Stormsmith Grenadiers

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Cygnar Stormsmith Unit

Cygnar’s stormsmiths do not balk at the strange and sometimes hazardous mechanikal innovations conceived by the brilliant mind of Artificer General Sebastian Nemo. These men and women embrace such lightning-spewing creations with the same enthusiasm and curiosity that first drew them to the stormsmithing arts. Bringing experimental storm chamber technology to the front lines, grenadiers create volatile electrical fields able to take on different properties of electromagnetism and kinetic force.

Basic Info[edit]

Stormsmith Grenadiers
Stormsmith Grenadiers.jpg
SPD 6
MAT 5
RAT 6
DEF 13
ARM 11
Unit Size 3
Base 30mm
Cost 7 2.3 per model
See also How to Read the statblock

Weapons & Attacks[edit]

  • Storm Grenade- 6" range, 3" AOE, POW 13 gun
  • Sword - 0.5" reach, P+S 7 melee weapon

Special Abilities[edit]

  • Immunity: Electricity - This model is not damaged by electric weapons, and is ignored when determining lightning arcs.
  • Force Barrier - This model gains +2 DEF vs ranged attacks and is immune to blast damage.


Thoughts on Stormsmith Grenadiers[edit]

Recent Release icon.jpg

Recent Release
This model/theme has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Feel free to remove this warning if you, personally, have a good level of gameplay experience with the model, have reviewed this article, and either you A) agree with the content 100% or B) for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.

Stormsmith Grenadiers in a nutshell[edit]

Stormsmith Grenadiers are a three person utility unit designed to mess with the enemy in interesting ways. Dragging them together, slowing them down, or messing up infantry by leaving templates. And they are very resistant to shooting.

Combos & Synergies[edit]

  • Sources of electrical damage love Cygnar's electrical buffs like the Firefly, the Silver Line Stormguard, and the Storm Strider. The latter now makes their attack against enemies in its CMD range technically MAT8.
  • Stormsmith Grenadiers love Captain Victoria Haley's Temporal barrier. It helps them hit, it helps them not get charged. And speed debuffs stack.
  • Major Victoria Haley has some fun interactions with them,
  • They have nice attacks, making them a good choice to Snipe

Drawbacks and Downsides[edit]

  • They die in melee, to magic, and to AoEs that set people on fire.
  • The range of their weapon is nothing short of ridiculous - even if their Kinetic Grip grenade hits a Khador heavy with a 1" melee RNG, it can still charge and reach them next turn. Don't expect them to survive for long, once they threw their grenades.

Tricks and Tips[edit]

  • Screen them - they're too expensive to expose at the frontline.
  • A Voltaic Vortex followed by a Kinetic Grip can leave the enemy messily stuck together.
  • They can drag enemies forward where you want them.
  • Kinetic Grip stacks nicely with Haley 1's Temporal Barrier for stopping SPD4 enemies in their tracks.
  • Mind the wording; apart of Kinetic Grip, all effects require a direct hit upon an enemy model.
  • With Force Barrier you don't have to be afraid of blast damage - neither from enemy, nor from friendly fire.


Other[edit]

Trivia[edit]

Placeholder.

Theme Forces[edit]

Other Cygnar 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 - 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]

Rules Clarification : Electricity - None yet. (Edit)

Rules Clarification : Attack Type and/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.

Rules Clarification : Galvanic Blast Field      (Edit)

  • Hazard Templates (and similar) (Edit)
    • Some templates are defined as 'Hazards' but some, like Creeping Barrage, are not.
    • 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).

Rules Clarification : Kinetic Grip - None yet. (Edit)

Rules Clarification : Voltaic Vortex      (Edit)

  • This rules text has changed since the original printing, make sure you're using the right version. (Infernal Ruling)
  • 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 : Force Barrier - None yet. (Edit)