Vulcan

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CG Logo.png Vulcan

Crucible Guard Colossal Warjack

Mk4 icon.png
Prime
This model is available in one Prime Army, Prime CG. 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.

Matching the size of other modern colossals, the Vulcan is no less than a rolling alchemical arsenal. Sloshing hundred-gallon vats within its structure allow it to unleash an array of alchemical attacks. A series of dispersal nozzles along the chassis can blanket a large area in a debilitating fog of toxic gas. Its primary weapon, the Aqua Mortuum rocket, leaves trails of alchemical poison in the air and detonates with a burst of lingering toxins, while its smaller vitriolic deflagrators hose down squadrons with concentrated, high-molarity acid.

Basic Info

Vulcan
Missing Info
Vulcan.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Huge
SPD 6
STR 16
MAT 6
RAT 6
M.A. N/A
DEF 8
ARM 19
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 58
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE N/A
COST 35
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 alterations. These changes are summarized here or can be read in full here.

Abilities

Weapons

Aqua Mortuum Rocket
Gun icon.jpg  RNG   ROF   AOE   POW 
14 1 4 14
  • Unlike most Colossals, its main gun is located in only one Field of Fire
  • Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
  • Chem Trail - The AOE remains in play for one round. While in the AOE, models are affected by the chosen Alchemical Vents effect. While its S system is crippled, this model loses the benefits of Chem Trail.
  • Minimum Range [ 5" ] - Attacks made with this weapon cannot target models within 5" of this model.
  • Primary Weapon - This model can make attacks with this weapon only during its Combat Action.
  • Reload [1] - This model can spend 1 focus point to make one additional ranged attack with this weapon during its Combat Action.
Vitriolic Defragulator (x2)
Gun icon.jpg  RNG   ROF   AOE   POW 
SP 10 1 - 14
Fist (x2)
Sword icon.jpg  RNG   POW   P+S 
2 3 19

Theme Forces


Thoughts on Vulcan

Vulcan in a nutshell

The Vulcan is a rolling alchemical dispersion factory. Its main weapon is made to work in concert with the whole army. It removes Tough and messes up most warbeasts. Cripple one aspect, lob a Miasma of Death at them. They either waste their activation to move away THEN get healed or get little work done. Lowering a warjack's ARM is always useful, and with the plethora of elemental weaponry the faction has, making sure the enemy DOES NOT benefit from them is priceless. It is also quite speedy and accurate for a Colossal.

Combos & Synergies

  • EVERY in-faction model that has an elemental weapon. It cannot be stressed enough how stripping elemental immunities from enemy models can make the opponent vulnerable to your entire army.
  • Mackay1 - Fail Safe makes it very durable, Mobility makes it faster and her feat boosts all of its damage rolls, meanign you can spend focus on reloading and boosting to hit. She runs a very mean Vulcan!
  • Marshal General Baldwin Gearhart & Mr. Clogg grants it Hot-Shot to melt infantry caught in its Blast/Sprays. He also grants Prey on feat turn. They go together like peanut butter and chocolate.
  • Prospero has the ever-useful Veteran Leader and Guided Fire for extra accurate spray attacks.
  • Aurum Lucanum Athanor Locke can make it into a speedy (13" of threat range!), free charging, ARM 22, P+S 21 (23 if it uses Rust on a 'jack) with Jackhammer. She also can repair it herself.
  • Syvestro has a +2 Speed buff for any construct within 5" of him, so he can send a Vulkan and two Railless Interceptors into the enemy and have them do loads of work because the Vulkan can strip immunes to the Railess's guns. Also they all have Bulldoze so they can set up spray angles for each other. On top of that he has a feat giving the Vulkan quasi-Signs & Portents.
  • Have the Vulcan strip elemental immunities, then apply oil from a Retaliator and finally have your Crucible Guard Infantry shoot something to death with boosted fire damage rolls. Very effective under Gearhart and Prospero for Veteran Leader, Guided Fire, Prey, Snipe and Hot-Shot.

Drawbacks & Downsides

  • It doesn't use Prospero's Instability Equation for anything but the free focus, as it cannot be knocked down, disrupted or turned around outside of its activation. You also DO NOT want it to roll a bad Unstable roll on a 35 points investment.
  • - On the other hand an Unstable explosion from a huge base can have a massive radius, especially if you line up the enemy using Bulldoze. And if it clears a zone and wins you the game...
  • Unlike the other two major sources of sprays (Suppressor and Railless Interceptor) it does not have Dual Attack, effectively limiting it to a ranged-only platform most of the time. Also because-
  • It is surprisingly easy to kill.
  • It has the lowest DEF of any colossal.
  • It is not uncommon for a Railless Interceptor to have more damage output than a Vulcan. Two Railless Interceptors cost fewer points and have more boxes than a Vulcan. You only bring the Vulcan to take advantage of it's Alchemical Vent effects and to benefit from the many excellent battlegroup-only spells in faction. Without help from other models (especially caster), it will struggle to earn it's points back.
  • At P+S 19, it is the most pillow-fisted colossal in melee in the game before Withering Humor or Rust, either of which only bring it on par with other colossals.
  • Aurum Lucanum Athanor Locke runs it worse than you'd think. While her feat can make it effectively ARM 22 and she can provide Jackhammer and Redline, it sadly cannot use Road to War and Sentry. It can, however, trigger Road to War on other models up to four times.
  • It's main weapon, the rocket, is limited to the right arc, which is a bigger limitation than it looks on paper and means you will usually deploy it on the left side of the table regardless of terrain or opponent. Having to pay a focus for Reload limits your ability to boost attacks and damage and limits the overall output potential considerably.

Tricks & Tips

  • Blow it up and burn it down. As long as you remember your vents the Vulcan isn't terribly complex. Just remember that you have to complete all your initial attacks before you can Reload the rocket.
  • Remember the rocket AoE also applies Alchemical Vents on anything inside it.
  • The rocket can only fire in the right arc. Do NOT deploy the Vulcan on the right side of the table if you can help it.
  • Iron Bane (Rust) will be your normal pick against enemy jacks. With a Vulcan you probably don't need to include a Suppressor in your list for Rust.
  • The Vulcan's Miasma of Death is effectively Grievous Wounds that can only effect living enemy models. Compare this to the Retaliator's Black Humor with actual Grievous Wounds that effects anything and the Dragon's Breath Rocket's Withering Humor, which removes Tough and reduces ARM on living and undead models by -2 but does NOT prevent removing damage. Neither Miasma of Death nor Withering Humor effects models that ignore gas effects. All of these together create a strange Venn diagram of effects and limitations that you should keep in mind when making a list and again when using them.
  • The Vulcan's Alchemical Vents and rockets can be a hard counter to many things that rely on damage removal with living models (like Harbinger of Menoth), elemental resistances (like Protectorate with fire damage or Cygnar with electrical damage), or constructs (like any jack spam, Bones of Orboros, or The Exalted themes).

Other

Trivia

Released in the Crucible Guard CID (2018.03)

Other Crucible Guard models

CG Logo.png       Crucible Guard Index       (Edit)            
Battlegroup & Similar
Warcasters

Benett - Gearhart - Locke - Lukas - Mackay - Syvestro

Warcaster attachments Aurum Legate Alyce Marc (Crucible) - Sylys Wyshnalyrr (Mercenary) - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Prospero (BGC)
Light Liberator - Retaliator - Vanguard
Heavy Suppresor - Toro - Vindicator
Colossal Vulcan
Units, Solos, Battle Engines, & Structures
Units

Combat Alchemists - CG Assault Troopers - CG Infantry - CG Rocketmen - CG Storm Troopers - Dragon's Breath Rocket - Failed Experiments
Ranking Officer : Doctor Alejandro Mosby

Solos

Ascendant Mentalist - CG Mechanik - Gorman1 - Gorman2 - Hutchuk, Ogrun Bounty Hunter - Prospero - Rocketman Ace - Trancer

Battle Engines Railless Interceptor
Theme Forces
Magnum Opus - Prima Materia
Mercenaries
Refer to Who Works for Whom and/or Category: Crucible Guard Mercenary
This index was last updated: 2021.05

Rules Clarifications

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Rules Clarification : Arcing Fire      (Edit)

  • Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.

Rules Clarification : Blight Ash and/or Chem Trail - None yet. (Edit)
Rules Clarification : Minimum Range - None yet. (Edit)
Rules Clarification : Primary Weapon - None yet. (Edit)

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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 : Corrosion      (Edit)

  • If you deploy in corrosion hazard terrain (Acid Pool), then you get corroded before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.
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Rules Clarification : Open Fist  (aka, Power Attack Throw)     (Edit)

  • Throw ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
    • 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.
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.
  • Collateral Damage
    • Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
      • It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
      • It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
      • It doesn't matter if the attacker has crippled weapon systems or aspects.
  • 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.


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Rules Clarification : Colossal      (Edit)

Huge Base (Edit)

But this bonus doesn't apply to slams triggered by normal attacks (such as Critical Smite or the Hurricane's Thunder Charge ability).
Also, simply being on a huge base triggers a bunch of rules scattered throughout the rulebook, click to read them.   [Show/Hide]

From the 2020.02 edition of the core rules (Edit)

Fields of Fire
Page 37 A huge-based model’s front arc is marked on its base. Its front arc is further divided into two 90° fields of fire. These fields of fire determine which models a huge-based model can target with its weapons, depending on the location of those weapons. Weapons located on a huge-based model’s left side (L) can be used to target only models in its left field of fire, and weapons located on its right side (R) can be used to target only models in its right field of fire. Weapons with locations “S,” “H,” or “—” can be used to target models in either field of fire. If any part of a model’s base is on the line separating the left and right fields of fire, the model is considered to be in both fields of fire.
Concealment, Cover, LOS
Page 49 Concealment & Cover - Huge-based models never gain the DEF bonuses from concealment or cover.
Page 60 Clouds - Cloud effects do not block line of sight to huge-based models.
Page 87 Forests - Forests do not block line of sight to huge-based models.
Huge-Based models in melee
Page 54 - Huge-based models never gain the Target in Melee DEF bonus.
Page 65 - Combined Ranged Attacks cannot target a model in melee unless it has a huge base.
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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 : Pathfinder      (Edit)

Rules Clarification : Alchemically Treated - None yet. (Edit)
Rules Clarification : Blighted Breath and/or Alchemical Vents - None yet. (Edit)

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Rules Clarification : Iron Bane      (Edit)
Rules Clarification : Rust - None yet. (Edit)

Rules Clarification : Miasma of Death - None yet. (Edit)
Rules Clarification : Unnatural Affliction - None yet. (Edit)

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Rules Clarification:  : Bulldoze      (Edit)
(Click Expand to read)

(A) People think Bulldoze works like a bowling ball hitting tenpins.
But this is wrong because the models haven't been moved DIRECTLY away.
(B) Whereas if you move models DIRECTLY away, you bulldoze the first guy okay, but then the next one's path is blocked (shown in red), and you get stuck.

Bulldoze - General

  • Models are pushed directly away from you at the point of contact. Some players do this incorrectly, refer to the section on moving models, below.
  • You cannot cast spells or use any other "any time" abilities when you 'stop' to resolve the Bulldoze movement. It's just a pause, not a stop.
  • The size of the Bulldozer vs the Bulldozed does not matter. A small model bulldozes a large model just fine. (Just don't expect to move a Colossal etc.)
  • Bulldoze only works during your Normal Movement. This includes full advances, runs, charges, and slams, but doesn't include stuff like Reposition or Energizer.
  • You can't make free strikes against models you Bulldoze (because for them it is involuntary movement).
  • Enemy models with 2" melee range will still engage you after being bulldozed. Because they will be exactly 2" away and thus still within 2".
  • An enemy model can only be pushed once by the Bulldozer, but if you have multiple Bulldozer models then you could push the same enemy multiple times.
  • If you contact a model you want to Bulldoze while overlapping another model or an obstacle, then you can "pause" on top of that other model/obstacle while resolving the Bulldoze, then continue your movement off the other model/obstacle. (Locked thread)


Bulldoze - Charges / Slams

  • If you attempt to Bulldoze a model out of your charge lane but it does not move far enough, you can't Bulldoze again. You will continue your charge, contact it again, and stop.
  • You can use Bulldoze to get the charge bonus against models between 1 and 3" away. Simply move into B2B, bulldoze them 2" to make some more room, then you can move 2" further forward to get to the "moved at least 3 inches" requirement.
    • Similarly for Slams vs models within 1-3".
  • If you Bulldoze your charge target out of your melee range, this doesn't break the "once in your melee range the target must stay in your melee range" rule. Bulldoze is an exception. (Infernal Ruling)


Bulldoze - Moving the models
A lot of people think they can bulldoze straight through the enemy lines, like shown on Image A. But what actually happens is more like Image B. This is due to 3 important factors you need to apply:

  1. Bulldoze pushes models directly away from your base. Not at an angle. Directly. Away.
  2. If there is a model behind the bulldozed model, the model will STOP.
    • And in this situation, a model beside the pushed model is effectively behind it unless you're pushing at a perfect tangent.
  3. A model can be pushed only one time via Bulldoze.
  • 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)