Failed Experiments

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Crucible Guard Unit

Model stats and abilities

Model Statistics

Base size = 40SPDMATDEFARM
Health = 5
FA = 2
Cost = 8661315
Cost per model = 2.66
-

Model Advantages and Abilities

Tough
Tough
When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down, this model loses Tough.

  Errata-Tough on 4-5-6 (2023-6-22)
Question: If a feat or ability says when a model "makes a Tough roll of 4,5, or 6... that model can remove 1 damage point," does that mean the model gets to remove 1 damage point from that ability PLUS another damage point from the Tough ability?
Answer: No, you only remove 1 damage point.
Explanation: You will only heal one point of damage due to [Madrak's] feat
Infernal Ruling: elswickchuck - PP Community forum



Berserk
When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved, it must make one additional melee attack against another model in its melee range, regardless of whether that model is a friendly model or an enemy model.

No errata for Berserk (Create)


Hyper-Regeneration
Remove d3 damage points from this model at the start of each of its activations.

No errata for Hyper-Regeneration (Create)


Impervious Flesh
When this model suffers a damage roll, roll one fewer die.

No errata for Impervious Flesh (Create)



Weapons

Hand Weapon
 RNG   ROF   AOE   POW   LOCATION 
1 - - 13 X2


Unit Rules

A unit is a group of models that band together. They've got special deployment rules and activation rules.

  • All models of a unit are Trooper models.
  Errata-Unit-Advance (2023-12-07)
Question: When something triggers because an "advancing enemy model that ends their movement" is within a given distance something, and the enemy model advancing is part of a unit, does the trigger only affect the moving model, or does it also affect the troopers that are placed?
Answer: Only the model moved counts for triggering when something advances into an area.
Explanation: We are aware of the situation. Currently looking at what the wording of the feats should be as well as the bigger question at hand here. For now it would be just the models that actually moved, not were placed. This is just for these right now amd not looking at other aspects of unit movement. When there is any update for wording i will post. As stated until we have a wording update this ruling is applying here. So for now just the model that was actually moved and not the ones placed will be affected.
Infernal Ruling: elswickchuck Infernal - PP Community forum



Errata

No Errata specifically for this model.

Changes and Updates

Mk3 to Mk4

Release Trivia

Released 2021.04

Failed Experiments Developer Comments The failed experiments are, conceptually, exactly what they sound like. Human experiments that were pumped full of all sorts of nasty chemicals and then didn't quite turn out right. They've been reduced to feral animal intelligence, with shifting physical properties as the toxic chemical cocktail in their veins continues to cause havoc on their system. The Crucible Guard send them off in battle much like Khador would Doomreavers. "Fire and Forget". They're pointed in the direction of the enemy, and let off their leashes to cause damage.

Design wise we wanted to create a medium based melee unit that had a unique role vs the existing Assault Troopers. Crucible Guard has loads of shooting elements, and a second dedicated melee unit was something we felt the Faction would appreciate.

Experiments can be faster, potentially hit more accurately, and potentially hit more targets than Assault Troopers, but they aren't as survivable on the approach. Also thanks to Chemical Imbalance if a unit of Failed Experiments wants to hit as hard as Assault Troopers it means they must be at least the same MAT, if not lower due to needing additional SPD.

Lore

Alchemy can be a messy art, a fact known better by the Golden Crucible than many other scientists of the Iron Kingdoms. One does not simply turn lead into gold without a few accidents along the way. The Crucible Guard is not shy when it comes to human experimentation, which has led to several messy "failures" over the years.

Not every failed human experiment is disintegrated in the process or reduced to a sentient mass of quivering flesh. Some failed experiments grow bestial, monstrous, and highly effective at causing destruction among the enemy ranks. Like faithful canines, these failed experiments are given simple commands and sent howling at the foes of the Crucible Guard where they will cause unimaginable havoc. Whether they live or die in the process is irrelevant, as this secondary experiment is almost always a smashing success.

"Against all the evil that Khador can conjure, all the wickedness that the Greylords can produce, we send onto them ... only you Failed Experiments.
Rip & Tear. Until it is done."