Difference between revisions of "Stormsmith Grenadiers"

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(Theme Forces)
 
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** {{Hearts of Darkness}}. They can only go in this theme if [[Sloan]] is leading the army. They become '''[[Infernal]]''' models in this theme.  
 
** {{Hearts of Darkness}}. They can only go in this theme if [[Sloan]] is leading the army. They become '''[[Infernal]]''' models in this theme.  
 
** {{Llaelese Resistance}}. They become Llaelese '''[[Mercenary]]''' models in this theme and gain [[Pathfinder]].
 
** {{Llaelese Resistance}}. They become Llaelese '''[[Mercenary]]''' models in this theme and gain [[Pathfinder]].
 +
** {{Strange Bedfellows}}. They become [[Convergence]] and [[Mercenary]] models in this theme.
  
 
===Recent Changes===
 
===Recent Changes===

Latest revision as of 01:12, 11 November 2019

Cygnar Logo.jpg Stormsmith Grenadiers

Cygnar Stormsmith Unit

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
MAT 5
RAT 6
M.A. N/A
DEF 13
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}}}
UNIT SIZE 3
COST 6
2 each
N/A
FA 2
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

Weapons

  • Storm Grenade- 6" range, 3" AOE, POW 13 gun
    • 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 - 0.5" reach, P+S 7 melee weapon

Theme Forces

Recent Changes

2019.08 Dynamic update

  • Down a point to 6

Thoughts on Stormsmith Grenadiers

Stormsmith Grenadiers in a nutshell

Stormsmith Grenadiers are a three person utility unit designed to mess with the enemy in interesting ways. Dragging them together, slowing them down, or messing up infantry by leaving templates. And they are very resistant to shooting.

Combos & Synergies

  • Sources of electrical damage love Cygnar's electrical buffs like the Firefly, the Silver Line Stormguard, and the Storm Strider. The latter now makes their attack against enemies in its CMD range technically RAT8.
  • Stormsmith Grenadiers love Captain Victoria Haley's Temporal barrier. It helps them hit, it helps them not get charged. And speed debuffs stack.
  • Major Victoria Haley has some fun interactions with them,
  • They have nice attacks, making them a good choice to Snipe

Drawbacks & Downsides

  • They die in melee, to magic, and to AoEs that set people on fire.
  • The range of their weapon is nothing short of ridiculous - even if their Kinetic Grip grenade hits a Khador heavy with a 1" melee RNG, it can still charge and reach them next turn. Don't expect them to survive for long, once they throw their grenades.

Tricks & Tips

  • Screen them - they're too expensive to expose at the frontline.
  • A Voltaic Vortex followed by a Kinetic Grip can leave the enemy messily stuck together.
  • They can drag enemies forward where you want them.
  • Kinetic Grip stacks nicely with Haley 1's Temporal Barrier for stopping SPD4 enemies in their tracks.
  • Mind the wording; apart from Kinetic Grip, all effects require a direct hit upon an enemy model.
  • With Force Barrier you don't have to be afraid of blast damage - neither from enemy, nor from friendly fire.

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

"Junior" Warcasters: Caine0 - 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 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: 2019.07

Rules Clarifications

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 : Attack Typeand/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)

  • Hazard templates, and similar "non-hazard damage" templates (Edit)   [Show/Hide]
    • What's a "non-hazard"? Well, most templates that deal damage to models that walk into them are defined as 'Hazards' but some, like Creeping Barrage and Wall of Fire, are not.
      They behave similarly, but a Hazard is classified as a type of terrain and also will only have a Damage Type if it says it does (it doesn't inherit a Damage Type from the gun/spell that put them into play).
    • Many templates deal damage to models that enter or end their activation in them. However, if you put them into play on top of models, then it doesn't do damage to those models (unless it is an AOE from a weapon, or if its rules explicitly say it does damage when you first place it).
    • Damage templates from spells:
      • Spells which leave a template and are not described as a hazard will do magical damage to models that walk around in them. (Example: Razor Wall)
      • Spells which leave a template and are hazards will not do magical damage to models that walk around in them. Instead, they do whatever damage type is specified by the spell description. (Example: Breath of Corruption).
      • (Infernal Ruling)
      • Some spells do both. They aren't labelled as a hazard, so it does magical damage, and also they specify another damage type. For example, Wall of Fire.
    • A model which is "placed" also counts as "entering" an area, so the hazard will damage any one who teleports/spawns into it, too.
    • If two hazard templates are overlapping, a model that enters them will take two points of damage.
    • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance).
    • Damage from a hazard is not considered to be from the weapon/spell that originally put it into play (so it doesn't gain the Damage Type or any other special rules of the weapon/spell).

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

RC symbol.png

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)

Rules Clarification : Force Barrier - None yet. (Edit)