Crucible Guard Mechaniks

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Crucible Guard Mechaniks
Crucible Guard Mechanik Solo


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]

Crucible Guard Mechaniks
250px
SPD 6
MAT 5
RAT 5
DEF 12
ARM 13
Cost 2
See also How to Read the statblock

Weapons[edit]

  • Carbine - 10" range, POW 10 gun.
  • Torch - 1" reach, P+S 10 melee weapon.
    • Damage Type: Fire - This weapon does fire damage.
    • Critical Continuous Fire - A model critically hit by this attack is set on fire. A model on fire suffers a POW 12 fire damage roll each turn until the fire expires.

Abilities[edit]

  • Breather - This model does not suffer gas effects.
  • Immunity: Corrosion - This model does not suffer corrosion damage, nor the continuous corrosion effect.
  • Immunity: Fire - This model does not suffer fire damage, nor the continuous fire effect.
  • Gunfighter - This model can use its ranged weapons even while in melee, but when it does so it can only target models it's in melee with. It can even make ranged attacks after charging.
  • Repair [d3+1] (★ Action) - This model can remove d3+1 damage points from a friendly Faction construct model in B2B.
  • All-Terrain (★ Action) - Target fiendly Faction construct model in B2B gains pathfinder for one turn.

Thoughts on Crucible Guard Mechaniks[edit]

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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.

Crucible Guard Mechaniks in a nutshell[edit]

Despite the name, the Mechanik comes as a solo - a solo who repairs and gives constructs Pathfinder. Not bad for two points but there's not much else to be said.

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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'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)

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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.
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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.
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Rules Clarification:  : Gunfighter      (Edit)
(Click Expand to read)

General
  • You cannot Aim if you start your activation in melee. (Infernal Confirmation)
  • A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).

Targeting

  • 1. Outside of melee
    • If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
  • 2. In melee, but didn't charge
    • If it didn't charge, it can target anyone it's "in melee" with.
    • This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
    • If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
  • 3. Charged into melee
    • If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
    • If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
    • However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
  • 4. Other targeting notes
    • Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee (although it may hit one accidentally, see "Missing" below).
    • If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.

Attack Roll

  • You use the Gunfighter's RAT for the attack roll.
  • Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
  • How the +4 DEF bonus for "being in melee" works with Gunfighters is:
    • they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
    • they never ignore it vs friendlies, because you cannot be in melee with a friendly target.
  • Obviously, if the Gunfighter isn't actually in melee with the enemy target, then the Gunfighter rules don't apply. So they do get the +4 DEF bonus as if it were a normal ranged attack (because it is).

Missing the Attack Roll

  • If you miss the attack roll then you need to randomly reassign the shot just like you would with a normal ranged attack shooting someone in melee. Because nothing in the Gunfighter rules say you ignore this part of the "Targeting a Model in Melee" (TMM) rules.
    • Do not include the Gunfighter model itself in potential 'randomees' (because you can't target yourself, as per the 4th paragraph of TMM) (Locked thread)
    • but do include models the Gunfighter is in melee with, and any friendly models that are in melee with them (as per the TMM rules).

Incorporeal Gunfighters

  • Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
  • Once they do that you're in melee and your target selection is limited to just models in melee (as explained above).

Gunfighter + an AOE weapon

  • If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
  • If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.

Gunfighter + a spray weapon

  • Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
  • If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.

Units of Gunfighters

  • If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
  • Redirected attack:
    • If they're still engaged, their initial attack (s) must be vs someone in their melee range.
    • If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
    • If they're unengaged, they are now free to shoot anyone within the gun's normal range.

Other interactions

  • Gunfighter vs Point Blank (Edit)
    • If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
    • These two abilities are subtly different, but it's an important difference.
    • Gunfighter allows you to make ranged attacks while in melee.
    • Point blank allows you to make melee attacks with your ranged weapon.
      • Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
      • Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
    • Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
      • Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
      • Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
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Rules Clarification : Repair      (Edit)

  • When repairing warjacks, you can choose which damage boxes to heal - they don't all have to be the same column.
  • If you get a +1 bonus to a repair roll, that is one extra hitpoint healed. Not +1 to the number of pips showing on the dice.
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Rules Clarification : All-Terrain      (Edit)

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Rules Clarification : Pathfinder      (Edit)