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Cygnar Storm Knight Unit
Stormblades are ready to face insurmountable odds and wield the most advanced mechanika Cygnar has to offer. These heavily armored soldiers are each handpicked to become knights of storm. Supplementing ancient martial tradition with state-of-the-art weaponry, in combat Stormblades are surrounded by a nimbus of flashing lightning, a sight that represents a fearsome presage of the future of Cygnaran warfare
Storm Gunner - Weapon Attachment
Cygnar’s arcane mechaniks devised the Storm Thrower to both provide storm knights with covering fire and to enhance the accuracy of blasts produced by Storm Glaives.
Officer & Standard Bearer - Command Attachment
Each elite soldier carries a potent mechanikal glaive capable of slicing through steel and generating powerful electrical blasts. These armoured knights are the vanguard of Cygnar's mechanikally advanced military.
| Unit Size
|| 6 in the base unit, +2 CA, +0-3 WA
|| 10 for base unit, +5 for CA, +2 per WA
||1.9 per model
|See also How to Read the statblock
Weapons and Attacks
- Rod Bolt - 6" range, POW 14 gun
- Storm Rod - 2" reach, P+S 15 melee weapon
- Glaive Bolt - 4" range, POW 12 gun
- Storm Glaive - 1" reach, P+S 13 melee weapon
- Storm Gunner (WA)
- Storm Thrower - 10" range, POW 12 gun
- Electrical Current - If you hit with this weapon, the remainder of the unit automatically hit that target with their Storm Glaive Blasts.
- Damage Type: Electricity
- Electrical Blade - 1" reach, P+S 13 melee weapon.
- Officer & Standard Bearer (CA)
- Storm Glaive Blast - 4" range, POW 12 gun
- Storm Glaive - 1" reach, P+S 13 melee weapon
- Entire Unit
- Immunity: Electricity - This model does not suffer electrical damage, and is ignored when determining lightning arcs.
- Combined Melee Attack - This unit can combine their melee attacks together to get a bonus on accuracy and damage.
- Leader only
- Electrical Arc - Models near the Leader gain extra RNG, and a small buff to both melee & ranged damage rolls.
- Officer only (CA)
- Officer - This model is the unit commander even if the unit has a Leader model.
- Granted: Assault - While this model is still alive and in formation all of the unit gains Assault. (Assault - This model may make a ranged attack as part of its charge.)
- Iron Zeal (Minifeat) - Once per game, for one round the unit gains +3 ARM and cannot become stationary or knocked down. Models lose the bonus while out of formation.
- 'Jack Marshal - All 'jack marshals share the same set of special rules, which basically amount to: This model is not a warcaster but may control a warjack.
- Standard Bearer only (CA)
- Conductor - If a Stormsmith Stormcaller makes a (★ Attack), this model counts as a friendly Stormcaller too.
- Standard Bearer - While the standard bearer is within 5" of the unit commander, the commander gains +2 CMD.
- Take Up - If this model is killed you may instead remove a Grunt within 1". Remove any effects on this model, and apply any effects that were on the old grunt.
Thoughts on Stormblade Infantry
Stormblade Infantry in a nutshell
Stormblades are a hard hitting infantry unit that can be used in two ways. First as a minimum unit as effectively Cygnar's in faction weapon master infantry to break up heavy armour. Second by going all in, getting the command attachment to give them Iron Zeal (to ward off shooting) and Assault - and the weapon attachment so when they assault if the first attachment hits so does the entire unit. This unit is incredibly complicated between the unit leader's rod, assault from the CA and the Stormgunners. It can be challenging getting all of the parts to work perfectly, and they can eat up a lot of clock in tournament games, if played without practice.
Thoughts on adding the CA
Without the Command Attachment, you will almost never use the gun. Assault sends their already high power output through the roof. It also ensures that models that couldn't make it into combat can still add to the damage. Assault gives them an effective range of 14", which can surprise some opponents.
Iron Zeal helps their survivability immensely. Against most armies, it is best to use turn 2. Turn 1 most everyone runs, with a handful of long range pot shots taken. Turn 2 is when most armies are in range, but haven't hit melee yet. This mini-feat bumps them up to levels where infantry guns will struggle to kill them. Additionally, if you are getting tough from something like Rhupert Carvolo, they can't be knocked down, which significantly increases their chance of survival.
This is also one of the few CA's in the game where the standard bearer has a weapon and is a combat model. If he dies, don't have a grunt take-up. Only grunts can be promoted to have the big rod, and that is vital to their hitting power. You want as many grunts as possible who can be promoted. The Stormcaller triangulation point is highly situational.
Thoughts on adding the WA
The Stormgunner is a great way to beef up the unit, since he is just as capable in melee. If you are assaulting a large target, like a colossal or heavy jack, make sure to have them shoot first. If the stormgunner hits, a full unit of stormblades can kill a colossal in one round, thanks to their assault shots and charge attacks. These are also a great way to use up extra points in a list.
Most of the time these guys will be run in the Storm Division theme force, and they're not currently allowed in any other Cygnar themes. The Storm Division gives them a well-deserved mobility boost with Advance Move and also features the full spectrum of electrical-themed models which can buff them, namely
They can also be taken in the Mercenary Llaelese Resistance theme force, which really likes heavy-hitting infantry.
- Trencher Infantry can screen them from charges, and they are favoured choices for this theme.
- Gibbs gives Llaelese Stormblades Feign Death and Reposition.
Combos & Synergies
They die to shooting so:
- anyone with Deflection or Deceleration helps.
- The trusty Arcane Shield, or Dauntless Resolve are always useful, especially when paired with their minifeat.
- Stryker1's feat also helps them to reach the front in one piece, or stand against a counter-attack, even against charging, weapon-master infantry.
- Their presence charges up the jack, leaving more focus for your warcaster.
- If you take the risk, you can put it under the care of the Officer for marshalling. This is not always advised though. The officer has no Drive, and is already a high priority target. Making this unit effectively a 33 point-unit will draw a huge bullseye on him. If you want to marshal a jack, choose a Sentinel, which might guard your investment.
- This unit seriously needs Pathfinder - so Rhupert is a good choice as a Merc solo.
- Ragman or Gorman are also worth considerating as your mercenary solo choices due to their damage buffs.
Drawbacks and Downsides
- They resist blasts, but direct shooting clears them off quickly. Also beware Snipers, Corrosion and Anatomic Precision.
- Short melee reach and short-ranged shooting.
- If you add all the extras, their cost can fly away pretty fast. Finding the balance can be difficult.
- Both the leader and the Officer are high priority targets.
Tricks and Tips
- If you have the trimmings assault with the weapon attachments first - that way they hit and all the other blasts will.
- If your opponent uses RFP on the Leader model, or just kills it, while under his control, then you lose the Rod Bolt and Electrical Arc (because Field Promotion doesn't occur after a RFP, or getting killed while under the opponent's CTRL).
- In MK1, the leader's weapon was called the Storm Rod - and if you lost the leader you lost the electrical arc (just as you lost orders when you lost the leader in MK1). Now it's just a badge of office.
- The unit (not including UA or WA) was originally released in Warmachine: Prime (2003)
- The UA was released in Warmachine: Escalation (2004)
- The WA was released in Forces of Warmachine: Cygnar (February 2010).
Other Cygnar models
Rules Clarification : Electricity - None yet. (Edit)
Rules Clarification : Combined Melee Attack (Edit)
- Each CMA only counts as a single attack, no matter how many participants are involved. This means, for example, that if Satyxis Raiders damage a warjack and trigger their Feedback ability, the enemy warcaster will only take 1 damage total, not 1 for every Raider.
- Any bonuses (such as back strike) or penalties (such as the target being behind cover) are determined according to the model leading the CMA (the attack leader).
- If the participants have buffs/debuffs but the attack leader doesn't ... then the CMA doesn't because only the attack leader matters. Simple as that.
- A single unit can perform multiple CMAs, utilising different groupings of models. eg a unit with 10 models could make one 10-man CMA, two 5-man CMAs, or five 2-man CMAs, or etc.
- CMA for units that have more than one melee weapon (the short version)
- Once you have more than one melee weapon, charging becomes a bit complicated. There are two important rules:
- A model which charges must use its first attack to make a charge attack. It can't "skip ahead" to contributing its second non-charge attack before it's resolved its first attack.
- For a CMA to gain the charging bonus, then all contributors must be contributing a charge attack.
- These two rules have a few, slightly confusing implications. Click the expand box below for a full breakdown.
| CMA for units with more than one weapon (the long version) (Edit)
| The following example is about Satyxis Raiders, but is equally applicable to other units with two CMA:
- Each Raider gets two attacks. Both, one, or neither can be a CMA as you choose.
- If you are doing two CMA in a row, then you should note that the second CMA doesn’t have to use the same “primary attacker” or the same “participants” as the first CMA.
- For instance, you could have the first CMA with raider A being the "primary attacker" and raider B being the "participant",
- then for the second CMA have raider B the "primary attacker" and raider A the "participant".
- Or leave A alone for a moment and use B plus C. Whatever takes your fancy.
- Primary attackers and participants don't have to use the same weapon. So, continuing with the above example, you could have primary A use lash and participant B use horns, then primary B use lash and participant A use horns. Effectively granting you two lash attacks with CMA bonuses!
- Combined Melee Attack and charging
- Remember the 2 rules above?
- Rule 1 means you cannot contribute your second, non-charge attack before you have resolved/contributed your first attack.
- Rule 1 means you cannot "skip ahead" to resolving your second, non-charge attack before you have resolved/contributed your first attack.
- but wait, there's more!
- However, thanks to the "Units with Combined Melee Attack ignore the rule that one trooper's combat action cannot begin until the previous model's combat action ends" rule, you can "pause" your second attack if you want to do a CMA with it later. For example:
- Model A performs its charge attack.
- Model B performs its charge attack. (Interrupting A)
- Model C performs its charge attack. (Interrupting B)
- CMA using A, B & C's remaining attack.
Rules Clarification : Electrical Arc (Edit)
- If you add the CA, the Officer does not take over the Electrical Arc buff. It is still measured from the Leader model.
- If the Leader is RFP'd before reaching "Destroyed", then you do not get to resolve Field Promotion. This means you completely lose the Leader model, his weapons, and his special rules.
Rules Clarification : Electrical Current (Edit)
- Attacks which are out of range will still automatically miss. Refer Step 3 vs 4 in the Attack Sequence appendix.
Rules Clarification : Officer (Edit)
- Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
- When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
- But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
Rules Clarification : Tactics vs Granted (Edit)
- Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
- Tactics = The unit keeps the ability for the entire game, regardless of who dies.
Rules Clarification: : Assault (Edit)
(Click Expand to read)
Step 1: Declare the charge
- Are you in already melee? With any enemy, not just your charge target?
- If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
- If no, continue to Step 2.
- Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
- You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).
Step 2: Move the charging model
- As soon as the movement is finished, determine whether it was a successful charge or not.
- Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
- Do this before resolving your Assault attack.
- Did you make a successful charge? You get the ranged attack even though you're "in melee". Refer to the latest Errata.
- Did you fail the charge? You still get the Assault shot anyway.
- Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee". Refer to the latest Errata and also this (Infernal Ruling)
- Now that you've figured out whether the charge successful, you (or your opponent) can trigger "Ends Movement" effects.
- Nothing that happens from this point onwards will retroactively change a failed charge into a successful charge, or vice versa.
- If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
- If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
The Infernal Ruling dictates that Assault is not a "triggered ability" (since if it was, you wouldn't be able to cast a spell between ending movement and using your Assault shot).
Thus Assault will never occur simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot
Step 3: Make the ranged attack
- The ranged attack is optional.
- Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)
- Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
- Make your ranged attack vs your charge target
- If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
- A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
- If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
- Is the target in melee with the shooter?
- If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
- If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.
Step 4: If you miss
- If you miss the target, and the target is not in melee with you, then resolve it the same way as a normal ranged attack.
- If you miss the target, and the target is in melee with you, then ...
- Randomly reassign the shot (as per the TMM rules) (nothing in Assault says it ignores this).
- Do not include the shooting model in potential 'randomees' (because you can't target yourself as per the 4th paragraph of TMM) but do include models the shooter is in melee with (as per the TMM rules).
- If the shot is randomly reassigned to a friendly model, then they will always get the +4 DEF bonus. The only way to ignore that bonus is if the 'point of origin of the attack is in melee with the target' and you can never be in melee with a friendly model.
Step 5: After finishing the Assault attack
- If it was an unsuccessful charge, your activation now ends.
- If it was a successful charge, and your charge target is ...
- still alive, then you get your charge attack (as per the charge rules)
- dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
- Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).
- Move all models in the unit before making any Assault attacks. (Infernal Ruling)
- Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
- Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
- If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
- You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
- Assault & CRA (Edit)
- You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)
- Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
- Assault vs Countercharge ( Edit )
- With reference to the Activation Timing (Apdx A), Countercharge occurs at Step 5, and Assault occurs at Step 5 for independent models and Step 6 for units. (Infernal Ruling about the Step 6)
- So, if a model with Assault finishes its charge movement within range of a model with Countercharge then...
- If it's an independent model then you need to resolve the Assault shot before making the Countercharge move. This is because both abilities occur at the same time but active player effects are resolved first.
- But if it's a model belonging to a unit, then you need to resolve the Countercharge immediately, then finish moving the rest of the unit, then start Assault shots.
- Assault & Drag ( Edit )
- You determine whether a charge was successful or not before making the Assault attack.
- If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
- It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
- You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
- Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
- You won't be able to purchase additionals (because your activation ended).
Rules Clarification : Iron Zeal (Edit)
| Restrictions on "Any Time" abilities (Edit)
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
- Running, failing a charge, or failing a slam.
- Abilities that include "then its activation ends" (such as Reposition and Teleport).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
- Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
- In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
- If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
- Units with "Any Time" abilities
- Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
- Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
- So, for example:
- You cannot use a minifeat after the Officer runs. (Infernal Ruling)
- You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
Rules Clarification : 'Jack Marshal (Edit)
- Marshals can take character jacks (unlike in Mk2). (Closed thread)
- Although they never get the Power Up bonus, a marshaled warjack can gain focus via other means (such as Accumulator, Empower, Spirit Harvester, etc).
- They can do this even after the Marshal dies and they become autonomous (unlike in Mk2).
- 'Jack Marshal & Ranking Officer (Edit)
- If a Ranking Officer joins a unit with the 'Jack Marshal ability, then they can still only take Mercenary warjacks - they don't gain access to Faction warjacks. (Infernal Ruling)
- They can control that mercenary warjack as normal, even though they're technically no longer the same faction as the jack. (Infernal Ruling)
Rules Clarification : Take Up (Edit)
- The model taken off the table is effectively killed by Take Up, not the original attack, so it will stop abilities like Berserk and Killing Spree. (Locked thread)
Rules Clarification : Conductor - None yet. (Edit)
Rules Clarification : Standard Bearer (Edit)
- If the Officer dies, the Standard Bearer can give the CMD bonus to the Leader model.
Note to Editors