Stormsmith Storm Tower

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Cygnar Logo.jpg Stormsmith Storm Tower

Cygnar Stormsmith Weapon Crew Unit

Mk4 icon.png
Prime
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 storm tower is one of the most potent applications of storm technology. When activated, the tower mechanikally aggravates the atmosphere above. Storm clouds coalesce instantly as lightning arcs downward, creating a circuit between the tower and the sky. With a blinding flash, the generator disgorges bolts of power that arc through the enemy ranks.

Basic Info

Stormsmith Storm Tower
Missing Info
Storm Tower.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Gunner / Grunt
BASE Large / Small
SPD 3 / 4
STR 4
MAT 5
RAT 6
M.A. N/A
DEF 13
ARM 11
CMD 5
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE 1 Gunner 1 Grunt
COST 4
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Gunner
    • Electricity Imm symbol.jpg Immunity: Electricity
    • Officer symbol.jpg Officer
    • Man-Sized - This model is treated as a small-based model and occupies the space from the bottom of its base to a height of 1.75".
    • Mobile Artillery - When this model advances as part of its Normal Movement, it gains +1" movement for each Grunt in this unit within 2" of it at the start of its advance.
    • 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.

Weapons

Gunner
Storm Tower
Gun icon.jpg  RNG   ROF   AOE   POW 
14 1 - 14
  • Electricity dam symbol.jpg Damage Type: Electricity
  • Disruption symbol.jpg Disruption
  • 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.
  • Stormcall - Attacks with this weapon ignore cover, concealment, and Stealth.
Sword
Sword icon.jpg  RNG   POW   P+S 
0.5 3 7
Grunt
Sword
Sword icon.jpg  RNG   POW   P+S 
0.5 3 7

Theme Forces


Thoughts on Stormsmith Storm Tower

Stormsmith Storm Tower in a nutshell

Stormsmith Storm Tower is a decent long range weapon-team with good POW on their gun and the Stormcall special rule that makes mockery of cover, concealment and Stealth. According to good old Cygnar fashion they can zap elusive light models near their (preferably low-DEF) main target via Lightning Generator. Finally, they have straight (read: not a critical effect) Disruption on their gun which is unique on a ranged weapon in the entire game if you discount Weird Wendell. This is a niche function indeed, but can come very handy if your opponent relies on quality, non-colossal warjacks or important arc nodes. Models with the Focus Battery rule are also great targets for Disruption.

Outside of Storm Division these guys are the longest range warriors in Strange Bedfellows and a good trigger for Swift Vengeance.

Combos & Synergies

  • Nemo2 can buff their accuracy with a crucial +1, making them RAT7 from RAT6. Even if they cannot aim, they'll hit DEF14 Cryx bonejacks on average rolls. Since they both like to hang out in the back, the Storm Tower is probably the best choice if you want to exploit the old man's Veteran Leader aura.
  • The usual lightning buffs in the form of Firefly, Storm Strider, Stormguard and occasionally Nemo3 if you really want 3D6 damages on a feat turn.
  • Haley1 buffs their accuracy and her feat allows you to disrupt 2 jacks with a single weapon crew.
  • Unlike Storm Division, Strange Bedfellows gives you plenty of cheap solos with no electro-immunity in the form of low-DEF servitor to act as spark-nodes for your e-leaps.
  • The Trencher Master Gunner can give them an extra shot, if you play in Hearts of Darkness. Or have Nemo4 summon one.
  • Aurora1 in Strange Bedfellows has Aerogenesis, giving them +2 movement on their advance, this gives them a 20" threat range. On feat turn they also get Reoo 5", which is really useful on any artillery piece.
  • Casters with Arcantrik Bolt (Darius1, Mortenebra2), can stationary a warjack after it got Disrupted, so it cannot get up. Casters with Force Hammer (Siege1, Haley Past, Nemo3) can slam and knock it down.
    • Also, warjacks with weapons that have effects that require focus to be shaken, like Stall (Avenger or Talon), Knockdown (Inverter) or Tremor (Ironclad) will find themselves a LOT safer if the enemy can't shake those effects.
  • Nemo4 - He can summon a Trencher Master Gunner, which gives the Storm Tower an extra attack via Battery Fire. A Critical Thunderbolt Shot from Nemo, or a well placed throw or slam from his Jack also make for excellent targets for Disruption.

Drawbacks & Downsides

  • Slow and vulnerable, they die to pretty much anything that hits them, or force a Take-Up.
  • Its main shot will not always be enough to hurt heavies - but can disrupt jacks which is often just as good.

Tricks & Tips

  • Unlike Electro Leap, Lightning Generator is not optional. Watch out if you shoot near your your models without immunity, as you must arc the additional d3 lightnings. That means usually your non-partisan Mercenary choices in Storm Division, but plenty more in Strange Bedfellows.
  • Keep the grunt just under 1" from the gunner. It's a waste of a medium AoE just to take them out - but if you get too close a small AoE will do it.
  • Watch out for abilities that RFP before destroyed that target the Gunner - in that case, there will be no Take Up by the Grunt.
  • Electro-immune warjacks can still be disrupted. Use this to your advantage in a mirror match.

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 : 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.
RC symbol.png

Rules Clarification : Disruption      (Edit)

  • If a model is disrupted, it cannot get focus for any reason. Whether the rule says 'allocate', 'gain', 'receive' or 'give' ... Disruption stops it all. (Infernal Ruling)
  • Despite being unable to channel spells, a warjack can still be the target of spells just fine.

Rules Clarification : Stormcall - None yet. (Edit)


RC symbol.png

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.
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.
RC symbol.png

Rules Clarification : Man-Sized      (Edit)

  • Despite being mounted on a large base, the model counts as a small-base for any and every rule. (Infernal Ruling)
    • This includes Ranking Officers being able to join them. (Infernal Ruling)
    • This includes being able to take them as a Requistion Option (if you have a Man-Sized solo in a theme that allows free solos). (Locked Thread)
    • This includes abilities that only work vs small-based models (such as Consume, Trampling over them, etc). Those work just fine vs Man-Sized models.
  • When drawing LOS it blocks LOS across the full width of its base (some players think you should swap it for a small proxy base when trying to draw LOS past the edge of its base ... don't do that).
  • Since it only counts as a small-based model, it only blocks LOS to other small-based models. You can see medium and larger bases through it just fine.

Rules Clarification : Mobile Artillery - None yet. (Edit)

RC symbol.png

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)