Didn't see a thread for any of them, so decided to gather them all here for reference (in time for Halloween month too). These malevolent, macabre machines have really cool designs (at least I think so), but how good are they in practice?
The possessed mines come in four flavors - Warrior, Magus, Gunner, and Assassin.
Possessed Mine (Warrior)
Talisman slots
Warrior, Sentinel, Warrior
Attacks
Attack - physical damage to a single target.
Flash (3 Power) - physical damage to a single target/critical strike chance (%?)/blind chance 35 %.
Comments
Meh. Attack is the most basic attack, and flash isn't particularly appealing, even if it only costs 3. Pass.
Possessed Mine (Magus)
Talisman slots
Magus, Magus, Warrior
Attacks
Extract - high magic damage to a single target.
Detonate (5 Power) - magic damage to a single target/freeze chance 60%.
Explode (passive) - does true damage to all enemies based on enemy's HP (and user's HP, post-update) to all enemies.
Comments
Interesting passive, it does nothing as long as the mine is alive but could theoretically inflict decent damage upon death. If you have a way of reviving the mine, you can go on to explode another day (actually, does explode work all the time or just once per round? Someone get back to me). Extract isn't particularly exciting (how high is high?) but Detonate is a decent single-enemy disabler.
Possessed Mine (Gunner)
Talisman slots
Magus, Sentinel, Magus
Attacks
Expire - physical and magic damage to all enemies/block beneficial effects chance 50%.
Detonate (5 Power) - magic damage to a single target/freeze chance 60%.
Comments
Expire is good. Blocking beneficial effects can be powerful (see also: Pharaoh Sun Spirit) and can make or break a character. Detonate isn't bad either, but the lack of passive hurts.
Possessed Mine (Assassin)
Talisman slots
Assassin, Assassin, Warrior
Attacks
Expire - physical and magic damage to all enemies/block beneficial effects chance 50%.
Preserve (5 Power) - heals all allies based on user's max HP/extends duration of beneficial effects.
Explode (passive) - does true damage to all enemies based on enemy's HP (and user's HP post-update) to all enemies.
Comments
I've already commented on Expire and Explode above, and they're both on this one along with a heal+stat boost enhancer which would work well after, say, Soldier Eddie's fury. And the Explode passive is always welcome. Attack and Magic are the highest stats. This looks to be the best of the mines in my opinion, working on figuring out a talisman set right now.
Addendum: Extra thoughts and analysis courtesy of Kardas:
The possessed rockets are three - Magus, Warrior, and Gunner (if there's a fourth I haven't seen it).
Possessed Rockets (Magus)
Talisman slots
Magus, Magus, Magus
Attacks
Trigger - physical and magic damage/bleed chance 30%.
Scramble (3 Power) - magic damage to all enemies/raises Magic of all allies for 2 turns.
Comments
Straightforward and functional, if unexciting. Scramble could be a good support move for a magic-based team.
Possessed Rockets (Warrior)
Talisman slots
Warrior, Warrior, Warrior
Attacks
Target - physical damage to all enemies/accuracy lowered chance 50% for two turns.
Launch (3 Power) - physical damage to all enemies/block beneficial effects chance 30%.
Comments
Damaging all is good, blocking beneficial effects is good. Stats-wise this is pretty strong, hits for quite a bit and is getting buffed in the next update (multiple hits), so keep an eye on it. If it had the Gunner's passive ability it would be perfect. The required talismans help a lot, just load up the Warrior talismans and go to town.
Possessed Rockets (Gunner)
Talisman slots
Gunner, Gunner, Gunner
Attacks
Target - physical damage to all enemies/accuracy lowered chance 50% for two turns.
Detonate (5 Power) - magic damage to a single target/freeze chance 60%.
Energize (Passive) - gain 1 extra Power every turn.
Comments
Deals both physical (Target) and magic (Detonate) damage, and jumpstarts your Power, and the talisman slots were recently fixed so it's a lot more flexible. This also looks like arguably the best of the rockets, tied with the Warrior. I initially wanted to turn it into a Power factory with the Power-stealing talismans (why be a Powerslave, after all?). Could also go mixed damage with various AoE effects.
How about you? Any comments, critiques? Anyone manage to get something good out of these, or have some devastating talisman combo for them?
E: fixed talisman slots.
E2: formatting.
E3: updates and cleaning up!