Thunderhead: Difference between revisions

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{{Cygbox|{{Cygnar}} {{Character}} {{Heavy Warjack}} }} [[Category: Model]]
[[Cygnar]] [[Storm Knights]] [[Heavy]] [[Warjack]]
{{4P|'''Storm Knights'''}}
 
[[Category:Cygnar]]
[[Category:Storm Knights]]
[[Category:Cohort]]
[[Category:Heavy]]
[[Category:Warjack]]
[[Category:Legacy]]
[[Category:Prime]]


''The Thunderhead is a marvel of innovation, arguably the most sophisticated warjack ever built. Storming into battle armed with electrically charged shock fists and a lightning coil, the Thunderhead lands blows that liquefy metal, roast flesh, and disrupt cortexes when they land, and its lightning coil releases focused electrical bolts of tremendous power with unerring accuracy. The Thunderhead, once Commander Adept Sebastian Nemo's crowning achievement, is as much a work of art as it is an instrument of war. Capable of laying waste to infantry and warjacks alike, some say there is no warjack they would rather have with them.''


=Basic Info=
== Model stats and abilities ==
{{Infobox-Model
{{Model-stats
| name = {{PAGENAME}}
| name= Dynamo 1
| image = Thunderhead_new.jpg
| base= 50mm
| base  = Large
| hp    = 30
| spd  = 5
| spd  = 5
| str  = 12
| mat  = 7
| mat  = 7
| rat   = 6
| rat = 6
| def  = 12
| def  = 12
| arm  = 19
| arm  = 18
| hp    = 32
| cost  = 18
| fa    = C
| fa    = C
| cost  = 16
| abilities =
{{AbilitySingle|Headbutt Power Attack}}
{{AbilitySingle|Slam Power Attack}}{{AbilitySingle|Trample Power Attack}}
{{AbilitySingle|Construct}}
{{AbilitySingle|Resistance-Electricity}}
{{AbilitySingle|Dual Attack}}
{{AbilitySingle|Bond|Nemo|the ability to reroll missed ranged attack rolls. Attack rolls can be rerolled only once as a result of this bond. |}}
{{AbilitySingle|Chain Reaction}}
}}
}}


{{Warjack}}
=== Weapons ===
 
{{Weapon|weapon=Firestorm Cannon|type = R |rng = 10 |rof = D3+1 |aoe = -|pow = 12| loc = L|abilities ={{AbilitySingle|Pistol}}{{AbilitySingle|Damage Type-Electricity}}}}
=== Abilities===
{{Weapon|weapon=Battle Spear|type = M |rng = 2 |rof = - |aoe = -|pow = 17| loc = R|abilities =}}
* {{Construct}}
* {{Immunity: Electricity}}
 
===Weapons ===
{| class="wikitable"
{{Ranged-loc|Lightning Coil|10|14|loc=-|
* {{Electrical Damage}}
* {{Reload|2|spend focus|focus spent}}
* {{Sustained Attack}}
* {{Energy Pulse}}  }}
{{Melee-loc|Shock Fist (x2)|1|6|18|loc=1 each side|
* {{Critical Disruption}}
* {{Open Fist}}
* {{Sustained Attack}} }}
|}
 
===Theme Forces===
* {{Storm Division}}
* {{Heavy Metal}}
 


=Thoughts on {{PAGENAME}}=
== Warjack Rules ==
[[File:Thunderhead.jpg|thumb|Classic Sculpt]]
{{Category:Warjack}}


==={{PAGENAME}} in a nutshell===
== Changes and Updates ==
The Thunderhead is an experimental warjack for good and ill. It's got an interesting and powerful game against infantry with its Energy Pulse, ignoring defenses such as Girded and Force Barrier - and able to use this to set up the Sustained Attack on anyone who gets too close. Even without Energy Pulse, Sustained Attack makes it a decent assassin; boost the first to hit roll and then get two more hits in for free. It gets power attacks with two Open Fists. And because of this flexibility it's the most expensive Cygnaran warjack.
===Release Trivia===
 
The most powerful capability of the Lightning Coil is of course the Energy Pulse. Normal Coil attacks are better against warjacks and other high ARM targets, while the Energy Pulse is better against warriors or low ARM targets. Sustained Attack allows you to keep plowing attacks into hard targets, but you won't be boosting the damage on any but one attack if you want to fire three times.The Lightning Coil is not associated with the Thunderhead's arms or head, so even if all systems are crippled, it can keep making ranged attacks at full efficiency.
 
With two Open Fists, the TH is one of three Cygnar warjacks that can two-handed throw! Three focus (power attack, boost melee attack, boost throw attack) will probably result in two enemy models knocked down.
 
===Combos & Synergies===
<u>Warcasters & other warjacks</u>
 
* Anyone who gives extra speed (e.g. most [[Nemo]]s, [[Captain Allison Jakes|Jakes2]]).
* [[Nemo3]] for extra damage on feat turn.
*[[Siege1]] for armor piercing auto hit pow 12.
* [[Firefly]] for extra damage.
* [[Kraye]] is your man for Thunderhead for some real shenanigans to make the most of the 18pts.
** He has a speed buff that means his Warjacks can out-threat most 2" melee light Warjacks.
** His feat applies [[Flare]], making for some extra guarantee in applying those sustained attack fists.
*** Let's not forget the [[Beacon]] too. Despite lacking damage buffs, the extra P+S 18 fist attack will help make a mess of most heavies. That's a 14" threat range with a SPD5, melee range 1" model.
*** The pulse is also a cheeky way to apply both of those effects ''guaranteed'' to whatever needs them (if you don't/can't charge).
** The reposition makes that pulse usable on a regular basis since you don't have to leave him in charge range of whatever survives.
*** It's even better if you can reposition back through a wood or similar terrain (Thanks, Pathfinder!) to completely deny any retaliation.
** [[Admonition]] can also make infantry armies sweat if they attempt to jam Thunderhead up to avoid that pulse decimating their forces.
 
<u>[[Storm Division]]</u>
 
* [[Lieutenant Allison Jakes|Jakes1]] - this may appear to be leaving Jakes as too much of a lynchpin for a squishy solo, but the Thunderhead really loves Energizer and it's enough of a ranged jack that you can keep Jakes quite far back. Sidekick is a nice bonus of course.
* [[Stormguard Infantry]] for extra damage.
* [[Storm Strider]] for extra hit-chances.
 
<u>[[Heavy Metal]]</u>
 
* He can work with [[Jakes1]] and/or the [[Storm Strider]] in this theme, too.
* [[Caine0]] - These two work together marvellously, provided you can keep Caine from getting sniped out. Fire For Effect is downright mean on your pulse attack, evaporating ARM21 infantries on average rolls, while Spirit Door stops the jack from getting exposed after a successful attack on the enemy. Remember that you don't have to put Thunderhead onto Caine. Your warcaster can run it also and Caine can still put FFE on Thunderhead.
** If ran under Nemo3, the Pulse becomes downright devastating with the Feat and FFE, dealing 14+4d6 damage on the first shot.
 
===Drawbacks & Downsides===
* It's expensive and not very survivable.
* As one of the few models that has the capability to severely damage or destroy heavy Warjacks or Warbeasts at range, he can be a priority target for your opponent. It can be worth applying [[Snipe]] or one of Cygnar's many defensive buffs if you play it aggressively.
* Thunderhead guzzles focus for the Lightning Coil.
* Unless you use lightning combos Thunderhead is paying for all those options and can't use them all at once.
 
===Tricks & Tips===
* The Thunderhead has a nasty assassination potential. Especially if it can get within 6" of the enemy caster so it can get the auto-hit from the energy pulse.
* It really likes movement buffs to help get good Pulses off.
* There's a lot of interesting rule interactions with Pulse, read the rule clarifications.
* If you start your activation within 11" of something high DEF that you want dead, simply walk up and use your Energy Pulse to auto-hit it. Now you can purchase additional ranged attacks ''that also auto-hit'' thanks to Sustained Attack.
* Jam with lightning immune troops, then next turn free them up with an Energy Pulse. You don't hurt your own guys.
* Critical Disruption is a nice bonus, but not worth fishing for. You're better off to spend focus to boost damage or buy extra attacks than to boost attack.
 
=Other=
===Trivia===  
* Released in [[Warmachine: Apotheosis]] (2005)
* Released in [[Warmachine: Apotheosis]] (2005)
* The model was resculpted in 2016.
* The model was resculpted in 2016.
Line 103: Line 46:
* When posing the original model, you may want to turn his left arm palm-up, because it puts the model in a "COME GET SOME" pose. This will make it look less like a DJ, though.
* When posing the original model, you may want to turn his left arm palm-up, because it puts the model in a "COME GET SOME" pose. This will make it look less like a DJ, though.
* If you know your opponent is taking Behemoth, and you don't take Thunderhead so they can throw down, you are a terrible person.
* If you know your opponent is taking Behemoth, and you don't take Thunderhead so they can throw down, you are a terrible person.
===Mk3 to Mk4===
==Lore==


===Other Cygnar models===
{{Index Cygnar}}


===Rules Clarifications===
''The Thunderhead is a marvel of innovation, arguably the most sophisticated warjack ever built. Storming into battle armed with electrically charged shock fists and a lightning coil, the Thunderhead lands blows that liquefy metal, roast flesh, and disrupt cortexes when they land, and its lightning coil releases focused electrical bolts of tremendous power with unerring accuracy. The Thunderhead, once Commander Adept Sebastian Nemo's crowning achievement, is as much a work of art as it is an instrument of war. Capable of laying waste to infantry and warjacks alike, some say there is no warjack they would rather have with them.''
{{RC Warjack}}
{{RC Construct}}
{{RC Electrical Damage}}
{{RC Reload}}
{{RC Sustained Attack}}
{{RC Energy Pulse}}
{{RC Critical Disruption}}

Revision as of 01:18, 1 November 2024

Cygnar Storm Knights Heavy Warjack


Model stats and abilities

Model Statistics

Base size = 50mmSPDMATRATDEFARM
Health = 30
FA = C
Cost = 165761218
-
-

Model Advantages and Abilities

Headbutt Power Attack
Headbutt Power Attack
This model can make Headbutt power attacks.


No errata for Headbutt Power Attack (Create)

Slam Power Attack
Slam Power Attack
This model can make slam power attacks.

No errata for Slam Power Attack (Create)

Trample Power Attack
Trample Power Attack
This model can make a trample power attack.

No errata for Trample Power Attack (Create)

Construct
Construct
This model is a construct, and is not a living model.

No errata for Construct (Create)

Resistance-Electricity
Resistance-Electricity
  • When this model suffers an electrical damage roll, remove one die from the damage roll.
  • Lightning cannot arc from this model.
  • Lightning cannot arc to this model (ignore this model when determining arcing lightning)

No errata for Resistance-Electricity (Create)

Dual Attack
Dual Attack

This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks, it can also make its initial ranged attacks. A model with Dual Attack can make its initial melee and ranged attacks in any order you choose. This model cannot make ranged attacks after making a power attack.

  Errata-Dual Attack and Unit Charges (2023-10-27)
Question: If a unit with Dual Attack charges a single model, are all placed in melee range, and the first model kills the charge target, can the remaining members of the unit make ranged attacks, or do they forfeit their Combat Action because they don't have any enemy models in their melee range?
Answer: The check for melee range is done at the end of movement. If you kill the targets before they attack, they can still do their ranged attack. (Malkav13)
Explanation: This post is correct.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum


  Errata-Dual Attack and Special Attacks (2023-08-10)
Question: Can a model with Dual Attack make any combination of ranged special attack and normal melee initial attacks, or its melee special attack and normal ranged initial attacks? (Example: Bison Both Barrels and Ram, or Mariner Thresher and gunshot).
Answer: No.
Explanation: The bison can not use dual attack and also make a special attack. That is correct in that (Thresher) example too.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum




Bond

If Thunderhead begins the game in Nemo's battlegroup, then it is bonded to Nemo. Thunderhead is not considered to be bonded while under your opponent's control. While Thunderhead is bonded to Nemo and in their control range, it gains the ability to reroll missed ranged attack rolls. Attack rolls can be rerolled only once as a result of this bond. .


No errata for Bond (Create)


Chain Reaction
When this model hits an enemy model with a melee or ranged attack during its activation, after the attack is resolved this model gains a cumulative +1 to its damage rolls on subsequent attacks that activation.

No errata for Chain Reaction (Create)



Weapons

Firestorm Cannon
 RNG   ROF   AOE   POW   LOCATION 
10 D3+1 - 12 L
Pistol
Pistol

A model making an attack with this weapon targeting a model it is in melee with ignores the Target in Melee bonus when resolving this attack.

  Errata-Pistol (2023-09-17)
Question: Does the pistol benefit apply to models not in melee with the attacking model when the pistol is on a spray?
Answer: No, it only applies to models with which the attacking model is in melee.
Explanation: The intent is that a model only ignore the penalty for being in melee with the models that model is in melee with. Pistol only works against the models in the melee with the attacking model.
Infernal Ruling: Dark Legacy - PP Community forum


Damage Type-Electricity
Damage Type-Electricity
This weapon causes electrical damage.

No errata for Damage Type-Electricity (Create)

Battle Spear
 RNG   ROF   AOE   POW   LOCATION 
2 - - 17 R


Warjack Rules

Category:Warjack

Changes and Updates

Release Trivia

  • Released in Warmachine: Apotheosis (2005)
  • The model was resculpted in 2016.
  • He's affectionately known as TH, or DJ Thunder (due to the pose of the original model).
  • When posing the original model, you may want to turn his left arm palm-up, because it puts the model in a "COME GET SOME" pose. This will make it look less like a DJ, though.
  • If you know your opponent is taking Behemoth, and you don't take Thunderhead so they can throw down, you are a terrible person.

Mk3 to Mk4

Lore

The Thunderhead is a marvel of innovation, arguably the most sophisticated warjack ever built. Storming into battle armed with electrically charged shock fists and a lightning coil, the Thunderhead lands blows that liquefy metal, roast flesh, and disrupt cortexes when they land, and its lightning coil releases focused electrical bolts of tremendous power with unerring accuracy. The Thunderhead, once Commander Adept Sebastian Nemo's crowning achievement, is as much a work of art as it is an instrument of war. Capable of laying waste to infantry and warjacks alike, some say there is no warjack they would rather have with them.