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{{CGbox|{{Crucible Guard}} {{Unit}} }} [[Category: Model]]
[[:Category:Crucible Guard|Crucible Guard]] [[:Category:Unit|Unit]]
{{4P|Crucible Guard}}
[[Category:Crucible Guard]]
[[Category:Unit]]
[[Category:Legacy]]
[[Category:Prime]]


''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.
== Model stats and abilities ==
 
{{Model-stats
''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.
| name= Grunt
 
| base=40
''"Against all the evil that Khador can conjure, all the wickedness that the Greylords can produce, we send onto them ... only you Failed Experiments. <Br>Rip & Tear. Until it is done."
| hp= 5
 
| spd=6
=Basic Info=
| mat=6
{{Infobox-Model
| def=13
| name = {{PAGENAME}}
| arm=15
| image = Failed Experiments.jpg
| fa=2
| base  = Medium
| cost=8
| spd   = 6/{{Star}}
| cpm=2.66
| str  = 6/{{Star}}
| abilities =
| mat   = 6/{{Star}}
{{AbilitySingle|Tough}}
| rat  2 irrelevant
{{AbilitySingle|Berserk}}
| def   = 13
{{AbilitySingle|Hyper-Regeneration}}
| arm   = 15
{{AbilitySingle|Impervious Flesh}}
| cmd  = 6
| hp    = 5
| size  = 3{{or}}5
| cost  = 8{{or}}14
| cost_note = 2.8 pts each
| fa    = 2
| notes = {{Star}} ''Refer Chemical Imbalance
}}
}}


=== Abilities ===
== Weapons ==
* {{Tough}}
{{Weapon|weapon=Hand Weapon|type = M |rng = 1 |rof = - |aoe = - |pow = 13| loc = X2| abilities =}}
* {{Berserk}}
* {{Chemical Imbalance}}
* {{Hyper-Regeneration}}
* {{Impervious Flesh}}


===Weapons ===
{|class="wikitable"
{{melee|Hand Weapons (x2)|1|6|12&nbsp;to&nbsp;14|
* ''P+S varies due to Chemical Imbalance. }}
|}


===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===
''Adapt, Improve and smash things to death'' this is the core of the failed experiments. Many Crucible Guard unit’s have strengths and weaknesses that derive from different shot types or preferred targets. The Failed Experiments have none of that nuisance, all of there stats are good, except their command and they even have a unique boosting mechanism to improve that even further. Impervious Flesh makes them hard for infantry and small arms fire to remove them, they heal and they can get a good volume of attacks out due to berserk.


==Release Trivia==
===Released 2021.04===
'''''Failed Experiments Developer Comments'''
'''''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.
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.
Line 62: Line 47:
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.''
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.''


=== Combos & Synergies ===
==Lore==
* [[Syvestro]] - Transmutation and his feat can make them very oppressive, making them hit hard, hard to hit and hard to damage at range. They are also very good Revive targets, his feat can heal them and improve their output further.
''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.
* [[Baldwin]] - Deceleration delivers them his feat also helps.
* [[Lukas]] - They are great targets for Iron Flesh, and are about the only unit worth putting it on in his default theme Prima Materia.
* [[Death Archon]] - Mortal Fear makes them very resilient and they feed it corpses.
* [[Ascendant Mentalist]] - They have another ARM buff against shooting.


'''In [[Llaelese Resistance]]'''
''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.
* [[Ashlynn1]] - With Quicken they become hard to hit and can zoom across the battlefield with ease. They do respectable damage as well, which Ashlynn appreciates. Her feat is also hilarious on them.
* [[Ashlynn2]] - Blood of Liberty gives them Unyielding, adding to their resilience.
** [[Gibbs]] gives them Repo 3", Feign Death and has a minifeat to heal them fully.
* [[Crosse2]] - They love Dauntless Resolve and make great shield guards with Lifebound if you actually want to deliver your army not feed him souls.


=== Drawbacks & Downsides ===
''"Against all the evil that Khador can conjure, all the wickedness that the Greylords can produce, we send onto them ... only you Failed Experiments. <Br>Rip & Tear. Until it is done."
* Their command value is pretty poor so they can’t spread out that much, normally this problem would be minimal but berserk makes it more noticeable.
* No inherent terrain mitigation.
* They are well protected against small arms and infantry attacks, but they will still get swatted by charges, weapon masters and warnouns if not correctly supported.  
** factor an [[Ascendant Mentalist]] into their cost to mitigate this without a casters help.
* if you forget which stats you have increased (or which was the +2 and which was the +1) rules of game etiquette would expect you to treat the situation as none of your stats got boosted. This is most likely to happen when making free strikes on your opponents turn.
 
=== Tricks & Tips ===
* Track the stat changes effectively
 
=Other=
===Trivia===
Released 2021.04
 
===Other Crucible Guard models===
{{Index Crucible Guard}}
 
===Rules Clarifications===
{{RC Tough}}
{{RC Berserk}}
{{RC Chemical Imbalance}}
{{RC Hyper-Regeneration}}
{{RC Impervious Flesh}}

Latest revision as of 20:16, 18 February 2024

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."