Stormwall

From LOS Warmachine University
Jump to: navigation, search
We have 1356 articles and 93% are complete!   Please help review these models from 12+ months ago: (and/or the rest) (Edit)  

Cygnar Logo.jpg

Stormwall
Cygnar Colossal Warjack
Lightning Pod
Created Solo

Perhaps Nemo’s greatest creation, the Stormwall towers over Cygnar’s enemies with all the majesty and menace of a looming cloudburst. From the thunder of its guns to the blinding cracks of arcing electricity from its lightning pods, the Stormwall is the mechanikal embodiment of the tempest. Powered by both steam and surging voltaic energy, it riddles the enemy lines with cannon shells and hails of bullets before smashing survivors with its electrified fists.

Basic Info

Stormwall

Stormwall
Missing Info
Stormwall.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Huge
SPD 5
STR 17
MAT 6
RAT 6
M.A. N/A
DEF 10
ARM 19
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 56
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE N/A
COST 36
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.

Colossal - Colossals are mega-warjacks, even bigger and stompier. They use nearly all the same rules as normal warjacks but with a few exceptions and additions, which you can read by clicking here.

Abilities

  • Construct symbol.jpg Construct
  • Electricity Imm symbol.jpg Immunity: Electricity
  • Pathfinder symbol.jpg Pathfinder
  • Activate Lightning Pod - Once per activation, after the Stormwall's Normal Movement, you can mark one unmarked lightning pod circle on this model's card to place one Lightning Pod into play anywhere completely within 10" of this model. When a Lightning Pod is placed, enemy models whose bases are intersected by a line drawn from the centre of the Lightning Pod's base to the centre of this model's base suffer a POW 10 electrical damage roll. Warjacks damaged by a Lightning Pod damage roll suffer Disruption. The S boxes of this model's damage grid represent its Lightning Pod system. While its Lightning Pod system is crippled, this model cannot use Activate Lightning Pod.

Weapons

Big Gun (×2)
Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
14 1 - 15 Left + Right one each
Chain Cannon (×2)
Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
10 d3 - 10 Left + Right one each
  • Sustained Fire - Instead of making attacks with this weapon during this model's activation, place a wall template completely within this weapon's RNG and field of fire and in this model's LOS, ignoring intervening models. This model cannot place a wall template for this weapon while it is disabled. A model entering or ending its activation in the wall template suffers a damage roll with POW equal to the POW of this weapon. The wall template remains in play for one round. If this model is destroyed or removed from play, immediately remove the wall template from play.
Voltaic Fist (×2)
Sword icon.jpg  RNG   POW   P+S   LOCATION 
2 3 20 Left + Right one each
  • Open Fist symbol.jpg Open Fist
  • Electro Leap - When a model is directly hit with a basic attack made with this weapon, you can have lightning arc to the nearest model within 4" of the the model hit, ignoring the attacking model. The 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 leap.

Lightning Pod

The Lightning Pod is a solo put into play by the Stormwall.

Lightning Pod
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD {{{spd}}}
STR {{{str}}}
MAT {{{mat}}}
RAT N/A
M.A. N/A
DEF 5
ARM 15
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

Weapons

  • Unarmed - This model has no weapons.

Theme Forces

Recent Changes

No changes since 2019.08

Thoughts on the Stormwall

Stormwall in a nutshell

The Stormwall is a powerful weapons platform with the main guns from a pair of Defenders and a pair of Sentinels, better melee than a Stormclad, and almost the toughness of two heavies. A big centrepiece to your army, with good board control tools.

Combos & Synergies

  • ARM 19 is fair, but not exactly exceptional. With such a large points investment, you want to be casting Arcane Shield on the Stormwall to keep it in the game as long as possible.
    • So if that's not available to your Warcaster, it really is a good idea to include a Journeyman Warcaster.
    • Stryker1's feat can put its resilience on the double figuratively, while Darius's feat on the double quite literally.
  • Captain Arlan Strangewayes can relieve the focus burden or just keep it in the fight for even longer using Repair.
  • The Stormwall is not the first choice to either the Sons of the Tempest or the Gravediggers theme force, but if you do, they both offer excellent RAT fixing solutions for your main guns in the form of Gun Mage Captain Adepts and Rangers.
  • Trencher Warcaster Lieutenant - If you're not shied away from putting a colossal under the care of a DEF14/ARM14 model, and happen to have a warcaster with Snipe, the Stormwall's guns can reach enormous distances with Fire Group. The big guns' 20" stationary threat distance completes nicely the two covering fire templates, which can be deployed up to 16" away, forcing many light infantries to choose an alternate route instead of just running forward unobstructed.

Drawbacks & Downsides

  • The more jacks you have, the more Power Up focus you have access to. With two Defenders, you can have two fully boosted (i.e. hit and damage rolls) Heavy Barrel shots. With the same two focus applied to a Stormwall, you can only fully boost one Big Gun shot and either boost the attack roll or damage roll for the 2nd.
    • This is what makes a Stormwall a worthwhile option with Caine2 - Fire for Effect means you fully boost one Big Gun, allocate one focus to boost the attack roll of the second and use the Power Up focus to boost the damage roll.
  • Its MAT and RAT are decidedly average for Cygnar. In particular, its MAT is lower than anything on the Ironclad chassis, so it can be a risk to commit it to melee against models with even a slightly above average DEF.
  • On the more expensive side for a colossal, and it's questionable whether it deserves to be.

Tricks & Tips

  • If you give up your normal Movement to aim, you can't activate a pod.
  • Outside of zapping enemies, Lightning pods are ubiquitous tools. Use them for zone contesting, score on flags, block charge lanes, or just jam the advance of enemy heavy hitters which rely on slams or charges - especially other, huge based models. They are also good beacons to call down AoEs near the enemy (like the lightning AoEs of the Reliant), as even while in melee, their DEF is a manageable 9 - lowering to 7, if you shoot from behind. Due to their immobile nature they're also good at keeping other models of yours in place, if you expect them to be pushed.
  • 2 Sustained Fire template can secure you a 9" wide zone. If have Gun mages around, use the same trick, as with the Cyclone, and push enemies into it with Thunderbolt rounds.
  • Place Sustained Fire template on enemies, which are engaging your own troops - especially cheap, jamming models with poor ARM. They either have to walk out of it, receiving a free strike, or fight your troops, and getting hit by the template by the end of their activation. Don't play this trick against models with access to Reposition though.
  • Lightning pods don't have to be in LOS for the Stormwall - you can drop it behind of your colossal, if it helps Surge / Triangulation, or fry models / solos sneaking up from behind to your lines.
  • Things that forbid you to make ranged attacks forbid you to use Sustained Fire too, as you must be able to make ranged attacks, to be able to "do something instead of the attack".

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 - 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 - Sir Dreyfus the Storm Knight - 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: 2020.02

Rules Clarifications

RC symbol.png

Rules Clarification : Covering Fire and/or Sustained Fire     (Edit)

  • The size of the wall template is 0.75" by 4". (Infernal Ruling)
  • Although it uses the wall template, it is not wall terrain. It does not provide cover nor interfere with models moving.
  • Covering Fire templates do not inherit the Damage Type(s) of the weapon that put it into play.
    • For instance, if you put Explosivo on the warjack, the Covering Fire remains non-magical.
    • However, some versions of Covering Fire already do a specific Damage Type (notably, the Manticore). In this case, the Covering Fire does that Damage Type and no other Type.
  • 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 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 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.
RC symbol.png

Rules Clarification : Open Fist  (aka, Power Attack Throw)     (Edit)

  • Throw - General ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Throw - Power Attack
    • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
    • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
    • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
    • Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
    • Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
RC symbol.png

Rules Clarification : Electro Leap      (Edit)

  • Electro Leaps are optional.
  • Electro Leap is a weapon property. As such, it doesn't apply to Power Attacks at all.
  • A Steamroller flag can be hit by Electro Leap (if it's the nearest model). (Infernal Ruling)
  • Not considered an attack & "Non-attack damage roll" (Edit)   [Show/Hide]
    • There are two ways you can get these "non-attack" damage rolls. Either way, they interact with other special abilities that trigger on 'attack/damage' (such as Vengeance) in the same manner, and as such we'll call both types "Pure Damage" for brevity.
    • 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 second 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 - Non-attack damage roll:
      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).

    • 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 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:


RC symbol.png

Rules Clarification : Colossal      (Edit)

  • Refer to the Colossal article for a recap of their rules.
  • Huge Base (Edit)
    • Coming on a huge base triggers a bunch of rules scattered throughout the rulebook. Click here for a summary of them.
    • You can draw LOS from your Left arc to a target in your Right arc (and vice versa). See also this diagram
    • Huge-based models get bonus distance on Power Attack Slams. But this bonus doesn't apply to slams caused by other means, such as Critical Smite or the Hurricane's Thunder Charge ability.
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 : 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 : Pathfinder      (Edit)


RC symbol.png

Rules Clarification : Unarmed      (Edit)

  • Since this model has no weapons it does not have a melee range.
    • This means it can't engage other models, declare charges, or make free strikes
    • Also it can't gain abilities that require a melee range (such as Ragman granting this model Dark Shroud).
  • However, other models that do have melee weapons can engage this model. So this model can still gain the "target in melee" shooting bonus.
RC symbol.png

Rules Clarification : Activate Lightning Pod      (Edit)

  • You cannot Activate a Lightning Pod after running, because that causes your activation to end during your Normal Movement; and placing the pod happens after Normal Movement.
  • If a Lightning Pod is placed into a hazard (such as a Scather), then you resolve the Pod's lightning damage before the pod takes damage from the hazard.
  • The damage is not from an attack (so won't trigger stuff like Vengeance), but it is from the Stormwall so you can boost it.
  • If you use Nemo4 to take the Stormwall into a non-Cygnar army then the Stormwall will change Faction as per Nemo's rules, but the Lightning Pod doesn't.
    • If it is Strange Bedfellows the Lightning Pod will be a both a Mercenary and a Convergence model in that theme.
    • If it is any other army, the Lightning Pod will be a Cygnar model even though the Stormwall isn't.
    • (Infernal Ruling)

Rules Clarification : Conductor - None yet. (Edit)
Rules Clarification : Created - None yet. (Edit)

RC symbol.png

Rules Clarification : Immovable and/or Immobile and/or Buried     (Edit)

  • There is no functional difference between "cannot move" and "cannot be moved".
    Even if you gain bonus movement (such as Dodge) via a spell or theme benefit, you still can't move. (Locked thread)
  • Witchwood only:
    • Since the Witchwood doesn't have Normal Movement, it can't gain the Aiming bonus.


Wrench symbol.png

Note to Editors
To edit Lightning Pod's tagged abilities, Click here