killing blow is struck. If the warjack has a operating cortex or had its cortex disabled when by the attack that disabled or totaled it, it may explode in a 4" AOE centred on itself. Models within the AOE suffer a damage roll equal to the STR of the warjack. The disabled warjack does not leave behind a wreck marker after it self destructs.
  • Heretic Slayer: Imbued with the power of the faith it serves this warjack is as intolerant to the evils of sorcery and foul magics as the scrutators and hierachy of the Protectoate itself. Writings from the canon scrawled across its chest and each arm bearing weapons of war, they blaze with rightgeos conviction whenever they are bought to bear. Whenever this warjack targets an enemy non-protectorate model that cast a spell during the last round it gains +2 on the attack roll.
  • Blood Hound: This bonejack is a wild beast that hunts and kills with prevese pleasure. When it scatters across the terrain its jaws or claws gnashing it collects living prey and swallows them in a gory demise. It is designs with rapid hinging blades, barbs and teeth which rip and rend apart any who are within its path when it desends upon them. Whenever this warjack runs after ending its movement it may make a unboosted attack roll against a living warrior model within melee range.
  • Thrall Bay: This warjack contains the half aware bodies and parts of two scrap thralls attached bitterly to the hull. When this warjack is disabled within 10" of a friendly Necrotech then its controller may place 2 Scrap thralls within 1" of the wreck marker after it has been placed. These thralls may activate normally this turn.
  • Blinding Runes: A lightwave of power shrieks from tortured steel whenever this warjack is heavily damaged by an attack. Its enemies reel from the power it releases giving it time to retalitae. Once per game whenever the warjack has a system disabled by an enemy attack it may use Blinding Runes. Enemy model in melee and within the warjacks front arc are staggered. A staggered model loses its initial attacks during its next activation.
  • Shoulderpads: This warjacks upper body is braced and decorated with punctuating plates and indented sections of armor to amplify damage when it collides with an enemy. A Warjack with shoulder plates gains +2 on slam damage rolls and a model slammed by this model moves an additonal 1".

Faction Alterations

  • Protectorate Alterations
    • Heretic Slayer (B)
    • Faith Engine (B)
    • Iron Grasp (H)
    • Hard Headed (H)
    • Headspike (B)
    • Blinding Runes (L)
  • Khador Alterations
    • Rollercage (H)
    • Monarchs Blessing (H)
    • Reinforced Cortex (B)
    • Headspike (B)
    • Relentless Charge (B)
    • Shoulderpads (H)
  • Cygnar Alterations
    • Iron Grasp (H)
    • Efficent Cortex (B)
    • Reliable Machinery (L)
    • Monarchs Blessing (H)
    • Headspike (B)
  • Cryx Alterations
    • Iron Grasp (H)
    • Relentless Charge (B)
    • Terrifying (H)
    • Refleshing (L)
    • Thrall Bay (H)
    • Blood Hound (L)
  • Mercenary Alterations
    • Hard Headed (B)
    • Self Destruction (B)
    • Redundant Systems (H)
    • Smokey Boiler (B)
    • Iron Grasp (H)