Reliant

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Reliant
Cygnar Heavy Warjack

By taking the impressive bulk and chassis of the Ironclad and adding powerful voltaic weaponry, the Stormclad and Reliant were born. The Stormclad is equipped with an accumulator that draws on the galvanic energies of nearby Stormblades to augment its impressive storm-powered generator blade. The Reliant is built for versatility, whether enveloping the enemy with crackling electrical fields from a distance using its Stormbringer or driving the opposition to its knees with pulse hammer strikes.

Basic Info[edit]

Reliant
Reliant.png
SPD 5
STR 11
MAT 7
RAT 6
DEF 12
ARM 18
HP 30
Cost 14
See also How to Read the statblock

Weapons and Attacks[edit]

  • Stormbringer - 12" range, POW 13, AOE 3 gun
  • Pulse Hammer - 1" 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.
  • Immunity: Electricity - This model does not suffer electrical damage, and is ignored when determining lightning arcs.


Thoughts on Reliant[edit]

Reliant in a nutshell[edit]

The Reliant is Cygnar's second cheapest ranged heavy warjack - and the cheapest electrical heavy. Its gun is useful in area-control against infantry, as even shield-walled formations will thing twice entering into a POW 13 hazard. Its Pulse Hammer also has a respectable strength, and with the inherited high MAT of the Ironclad chassis, it usually has no trouble to hit the targets. Sadly, in a faction of outstanding jacks, this master-of-none approach leaves it to be "just" an OK choice, which often puts it at the bottom of the barrel.

Combos & Synergies[edit]

  • Storm Division - The Reliant is an electrical jack and combos with other electrical sources like Nemo3, the Silver Line Stormguard, and the Firefly. Since all of your stuffs are immune to electricity, you can shoot low-DEF ones into the back to create deterrent templates wherever you want.
  • Along with Cyclones, Stormsmith Grenadiers, and Stormwalls, they can create templates to be dragged into by Haley2's Telekinesis, Sturgis' feat, or simply get pushed into by the ATGM's Thunderbolt round, or slammed by the Hurricane's main guns.

Drawbacks & Downsides[edit]

  • Perhaps more than any other jack in the faction, it is an in-between choice:
    • If you aren't running an electrical theme it's normally worth upgrading to a Defender. If so, and you bring any version of Nemo, Dynamo cracks armor better.
    • As for the AoE, Cyclones cover a wider area, accurately. Avengers have a big AoE and a blade that stalls other jacks.
    • In close combat its hammer's special effect relies on critical rolls. Defenders have automatic cortex damage. Ironclads hit harder, are cheaper and have Tremor attack. Stormclads hit much harder, have electro-leap and a buckler.

Tricks & Tips[edit]

  • Blocking infantry is useful.
  • Like the Defender it does far more damage in melee than at range. Use accordingly.

Other[edit]

Trivia[edit]

  • This model first appeared in Warmachine: Vengeance (2014)
  • The Reliant is a plastic multi-kit based on the same chassis as the older metal Stormclad. The metal version is being phased out of production.

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 - 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

(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 - 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 : Electro Field      (Edit)

  • Hazard templates and "non-hazard damage" templates (Edit)
    • Some templates are defined as 'Hazards' but some, like Creeping Barrage, are not.
    • Damage templates from spells:
      • Spells which leave a template and are not described as a hazard will do magical damage to models that walk around in them. (Example: Razor Wall)
      • Spells which leave a template and are hazards will not do magical damage to models that walk around in them. Instead, they do whatever damage type is specified by the spell description. (Example: Breath of Corruption).
      • (Infernal Ruling)
    • A model which is "placed" also counts as "entering" an area, so the hazard will damage any one who teleports/spawns into it, too.
    • If two hazard templates are overlapping, a model that enters them will take two points of damage.
    • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance).
    • Damage from a hazard is not considered to be from the weapon/spell that originally put it into play (so it doesn't gain the Damage Type or any other special rules of the weapon/spell).
RC symbol.png

Rules Clarification : Critical Thunderclap      (Edit)

  • 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 : Electricity - None yet. (Edit)