Last one out for my overview will be
Locke. Ill ignore the week 1 version and go straight for week 2.
Looking at it, this is by far the dullest caster in the faction imo. I dont know about the power level (seems way better in CoC) but she sure seems obvious... She can make a jack faster and hit harder. She can make any jack hit more times with Jack Hammer, and she can use Road to War to extend threat ranges or reposition. For the record, Jack hammer does not trigger Road to War. Her feat (now) gives her extra focus and allows her to cast spells IF some one nearby casts a spell. She also purifies enemy spells. Obviously a way weaker version than the week 1 iteration, but that seemed plain bonkers.
She has absolutely no reason to ever play in MO, so i will only consider PM.
LiberatorThe Arc Node has limited value, especially since you can not spam spells through it. It is a jack that can hit above its weight class though and it is hard to kill. I think the Vanguard will be better usually, but if you go for multiple lights, having one of these could be very useful when fighting living things.
RetaliatorHaving at least some ranged attacks really help for triggering Road to War. This one is an OK choice. Grievous wounds though become very nice together with the field marshal. You could knock out an aspect more easily and the Retaliator prevents healing. Having one is probably a good idea. Road to War can help him set up ideal sprays too.
SuppressorCan apply debuffs, and potentially get in to good places for sprays with RtW, but i see no compelling reason to bring multiples of this fellow.
ToroIf you are going to spam heavies, this one is the obvious choice. Making it faster and hitting harder will allow it to trade pretty well. POW 20 for jack hammer also seems just fine.
Vanguard Pretty good against infantry with access to Road to War. Can also help trigger RtW with its gun early on. Shield guards are never wrong either.
VindicatorA good gun, especially with RtW, so it can move 3 and still aim. It can fight well too. Sentry is not bad on it, but not very good either.
VulcanRedline is scary on this guys obviously, and he is the best Jack Hammer target, though not by much. RtW does not work, and Sentry is not very good either, since you cant shoot the main gun. You most certainly CAN play a Vulcan as an anchor, but i do not think it is the right call.
Aurum Ominus Alyce MarcNot a bad idea. More focus or Guidance. Will be useful every turn. Probably is mandatory because you need an out for incorporeal in the list, but that has nothing to do with Locke.
Crucible Guard MechanikProbably want some for pathfinder.
Gorman and HutchuckThey can both apply rust (and if you do not want Vulcan or suppressor, that is a good thing to have) and they can apply disabling effects that can be shaken in Blind and Knock Down. Combined with knocking out the spirit/cortex on something that is good. It is harder to do though when only melee attacks can pick column.
ProsperoThe veteran leader is very good since you will have only a few attacks. It also works on Jack Hammer. Loading up multiple jacks with "exploding focus" could be useful, but i doubt it. Having them stand up is though. You probably only want a single cheap jack on him since you want the support from the BG. Maybe a Supressor or Retaliator.
TrancerNot much to do with Locke, but i think 3 points is way more palletable. A fast solo with pathfinder that is sort of hard to shoot down is nice for a jack brick. Running to score a flag or to contest is important.
Combat AlchemistsSolves high DEF and helps with infantry and Incorporeal. Locke does nothing for them, but "ask not what Locke can do for you..."
Crucible Guard Assault TroopersYou can get a max unit and still get 3 free things. No synergy with Locke, but they do not drain resources and they could score zones and wot not.
Crucible Guard Storm TroopersA min unit is possible and still have 3 free things. They can help to trigger RtW and seem solid enough on their own to at least be considered. Maybe a Retaliator will be the better choice though...
Dragon's Breath RocketHelps clearing infantry and warbeasts. Semi-mandatory as with all casters, but no special synergy
Railless InterceptorThe best target for Sentry. It will cost you a focus to upkeep, but it has the most powerful gun. It is also excellent at triggering RtW, and it can cover a flank of your small list. I think you probably always take one. Never 0 or 2.
List OptionsVery unexcited here tbh. My guess is that you take a Railless and then fill up with the jacks of your choice. Dont see many types of lists. Compared to Syvestro, this caster is dull as dishwater when it comes to list building.
(Locke 1) Aurum Lucanum Athanor Locke [+29]
- Toro [13]
- Toro [13]
- Toro [13]
- Toro [13]
- Vindicator [15]
- Aurum Ominus Alyce Marc [0(5)]
Gorman di Wulfe, Rogue Alchemist [4]
Prospero [0(5)]
- Retaliator [9]
Three Crucible Guard Mechaniks [0(6)]
Dragon's Breath Rocket [6]
Railless Interceptor [18]
Does any one see anything that is significantly different that you can do with reasonable success?