Combat Alchemists

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Combat Alchemists
Crucible Guard Unit

fluff blurb


CID icon.jpg

Rules subject to change.
This model is unreleased.

This model is part of the current CID cycle (What is CID?) and the information shown below does not represent its final rules.

This is a new model, and the information here is what was given at the start of the CID cycle

Basic Info[edit]

Combat Alchemists
250px
SPD 6
MAT 5
RAT 6
DEF 14
ARM 11
CMD 7
Unit Size 3
Cost 7 2.33 per model
See also How to Read the statblock

Weapons[edit]

  • Alchemicak Grenade - 6" range, POW 12, small AoE
    • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
      • Acid Blast - Models hit suffer Continuous Corrosion.
      • Blood of Urcaen - This attack causes Magical Damage. On a critical hit, upkeep spells and animi on the model/unit hit expire.
      • Ice Cage (★ Attack) - 10" range, POW 10 attack.
        Each time a target without Cold Immunity is hit by this spell it suffers a cumulative -2 DEF penalty for one turn and, if hit three times in one turn, it is made stationary for one round.
  • Dagger - 0.5" reach, P+S 7 melee weapon.

Abilities[edit]

Thoughts on Combat Alchemists[edit]

Recent Release icon.jpg

Recent Release
This model/theme has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Feel free to remove this warning if you, personally, have a good level of gameplay experience with the model, have reviewed this article, and either you A) agree with the content 100% or B) for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.

Combat Alchemists in a nutshell[edit]

A support unit for the Faction, the Combat Alchemists utilize some of the more powerful concoctions produced by the Golden Crucible on the battlefield. They should have a front line role helping their other units achieve their goals while remaining a threat to infantry and lighter targets. They should bring a strong suite of utility to the battlefield.

The Combat Alchemists are a cheap unit that can produce am advance deploying smoke wall and throw around grenades that both eliminate infantry thanks to automatic corrosion, and debuff high DEF targets thanks to Ice Cage - neither of which need to hit directly. They might not be worth seven points - but are an option for free in one of the theme forces and are excellent at that cost.

Combos & Synergies[edit]

Placeholder.

Drawbacks and Downsides[edit]

Placeholder.

Tricks and Tips[edit]

Placeholder.

Other[edit]

Trivia[edit]

Released 2018.03

Theme Forces[edit]

Placeholder.

Other Crucible Guard models[edit]

CGLogo.jpg

(Edit)

Battlegroups
Warcasters Aurum Legate Lukas di Morray - Aurum Adeptus Syvestro - Marshal General Baldwin Gearhart & Mr. Clogg - Aurum Lucanum Athanor Locke - Captain Eira Mackay
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Warcaster attachments Aurum Legate Alyce Marc - Sylys Wyshnalyrr (Mercenary) - Madelyn Corbeau (Mercenary)
"Junior" Prospero
Warjacks Light Heavy Colossal
Liberator - Retaliator - Vanguard Suppresor - Toro - Vindicator Vulcan
 
Units, Solos, & Battle Engines
Units Infantry - Assault Troopers - Combat Alchemists - Dragon's Breath Rocket - Rocketmen - Shock Troopers -
Ranking Officer : Doctor Adolpheus Morely
Solos Rocketman Ace - Mechanik - Trancer
Prospero - Gorman - Hutchuck
Battle Engines Railless Interceptor
 
Theme Forces
Primae Materia - Magnum Opus
Merc CG.jpg

(Edit)

Mercenary Battlegroups
Warcasters Ashlynn d’Elyse - Captain Bartolo Montador - Captain Damiano - Crosse2 - Durgen Madhammer - Drake MacBain - General Ossrum - Gorten Grundback

Requires a 2+ caster game.

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S
'Jack Marshals
"Juniors"
Captain Sam - Colbie Sterling - Rutger Shaw - Thor Steinhammer
Crosse1
Warjacks The mercenary battlegroup members you can include in a CG army depends entirely on what type of model is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
 
Mercenary Units, Solos, & Battle Engines
Units Hammerfall High Shield Gun Corps - Horgenhold Artillery Corps - Horgenhold Forge Guard - Ogrun Assault Corps - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Heavy Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages
Boomhowler & Co - Captain Sam - Blythe & Bull - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Ogrun Bokur
Alten Ashley - Anastasia di Bray - Bloody Bradigan - Bosun Grogspar - Colbie Sterling - Dirty Meg - Doc Killingsworth - Hawk - Crosse1 - Lord Rockbottom - Madelyn Corbeau - Major Harrison Gibbs - Dougal MacNaile - Eilish Garrity - Ragman - Rhupert Carvolo - Rutger Shaw - Sergeant Nicolas Verendyre - Stannis Brocker - Sylys Wyshnalyrr - Taryn - Thor - Viktor Pendrake
Battle Engines Hammerfall Siege Crawler


Rules Clarifications[edit]

Note to self: I need to update this rules section after the CID rules are finalised - juckto.
Rules Clarification : Breather - None yet. (Edit)

RC symbol.png

Rules Clarification : Corrosion      (Edit)

  • 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.
RC symbol.png

Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
RC symbol.png

Rules Clarification : Combined Ranged Attack      (Edit)

  • CRA cannot target models in melee, except for huge-based models.
  • Assault & CRA (Edit)
    • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)