Stormsmith Grenadiers

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Cygnar Logo.jpg Stormsmith Grenadiers

Cygnar Stormsmith 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.

Cygnar’s stormsmiths do not balk at the strange and sometimes hazardous mechanikal innovations conceived by the brilliant mind of Artificer General Sebastian Nemo. These men and women embrace such lightning-spewing creations with the same enthusiasm and curiosity that first drew them to the stormsmithing arts. Bringing experimental storm chamber technology to the front lines, grenadiers create volatile electrical fields able to take on different properties of electromagnetism and kinetic force.

Basic Info

Stormsmith Grenadiers
Missing Info
Stormsmith Grenadiers.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 4
MAT 5
RAT 6
M.A. N/A
DEF 14
ARM 11
CMD 6
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 3
COST 5
2 each
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

Weapons

Storm Grenade
Gun icon.jpg  RNG   ROF   AOE   POW 
6 1 3 13
  • Electricity dam symbol.jpg Damage Type: Electricity
  • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
    • Galvanic Blast Field - On a direct hit against an enemy model, the AOE becomes 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.
    • Kinetic Grip - When a model is hit by this attack, it suffers -2 SPD for one round.
    • Voltaic Vortex - On a direct hit against an enemy model, before rolling damage push models within 2" of the model directly hit 2" directly toward it in the order you choose.
Sword
Sword icon.jpg  RNG   POW   P+S 
0.5 3 7

Theme Forces


Thoughts on Stormsmith Grenadiers

Stormsmith Grenadiers in a nutshell

Stormsmith Grenadiers are cheap ranged units - the price tag of 3 of them on par with moderately expensive solos. Their main job is to cause mischief among the enemy infantry ranks with their various attack types. They are pretty well defended against ranged attacks/blasts and are among the rare advance deployment capable models outside the Gravediggers theme in the faction.

Their drawback - outside their average accuracy - is their short range which forces you to rely on cautious play lest they'll be butchered with minimal effort. Even with the clever use of Reposition do not expect them to last long once committed.

They are available in 4 factions (kinda) via the Strange Bedfellows & Hearts of Darkness themes but given the casters in these special themes these guys aren't likely the people you are reaching for

Combos & Synergies

  • Sources of electrical damage love Cygnar's electrical buffs like the Firefly, the Stormguard, and the Storm Strider. The latter makes their attack against enemies in its CMD range technically RAT8. Stormguard Infantry can seriously shore up their chances to hit with their Voltaic Snare against warjacks, plus said warjacks will be limited to walk-and-punch/walk-and-shoot attacks against the Grenadiers.
    • Nemo2 can boost their RAT and MAT with his Veteran leader, but considering their short range and Nemo's average CMD bubble you should not bank too hard on that.
    • Their attack become quite dangerous under Nemo3's feat (though it will only buff the damage of the blast field during your turn - something that you can still exploit with a follow-up Voltaic Snare to drag enemy models closer).
  • Stormsmith Grenadiers love Captain Victoria Haley's Temporal Barrier. It helps them hit, it helps them to get out of charge distance, and speed debuffs stack. Plus 6 ranged attacks from a 5 pts unit with her feat is nothing to sneeze at either.
  • Major Victoria Haley has some fun interactions with them in the form of her feat, TK and Time Bomb.
  • They have nice utility on their attacks, making them a good choice to Snipe to launch their grenades deeper into the enemy lines.

Drawbacks & Downsides

  • They lack Pathfinder which might hinder their delivery - especially if you set them up in a forest or rubble to protect them from initial shooting when going second.
  • They lack Gunfighter and their melee stats are miserable - making them prone to jamming. They also die easily to magic, melee attacks or AoEs that corrode or set them on fire.
  • Blast resistance on armour 11 with 1hp isn't reliable to keep them alive.
  • Electric immune models ruin their day.

Tricks & Tips

  • Watch for the wording: Voltaic Vortex and Blast Field requires a direct hit on an enemy model - so don't try to shoot your own model in the back to trigger them. On the flip side, Kinetic Grip can mess with your own models so watch for scatters (especially if the enemy can choose your deviation direction like in the case of Force Field).
  • Voltaic Vortex is the poor man's Hellmouth - look for suitable low-DEF models to trigger it and cluster the enemy together (or even enemy objectives). Then you might as well throw a Kinetic Grip on them to create a positioning nightmare.
  • Voltaic Vortex pulls in your own models as well - who are most likely immune to the damage if they are in the Storm Division theme. Use this to your advantage if it would get you within contesting range of a scenario element.
  • With Force Barrier you have to worry less about blast damage - thanks to Electricity immunity the unit members can't hurt each other, but non-electrical blasts may still get them.
  • In the spirit of fair play always declare which ammo type you use before making an attack. Most of the time your opponents may go easy on you, like they'll assume you use Kinetic Grip to de-buff a heavy jack, but if you don't specifically state your choice, your opponent may have the right to call out on you. In this case, according to an Infernal ruling you'll have to use the first type printed on the model's card (Galvanic Blast Field).

Other

Trivia

Released 2016.10

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 : Advance Deployment      (Edit)

  • Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)
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 : Force Barrier      (Edit)
Rules Clarification : Blast Resistance - None yet. (Edit)

RC symbol.png

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.


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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)
RC symbol.png

Rules Clarification : Galvanic Blast 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.

Rules Clarification : Kinetic Grip - None yet. (Edit)

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Rules Clarification : Voltaic Vortex      (Edit)

  • This rules text has changed since the original printing, make sure you're using the right version. (Infernal Ruling)
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)