Dynamo

From LOS Warmachine University
Revision as of 20:05, 17 February 2020 by Juckto (talk | contribs) (Theme Forces)

Jump to: navigation, search
Cygnar Logo.jpg Dynamo

Cygnar Character Heavy Warjack

Having been rebuilt nearly from scratch by Sebastian Nemo after serving years on the front lines as a Stormclad, Dynamo represents a tremendous advancement in voltaic warjack technology. Powered by its galvanic generator, Dynamo is outfitted to render electrical destruction via its devastating firestorm cannon. This weapon fires deadly bolts of lightning that can strike clusters of advancing soldiers or be concentrated to melt heavy armor to slag. Thanks to Dynamo’s ability to harness and channel its own kinetic energy, each attack it unleashes is deadlier than the last.

Basic Info

Dynamo
Missing Info
Dynamo.jpg
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 C
UNIT SIZE N/A
COST 18
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • 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.
  • Construct symbol.jpg Construct
  • Electricity Imm symbol.jpg Immunity: Electricity
  • Bond [ Nemo ] - If this model begins the game in Nemo's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to Nemo and in their control range, it can reroll missed attack rolls for weapons with Damage Type: Electrical. Attack rolls can be rerolled only once as a result of this bond..
  • Chain Reaction - When this model hits an enemy model with a melee or ranged attack during its activation, after the attack is resolved this model gains a cumulative +1 to its damage rolls on subsequent attacks that activation.
  • Insulated Frame - Friendly Faction models B2B with this model gain Immunity: Electricity.

Weapons

  • Firestorm Cannon- 10" range, POW 12 gun
    • Multi-Fire (★ Attack) - Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of that model. This model can make up to four attacks during its activation as a result of Multi-Fire.
    • Electricity dam symbol.jpg Damage Type: Electricity
  • Battle Spear- 2" reach, P+S 17 melee weapon

Theme Forces

  • When taken by Nemo4
    • Nemo4 can take Dynamo in a plethora of Cygnar, Convergence, and Mercenary theme forces.

Recent Changes

2019.07 Spoilers

  • He's going to be added to the Storm Division as part of the theme remix.

Thoughts on Dynamo

Dynamo in a nutshell

Dynamo seemingly does nothing well with a fairly average POW ranged weapon and melee damage that is outclassed by the dedicated Cygnar melee jacks. But it is Chain Reaction that makes him shine - his ranged attacks, assuming all hit, see a 4th shot at POW 15 which will worry lights and some heavies, especially as the last three shots tend to be boosted. And that is all before you begin to consider all the buffs Cygnar can apply to lightning attacks.

Similarly, P+S 20 is not out of the question in melee.

Combos & Synergies

  • Any of the Nemos love to have him along as his personal jack as the reroll makes the multifire more likely to hit.
    • Nemo1 can ensure Dynamo can boost every single damage roll with the Firestorm Cannon thanks to Field Marshal: Supercharged.
    • Nemo2 can use Energizer to solve his short range issues and use his feat to power him.
    • Nemo3 in particular can turn him up to 11 and give him maximum focus when only spending one point, with possible 4D6 damage on the feat.
  • He has a ranged weapon with Electrical Damage. That means you want to consider:
    • The Firefly for Ionization to start the multi-fire chain off at POW14.
    • Silver Line Stormguard for Electroconduction to start the multi-fire chain off at POW14.
    • If both Ionization and Electroconduction are in effect, then the multi-fire chain starts at POW16 due to being different abilities.
    • The Storm Strider to improve his accuracy.
    • Rangers to improve his accuracy.
    • Gun Mage Captain Adept for Flare to increase accuracy and to ghost shot blockers out of the way.

In Storm Division

Any model can take Dynamo in this theme, which opens up a few more combos:

  • Caine3 can start the damage chain off at the equivalent of POW19, using his feat, Calamity, and the Firefly's ionisation.
    • Which also works wonders at fixing Dynamo's RAT, giving an effective +5 swing against a target with Calamity applied to it.
  • Haley1 can make it easier for Dynamo to hit its target with Temporal Barrier and her feat gives a potential 5 shots for that turn.
  • Kraye can get him starting off his Battle Spear melee attacks at P+S 18, since impact attacks from Iron Horse will invoke Chain Reaction.
    • Gaining Reposition also means he can scoot back if he wants another round of shooting.
  • Sloan can offer Guided Fire, but can struggle to provide enough focus to boost Dynamo's damage rolls.

Drawbacks & Downsides

  • It's 50% more expensive than an Ironclad, with the same level of survivability and nearly identical melee output.
  • As one of the few models that has the capability to severely damage or destroy heavy Warjacks or Warbeasts at range, he can be a priority target for your opponent. It can be worth applying Snipe or one of Cygnar's many defensive buffs if you play it aggressively.
  • His range is painfully short, you may find that you only get one good round of shooting with the Firestorm Cannon.
  • When you want to use Dynamo to shoot, you really want to allocate him maximum focus. This can be an issue for Cygnar's typically focus-strapped Warcasters - fortunately, none of the Nemos are among them.
  • A well-placed enemy Shield Guard or Sucker target can stop your Multi-Fire in its tracks. All your opponent has to do is position the Shield Guard more than 2" from any other model, and if the hit gets transferred to the Guard then you can't trigger Multi-Fire.

Tricks & Tips

  • Make sure you get a Firefly into a good position ahead of time so you can run it in before Dynamo attacks.
  • If you are going to mult-fire into a unit, every model the shot bounces to needs to be in range of the gun. Don't start the chain at max range, since you will quickly out distance yourself.
  • Rat 6 is good, but one miss ruins the chain. Try and set him up with some RAT buffs or whenever he can aim.
  • Trample over a bunch of infantry to your "real" target, and then buy attacks with a potentially massive damage buff. Did you trample and hit 5 infantry? Here, have +5 damage on your first bought 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 - 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)

RC symbol.png

Rules Clarification : Multi-Fire      (Edit)

  • You measure potential targets within 2" of the model hit immediately upon hitting the model, and if the model was destroyed by the attack you can still choose from those previously identified models for the additional attack, and so on. (Infernal Ruling)
    • The wording may get errata'd so this becomes clearer.
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 : Bond      (Edit)

  • Bonds are ineffective while the model is under your opponent's control. Refer the core rulebook.
  • Bonds & Themes
    • If a warjack/warbeast with a bond is in that caster's battlegroup, they can be taken in any theme force. Refer the core rulebook.
    • This is true even if the caster isn't a full warcaster or warlock (this interaction changed as of 2018.06).
RC symbol.png

Rules Clarification : Chain Reaction      (Edit)

  • If you make multiple simultaneous attacks (such as a Trample, or Impact Attacks with Kraye), then the damage buff doesn't kick in until after all those attacks are resolved. Also, you get +1 for every model you hit with the attacks. (Infernal Ruling)

Rules Clarification : Insulated Frame - None yet. (Edit)