Rocketman Stinger: Difference between revisions

From Warma-wiki
Jump to navigation Jump to search
wmu-mini>Juckto
No edit summary
 
m (1 revision imported)
(No difference)

Revision as of 14:03, 13 January 2024

Template:CGbox Template:4P

Rocketman stingers are addicted to danger to the point of neurosis, and if it weren’t for their skills and training, the Crucible Guard might consider them for Trancer experimentation. Instead, stingers are given one of the most difficult tasks in battle for a rocketman: fly directly at the enemy and get close enough to inject their troops, warbeasts, and warjacks with a variety of foul chemicals.

Basic Info

Template:Infobox-Model

Abilities

Weapons

Alchemical Injector (x2)
File:Sword icon.jpg  RNG   POW   P+S 
1 Template:Star Template:Star

Theme Forces


Thoughts on Rocketman Stinger

Rocketman Stinger in a nutshell

PP's announcement blurb:

"The rocketmen of the Crucible Guard suffer no shortage of daredevils and adrenaline junkies, individuals who don’t simply endure their training but grow to love every moment of it. Some rise through the ranks to become captains while others strike off on their own as high-flying aces. And then there are the stingers.

Rocketman stingers are addicted to danger to the point of neurosis, and if it weren’t for their skills and training, the Crucible Guard might consider them for Trancer experimentation. Instead, stingers are given one of the most difficult tasks in battle for a rocketman: fly directly at the enemy and get close enough to inject their troops, warbeasts, and warjacks with a variety of foul chemicals.

Each stinger is equipped with a pair of needlelike alchemical injectors, which protrude over their gloves, as well as a backpack canister full of assorted alchemical concoctions. Gleefully, they fly directly at their foes, dropping from the air just long enough to give the enemy some “medicine” before zipping away to the next target they can find.

TRADE POINTS: Rocketman Stingers are incredibly fast combat solos that are armed with a pair of short-range Alchemical Injector melee weapons. Each time they attack a foe, they can automatically do a single point of damage to them, thanks to their Incise rule, and when they damage an enemy, they have a variety of chemicals they can choose to have affect their foe. These do such things as blinding their enemy or, if the damage caused by the needle would destroy them, having them blow up and hurt other nearby enemies.

Thanks to its Parry and Reposition abilities, the Rocketman Stinger is very hard to pin down and is able to dance around the battlefield, stinging enemy models like some sort of deranged bumblebee. The Stinger pairs very well with warcasters that can protect it as it flies into position, such as Aurum Legate Lukas di Morray (PIP 37012)."

Combos & Synergies

  • Major Aline Benett offers them Flying High, but that's it because Stingers don't have gun fighter or ranged weapons.
  • Baldwin - What Stingers really want is a buff to their threat range, and Boundless Charge really fits that bill.
  • Lukas - Lukas archives a similar threat buff with Telekinesis.
  • Containment Operatives - Weaponized Psychotropic and Shadow Bind have one thing in common: they can be applied to Archons, who are immune to most conventional debuffs. So you can use the Ops and the Stinger to hunt Archons for you if they give you trouble. Especially effective with Baldwin, who can give the Ops Snipe and the Stinger Boundless Charge.

Drawbacks & Downsides

  • As with all Rocketmen he has awful armour

Tricks & Tips

  • Text

Other

Trivia

Released 2021.05

Other Crucible Guard models

Template:Index Crucible Guard

Rules Clarifications

Template:RC Flight Template:RC Parry Template:RC Breather Template:RC High Flier Template:RC Reposition Template:RC Side Step

Template:RC Attack Type Template:RC Blind Template:RC Shadow Bind Template:RC Volatile Expansion Template:RC Incise