Black Ogrun Ironmongers

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Cryx Logo.jpg Black Ogrun Ironmongers

Cryx Black Ogrun Unit

Iron mongers are black ogrun metalsmiths who combine their craft with rituals of blood and dark magic. The blood-forged weapons they create would be a reason enough for any captain to take iron mongers on as crew, but these ogrun are also skilled in the repair and maintenance of Cryxian ’jacks.

Basic Info[edit]

Black Ogrun Ironmongers
Missing Info
Black Ogrun Ironmongers.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR {{{str}}}
MAT 6
RAT N/A
M.A. N/A
DEF 13
ARM 15
CMD 7
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE 3
COST 6
2 each
N/A
FA 2
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities[edit]

  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Dismantle - This model gains an additional die on damage rolls vs construct models.
  • Repair [d3+1] (★ Action) - RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3+1 damage points from it.
  • Leader only
    • Curse [Cryx warjack] - This model can use Curse once per activation at any time. Choose an enemy model/unit in this model's command range. Friendly Cryx warjack models gain +2 to attack rolls vs the chosen model/unit. Curse lasts for one turn.

Weapons[edit]

  • Tool - 1" reach, P+S 12 melee weapon

Theme Forces[edit]


Thoughts on Black Ogrun Ironmongers[edit]

Black Ogrun Ironmongers in a nutshell[edit]

Keeping Cryx warjacks in tip-top shape, these Iron Mongers are a hybrid mechanic and support unit that is reasonably competent in combat. Bringing solid defensive stats for their points and some powerful special rules to support their warjacks is key to the design of this unit.

Combos & Synergies[edit]

  • Curse basically gives jacks more MAT. Combine with DEF and ARM debuffs and soon you're as synergistic as menoth jack support!
  • Stack their Curse with the Slaughter Fleet Raiders theme force's Gang Fighter bonus, and your 'jacks will be getting +4 to hit before you start including buffs/debuffs from your warcaster.
  • They're handy in the Black Industries theme force not just because there is lots of 'jacks to repair, but also they are a cheap way to get a unit and score circular scenario zones. That theme doesn't have many options for units (or points available to spend on units).

Drawbacks & Downsides[edit]

  • At 6 points they're harder to slot into a list than Necrotechs. On the other hand, they cost the same per model and have better stats.
  • As support models, they become higher priority targets for your opponent's snipers.
  • If the Leader is RFP'd you don't get to do a field promotion, and you'll lose the Curse ability.

Tricks & Tips[edit]

  • Whereas most faction's repair crews are humans (or sometimes just gobbers), Cryx has Ogruns - big muscular Ogruns. Don't count these guys out in a brawl if it comes to it.
  • Against constructs, these guys are extremely inexpensive weapon masters.
  • Keep the Leader away from RFP attacks.

Other[edit]

Trivia[edit]

  • Originally released in the Black Fleet CID (2017.11)

Other Cryx models[edit]

Cryx Logo.jpg       Cryx Index       (Edit)            
Battlegroup & Similar
Warcasters

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - Deneghra1 - Deneghra2 - Deneghra3 - Goreshade1 - Goreshade2 - Goreshade3 - Mortenebra1 - Mortenebra2 - Rahera - Scaverous - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Terminus - Venethrax

Warcaster attachments The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Iron Lich Overseer (Marshal) - Aiakos1 (BGC) - Deneghra0 (BGC)
Light

Cankerworm - Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker

Heavy

Barathrum - Corruptor - Deathjack - Desecrator - Erebus - Harrower - Kharybdis - Inflictor - Leviathan - Malice - Nightmare - Reaper - Seether - Slayer

Colossal Kraken - Sepulcher
Units, Solos, Battle Engines, & Structures
Units - Living BO Boarding Party - BO Ironmongers - BO Smog Belchers - Bloodgorgers - Marauders - Cephalyx Drudges - Cephalyx Overlords - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates
Units - Undead

Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - Carrion Thralls - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Soulhunters - The Withershadow Combine

Solos - Living/Construct

Aiakos1 - Axiara - Darragh Wrathe - Deneghra0 - Gerlak - Misery Cage - Satyxis Blood Priestess - Satyxis Raider Captain - Severa Blacktide - Warwitch Siren

Solos - Undead

Agrimony - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Hellslinger - Iron Lich Overseer - Machine Wraith - Necrotech - Pistol Wraith - Scrap Thrall - Skarlock Thrall - Soul Trapper

Battle Engines & Structures Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Infernal Machines - Scourge of the Broken Coast - Slaughter Fleet Raiders
Mercenaries
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2019.02

Rules Clarifications[edit]

RC symbol.png

Rules Clarification : Unique Leader Model      (Edit)

  • This unit includes a Leader model with weaponary and/or abilities that the Grunts do not share.
    The rules for Field Promotion (turning a Grunt model into a Leader model) are worded such that it only happens when a Leader model reaches Destroyed while under your control, so...
    • If the Leader model is RFP'd before it reaches destroyed, no Field Promotion occurs.
    • If the Leader model is destroyed or RFP'd while under your opponent's control, no Field Promotion occurs.
  • When that happens, you choose a Grunt model to become the unit commander but it does not become a Leader model.
    Thus you will lose the unique weapons/abilities for the remainder of the game.

Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Dismantle - None yet. (Edit)

RC symbol.png

Rules Clarification : Repair      (Edit)

  • When repairing warjacks, you can choose which damage boxes to heal - they don't all have to be the same column.
  • If you get a +1 bonus to a repair roll, that is one extra hitpoint healed. Not +1 to the number of pips showing on the dice.
RC symbol.png

Rules Clarification : Curse      (Edit)

  • Curse applies to all attack rolls, including Impact Attacks and Magic Attacks (spells)
  • Curse is an ability, not an attack. Thus it can be used against stealthed models. (You can't auto-miss when you never need to roll to hit.)
  • Curse is an ability, not a spell. Thus it can be used against spell-warded models.
  • You don't need LOS, because it 'chooses'.
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an Any-Time ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    • Units with "Any Time" abilities
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)