Reliant

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99% of this website is about Mark 3 (mk3), which is the previous edition of the game (2016 to 2022). The reasons for this are explained here.

1% of the website is about Mark 4 (mk4), but only in regards to which mk3 models are useable in mk4 Prime and which are mk4 Unlimited. See Legacy Armies for more detail.
Cygnar Logo.jpg Reliant

Cygnar Heavy Warjack

Mk4 icon.png
Limbo
This model has not (yet) been updated with Mk IV rules, as of 2022.12. Privateer Press have promised it will get updated ... eventually.
You can view the Mk3 models that have been updated on this page.

Note that the rest of this page is about the model's Mark III rules.

By taking the impressive bulk and chassis of the Ironclad and adding powerful voltaic weaponry, the Stormclad and Reliant were born. The Stormclad is equipped with an accumulator that draws on the galvanic energies of nearby Stormblades to augment its impressive storm-powered generator blade. The Reliant is built for versatility, whether enveloping the enemy with crackling electrical fields from a distance using its Stormbringer or driving the opposition to its knees with pulse hammer strikes.

Basic Info

Reliant
Missing Info
Reliant.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 5
STR 11
MAT 7
RAT 6
M.A. N/A
DEF 12
ARM 18
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 30
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE N/A
COST 13
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
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.

Abilities

Weapons

Stormbringer
Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
12 1 3 13 Left
Pulse Hammer
Sword icon.jpg  RNG   POW   P+S   LOCATION 
1 6 17 Right

Theme Forces


Thoughts on the Reliant

Reliant in a nutshell

The Reliant is Cygnar's cheapest cheapest electrical and/or combined arms (ranged and melee) heavy. It's main selling point beyond cost and flexibility is the focus efficiency when activated near a friendly Storm Knight model: combined with Power Up the Reliant can boost both the attack and the damage roll on its gun without putting further burden on its controlling caster (or deliver a fully boosted charge attack). Its gun is useful in area-control against infantry, as even heavily armoured single box models will think twice entering into a POW 10 hazard (POW12 if a Firefly is within 5"). Its Pulse Hammer also has a respectable strength, and with the inherited high MAT of the Ironclad chassis, it usually has no trouble to hit the targets.

This package is either precisely what you're looking for, or gets overlooked in favour of another jack in the faction. This jack is it’s name sake it’s reliable but it won’t always fit your battle plan. In general you get what you pay for.

Combos & Synergies

  • Storm Division - The Reliant is an electrical jack and combos with other electrical sources like Nemo3, the Stormguard, and the Firefly. Since all of your stuff is immune to electricity, you can shoot low-DEF ones into the back to create deterrent templates wherever you want. Also, you'll find the Accumulator enabling models readily available here.
  • Along with Cyclones, Stormsmith Grenadiers, and Stormwalls, they can create templates to be dragged into by Haley2's Telekinesis, Sturgis' feat, or simply get pushed into by the ATGM's Thunderbolt round, or slammed by the Hurricane's main guns.
  • With its Accumulator it can form a decent firebase with a marshalling Stormblade Captain. It can lob shots up to 17" away then fall back up to 5" from the target while providing the Iron Sentinel bonus to the Captain. You may combine the Strike True command and the focus boost to engage a wide variety of targets, or use Take Aim to severely pound a heavy target. It's no slouch in melee either, and Repo 5 gives you a breathing space once you killed a nearby target.

Drawbacks & Downsides

  • Like many jacks in the faction it has a lot of parts and if you don't plan to use them all there are better choices.
    • Ironclads are pure melee jacks who hit harder, are cheaper and have Tremor attack.
    • Cyclones are almost pure ranged jacks with better board conntrol and shooting
  • If you aren't running an electrical theme or taking Storm Knight models for the accumulator it's frequently worth upgrading at the cost of a point or two
    • Defenders for a single extra point have a much longer ranged and harder hitting gun
    • Avengers have a big AoE with knockdown and a blade that stalls other jacks while hitting harder but are two points more expensive.
  • Storm Knight models are strongly advised to ease the focus burden via Acummulator - but they are only available in a single theme. Your other option is to take it either with Maddox, Acosta or Dreyfus2
    • Be careful on relying on Storm Lances or Laddermore to benefit from Accumulator. They can quickly get away from the Reliant.

Tricks & Tips

  • Blocking infantry is useful.
  • Like the Defender it does far more damage in melee than at range. Use accordingly.

Other

Trivia

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
Units

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)

Solos

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
Mercenaries
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)

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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.
RC symbol.png

Rules Clarification : Accumulator      (Edit)

  • If you have the Accumulator rule twice (for instance a Stormclad in the Hearts of Darkness theme) then you only get to apply it once, and get 1 focus. (Infernal Ruling)
  • Accumulator does not allow you to go over the normal focus limit (3 for most warjacks). Refer to the Cortex rules.
  • Warjacks which are Jack Marshaled can gain focus via Accumulator, whether or not the marshal is still alive.


RC symbol.png

Rules Clarification : Electro 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 : Critical Thunderclap      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.