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Cygnar Logo.jpg Firefly

Cygnar Light Warjack

Mk4 icon.png
This model is available in one Prime Army, Storm Knights. 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 light warjacks commissioned by the Cygnaran Armory set the standard by which all light ’jacks are judged. The original Charger chassis has proven an excellent platform for versatile and deadly machines. The Firefly is the most recent variant of the Charger chassis and possesses cutting-edge electro-mechanika capable of frying opponents to a crisp.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
M.A. N/A
DEF 13
ARM 16
ESSENCE {{{essence}}}
HP 26
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock

Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.



Storm Blaster
Gun icon.jpg  RNG   ROF   AOE   POW 
10 1 - 10
  • Electricity dam symbol.jpg Damage Type: Electricity
  • Lightning Generator - When a model is directly hit with a basic attack made with this weapon, lightning arcs from the model hit to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the lightning arc.
Electro Glaive
Sword icon.jpg  RNG   POW   P+S 
2 4 13

Theme Forces

Thoughts on Firefly

Firefly in a nutshell

The Firefly's huge selling point is that it buffs the electrical damage rolls of other models like the Storm Strider and the Hurricane. In some armies this buff is amazing and in others pointless, but at the very least it can always buff it's own gun at short range and many Cygnar warcasters have electrical offensive spells. It's also the joint cheapest jack in faction and a moderately competent all-arms combatant compared to the much more specialized Sentinel.

As an individual, it can deal serious damage to infantry at range and light jacks up close, but don't expect too much out of it alone; it's cheap for a reason. However because it synergises with itself, Fireflies benefit from being taken in multiples far more than most jacks and won't cost you the earth should you choose to do so.

Combos & Synergies

  • Anything with lightning attacks. It is nearly an auto-include in a Storm Division theme force.
  • Nemo1 has a lightning damage feat. Nothing wrong with extra damage on that
  • Nemo3 also buffs lightning damage (in his case via feat). They stack.
  • Nemo4 - Giving him a Firefly is one of the cheapest ways to bring Nemorb into your list and with Ionisation its a walking damage buff to Nemos own guns and any other convergence models with electric weapons. Boostable POW 16s with Signs and Portens do hurt! Under Lightning Shroud the Firefly also hits a P+S 15 in melee and buffs the damage on its own e-leaps, which is extremely amicable for an 8 point light.
  • Jakes2 loves a firefly on her feat turn and having sprint may make the firefly actually consider melee every once and a while.
  • Stormguards add further to the hitting power. If you manage to capitalize it further with other solos, like the Hermit, or Gorman, then even the humble POW10 lightnings will hit harder than the Defender's heavy barrel.
  • Sword Knights flank off friendly warjacks and their CA is a jack marshal. If you want to run something in concert with them that has a 2" melee range, the Firefly is your cheapest choice.

Drawbacks & Downsides

  • Works well with a lightning themed army, but pretty much not at all otherwise. (If for some reason you want a 7 point ranged infantry cleaner light in a non-lightning army get a Sentinel; it's tougher and has Shield Guard).
  • Ionization's wording means you need the Firefly standing near the enemy to get the damage benefit, which is a risky position to put a light warjack in. It is not always a bad trade-off though, see Tips section.
  • Ionization doesn't differentiate between friendly and enemy - if the Firefly is standing in the middle of your army and the enemy has electrical attacks, you've just handed a damage buff to your enemy.
    • Of course, if you're taking a Firefly you're probably taking a whole bunch of other Immunity:Electrical stuff, but still.

Tricks & Tips

  • Ionization works on the Firefly's attacks, too. It's nearly always worth moving closer before firing.
  • Don't be afraid to run the Firefly on a suicide mission to get the Ionization bonus. He is a cheap jack, and +2 damage can be huge for things like Dynamo's gun, the Storm Strider, the Thunderhead's Sustained Attacks, or the Hurricane's Storm Emitters.
  • Ionization also effects Electro-Leaps. The difference between POW 10 and POW 12 when picking off support solos is big.
  • You almost certainly didn't bring it for it's melee weapon, but by Light Jack standards it actually has a pretty good one.



Other Cygnar models

Cygnar Logo.jpg       Cygnar Index       (Edit)
Battlegroup & Similar
Warcasters Caine1 - Caine2 - Caine3 - Constance - Darius - Haley1 - Haley2 - Haley3 - Jakes2 - Kraye - Maddox - Nemo1 - Nemo2 - Nemo3 - Sloan - Stryker1 - Stryker2 - Stryker3 - Siege1 - Siege2 - Sturgis1
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers

Battlegroup Controllers: Caine0 - Nemo4 - Jakes1 - Journeyman - T. Warcaster Lieutenant
'Jack Marshals: Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA

Light Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, Battle Engines, & Structures

Arcane Tempest Gun Mages - Black 13th Gun Mage Strike Team - Field Mechaniks - Legion of Lost Souls - Long Gunner Infantry - OoI Resolutes - OoI Vigilants - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - Tr Cannon Crew - Tr Chain Gun Crew - Tr Commandos - Tr Express Team - Tr Long Gunners - Tr Infantry - Tr Mechaniks
Special CA : Captain Jonas Murdoch (Mercenary unit) - Special WA: Morrowan Battle Priest (any unit)


Arcane Tempest Rifleman - Archduke Runewood - Captain Arlan Strangewayes - Captain Maxwell Finn - Commander Anson Hitch - Dreyfus1 - Dreyfus2 & Flubbin2 - Grand Master Gabriel Throne - Glyn Cormier, Illuminated One - Gun Mage Captain Adept - Journeyman Lieutenant Allister Caine - Journeyman Warcaster - Harlan Versh, Illuminated One - Lieutenant Allison Jakes - Lieutenant Bastian Falk - Lieutenant Gwen Keller - Major Katherine Laddermore - Major Harrison Gibbs - Morrowan Archon - Savio Montero Acosta - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures

Nemo4 - Storm Strider - Trencher Blockhouse

Theme Forces
Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Inert warjacks

  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.

Rules Clarification : Construct - None yet. (Edit)

RC symbol.png

Rules Clarification : Ionization      (Edit)

  • Ionization increases the damage that friendly models take, as well as enemy models.
  • Ionization from multiple sources does not stack. You can only gain one bonus of Ionization to a damage roll. (Infernal Ruling)
RC symbol.png

Rules Clarification : Lightning Generator      (Edit)

  • Not considered an attack & "Non-attack damage roll" (Edit)   [Show/Hide]
    • There are two ways you can get these "non-attack" damage rolls.
      • Type 1 - A secondary damage roll that is not considered to be an attack. Some attacks create a second damage roll that is explicitly "not considered an attack" (such as Electro Leap).
        (Note that although the secondary damage roll is not an attack, the original attack certainly is and will trigger stuff normally. These clarifications don't apply to the original attack.)
      • Type 2 - A damage roll that's not from an attack. Some special abilities & special actions tell you to make a damage roll without mentioning whether it is considered an attack or not (such as Vent Steam and Flak Field).
    • When it comes to other abilities that trigger on damage (such as Vengeance) both types function the same way. For brevity we'll refer to both as "Pure Damage".

    • Pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Pure damage is not an attack, so doesn't benefit from stuff that affects 'attack damage rolls' (such as Bethayne1's feat). (Infernal Ruling)
    • Pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
    • Pure damage is not from an attack, but it is (normally) damage from the original model. This has two implications:
      1. It's not an attack from a weapon so:
        • it won't gain damage buffs from the weapon (such as Poison).
        • it won't gain any Damage Types from the weapon. (Infernal Ruling)
      2. It is a damage roll from a model so:
    • Exception: Some damage is not from an attack and not from a model (for example, Collateral damage). In this case, you should reverse the stuff listed under #2 above.
RC symbol.png

Rules Clarification : Electricity      (Edit)

  • When electricity arcs/leaps, you ignore models with Immunity:Electricity. The arc "skips" them.
  • If you attack a model with Immunity:Electricity, the arc/leap won't go anywhere at all. The arc is "grounded".
  • Incorporeal models do not have Immunity: Electricity (they just ignore non-magical damage). As such electricity can arc/leap to and from incorporeal models.