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===

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}}}
FA 2
UNIT SIZE 3
COST 6
2 each
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

Weapons

  • Storm Grenade- 6" range, 3" AOE, POW 13 gun
    • 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 - 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

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 : 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 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)

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)
    • 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)
RC symbol.png

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