Combat Alchemists: Difference between revisions

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{{CGbox
[[:Category:Crucible Guard|Crucible Guard]] [[:Category:Unit|Unit]]
|n={{Combat Alchemist}}s
[[Category:Crucible Guard]]
|{{Crucible Guard}} {{Unit}}
[[Category:Unit]]
}} [[Category: Model]]
[[Category:Legacy]]
{{4P|Crucible Guard}}
[[Category:Prime]]


''These soldiers combine alchemical talents with traditional combat training to support more conventional military units. Carrying a variety of specialized alchemical grenades, they can effectively assault many different targets. Combat alchemist teams are drilled in path-finding and skirmish warfare, as they are often deployed in advance of a larger army to neutralize key threats.
== Model stats and abilities ==
 
{{Model-stats
=Basic Info=
| name= Grunt
{{Infobox-Model
| base=30
| name = {{PAGENAME}}
| hp=1
| image = Combat Alchemists.jpg
| spd=6
| base  = Small
| mat=5
| spd   = 6
| rat=6
| str  = 5
| def=14
| mat   = 5
| arm=11
| rat   = 6
| fa=3
| def   = 14
| cost=4 (3 Grunts)
| arm   = 11
| cpm=1.33
| cmd  = 7
|ctrl=
| hp    = 1
| abilities =
| size  = 3
{{AbilitySingle|Resistance-Fire}}
| cost  = 7
{{AbilitySingle|Resistance-Corrosion}}
| cost_note = 2.3 pts each
{{AbilitySingle|Advance Deployment}}
| fa    = 3
{{AbilitySingle|Alchemical Mask}}
{{AbilitySingle|Prowl}}
{{AbilityOptions|Special Action|Smoke Bombs}}
}}
}}


=== Abilities ===
== Weapons ==
* {{Advance Deployment}}
{{Weapon|weapon=Alchemical Grenade|type = R |rng =6 |rof = 1 |aoe =2 |pow = 12/6| loc = -| abilities = {{AbilityOptions|Attack Type|Acid Wash|Blood of Urcaen|Ice Cage}}}}
* {{Corrosion Immunity}}
{{Weapon|weapon=Dagger|type = M |rng = 1 |rof = - |aoe = - |pow = 7| loc = -| abilities = }}
* {{Fire Immunity}}
* {{Pathfinder}}
* {{Alchemical Mask}}
* {{Prowl}}
* {{Smoke Bomb}}
* {{Swift Hunter}}


===Weapons ===
{|class="wikitable"
{{ranged|Alchemical Grenade|6|aoe=3|12|
* {{Attack Type}}
** {{Acid Bomb}}
** {{Blood of Urcaen}}
** {{Ice Cage}} }}
{{melee|Dagger|0.5|2|7|}}
|}


===Theme Forces ===
== Unit  Rules ==
* '''''Crucible Guard
{{Category:Unit}}
** {{Magnum Opus}}
** {{Prima Materia}}


* '''''Other Factions
==Errata==
** '''[[Infernal]]''' players can use this unit in the {{Hearts of Darkness|notbold=}} theme, but only if [[Lukas]] is leading the army.
No Errata specifically for this model.  
** '''[[Mercenary]]''' players can use this unit in the {{Llaelese Resistance|notbold=}} theme. This unit becomes [[Llaelese]] and gains [[Pathfinder]] in this theme.


== Changes and Updates ==


=Thoughts on {{PAGENAME}}=
===Mk3 to Mk4===
=== {{PAGENAME}} in a nutshell===
The Combat Alchemists are a unit that can produce an advance deploying  smoke wall and throw around grenades that both eliminate infantry thanks to automatic corrosion, and debuff high DEF targets thanks to Ice Cage - neither of which need to hit directly.


After the “Drugs are Bad” CID update they gained swift hunter, pathfinder and 1 of their most used shot types improved. This is all great as it adds to their mobility and improves board positioning. However with other models in fact also being buffed and with another competing unit on the horizon it’s unlikely they will see much more time on the tabletop.
==Release Trivia==
 
=== Combos & Synergies ===
* Other Combat Alchemists to get that Ice Cage or smoke wall. Two units in Prime Materia is very common.
* [[Suppressor]] is another source of ice cage.
* Run a couple of units in front of your army to create a cloud wall.
* [[Baldwin]] - Veteran Leader makes them RAT 7, which is very good.
* [[Railless Interceptor]] - Exhaust Fumes grants them concealment to trigger Prowl.
 
=== Drawbacks and Downsides ===
* You cannot screen huge bases with clouds.
* Blood of Urcaen only has a 1/12 chance of triggering per Alchemist (assuming the target is Def 12). This is not high enough to be considered reliable unless you can land multiple attacks, and should really only be considered viable into larger units.
* Combat Alchemists are very vulnerable to anti-cloud tech (such as Eyeless Sight or the [[Steelhead Arcanist]]), as their primary utility is often to drop a wall of clouds to protect your low ARM models from enemy shooting.
* 3 person units are seldom worth casting spells on.
* If you get tied up in melee, you won’t do much with a P+S 7 response.
* With swift hunter they can be 8" away from what they just threw bombs at. Which is not a great place to be in for squishy units.
 
=== Tricks and Tips ===
* Combat Alchemists are very flexible, and should never be considered useless models even when the unit is down to its last man.
* Blood of Urcaen has a 1/12 chance (assuming a Def of 12) of removing upkeeps per attack. This means a full trio of these guys has a 1/4 chance of triggering when attacking a unit, provided they can land all three of their attacks. This goes up 1/12 for each additional attack which lands. A tightly packed unit is unlikely to keep their upkeeps when facing Combat Alchemists.
 
=Other=
===Trivia===
Released with the Faction launch (2018.06)
Released with the Faction launch (2018.06)


===Other Crucible Guard models===
==Lore==
{{Index Crucible Guard}}
''These soldiers combine alchemical talents with traditional combat training to support more conventional military units. Carrying a variety of specialized alchemical grenades, they can effectively assault many different targets. Combat alchemist teams are drilled in path-finding and skirmish warfare, as they are often deployed in advance of a larger army to neutralize key threats.
 
===Rules Clarifications===
{{RC Advance Deployment}}
{{RC Alchemical Mask}}
{{RC Corrosion}}
{{RC Fire}}
{{RC Pathfinder}}
{{RC Prowl}}
{{RC Smoke Bomb}}
{{RC Swift Hunter}}
 
{{RC Attack Type}}
{{RC Acid Bomb}}
{{RC Blood of Urcaen}}
{{RC Ice Cage}}

Latest revision as of 19:56, 18 February 2024

Crucible Guard Unit

Model stats and abilities

Model Statistics

Base size = 30SPDMATRATDEFARM
Health = 1
FA = 3
Cost = 4 (3 Grunts)6561411
Cost per model = 1.33
-

Model Advantages and Abilities

Resistance-Fire
Resistance-Fire
When this model suffers a fire damage roll, remove one die from the damage roll.
  • This model is immune to the Fire continuous effect.

No errata for Resistance-Fire (Create)

Resistance-Corrosion
Resistance-Corrosion
When this model suffers a Corrosion damage roll, remove one die from the damage roll.
  • This model is immune to the Corrosion continuous effect.

No errata for Resistance-Corrosion (Create)

Advance Deployment
Advance Deployment
In most scenarios, this model can be deployed after normal deployment, up to three inches beyond the established deployment zone.

No errata for Advance Deployment (Create)


Alchemical Mask
This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects.

No errata for Alchemical Mask (Create)


Prowl
While this model has concealment, it gains Stealth.

  Errata-Prowl (2024-2-17)
Question: Does Prowl prevent a model from losing stealth while it has concealment?


Example 1:
A Warpwolf Stalker with Prowl has concealment and is shot by a weapon with Flare. Thus the model gets -2DEF and loses Stealth. However, as soon as the model loses stealth, it gains it back by having Prowl and being in Concealment.
Example 2:

A Soul Stalker is targetted by Spyglass and thus loses Stealth for a round. However, when it was shot by an AoE also hitting a cultist, the cultis dies and Agathon now casts Occultation on the soul snake, does it gain Stealth again despite having lost it?
Answer: For now stealth will not be reapplied in the above example.
Explanation: So we will be using the ruling from MKIII until we have time to go through the different abilities. For now we are looking into the issue brought up by this thread for now. Mainly due to the volume of rules we need to address this first prior to moving on the the other issues, similar to this. Also it is due to the fact we have a previous edition ruling that we are applying to this scenario.
Infernal Ruling: elswickchuck Infernal - PP Community forum


Special Action
A model can make one of the following special action(s) during its Combat Action if it meets the requirements for the special action's use:
Smoke Bombs - Center a cloud effect template on this model. This template remains in play for one round.
No errata for Special Action (Create)
No errata for Smoke Bombs (Create)



Weapons

Alchemical Grenade
 RNG   ROF   AOE   POW   LOCATION 
6 1 2 12/6 -
Attack Type

Each time this weapon is used to make an attack, choose one of the following special rules:


Acid Wash - This attack causes corrosion damage. Models hit by this attack suffer the Corrosion continuous effect.
Blood of Urcaen - This attack causes magic damage. On a critical hit, upkeep spells and animi on the model/unit hit immediately expire.
Ice Cage - This attack causes no damage. If this attack misses, nothing happens. On a direct hit a model hit suffers a cumulative -2 DEF for one turn unlesss it has Resistance:Cold. When a model without Resistance:Cold is affected by three or more directly hitting Ice Cage attacks in the same turn, it becomes stationary for one round.
No errata for Attack Type (Create)
No errata for Acid Wash (Create)
No errata for Blood of Urcaen (Create)
No errata for Ice Cage (Create)
Dagger
 RNG   ROF   AOE   POW   LOCATION 
1 - - 7 -


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 with the Faction launch (2018.06)

Lore

These soldiers combine alchemical talents with traditional combat training to support more conventional military units. Carrying a variety of specialized alchemical grenades, they can effectively assault many different targets. Combat alchemist teams are drilled in path-finding and skirmish warfare, as they are often deployed in advance of a larger army to neutralize key threats.