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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[edit]

STR 11
DEF 12
ARM 18
HP 30
Cost 18

Weapons and Attacks[edit]

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

Special Abilities[edit]

  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy.
  • Construct - This model is a construct and is not a living model.
  • 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 CTRL range, Dynamo 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 - For each melee or ranged attack that hits an enemy model during his activation, Dynamo gets a cumulative +1 damage on its next attack(s).
  • Insulated Frame - Models in B2B with Dynamo gain Immunity: Electricity.
  • Immunity: Electricity - This model does not suffer electrical damage, and is ignored when determining lightning arcs.

Thoughts on Dynamo[edit]

Dynamo in a nutshell[edit]

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[edit]

  • Any of the Nemos love to have him along as his personal jack as the reroll makes the multifire more likely to hit.
    • Commander Adept Nemo can ensure Dynamo can boost every single damage roll with the Firestorm Cannon thanks to Field Marshal: Supercharged.
    • General Adept Nemo can use Energizer to solve his short range issues and use his feat to power him.
    • Artificer General Nemo 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 can start off his Battle Spear melee attacks at P+S 18 with Captain Jeremiah Kraye 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.
  • Captain Victoria Haley can make it easier for Dynamo to hit its target with Temporal Barrier and her feat gives a potential 5 shots for that turn.
  • Captain Kara Sloan can offer Guided Fire, but can struggle to provide enough focus to boost Dynamo's damage rolls.
  • 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.
  • Between his feat, Calamity and the Firefly's ionisation, Caine's Hellslingers allows you to start the damage chain off at the equivalent of POW19.
    • Which also works wonders at fixing Dynamo's RAT, giving an effective +5 swing against a target with Calamity applied to it.

Drawbacks & Downsides[edit]

  • 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.

Tricks & Tips[edit]

  • 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.

Comparison to Mk2[edit]

Chain Reaction now only adds to damage of the following attack instead of damage roll. He lost Set Defense.



Theme Forces[edit]

  • Heavy Metal (Article) (Category), but only if taken in Nemo's battlegroup.
  • Sons of the Tempest - (Article) (Category), but only if taken in Nemo's battlegroup.
  • Storm Division - (Article) (Category), but only if taken in Nemo's battlegroup.

Other faction models[edit]

Warcasters Jakes2 - Darius - Kraye - Sloan - Haley1 - Haley2 - Haley3 - Nemo1 - Nemo2 - Nemo3 - Stryker1 - Stryker2 - Stryker3 - Sturgis1 - Constance - Caine1 - Caine2 - Caine3 - Maddox - Siege1 - Siege2
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers BGC Journeyman - Jakes1 - T. Warcaster Lieutenant
Marshals Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA
Light warjacks Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy warjacks Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, & Battle Engines
Units Gun Mages - Mechaniks - Long Gunners - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - T. Cannon Crew - T. Chain Gun Crew - T. Commandos - T. Express Team - T. Long Gunners - T. Infantry - T. Mechaniks
Black 13th Gun Mage Strike Team

Ranking Officer CA : Captain Jonas Murdoch

Solos Arcane Tempest Rifleman - Captain Adept - Journeyman Warcaster - Squire - Stormblade Captain - Stormcallers - T. Buster - T. Master Gunner - T. Patrol Dog - T. Warcaster Lieutenant
Runewood - Strangewayes - Maxwell Finn - Anson Hitch - Harlan Versh - Jakes1 - Bastian Falk - Gwen Keller - Laddermore - Harrison Gibbs - Viktor Pendrake
Battle Engines & Structures Storm Strider - Trencher Blockhouse
Theme Forces
Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Merc cygnar.jpg


Mercenary Battlegroups
Warcasters Ashlynn - Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten
Requires a 2+ caster game
Other Controllers Mini-casters Gastone Crosse - Rorsh & Brine - Brun Cragback & Lug
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Cygnar army depends entirely on which mercenary 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.
Units, Solos, & Battle Engines
Units High Shields - Horgenhold Artillery - Forge Guard - Ogrun Assault Corps - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages
Alexia1 - Sam & the Devil Dogs - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Anastasia - Bradigan - Eilish Garrity - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gastone - Gorman - Hutchuk - Lanyssa - Rockbottom - Dougal - Ragman - Raluk - Rhupert - Rorsh & Brine - Savio - Sergeant Nicolas - Stannis - Taryn - Thor
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Battle Engines Hammerfall Siege Crawler

Rules Clarifications[edit]

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)

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.

Rules Clarification : Electricity - None yet. (Edit)

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.
    • Exception: Battlegroup Controllers and Lesser Warlocks cannot take their bonded warjacks/warbeasts in theme forces (eg Kharybdis with Aiakos1) because BC & LW are specifically not warcasters/warlocks. (Infernal Ruling)
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)