Crucible Guard Assault Troopers: Difference between revisions

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== Model stats and abilities ==
== Model stats and abilities ==
{{Model-stats
{{Model-stats
| name=  
| name= Grunt
| base=
| base=40
| hp=
| hp=5
| spd=
| spd=5
| mat=
| mat=7
| rat=
| def=11
| def=
| arm=16
| arm=
| fa=3
| fa=C
| cost=7 (3 Grunts)
| cost=free
| arc=
|ctrl=
| abilities =
| abilities =
{{AbilitySingle|Headbutt Power Attack}}
{{AbilitySingle|Resistance-Fire}}
{{AbilitySingle|Slam Power Attack}}
{{AbilitySingle|Resistance-Corrosion}}
{{AbilitySingle|Trample Power Attack}}
{{AbilitySingle|Alchemical Mask}}
{{AbilitySingle|Pathfinder}}
{{AbilitySingle|Ashen Veil}}
{{AbilitySingle|Dual Attack}}
{{AbilitySingle|Carapace}}
{{AbilitySingle|Construct}}
}}
}}


== Weapons ==
== Weapons ==
{{Weapon|weapon=GUN|type = R |rng =11 |rof = 1 |aoe = - |pow = 13| loc = -| abilities = {{AbilityOptions|Special Attack|Pounder}} }}
{{Weapon|weapon=Thermal Hammer|type = M |rng = 2 |rof = - |aoe = - |pow = 15| loc = -| abilities = {{AbilitySingle|Critical Fire}}{{AbilitySingle|Brutal Charge}}{{AbilitySingle|Flame Burst}} }}
{{Weapon|weapon=AXE|type = M |rng = 1 |rof = - |aoe = - |pow = 14| loc = -| abilities =  {{AbilitySingle|Weapon}} }}




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==Release Trivia==
==Release Trivia==
 
* Released with the Faction release (2018.06).
==Lore==
==Lore==
''Assault Troopers are the front line of the Crucible Guard and their best close quarters operatives. Like their Storm Troopers brethren, their alchemically treated armored suits grant the shields them from incoming fire and hazards. Their Thermal Hammers release white-hot flames with each swing, scorching flesh and metal alike.''
''Assault Troopers are the front line of the Crucible Guard and their best close quarters operatives. Like their Storm Troopers brethren, their alchemically treated armored suits grant the shields them from incoming fire and hazards. Their Thermal Hammers release white-hot flames with each swing, scorching flesh and metal alike.''
=Basic Info=
{{Infobox-Model
| name  = {{PAGENAME}}
| image = CG Assault Troopers.jpg
| base  = Small
| spd  = 5
| str  = 7
| mat  = 7
| rat 
| def  = 11
| arm  = 16
| cmd  = 8
| hp    = 5
| size  = 3{{/}}5
| cost  = 8{{/}}13
| cost_note = 2.6 each
| fa    = 3
}}
=== Abilities ===
* {{Corrosion Immunity}}
* {{Fire Immunity}}
* {{Ashen Veil}}
* {{Backdraft}}
* {{Breather}}
* {{Carapace}}
===Weapons ===
{| class="wikitable"
{{Melee|Thermal Hammer|2|5|12|
* {{Critical Fire}}
* {{Weapon Master}}
* {{Eruption of Ash}} }}
|}
===Theme Forces ===
* '''''Crucible Guard
** {{Magnum Opus}}
** {{Prima Materia}}
* '''''Other Factions
** '''[[Infernal]]''' players can use this unit in the {{Hearts of Darkness|notbold=}} theme, but only if [[Lukas]] is leading the army.
** '''[[Mercenary]]''' players can use this unit in the {{Llaelese Resistance|notbold=}} theme. They become [[Llaelese]] and gain [[Pathfinder]] in this theme.
=Thoughts on {{PAGENAME}}=
=== {{PAGENAME}} in a nutshell===
Assault Troopers are hard-hitting, relatively cheap, and relatively durable melee infantry. Their peak resilience is achieved at range, as Ashen Veil and Carapace will effectively make them DEF 13 ARM 20. In melee this durability falls off pretty quickly: DEF 11 (against non-living) and ARM 16 just won't save you. They are probably best thought as a second line clean up crew, as once the lines will have collapsed, they can bring their MAT 7 P+S 12 weapon master hammers with to bear and hopefully make enough of a cloud wall to prevent retaliation.
=== Combos & Synergies ===
* [[Marshal General Baldwin Gearhart & Mr. Clogg|Marshal General Baldwin Gearhart]] - Deceleration makes them pretty much immune to all but the heaviest shooting.
* [[Aurum Adeptus Syvestro]] - Transmutation pushes their DEF to okay while making them hit harder. Revive is best used on multi-wound models and they can heal under Syvestro's feat.
* [[Aurum Legate Lukas di Morray]] - Cloud wall is great for delivery, Iron Flesh makes their ARM harder to crack, TK for individual threat extension and Disintegration lets them threaten heavies on charge.
* [[Crucible Guard Rocketmen]] - They make for a great screen against enemy charges.
* Their preferred enemy in melee is other multi wound infantry- they also get ashen veil vs them.
* [[Lieutenant Crosse, Resistance Fighter]] - Dauntless Resolve cranks their armor way up while giving them tough.  Combined with Ghostly, they will get where they are going quickly and alive.
* [[Ashlynn1]] - Quicken solves their speed issues and puts them at DEF 13 before you add Ashen Veil and Blinding Radiance from Morrowan Archons. She also massively appreciates Weapon Master infantry because she does nothing to fix damage.
* [[Ashlynn2]] runs an extremely mean Ass Troopers list, handing out True Path, Unyielding and Tough, and even Dying Breath on feat turn to them, on top of the Llaelese Resistance theme benefit giving them Pathfinder. With Hand of Fate they pretty much crack any amount of ARM, which Ashlynn loves. Carapace should protect them from shooting, but if you ever face particularly high powered guns (e.g. [[Aeternae]], mass-[[Hunter]]s), just park them in an Artifice of Deviation for cover.
* [[Morrowan Archon]] - Blinding Radiance and Ashen Veil impose a -4 accuracy penalty to enemy models close to them.
* [[Thamarite Archon]] - Since they are not scared by shooting, their main predators are accurate Weapon Master infantry, such as [[Ryssovass Defenders]]. Thamarachons prey on these with gusto.
* [[Ragman]] - 2" melee is excellent with Death Field and under it they hit like trucks.
* [[Gibbs]] - (In Llaelese Resistance) Repo 3" and Feign Death are good abilities for them, and he can heal them all up with Hot Meal.
=== Drawbacks and Downsides ===
* Their defensive stats aren't really that solid in melee: ARM 16 and 5 wounds will get one-shotted by a charging P+S 10 half the time if they hit.
* DEF 11 is easy to hit, and Ashen Veil puts them only into the "get missed more often than not" zone which means Fire-Immune melee models are likely annihilating them.
=== Tricks and Tips ===
* ARM 20 lets them provide a skirmish screen against enemy shooting
* They don't care about friendly sprays or AoEs hitting them.
=Other=
===Trivia===
* Released with the Faction release (2018.06).
* For backstory on {{PAGENAME}}, see [[Lore - Crucible Technology]].
===Other Crucible Guard models===
{{Index Crucible Guard}}
===Rules Clarifications===
{{RC Corrosion Immunity}}
{{RC Fire Immunity}}
{{RC Ashen Veil}}
{{RC Backdraft}}
{{RC Breather}}
{{RC Carapace}}
{{RC Weapon Master}}
{{RC Eruption of Ash}}

Latest revision as of 20:55, 18 February 2024

Crucible Guard Unit

Model stats and abilities

Model Statistics

Base size = 40SPDMATDEFARM
Health = 5
FA = 3
Cost = 7 (3 Grunts)571116
-
-

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)


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)


Ashen Veil
  • A model with Ashen Veil has concealment.
  • Living enemy models without Resistance:Fire suffer -2 to attack rolls while within 2 inches of a model with Ashen Veil.
A model with concealment gains +2 DEF against ranged and arcane attack rolls.
  • No benefit against Spray attacks.


No errata for Concealment (Create)


No errata for Ashen Veil (Create)


Carapace
This model gains +4 ARM against ranged attack damage rolls.

No errata for Carapace (Create)



Weapons

Thermal Hammer
 RNG   ROF   AOE   POW   LOCATION 
2 - - 15 -
Critical Fire
Critical Fire
On a critical hit, the model hit by this attack suffers the Fire continuous effect.

No errata for Critical Fire (Create)


Brutal Charge
This model gains +2 to charge attack damage rolls with this weapon.

No errata for Brutal Charge (Create)


Flame Burst
When this model boxes an enemy model with this weapon, enemy models within 1 inch of the boxed model suffer the Fire continuous effect.

No errata for Flame Burst (Create)


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 release (2018.06).

Lore

Assault Troopers are the front line of the Crucible Guard and their best close quarters operatives. Like their Storm Troopers brethren, their alchemically treated armored suits grant the shields them from incoming fire and hazards. Their Thermal Hammers release white-hot flames with each swing, scorching flesh and metal alike.