Hurricane

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Cygnar Colossal

fluff blurb

Basic Info[edit]

Hurricane[edit]

Hurricane
No image.jpg
SPD 5
STR 17
MAT 6
RAT 6
DEF 10
ARM 19
HP 56
Cost 39
See also How to Read the statblock

Weapons and Attacks[edit]

  • Storm Emitter (x2) - 12" range, POW 16 guns
  • Cannon (x2) - 14" range, POW 13, AOE 4 guns
  • Shock Fist (x2) - 2" reach, P+S 20 melee weapons
    • Open Fist - This warjack/warbeast may make Throw Power Attacks.
    • Cortex Damage - When a warjack is hit by this weapon, it suffers 1 damage point to its first available Cortex system box.

Special Abilities[edit]

  • Colossal - Colossals are giant warjacks, even bigger and stompier. They all share a stack of standard special rules.
  • Construct - This model is a construct and is not a living model.
  • Immunity: Electricity - This model is not damaged by electric weapons, and is ignored when determining lightning arcs.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Turbulence - Models activating near this model lose Flight. This ability affects a large area.
  • Arc Node - This model can channel spells cast by its controlling Warcaster.


Thoughts on Hurricane[edit]

Hurricane in a nutshell[edit]

The Hurricane is Cygnar's second Colossal - an arc node centrepiece for your army (so it can extend the range of spells - but won't get back arc bonusses) with two very powerful main guns and a couple of decent secondary guns. As a rule the Stormwall is better at hurting infantry and gets lightning pods, the Hurricane is better at hurting armoured targets and gets an arc node.

Combos & Synergies[edit]

  • ARM 19 is fair, but not exactly exceptional. With such a large points investment, you want to be casting Arcane Shield on the Hurricane to keep it in the game as long as possible.
    • So if that's not available to your Warcaster, it really is a good idea to include a Journeyman Warcaster.
  • Its main guns are electrical meaning it takes all the electrical buffs and suffers electrical immunities - models like the Firefly and Nemo3 buff it
  • Assassination 'casters love the potential of the enemy Warcaster getting knocked down. the Slam from the Storm Emitters offers this from a significant distance.

Drawbacks & Downsides[edit]

  • The more jacks you have, the more Power Up focus you have access to. With two Defenders, you can have two fully boosted (i.e. hit and damage rolls) Heavy Barrel shots. With the same two focus applied to a Hurricane, you can only fully boost one Storm Emitter shot and either boost the attack roll or damage roll for the 2nd.
    • This is what makes a Hurricane a worthwhile option with Caine2 - Fire for Effect means you fully boost one Storm Emitter, allocate one focus to boost the attack roll of the second and use the Power Up focus to boost the damage roll.
  • It's not a Stormwall. The Lightning Pod offers all sorts of tactical play via Electro Leaps and Lightning Generator on other Cygnaran models as well as being able to contest flags and zones.
  • Despite being able to shoot when engaged, it still can't arc spells when engaged.

Tricks & Tips[edit]

  • Flatten everything. Worry about engaging if you really want the arc node to come into play.

Comparison to Mk2[edit]

  • There wasn't the Power Up rule.


Other[edit]

Trivia[edit]

  • The rules were published in the Warmachine : Reckoning expansion book (2015), but only released in April 2017.
  • Part of the "second wave" of colossal models.

Theme Forces[edit]

Themes for non-character warjacks (Edit)


Other faction models[edit]

CygnarLogo.jpg
(Edit)
Battlegroups
Warcasters Jakes2 - Darius - Kraye - Sloan - Haley1 - Haley2 - Haley3 - Nemo1 - Nemo2 - Nemo3 - Stryker1 - Stryker2 - Stryker3 - Sturgis1 - Constance - Caine1 - Caine2 - Caine3 - Maddox - Siege1 - Siege2
C
Y
G
N
A
R
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers BGC Journeyman - Jakes1 - T. Warcaster Lieutenant
Marshals Runewood - Strangeways - 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 - Strangeways - Maxwell Finn - Anson Hitch - Harlan Versh - Jakes1 - Gwen Keller - Laddermore - Harrison Gibbs - Viktor Pendrake
Battle Engines & Structures Storm Strider - Trencher Blockhouse
 
Theme Forces
Storm Division - Heavy Metal - Sons of the Tempest - Gravediggers
Merc cygnar.jpg

(Edit)

Mercenary Battlegroups
Warcasters Ashlynn - Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten
Requires a 2+ caster game
C
Y
G
N
A
R
M
E
R
C
E
N
A
R
I
E
S
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 - 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]

Rules Clarification : Electricity - None yet. (Edit)

Rules Clarification : Thunder Charge      (Edit)

  • Refer the rules recap on slamming.
  • Colossals only get +2" on Power Attack Slams, so you don't get that bonus slam movement with Thunder Charge.
  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

Rules Clarification : Open Fist (aka, Power Attack Throw)     (Edit)

  • See the Throw article for a recap of the core Throw rules.
  • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws.
  • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
  • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
  • Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. The Infernals are currently checking it.

Rules Clarification : Cortex Damage      (Edit)

  • The damage to the cortex is applied before making your normal damage roll.


Rules Clarification : Colossal      (Edit)

Rules Clarification : Construct - None yet. (Edit)

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Turbulence      (Edit)

  • They can activate outside your Turbulent zone and fly inwards with no problems.
  • This ability affects friendly as well as enemy models. Although it's moot, since Cygnar doesn't have access to any flying models ... meh, could still come up in a team game.

Rules Clarification : Channeler and/or Arc Node     (Edit)

  • You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
    • If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS.
  • You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
    • If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the DEF bonus.
  • Since Stealth has both a LOS component (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed); this can lead to some non-intuitive interactions between channeling and stealth when either the caster or channeler is able to ignore stealth.
    We've put a bunch of examples on the Category:Channeler page.