Field Mechaniks are a unit for Cygnar in Warmachine Mk2.
Background and Description
Field Mechaniks risk everything to go into battle with their crew of Gobbers in order to repair warjacks damaged in the field.[1]
Crew Chief Special Abilities and Weapons
Gobber Grunts Special Abilities and Weapons
- Assist Repair action: Increase repair skill and repair an additional damage point
- Repair
- Weapons
Attachments and Options
Strengths
- The Ideal Repair: The Crew Chief and his Gobbers each repair d6. However, it is more likely that you will Assist the Chief with two or three gobbers to repair d6+3 (enough to keep multiple systems running.
- Rescue Lost Marshaled 'Jacks: By staying behind the warjacks, lost jack marshals can be replaced with the Crew Chief.
Weaknesses
- Officer: As an officer, the crew chief is the strongest point and weakest point of this list.
- Stay Close, But Not Too Close: The unit must stay near in order to make a repair in time. Ideally that means the Officer is either going to be at least 5" away to get in base contact with the warjack, or he will be in base contact in order to become DEF 14 ARM 13. The bonus isn't enough to save him or his crew from blast damage.
Synergies
- Captain E. Dominic Darius:Further bolster Darius's repair abilities with this unit.
- Centurion: ARM 21 will take very little damage and can be easily repaired in the field due to its slow SPD.
- Hunter: A Hunter operates ahead of the main force, but should retreat as the enemy approaches. If it takes light damage, the Long Arm can be easily repaired.
- Sentinel: ARM 18 and the Sentinel's ranged role keeps the Sentinel safe. Should it lose its Shield or Gun, the Mechaniks can keep the Sentinel humming with Repair.
- Any Commander: Bolster their meager CMD with a mobile commander
Rules Errata
Articles
Notes
- 1 Warmachine: Prime MKII. 2009