Cygnar: Difference between revisions
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'''Cygnar''' is one of the eponymous [[Iron Kingdoms]] and one of the five major factions of [[Warmachine]]. It is, generally speaking, the most advanced nation and the nicest to live in if its borders weren't constantly being raided. | '''Cygnar''' is one of the eponymous [[Iron Kingdoms]] and one of the five major factions of [[Warmachine]]. It is, generally speaking, the most advanced nation and the nicest to live in if its borders weren't constantly being raided. | ||
==History== | |||
Before the Iron Kingdoms the lands that would be Cygnar had a fairly long history. It was the birth lands of the twin deities Morrow and Thamar, who went to found what with be its Capital, Caspia. During the Orgoth invasion it was one of the few human cities to not be taken allowing it to be the resistances HQ. Thanks to this and the rich Midlunds Cygnar quickly became the most advanced human nation. Inventing the ancestor of the Warjack, the Colossal (not the GEN2 versions that came out later, but older versions) also helped. | Before the Iron Kingdoms the lands that would be Cygnar had a fairly long history. It was the birth lands of the twin deities Morrow and Thamar, who went to found what with be its Capital, Caspia. During the Orgoth invasion it was one of the few human cities to not be taken allowing it to be the resistances HQ. Thanks to this and the rich Midlunds Cygnar quickly became the most advanced human nation. Inventing the ancestor of the Warjack, the Colossal (not the GEN2 versions that came out later, but older versions) also helped. | ||
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Currently things have for the most part settled down. Khador and the Protectorate have a ceasefire and Vinter was beaten back the Skorne kicking them out of their eastern borders. Cryx is still a problem but Cygnar and Khador have joined forces to fight the Nightmare Empire. Aside from a chunk of their northern border (home of a lot of military industry at the time) they haven't lost too much ground with most of its army still able, ready and willing. | Currently things have for the most part settled down. Khador and the Protectorate have a ceasefire and Vinter was beaten back the Skorne kicking them out of their eastern borders. Cryx is still a problem but Cygnar and Khador have joined forces to fight the Nightmare Empire. Aside from a chunk of their northern border (home of a lot of military industry at the time) they haven't lost too much ground with most of its army still able, ready and willing. | ||
==Crunch== | |||
[[Crunch | Gameplay wise]], Cygnar is high tech and very [[Dakka | shooty]], but they aren't slouches in close combat and are just fine at smashing things with hammers and swords (their thematic weapons, alongside with guns and lightning), though they do sometimes have trouble with survivability without spell support, of which they have plenty (for example, Stormblade Infantry with Arcane Shield and Deflection on them can hit ARM 20, which is equal to Khadoran heavy warjack armor. | [[Crunch | Gameplay wise]], Cygnar is high tech and very [[Dakka | shooty]], but they aren't slouches in close combat and are just fine at smashing things with hammers and swords (their thematic weapons, alongside with guns and lightning), though they do sometimes have trouble with survivability without spell support, of which they have plenty (for example, Stormblade Infantry with Arcane Shield and Deflection on them can hit ARM 20, which is equal to Khadoran heavy warjack armor. |
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Cygnar is one of the eponymous Iron Kingdoms and one of the five major factions of Warmachine. It is, generally speaking, the most advanced nation and the nicest to live in if its borders weren't constantly being raided.
History
Before the Iron Kingdoms the lands that would be Cygnar had a fairly long history. It was the birth lands of the twin deities Morrow and Thamar, who went to found what with be its Capital, Caspia. During the Orgoth invasion it was one of the few human cities to not be taken allowing it to be the resistances HQ. Thanks to this and the rich Midlunds Cygnar quickly became the most advanced human nation. Inventing the ancestor of the Warjack, the Colossal (not the GEN2 versions that came out later, but older versions) also helped.
Things for the past few years haven't been going so well. Their King, Vinter Raelthorne IV was not only an huge dick (like Hitler level dick) but also an utterly incompetent leader. Doing things like banning the use of magic (you know the thing that rather safe thing that is used in EVERYTHING) bring the Inquisition to Cygnar and taxing the crap out of people while driving the economy into the ground. So his brother Leto got tried of his brother's bullshit he rounded up some dudes to kick Vinter out in what's known as the Lion's Coup.
During Leto's rule everything turned around pretty quickly and was great until the start of the story were everyone attacked Cygnar at once. Khador invaded its chief ally Llael and Cygnar's northern region, the Protectorate stated to attack Caspia and Cryx stepped up its raids and Vinter's back with an army of wrist-slicing weeaboos known as the Skorne (who are pretty nasty guys).
Currently things have for the most part settled down. Khador and the Protectorate have a ceasefire and Vinter was beaten back the Skorne kicking them out of their eastern borders. Cryx is still a problem but Cygnar and Khador have joined forces to fight the Nightmare Empire. Aside from a chunk of their northern border (home of a lot of military industry at the time) they haven't lost too much ground with most of its army still able, ready and willing.
Crunch
Gameplay wise, Cygnar is high tech and very shooty, but they aren't slouches in close combat and are just fine at smashing things with hammers and swords (their thematic weapons, alongside with guns and lightning), though they do sometimes have trouble with survivability without spell support, of which they have plenty (for example, Stormblade Infantry with Arcane Shield and Deflection on them can hit ARM 20, which is equal to Khadoran heavy warjack armor.
Cygnar's signature status effect is Lightning, and with it the Disruption status effect, which drops all a warjack's Focus and if it wants to use Focus or act as a channeler next turn, the controlling player has to spend a focus to shake the effect.
Military
Unlike other forces Cygnar is all volunteer and allows non-humans. They are also the only faction to have non-character Journeymen, owing to a long-standing tradition of sending out trainee warcasters to serve under a veteran warcaster in a padawan-Jedi style arrangement. This lets Cygnar throw down up to three battlegroups once the next expansion comes out: the main warcaster, Jakes, Journeyman and Crosse for a total of 11+warcaster focus.
- Arcane Tempest Gun Mages: Think Harry Potter but with guns for wands and some bitching outfits and nice hats.
- Tempest Blazers: As above, but on horses.
- Long Gunners: The 'face' of the Cygnar soldier, Long Gunners are armed with revolver rifles that can rapidly put shots downrange.
- Stromnouns: Lighting units that are named storm-[noun].
- Storm Knights: The heavy hitters of Cygnar's melee units.
- Stormblades: Knights with lighting swords that can hose down a target with lightning.
- Stormguard: Uses halberds that hit a secondary target with electro-leaping.
- Storm Lances: Heavy cavalry with lightning-lances.
- Stormsmiths: Wizards with Lighting Rods, can triangulate to hit targets beneath them.
- Storm Tower: Artillery version of stormsmiths.
- Storm Knights: The heavy hitters of Cygnar's melee units.
- Sword Knights: Vanilla 'dudes in armor with swords', they wouldn't look out of place in a more mundane setting (except they're trained to use and take down 'jacks just as well as they can regular humanoids).
- Trenchers: Essentially WWI trench infantry, they're the toughest bastards around. Also come in Commando flavour, as well as a bevy of support units (chaingun and cannon, to be precise).