Failed Experiments: Difference between revisions

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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]]
 
== 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}} }}
 
 
== Unit  Rules ==
{{Category:Unit}}
 
==Errata==
No Errata specifically for this model.
 
== Changes and Updates ==
 
===Mk3 to Mk4===
 
==Release Trivia==
 
==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.
''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.

Revision as of 19:36, 18 February 2024

Crucible Guard Unit

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)


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

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."

Basic Info

Template:Infobox-Model

Abilities

Weapons

Hand Weapons (x2)
File:Sword icon.jpg  RNG   POW   P+S 
1 6 12 to 14
  • P+S varies due to Chemical Imbalance.

Theme Forces


Thoughts on Failed Experiments

Failed Experiments 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.

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.

Combos & Synergies

  • 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.
  • 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

  • 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

  • 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.
  • 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

Template:Index Crucible Guard

Rules Clarifications

Template:RC Tough Template:RC Berserk Template:RC Chemical Imbalance Template:RC Hyper-Regeneration Template:RC Impervious Flesh