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==Military== Unlike other forces Cygnar is all volunteer and allows non-humans. They are also the only faction to have non-character Warcaster 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 four battlegroups once the next expansion comes out: the main warcaster, Jakes, Journeyman and Crosse for a total of 11 Focus plus whatever the Warcaster brings to the table plus at least one more thanks to Arlan's Power Booster. * 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. ** Gun Mage Captain Adept: Badass veteran solo mage. Sadly, loses the hat ** Arcane Tempest Rifleman: Gun Mage Campers. Keeps the hat, though. * Arcane Mechanik: A battlefield mechanic to keep your Warjacks in working order, along with his [[Goblin|Gobber]] assistants. Carries a big wrench and a rivet gun, and won't hesitate to hit you in the face with both. * Long Gunners: If you were to randomly mortar a Cygnaran camp, chances are it'd hit a Long Gunner. And then his buddies would shoot you. These guys are armed with revolver rifles that can rapidly put shots downrange. * Journeyman Warcasters: AKA Junior; baby warcasters who get pimped out to senior warcasters for 'training'. Why you'd give a hormonal teenager control over a 7-ton walking tank, nobody knows but since they can throw out Arcane Shield most people tolerate them. * Rangers: Fragile gunmen who tell the rest of the army how to properly aim their guns. * Squire: Cygnar's version of Artoo-Detoo. Powers up Warcasters. * Stormnouns: Lighting units that are named Storm something. Hence stormnouns. ** Storm Knights: The heavy hitters of Cygnar's melee units. *** Stormblades: Knights with lighting-blasting electro-swords. They can't hit shit with their discharges, though, hence... **** Storm Gunner: Attached to Stormblades, Storm Gunners have a lightning gun to help direct the electrical wrath of their comrades. *** Stormguard: Uses halberds that hit a secondary target with electro-leaping. **** Silver Line Stormguard: Extra-special Stormguard who use electromagical shenanigans to stop people from charging them. *** 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. * 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 both fight with and take down 'jacks just as well as they can regular humanoids). ** Archduke Runewood: Badass old Knight * 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). 'Jacks? 'Jacks. * Light 'Jacks. ** Charger: Has a gun and a close combat weapon. Is fairly uncomplicated, but needs quite a lot of focus to work efficient. ** Firefly: Light, electric, support and mainly ranged - just like the rest of Cygnar. Works great with the stormnouns and Stormsmiths in particular. ** Grenadier: The Trenchers' best friend. Throws grenades overhead and can give the enemy a mattock to the face if they get too close. Can also dig a grave for it self like the rest of the Trenchers. Nearby Trenchers can reload the Grenadier's launcher faster. ** Hunter: This nimble 'Jack is perfect for hiding in the woods, picking off high ARM enemies. If the noisy engine of the 'Jack didn't ruin that completely. Good at range and works well with Rangers and the Gun Mage UA (if you start second, there's better than even odds that you can stand and shoot something in the face on turn one). ** Lancer: A little 'Jack with a spear that can distrupt other 'Jacks, as well as a shield to bash their Cortex out of order. Good as a mean to get the enemy 'Jacks to back to fuck up. *** Thorn: Haley's personal 'Jack, this thing just wants to be with someone who can churn out a lot of magical [[dakka]] through its Arc Node. It is also pretty difficult to destroy for a Light 'Jack. ** Minuteman: How do you make Warjacks even cooler? Give them a fuckin' jetpack! This is pretty much the fastest 'Jack in the Cygnar range, and will make fly-by shootings at hard-to-crack enemies with his Slug Guns. ** Sentinel: If you want to keep the hordes at bay, pack yourself with a shield and a gatling gun. Works well as a protector of a Warcaster, but not much else. * Heavy 'Jacks. ** Avenger: Combined Arms in 'Jack form. It can knock enemies down with its Quake Cannon, and slash 'Jacks into submission with a taser-sword. ** Centurion: A moving wall of metal. Armed with a shield to protect itself with and a spear to poke the enemy from a good distance. Set this in the flank and dare the enemy to outflank. ** Cyclone: Fistfuls of [[dakka]] on two legs. Well, forearms (this is a good thing). This thing will make swiss cheese out of infantry and light 'Jacks alike, and with two open fists it can hurl heavy 'jacks back at their owners. ** Defender: The [[Hammerhead Gunship|Hammerhead]] of Iron Kingdoms, toting around the heaviest and most powerful gun on anything not Huge based. Essentially a tougher, slower Hunter although the Hunter's gun is better for ARM >= 18. Backup cortex-frying hammer to pound 'jack brains to pulp. *** Triumph: Siege's special friend. While having a better RAT than the vanilla Defender and s Shield for additional defence, Triumph doesn't work too different from its vanilla counterpart. ** Hammersmith: What it says on the tin; simple, tough, and smashy. Good for dealing massive damage to single enemies while pushing them back. Might be a [[Khador]] 'Jack painted blue. ** Ironclad: The main battle warjack of Cygnar and the 'standard' by which all other 'jacks are judged. This behemoth will wreck infantry, light and heavy 'Jacks alike. It has a good speed for a heavy and its hammer does a good amount of damage, while having the ability to control masses through Earthquake. *** Ol' Rowdy: The cranky 'Jack of Stryker, Ol' Rowdy will do what the Ironclad does and then some. It is better at hitting things like the beatstick it is, but has some tricks up its metallic sleeves (which had been pimped out by Stryker into incredibly fashionable bucklers) that makes it even more effective at its job. *** Gallant: Constance Blaize's 'Jack of choice, this nice little bugger does what Blaize does (smite evil, collect souls of Morrowans, get laid), while looking awesome in the process. Let it defend along a line of Precursor Knights and Blaize herself and laugh as the enemy tries to kill your guys (Pro-tip: Let them do just that - Dead souls power up both Gallant and Blaize). ** Reliant: As the name suggests, it's a decent 'Jack that can mix it up in melee with its hammer, or fry light infantry at range with a lightning cannon that puts an AoE into play for a turn. *** Dynamo: Nemo's second character 'Jack after Thunderhead and a ranged monster. Dynamo can throw out some serious punishment to single models with its Firestorm Cannon, gaining a bonus to damage every time it hits the same model in a turn. When paired with Nemo, he almost never misses. ** Stormclad: The best buddy of the Stormnouns and any warcaster who wants to save on Focus, this conduit of lightning and [[awesome]] powers up as its friends fry enemies. Is mainly melee with a sword long enough that it has reach, and can attack over range if needed. It's rarely going though, because having reach combined with its mobility gives a better threat range in melee than it has range with its respectable, but overshadowed ranged weapon. ** Thunderhead: The brainchild of Nemo when he tried to build an electric powered jack. It didn't work as well he would have liked because being a walking thunderstorm made it as stealthy as one, so Nemo only build one. It is both ranged and melee, but might be most useful at range. Also called DJ Thunder because of its pose. Oh, and we have a Colossal. * Stormwall: The Stormwall works just like Cygnar does: Very powerful at range, but no slouch in close combat (Colossals are good in close combat!? WHO KNEW!!!?!?!). It is essentially a bigger and badder heavy 'Jack with more health, more guns (two Defender-sized cannons + a Cyclone's worth of chainguns named METAL STORM), but also at a higher point-cost. It can also shoot out Lighting Pods who create electric zaps between it and the Lightning Pods. It also has a ridiculously small head like anything Colossal. Often considered the best Colossal ever for its mix of ranged firepower (armor cracking Big Guns), ranged firepower (infantry shredding Metal Storms) and ranged firepower (Lightning Pod shenanigans). And did we mention it also has taser-fists? And that Stormsmiths can triangulate with the pods to really bring the thunder? And then there is our Battle Engine. * Storm Strider: The bowling ball on legs, this is the pinnacle of zapping. Gets more powerful the more it is hit and can send enemies back where they came from if the get into melee - keep in mind, though, that if they get the thing into melee it can't shoot out of it until they're all dead! The Strider is best at downright killing light- and medium-armored targets than anything else, but it has some trouble outright killing heavy ones without boosts, though arcing lightning off of them isn't a bad idea either.
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