Vulcan: Difference between revisions

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{{CGbox|{{Crucible Guard}} {{Colossal Warjack}} }} [[Category: Model]]
[[:Category:Crucible Guard|Crucible Guard]] [[:Category:Warjack|Warjack]]
{{4P|'''Prime CG'''}}
[[Category:Crucible Guard]]
[[Category:Warjack]]
[[Category:Legacy]]
[[Category:Prime]]
 
== Model stats and abilities ==
{{Model-stats
| name=
| base=
| hp=
| spd=
| mat=
| rat=
| def=
| arm=
| fa=C
| cost=free
| arc=
|ctrl=
| abilities =
{{AbilitySingle|Headbutt Power Attack}}
{{AbilitySingle|Slam Power Attack}}
{{AbilitySingle|Trample Power Attack}}
{{AbilitySingle|Pathfinder}}
{{AbilitySingle|Dual Attack}}
{{AbilitySingle|Construct}}
}}
 
== Weapons ==
{{Weapon|weapon=GUN|type = R |rng =11 |rof = 1 |aoe = - |pow = 13| loc = -| abilities = {{AbilityOptions|Special Attack|Pounder}} }}
{{Weapon|weapon=AXE|type = M |rng = 1 |rof = - |aoe = - |pow = 14| loc = -| abilities =  {{AbilitySingle|Weapon}} }}
 
 
== Warjack  Rules ==
{{Category:Warjack}}
 
==Errata==
No Errata specifically for this model.
 
== Changes and Updates ==
 
===Mk3 to Mk4===
 
==Release Trivia==
 
==Lore==
 
 


''Matching the size of other modern colossals, the Vulcan is no less than a rolling alchemical arsenal. Sloshing hundred-gallon vats within its structure allow it to unleash an array of alchemical attacks. A series of dispersal nozzles along the chassis can blanket a large area in a debilitating fog of toxic gas. Its primary weapon, the Aqua Mortuum rocket, leaves trails of alchemical poison in the air and detonates with a burst of lingering toxins, while its smaller vitriolic deflagrators hose down squadrons with concentrated, high-molarity acid.
''Matching the size of other modern colossals, the Vulcan is no less than a rolling alchemical arsenal. Sloshing hundred-gallon vats within its structure allow it to unleash an array of alchemical attacks. A series of dispersal nozzles along the chassis can blanket a large area in a debilitating fog of toxic gas. Its primary weapon, the Aqua Mortuum rocket, leaves trails of alchemical poison in the air and detonates with a burst of lingering toxins, while its smaller vitriolic deflagrators hose down squadrons with concentrated, high-molarity acid.

Revision as of 21:14, 18 February 2024

Crucible Guard Warjack

Model stats and abilities

Model Statistics

Base size =
Health =
FA = C
Cost = free
-
-





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)

Pathfinder
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.

No errata for Pathfinder (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



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

No errata for Construct (Create)



Weapons

GUN
 RNG   ROF   AOE   POW   LOCATION 
11 1 - 13 -
Special Attack
A model can make a special attack during its Combat Action if it meets the requirements for the special action or attack's use.
Pounder - Category:Pounder
No errata for Special Attack (Create)
No errata for Pounder (Create)
AXE
 RNG   ROF   AOE   POW   LOCATION 
1 - - 14 -

Weapon
Category:Weapon

No errata for Weapon (Create)


Warjack Rules

Category:Warjack

Errata

No Errata specifically for this model.

Changes and Updates

Mk3 to Mk4

Release Trivia

Lore

Matching the size of other modern colossals, the Vulcan is no less than a rolling alchemical arsenal. Sloshing hundred-gallon vats within its structure allow it to unleash an array of alchemical attacks. A series of dispersal nozzles along the chassis can blanket a large area in a debilitating fog of toxic gas. Its primary weapon, the Aqua Mortuum rocket, leaves trails of alchemical poison in the air and detonates with a burst of lingering toxins, while its smaller vitriolic deflagrators hose down squadrons with concentrated, high-molarity acid.

Basic Info

Template:Infobox-Model

Template:Warjack

Template:Colossal

Abilities

Weapons

Aqua Mortuum Rocket
File:Gun icon.jpg  RNG   ROF   AOE   POW 
14 1 4 14
Vitriolic Defragulator (x2)
File:Gun icon.jpg  RNG   ROF   AOE   POW 
SP 10 1 Template:- 14
Fist (x2)
File:Sword icon.jpg  RNG   POW   P+S 
2 3 19

Theme Forces


Thoughts on Vulcan

Vulcan in a nutshell

The Vulcan is a rolling alchemical dispersion factory. Its main weapon is made to work in concert with the whole army. It removes Tough and messes up most warbeasts. Cripple one aspect, lob a Miasma of Death at them. They either waste their activation to move away THEN get healed or get little work done. Lowering a warjack's ARM is always useful, and with the plethora of elemental weaponry the faction has, making sure the enemy DOES NOT benefit from them is priceless. It is also quite speedy and accurate for a Colossal.

Combos & Synergies

  • EVERY in-faction model that has an elemental weapon. It cannot be stressed enough how stripping elemental immunities from enemy models can make the opponent vulnerable to your entire army.
  • Mackay1 - Fail Safe makes it very durable, Mobility makes it faster and her feat boosts all of its damage rolls, meanign you can spend focus on reloading and boosting to hit. She runs a very mean Vulcan!
  • Marshal General Baldwin Gearhart & Mr. Clogg grants it Hot-Shot to melt infantry caught in its Blast/Sprays. He also grants Prey on feat turn. They go together like peanut butter and chocolate.
  • Prospero has the ever-useful Veteran Leader and Guided Fire for extra accurate spray attacks.
  • Aurum Lucanum Athanor Locke can make it into a speedy (13" of threat range!), free charging, ARM 22, P+S 21 (23 if it uses Rust on a 'jack) with Jackhammer. She also can repair it herself.
  • Syvestro has a +2 Speed buff for any construct within 5" of him, so he can send a Vulkan and two Railless Interceptors into the enemy and have them do loads of work because the Vulkan can strip immunes to the Railess's guns. Also they all have Bulldoze so they can set up spray angles for each other. On top of that he has a feat giving the Vulkan quasi-Signs & Portents.
  • Have the Vulcan strip elemental immunities, then apply oil from a Retaliator and finally have your Crucible Guard Infantry shoot something to death with boosted fire damage rolls. Very effective under Gearhart and Prospero for Veteran Leader, Guided Fire, Prey, Snipe and Hot-Shot.

Drawbacks & Downsides

  • It doesn't use Prospero's Instability Equation for anything but the free focus, as it cannot be knocked down, disrupted or turned around outside of its activation. You also DO NOT want it to roll a bad Unstable roll on a 35 points investment.
  • - On the other hand an Unstable explosion from a huge base can have a massive radius, especially if you line up the enemy using Bulldoze. And if it clears a zone and wins you the game...
  • Unlike the other two major sources of sprays (Suppressor and Railless Interceptor) it does not have Dual Attack, effectively limiting it to a ranged-only platform most of the time. Also because-
  • It is surprisingly easy to kill.
  • It has the lowest DEF of any colossal.
  • It is not uncommon for a Railless Interceptor to have more damage output than a Vulcan. Two Railless Interceptors cost fewer points and have more boxes than a Vulcan. You only bring the Vulcan to take advantage of it's Alchemical Vent effects and to benefit from the many excellent battlegroup-only spells in faction. Without help from other models (especially caster), it will struggle to earn it's points back.
  • At P+S 19, it is the most pillow-fisted colossal in melee in the game before Withering Humor or Rust, either of which only bring it on par with other colossals.
  • Aurum Lucanum Athanor Locke runs it worse than you'd think. While her feat can make it effectively ARM 22 and she can provide Jackhammer and Redline, it sadly cannot use Road to War and Sentry. It can, however, trigger Road to War on other models up to four times.
  • It's main weapon, the rocket, is limited to the right arc, which is a bigger limitation than it looks on paper and means you will usually deploy it on the left side of the table regardless of terrain or opponent. Having to pay a focus for Reload limits your ability to boost attacks and damage and limits the overall output potential considerably.

Tricks & Tips

  • Blow it up and burn it down. As long as you remember your vents the Vulcan isn't terribly complex. Just remember that you have to complete all your initial attacks before you can Reload the rocket.
  • Remember the rocket AoE also applies Alchemical Vents on anything inside it.
  • The rocket can only fire in the right arc. Do NOT deploy the Vulcan on the right side of the table if you can help it.
  • Iron Bane (Rust) will be your normal pick against enemy jacks. With a Vulcan you probably don't need to include a Suppressor in your list for Rust.
  • The Vulcan's Miasma of Death is effectively Grievous Wounds that can only effect living enemy models. Compare this to the Retaliator's Black Humor with actual Grievous Wounds that effects anything and the Dragon's Breath Rocket's Withering Humor, which removes Tough and reduces ARM on living and undead models by -2 but does NOT prevent removing damage. Neither Miasma of Death nor Withering Humor effects models that ignore gas effects. All of these together create a strange Venn diagram of effects and limitations that you should keep in mind when making a list and again when using them.
  • The Vulcan's Alchemical Vents and rockets can be a hard counter to many things that rely on damage removal with living models (like Harbinger of Menoth), elemental resistances (like Protectorate with fire damage or Cygnar with electrical damage), or constructs (like any jack spam, Bones of Orboros, or The Exalted themes).

Other

Trivia

Released in the Crucible Guard CID (2018.03)

Other Crucible Guard models

Template:Index Crucible Guard

Rules Clarifications

Template:RC Arcing Fire Template:RC Chem Trail Template:RC Minimum Range Template:RC Primary Weapon Template:RC Reload Template:RC Corrosion Template:RC Open Fist

Template:RC Colossal Template:RC Warjack Template:RC Construct Template:RC Pathfinder Template:RC Alchemically Treated Template:RC Alchemical Vents Template:RC Iron Bane Template:RC Miasma of Death Template:RC Unnatural Affliction Template:RC Bulldoze