Prime This model is available in one Prime Army, Crucible Guard. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.
Note that the rest of this page is about the model's Mark III rules.
|
The backbone of the Crucible Guard armed forces, these units serve as security and rescue workers for the Order of the Golden Crucible when not needed on the battlefield. Equipped with alchemically treated protections and the Crucible Arms Model 609, a brilliant invention capable of firing multiple types of ammunition, these brave soldiers are able to adapt to any situation.
Given their role as rescue workers in hazardous situations, Infantry units are often assigned an experienced officer to augment their coordination and an alchemical lantern, used to easily locate the unit in the midst of battle and to disrupt enemy enchantments or to ward civilians away from danger when off the battlefield.
Basic Info
Crucible Guard Infantry |
Missing Info |
|
COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Small |
SPD |
6 |
STR |
|
MAT |
6 |
RAT |
5 |
M.A. |
N/A |
DEF |
12 |
ARM |
14 |
CMD |
8 |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
1 |
F. Field |
N/A |
|
|
|
|
WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
3 |
UNIT SIZE |
6 or 10 +2CA |
COST |
8 or 13 +4CA |
1.3 each |
N/A |
|
|
|
|
N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
|
Abilities
- Officer only
- The Officer has +1 MAT, RAT, and 5 hitboxes.
-
Officer
- Granted: Reposition [3"] - While this model is in formation, models in its unit gain Reposition [3"]. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.)
- Guns Blazing [ Minifeat ] - This model can use Guns Blazing once per game at any time while in formation during its unit’s activation. This activation, models in this unit can make one additional ranged attack during this unit’s Combat Action.
- Standard
- Standard Bearer - While this model is within 5" of its unit commander, the unit commander gains +2 CMD.
- Take Up - If this model is destroyed, you can choose a Grunt in this unit within 1" of it to be destroyed instead. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
- Mage Static - While this model is in formation, enemy magic attacks targeting a model in its unit suffer -5 RNG.
Weapons
Leader, Grunts, & Officer
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Crucible Arms Model 609
|
|
|
RNG
|
ROF
|
AOE
|
POW
|
|
|
12
|
1
|
-
|
11
|
|
- Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Sword
|
|
|
RNG
|
POW
|
P+S
|
|
|
0.5
|
3
|
9
|
|
|
|
Standard Bearer
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Sword
|
|
|
RNG
|
POW
|
P+S
|
|
|
0.5
|
3
|
9
|
|
|
|
Theme Forces
- Crucible Guard
- Magnum Opus
-
Prima Materia. CGI are one of the few CG models not allowed in this theme.
Thoughts on Crucible Guard Infantry
CGI in a Nutshell
The Crucible Guard Infantry are a fairly generic rifle-wielding infantry unit (akin to Trencher Infantry or Hollowmen), with their main draw being that they can choose between damage types. This ability (which provides a choice of Magical with crit upkeep removal, Fire with crit continuous, or Corrosian with crit continuous) makes Crucible Guard Infantry great at dealing with a wide variety of targets. With CRA and an extra shot; once per game from the CA makes Guard Infantry a staple of their gunline and often one of your most productive sources of ranged damage. Worth additional note is RNG 12" on their guns, which is 2" above comparable troops from other factions.
They do all this and are often cheaper than their opposite number in other faction, so it’s very difficult to go wrong with this unit despite all of the pitfalls that come from single wound infantry.
Thoughts on adding the CA
You will almost never see Crucible Guard Infantry without their UA, as pretty much every abiloty on both the Officer and Standard Bearer is highly relevant. In order of increasing importance, these abilities are:
- Mage Static: Usually relevant especially for a unit which tends to attract blasts.
- Mini Feat: The minifeat allows for some very interesting plays and 1 amazing turn of high output. This plus the Repo often means that Guard Infantry can reliably maintain 10" between them and the enemy well into the latter stages of the game.
- Reposition 3": Almost always relevant every turn the Infantry are on the table, it is Repo which turns the unit up to 11. With the naturally longer range of their rifles, being able to gain an additional 3" of space every turn is unbelievably useful. Another common use for the Repo is to open up lanes for models in front to fall back (such as a unit of Alchemists or Gorman after lobbing a grenade) while allowing space for models behind (such as a Vanguard protecting a Dragon's Breath with Shield Guard) to advance.
Combos & Synergies
- Marshal General Baldwin Gearhart & Mr. Clogg is probably the best Warcaster for CG Infantry. Veteran leader amps their RAT to respectable 6, Deceleration protects them against blasts, Snipe pushes their range to 16", his Battle Plans can give them either Tactician or boosted To-Hit rolls and they can benefit from all these at the same time. Add his Feat and you got yourself a very scary unit.
- Retaliator is their best friend, as Oil give CG Infantry boosted damage rolls at range.
- Bennet - Theyse guys ar eone of the many, many good targets for her Raid spell. Or use Occulatation to keep them safe from retaliation.
- Captain Eira Mackay has Flare for stealthy solos removal, Concealment while near her and Run & Gun on feat turn to amp up their mobility.
- Any model with Rust or Ice Cage can boost their accuracy and damage. The Suppressor just so happens to bring both!
- Dragon Breath's Rocket lays an AoE of no Tough AND -2 ARM. Infantry can then mop the floor with any survivors/multiwound infantry.
Drawbacks and Downsides
- Less than average DEF, average ARM but no way to improve their own defensive stats, and 12" RNG won't save you from 14" rifles on other infantry.
- Ammo types are merely an added extra most of the time as you will not be needing them every game.
- The Rocketmen have the same range when you add SPD+RNG and better defensive stats.
- If you want to utilise CG Infantry to it's full potential, you need to bring Retaliator, making the full package very pricy, and when the jack is destroyed the Infantry lose a lot of their strength.
- Fire immune models with high armor mostly shut down the infantry.
Tricks and Tips
- Do not forget to Reposition away from the enemy to be safe from most melee/low range guns retaliation!
Other
Trivia
Released with the Faction launch (2018.06)
Other Crucible Guard models
Rules Clarifications
|
Rules Clarification : Attack Type and/or Arcane Savant (Edit)
- If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
- If your target can only be targeted by certain kinds of attack (ie a Menoth warjack with Passage), you can first choose the correct Attack Type (ie Magical Damage vs Passage) and then that allows you to target it. The Attack Type selection and target declaration both occur at Step 1 (Refer Appendix A). (Infernal Ruling)
|
|
Rules Clarification : Blood of Urcaen (Edit)
- The anti-spell part of this rule functions identical to Dispel, so see below.
- You choose your Attack Type during Step 1 of the Attack Sequence. So, if your target can only be targeted by certain kinds of attack (such as a Menoth warjack with Passage), then you can choose an Magical Damage attack type and target it. (Infernal Ruling)
|
Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
|
* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
- All spells have "Damage Type: Magical" (refer errata).
- This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
- and might be inherited by "lingering" secondary damage (see below).
- If a spell leaves a template in play that does damage to models that walk around in it, then:
- if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
- if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
- (Infernal Ruling)
- If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
|
|
Rules Clarification : Dispel (Edit)
- Dispel can't be used versus upkeeps that are not "on" a model/unit (such as Rock Wall, Void Gate, etc), because you can't "hit" them.
- Because Dispel causes spells to expire on a hit, it will prevent spells that trigger on a hit from triggering at all.
- For instance, the defensive animus Spiny Growth causes any model that hits the target to suffer d3 damage. This damage will not occur if it's hit by a Dispel weapon.
- Anti-Upkeep vs a unit (Edit)
- If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
- It doesn't matter if the target is in formation or not. (Locked thread)
- However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)
|
|
Rules Clarification : Pyrocatalyst - None yet. (Edit)
Rules Clarification : Vitriolic Trajectile - None yet. (Edit)
|
Rules Clarification : Combined Ranged Attack (Edit)
- CRA cannot target models in melee ... unless the target is a huge-based model or the attacker has War-Tempered.
- If you give the attack-leader a buff to their attack (such as Guidance) then that buff applies to the combined attack (even though the other participants don't have the buff). (Locked thread)
- Assault & CRA (Edit)
- You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)
|
Rules Clarification : Breather - None yet. (Edit)
|
Rules Clarification : Corrosion (Edit)
- If you deploy in corrosion hazard terrain (Acid Pool), then you get corroded before the game starts.
- Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
- A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.
|
|
Rules Clarification : Fire (Edit)
- If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
- Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
- Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
- You can always use non-standard terrain if you agree with your opponent before the game starts, however.
- A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
- In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
|
|
Rules Clarification : Officer (Edit)
- Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
- When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
- But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
|
|
Rules Clarification : Tactics vs Granted (Edit)
- Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
- Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
-
- Granted [ Vengeance ]
- If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
- It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
- It is not "If you get damaged, you get Vengeance next turn."
- If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
|
|
Rules Clarification : Reposition (Edit)
- Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
- End of Activation (Edit)
- You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
- Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
- Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
- You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
- If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
- For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
- See also the training article: LPG - End of Activation.
|
|
Rules Clarification : Guns Blazing (Edit)
-
Restrictions on "Any Time" abilities ( Edit) [Show/Hide]
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "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).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- When 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.)
- Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
- Units: See below.
- 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
- You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
- A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
- You can use an "Any Time" ability before running, however.
- A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
|
|
Rules Clarification : Standard Bearer (Edit)
- If the Officer dies, the Standard Bearer can give the CMD bonus to the Leader model.
|
|
Rules Clarification : Take Up (Edit)
- If you use Take Up the attacking model cannot trigger anything that needs the attacker to "Destroy" a model (such as Alpha Hunter, Killing Spree, Berserk, etc). Although the model that was attacked reached the Destroyed step of the timing sequence, Take Up negates that entirely. (Infernal Ruling)
|
|
Note to Editors
To edit the CA's tagged abilities, Click here
|