Storm Strider

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Cygnar Stormsmith Battle Engine

Towering above its enemies, the lightning-wreathed Storm Strider moves across the battlefield raining voltaic death upon all who stand against Cygnar. Its lightning cannon is one of the most potent weapons in the Cygnaran arsenal and represents the pinnacle of stormsmith achievement. More devastating still is the Storm Strider's ability to capture and store the energy of enemy attacks, adding this deadly kinetic force to its withering lightning blasts.

Basic Info[edit]

CID icon.jpg

This model's rules are currently under development
This model is part of the current CID cycle (What is CID?) and the information shown below does not necessarily represent its final ruleset.

This is a existing model, and the information here is the rules it had before the CID cycle. If you wish to document the CID changes before they're finalised, please do so under the Recent Changes heading.

Storm Strider
Storm Strider.jpg
SPD 5
MAT 6
RAT 6
DEF 10
ARM 19
CMD 10
HP 22
Cost 18
See also How to Read the statblock

Weapons[edit]

  • Lightning Cannon - 14" range, POW 15, ROF 2 gun
  • Stomp - 1" reach, P+S 13 melee weapon. Not the main thing it does.
    • Lightning Generator - As above

Abilities[edit]

  • Battle Engine - All Battle Engines share the same special rules. Most notably being huge, having two fields of fire, and being immune to knock down, stationary, etc.
  • 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.
  • Dual Attack - This model can make both melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
  • Repulsor Field - Models that hit this model with melee attacks are pushed away.
  • Superconduction - When a friendly Faction model makes an attack with a ranged weapon with Damage Type: Electricity targeting an enemy model in the Storm Strider's CMD range, the attacking model gains +2 to its attack roll.
  • Kinetic Accumulator - When the Storm Strider is hit by a melee or ranged attack made by an enemy model, it gains one power token. The Storm Strider can have up to three power tokens at any time. During its activation, the Storm Strider can spend power tokens to boost one attack or damage roll for each token spent.

Thoughts on Storm Strider[edit]

Storm Strider in a nutshell[edit]

The Storm Strider is Cygnar's lightning themed, self-enhancing battle engine both capable of putting out a lot of lightning arcs and of hurting heavies at range. At close range it's murderously accurate and makes all your other lightning bolts accurate. And in melee, enemy heavies (who normally see a battle engine as lunch) bounce off it. It's quite suprisingly tough; heavies get one attack in before the Repulsor Field (Reach gives them a second), and although charging Weapon Master infantry should be able to take it apart, it's a lightning themed model - it fries them before they charge it.

Combos & Synergies[edit]

Drawbacks & Downsides[edit]

  • Like all Battle Engines, a Storm Strider costs about as much as an expensive heavy warjack but only has the damage boxes of a light warjack
  • A skilled opponent will almost never charge the acumulator - they will leave the Storm Strider alone until they are ready to trash it.
  • A skilled opponent will position a model so the repel ability doesn't save the Storm Strider (although it's surprisingly good)

Tricks & Tips[edit]

  • Charge and then shoot for extra range
  • Look for low defense targets that can be used to leap off of. An especially useful one is objectives, which generally have squishy support units skulking nearby. The Storm Strider has the range to lure your opponent into thinking they are safe.
  • Don't forget about his melee attack. Because he has dual attack, he can easily get 3 lightning generators and not lose any effectiveness.
    • You can also have him kick an engaged warjack in the back, causing lightning to hit the models engaging them and allowing the warjack to walk free. The POW is low enough that the jack won't suffer crippling damage.

Notable changes from Mk2[edit]

  • They gained a melee attack
  • Electroconduction range increased dramatically


Other[edit]

Trivia[edit]

  • Originally released in the Warmachine: Wrath expansion book (2011)

Theme Forces[edit]

Other Cygnar models[edit]

CygnarLogo.jpg
Battlegroups
Warcasters Jakes2 - Darius - Kraye - Sloan - Haley1 - Haley2 - Haley3 - Nemo1 - Nemo2 - Nemo3 - Stryker1 - Stryker2 - Stryker3 - Sturgis1 - Constance - Caine1 - Caine2 - Caine3 - Maddox - Siege
C
Y
G
N
A
R

(Edit)

Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers BGC Journeyman - Jakes1
Marshals Runewood - Strangeways - Stormblade Captain - 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 - Trencher Cannon - Trencher Chain Gun - Trencher Commandos - Trencher Infantry
Black 13th Gun Mage Strike Team

Ranking Officer CA : Captain Jonas Murdoch

Solos Arcane Tempest Rifleman - Captain Adept - Journeyman Warcaster - Squire - Stormblade Captain - Stormcallers - Trench Buster - Trencher Master Gunner
Runewood - Strangeways - Maxwell Finn - Harlan Versh - Jakes1 - Laddermore - Harrison Gibbs - Viktor Pendrake
Battle Engines Storm Strider
 
Theme Forces
Storm Division - Heavy Metal - Sons of the Tempest
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 : Battle Engine      (Edit)

  • Do not confuse the Colossals & Gargantuans rules with the Battle Engine rules just because they're both huge based.
  • Of all the things that can't happen to a Colossal/Gargantuan (such as gaining Stealth, being placed, etc), about 90% of them can happen to a Battle Engine.

Rules Clarification : Construct - None yet. (Edit)
Rules Clarification : Electricity - None yet. (Edit)

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Dual Attack      (Edit)

  • There is no penalty for shooting an enemy you are in melee with, however if you miss it must still be re-rolled vs a new random target.
    • If the new random target is a friendly it will get the DEF bonus, since you can't be in melee with friendlies.
  • You can target a model they are not in melee with with a ranged attack. (Infernal Ruling)
  • Dual Attack & Drag ( Edit )
    • This is pretty-much limited to just the Prime Axiom under Syntherion
    • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
    • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
    • If you didn't charge then ... just go nuts. There's no restrictions that I know of.

Rules Clarification : Repulsor Field      (Edit)

  • A model that starts B2B and hits you will be exactly one inch away after resolving Repulsor Field, so will still be just in range to hit you with a 1" melee range weapon. Similarily, after 2 hits they will be exactly 2" away and still ... etc.
  • Push (Edit)
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)

Rules Clarification : Superconduction - None yet. (Edit)
Rules Clarification : Kinetic Accumulator - None yet. (Edit)


Rules Clarification : Disruption      (Edit)

  • If a model is disrupted, it cannot get focus for any reason. Whether the rule says 'allocate', 'gain', 'receive' or 'give' ... Disruption stops it all. (Infernal Ruling)
  • Despite being unable to channel spells, a warjack can still be the target of spells just fine.

Rules Clarification : Lightning Generator - None yet. (Edit)