Krueger the Stormseer

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Circle Logo.jpg Krueger the Stormseer

Circle Blackclad Character Solo - (Lesser Warlock)

Krueger is a long-lived warlock due to his clever strategies and willingness to sacrifice others for the cause. This version of Krueger, however, shows him in his slightly more idealistic youth, when he was not quite yet willing to sacrifice anyone and anything for power. That doesn’t mean, of course, that he isn’t above stealing a little power boost from time to time.

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PP Online Store only
At the time of writing (2021.11) Krueger0 is only available to order from PP, not via other distributors.

Basic Info

Krueger0
Missing Info
Krueger0.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT 5
RAT 6
M.A. N/A
DEF 14
ARM 14
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY 4
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST 5
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Electricity Imm symbol.jpg Immunity: Electricity
  • Pathfinder symbol.jpg Pathfinder
  • Bleed Power - At the beginning of this model's activation, it gains 1 fury point for each friendly Faction construct model within 3 ˝ of this model. Krueger's fury point total cannot exceed his current FURY as a result of Bleed Power.
  • Lesser Warlock - 1) This model is not a warlock but has the following warlock special rules: Battlegroup Commander, Fury Manipulation, Healing, Spellcaster, and Transferring Damage. 2) This model must have at least one warbeast in its battlegroup at the start of the game.
  • Lifeline - Once per turn, this model can transfer damage to any friendly Faction warbeast within its control range without spending fury.

Weapons

Lightning Blast
Gun icon.jpg  RNG   ROF   AOE   POW 
10 1 3 (★)
  • Electricity dam symbol.jpg Damage Type: Electricity
  • Magical dam symbol.jpg Damage Type: Magical
  • Electric Field - Models in the AOE are hit and suffer a POW 10 electrical damage roll. This attack's AOE is a hazard that remains in play for one round. Models entering or ending their activations in the AOE suffer a POW 10 electrical damage roll.
  • Reload [1] - This model can spend fury to make up to 1 additional ranged attacks with this weapon during its Combat Action. It can make one additional attack for each fury spent.
Lightning Spear
Sword icon.jpg  RNG   POW   P+S 
2 7 12

Spells

COST RNG AOE POW DUR OFF
Fleeting Storm

2 CTRL 3 - Round No
Place a 3˝ AOE cloud effect anywhere completely within the spellcaster’s control range. When a model completely within the AOE is targeted by a ranged attack with a RNG greater than 8", the attack suffers -3 RNG to minimum of 8".
Lightning Blade

2 6 - - Upkeep No
Target friendly Faction living warbeast gains +2 to melee damage rolls and Immunity: Electricity and its melee weapons become RNG 2.

Theme Forces

Thoughts on Krueger0

Krueger0 in a nutshell

Krueger0 brings plenty of control elements and a great gun, that fries infantry. He has bleed power which can keeps him relevant and spellcasting all game even after his warbeast expires and lifelink to survive a bit of attention. Like the rest of the blackclads his defensive stats aren't much to write home about but his kit and cloud protection can make a big difference.

Because of Lightning Blade he can also support living warbeast casters like Kaya or Una by amping the damage & threat range of key beasts.

Spell Thoughts

  • Fleeting Storm - a cloud with a bit of added utility to models inside it. It's slightly paradoxical in it's intent as you need to be behind the cloud to block LoS but inside it to get the range reduction. It is by no means a bad spell but it's not the reason to bring Krueger to the table.
  • Lightning Blade - A living warbeast damage buff that extends threat ranges and reminds people of Kreuger1's signature spell. This spell will only have an eligible target in Bones of Orboros if you take someone who brings a non-Megalith character beast with them.

Warbeast thoughts

Since he can get fury from non-warbeasts, and since his spells aren't locked to his battlegroup, there's a case to be made that he wants as small a battlegroup as possible. Any warbeast that Kreuger0 might want to buff could probably do better in the main warlock's battlegroup and still get those buffs. So when it comes to Krueger's battlegroup you'll be looking for a beast that provides a useful buff (such as the Moonhound) or has a useful animus that Krueger0 can cast (such as the Gorax) to save on your main warlock's fury.

  • Wild Argus - Doppler Bark is a nice animus to enable assassinations. Add Shivers and you can Doppler 3 times.
  • Argus Moonhound - Mark Target to improve the RAT of Krueger's ranged weapon.
  • Gorax - A cheap animus bot, it also takes Blade well.
  • Wold Wight - A cheap way to get Bleed Power online.

Combos & Synergies

  • The Celestial Fulcrum is his Veteran Leader, and is a Construct as well.
  • Una2 loves living warbeasts and frequently runs double raptors. One of them can take Blade just fine.
  • Una1 - A Storm Raptor run by her can benefit from Lightning Blade, Bird's Eye, Dog Pile and Guardian Beast all at the same time.
  • Shifting Stones - Mainstay Constructs for any Circle army and thus a way for him to Bleed Power.
  • Mohsar master and apprentice have some good synergy as pillar of salt coupled with clouds is a good way to block line of sight. With his arm debuff you can also create a +4 damage swing for 1 beast.
  • The Storm Raptor, Ghetorix and Brennos are heavy and colossal living warbeasts that see regular play, making them decent targets for Blade. The Storm Raptor also provides +2 to Lighting damage.
  • The entire Warpwolf and Satyr line up are great targets for Lighting Blade.
  • Kaya2 - She is all about beasts, but her only damage buff is Forced Evolution, which is single target. Lighting Blade helps with this.
  • Kaya3 - Is also all about her beasts and loves Lighting Blade on one of them to Kickstart a Synergy chain.
  • Tanith - Among free Primals, Lighting Blade and Scything Touch she can crank damage pretty well and does hit-fixing like no tomorrow.
  • Kromac1 - Another beats caster.

Drawbacks & Downsides

  • In Bones of Orboros he will rarely have a valid target for Lightning Blade. It's limited to just living character warbeasts with their bonded warlocks.
  • Match ups like Storm Division really neuter his effectiveness as a ranged solo.

Tricks & Tips

  • Bleed Power
    • It happens before "any time" abilities. So you can't cast spells and then use Bleed Power to top up your fury.
    • It triggers off any kind of Construct, not just Wolds. Heck, it even triggers off a Steamroller objective (as of the 2021 SR).
    • Remember you bleed power after upkeeping so there is less reason to drop upkeeps
  • Lifeline can be used on beasts not in his battlegroup.
  • Extending a model's melee range does not affect power attacks other than throw (because the others are not tied to a weapon).

Other

Trivia

  • Released 2021.10
  • Released to celebrate the 15th anniversary of Warmachine, alongside Thagrosh0, Madrak0, Makeda0, and Barnabas0. Four of them are characters from the 2006 Primal rulebook, and the 5th is Barnabas.

Other Circle models

Circle Logo.jpg       Circle Index       (Edit)
Battlegroup & Similar
Warlocks Baldur1 - Baldur2 - Bradigus1 - Grayle1 - Iona1 - Kaya1 - Kaya2 - Kaya3 - Kromac1 - Kromac2 - Krueger1 - Krueger2 - Mohsar1 - Morvahna1 - Morvahna2 - Tanith1 - Una2 - Wurmwood1
Lesser Warlocks

Krueger0 - Una1

Warlock Attachment

Druid Wilder - Tharn Blood Shaman

Light Argus Moonhound - Winter Argus - Wild Argus - Gorax Rager - Razorwing Griffon - Rotterhorn Griffon - Scarsfell Griffon - Wold Wight - Woldwatcher - Woldwyrd
Heavy Gnarlhorn Satyr - Riphorn Satyr - Shadowhorn Satyr - Feral Warpwolf - Pureblood Warpwolf - Warpwolf Stalker - Wold Guardian - Woldwarden
Brennos the Elderhorn (Satyr) - Ghetorix (Warpwolf) - Loki (Warpwolf) - Megalith (Woldwarden)
Gargantuans Storm Raptor - Woldwrath
Units, Solos, Battle Engines, & Structures
Units Druid Mist Riders - Druids of Orboros & CA - Reeves of Orboros & CA - Sentry Stone & Mannikins - Shifting Stones & CA - Stoneward & Woldstalkers - Tharn Bloodtrackers & Character UA - Tharn Bloodweavers & CA - Tharn Blood Pack - Tharn Ravagers & CA - Tharn Wolf Riders - Warpborn Skinwalkers & CA - Wolves of Orboros & CA
Brighid & Caul - Death Wolves
Solos

Blackclad Stoneshaper - Blackclad Wayfarer - Bloodweaver Night Witch - Chuck Dogwood - Druid Wilder - Gallows Grove - Kogan the Exile - Krueger0 - Lord of the Feast - Reeve Hunter - Primal Archon - Shivers - Tharn Blood Shaman - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - Una1 - War Wolf - Wolf Lord Morraig

Battle Engines & Structures Celestial Fulcrum (Engine) - Well of Orboros (Structure)
Theme Forces
Secret Masters - The Bones of Orboros - The Devourer's Host - The Wild Hunt
Minions
Refer to Who Works for Whom and/or Category: Circle Orboros Minion
This index was last updated: 2021.10

Rules Clarifications

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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.
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Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Bleed Power - None yet. (Edit)

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Rules Clarification : Lesser Warlock and/or Draconic Consort     (Edit)

  • This model has a completely separate battlegroup to your main warlock.
    • Your main warlock cannot force warbeasts under this model's control (and vice versa).
    • Any spells/effects that apply to your main warlock's battlegroup (such as Warpath) do not apply to warbeasts under this model's control (and vice versa).
  • This model is a solo, and is not a warlock
    • It is affected by stuff which specifies "non-warlock models" (such as Seduction).
    • It is not affected by stuff which specifies "warlock" (such as Black Arts).
  • When this solo dies, any warbeasts they are controlling go wild exactly as if it was a warlock. (Infernal Ruling)
    • See this article for the Wild warbeast rules and how to re-tame them.

Rules Clarification : Lifeline - None yet. (Edit)


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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.")
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Rules Clarification : Electric Field      (Edit)

  • Templates that do damage (Edit)   [Show/Hide]
    • Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
      • A hazard is a terrain element
      • Damage from a hazard template is never considered to be from the model or weapon/spell that put it into play. So hazards never gain special rules of the weapon/spell (such as a Damage Type or Poison), nor does it gain special rules of the model (such as Hand of Fate).
      • Damage from a non-hazard template is considered to be from the model that put it in play. So non-hazards do get stuff like Hand of Fate. (Infernal Ruling)
      • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance)
      • Damage from a non-hazard is also not from an attack. Instead it will be a Special Action (Covering Fire), or a "instead of making an attack, place a template" (Creeping Barrage), or etc.
     
    • Damage templates from spells is complicated:
      • (Infernal Ruling)
      • Spells that leave templates that are not hazards (such as Razor Wall) do Damage Type: Magical.
      • Spells that leave templates that are hazards (such as Breath of Corruption) follow the rules for hazards, which are most likely not magical damage but it varies by the hazard.
      • The initial damage when you place the template, if any, is Damage Type: Magical.
      • For example, Breath of Corruption's initial POW 12 corrosion damage roll is Damage Type: Magical in addition to Damage Type: Corrosion. But the hazard that is put into play from Breath of Corruption is not Damage Type: Magical, just Damage Type: Corrosion.
     
    • By default, when you put a template into play it doesn't do damage to models they overlap. The exceptions are templates that are created by an AOE weapon, and templates that explicitly say they do damage when they're placed.
    • A model which is "placed" also counts as "entering" an area, so the template will damage any one who teleports/spawns into it, too.
    • If two templates are overlapping, a model that enters them will take two points of damage.
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Rules Clarification : Reload      (Edit)

  • You cannot mix melee attacks and ranged attacks in the same activation unless you have a special rule (such as Dual Attack). Reload does not get around this restriction.
    • A Trample Power Attack is a melee attack, even if you don't actually trample over anyone and make zero dice rolls. So you can't trample then Reload (unless you have something like Dual Attack).
  • You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)
  • If you have (x2) of a weapon with Reload (such as Caine1), the special rule will only be written on the card once. But you can reload both weapons to the max limit. (Infernal Ruling)


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Rules Clarification : Windstorm and/or Sandstorm and/or Fleeting Storm     (Edit)

  • Range Modifiers (Weapons) (Edit)
    • If a weapon puts down a template "within X inches" (such as Covering Fire) then you can't change that, because it's not a RNG. (Infernal Ruling)
    • If a weapon's RNG is reduced to zero, it cannot be used to make attacks. Refer to 'Weapon Statistics', page 19 of the core rulebook.
    • If a weapon has RNG = CTRL then you can't add or subtract to that range, because CTRL is not a number. (Infernal Ruling)
  • Gunfighter vs RNG modifiers (Edit)
    • Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
    1. If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
    2. If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
    3. If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
    (Infernal Ruling)
  • See also Range Modifiers (Spells)
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Rules Clarification : Lightning Blade      (Edit)