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===Warjacks=== ====Light Warjacks==== *'''Charger:''' The Humvee of the Cygnar armory, the Charger is a cheap, incredibly versatile platform; with its Powerful Attack and Dual Cannon it's focus hungry but shreds medium armor targets reliably. A good 'jack whose cheap price belies its lack of spammability outside of really niche lists. If you take one, it'll never steer you wrong. *'''Firefly:''' A Storm Lance's best friend, the Firefly has an ionization effect that grants +2 to all electrical damage rolls withing 5" of it *'''Grenadier:''' It's basically a metal Trencher with a grenade launcher. Gets free shots when it has Trenchers to manually load shells for it, and can dig in with the rest of the gravediggers. Use trenchers to 'jack marshal it and park it in your gunline. *'''Hunter:''' Able to range out far ahead of many other warjacks, the Hunter is a mobile armor-cracker that ignores half the base armor of a medium/large based target with its armor-piercing long gun. It's also hard to pin down, since it has Advanced Deploy, Pathfinder and Parry, and it counts as being in your caster's control area at double the usual range. Hunters work best in pairs and are a popular pick for assigning to Gun Mage Officers. *'''Lancer:''' Considered one of the best Arc Nodes in the game, the Lancer chassis can also hold its own against heavier warjacks, in particular by bopping it with the shock shield it carries, damaging a 'jack's cortex with each hit. It isn't a front liner, but makes for a vicious second-line/bait warjack when supporting something more nasty, since it has the armor of a heavy. Keep in mind, though, that it's rather expensive, and that pinning it in melee is perfectly possible. *'''Sentinel:''' Shreds infantry with its gatling gun, the Sentinel can also throw itself in front of ranged attacks to take a hit for someone more important than it is. Otherwise an unremarkable 'jack, but at least it's cheap. *'''Minuteman:''' Oh this guy is hilarious, he can fire off a jetpack to give himself ridiculous mobility, clear infantry with its flakfield ability and then shoot both guns at the squishy caster that the infantry were screening. Has great synergy with Kraye and Sloan as it now has ridiculous movement or shooting power. Some people complain it's not worth the hype because it's hard to use well, but the knack is to treat its guns like melee weapons and get up close to targets, or jump behind a line to deny charges. ====Heavy Warjacks==== *'''Avenger:''' The first 'jack on the Centurion chassis to have a gun, and it's time to feel the pain Khador players have always felt at having that stat-line with one. Still, it's a ''brutally'' effective gun that deals good damage in a huge AoE that knocks down everything under the pie plate on a direct hit, so giving it a boost or two isn't a bad idea. Also has a really nasty melee weapon that hits like an Ironclad hammer and automatically Stalls a target, which means that one blow instantly solves your accuracy issues... against Warmachine. In a phenomenon Cygnar players are uncomfortably familiar with, it's useless against Hordes. A decent combined-arms 'jack, but at the same price as a Defender or Cyclone you ''really'' need to make sure you use all its parts to get your money's worth out of it. *'''Centurion:''' Some units are called speedbumps, but the Centurion is a full blown barricade; massive shield, piston-powered spear, hard to move once it decides it wants to stay. It can also make itself immune to charges at will. Keep in mind, though, it's got the stat-line of a Khador 'jack (read: a crappy one) but doesn't have the extra boxes of one. *'''Cyclone:''' The Sentinel's big brother, an infantry shredder that can two-handed throw anything that it can't rip apart with its dual Gatling guns. Can lay down covering fire templates that shred infantry and hand out board control, but not as great against harder targets that it can't throw. Makes a surprisingly good assassin for any caster with a feat or spell that auto-boosts ranged attacks, since it makes so many. About as expensive as a Defender while fulfilling the opposite role in an army, never take both and use whichever one you didn't to shore up weaknesses in the rest of your list. *'''Defender:''' An excellent heavy hitting 'jack, its got a big gun to snipe hard armor with (this is what you'll be using this for most part due to its long range, the best in the game for something that can fire and move at the same time) and a cortex-shredding hammer of pain. Versatile, but on the fragile side for a heavy warjack, and rather expensive. As with the Cyclone, use it to shore up holes in your list. *'''Hammersmith:''' It's basically a Khadoran 'jack painted blue; the Hammersmith marches up to something then starts hitting it with a pair of hammers until it stops twitching. Simple. Brutal. Effective. Its hammer special abilities and chain attack give it a truly hilarious amount of movement shenanigans too, especially when loaded up with focus for extra attacks. Keep in mind, though, it ''also'' has those crappy Khador stats like its chassis-brother the Centurion, and can't quite reliably hit without support. The Centurion's slow speed and low MAT is much more of an issue on a 'jack whose primary purpose is to be a melee powerhouse rather than to tank, and without movement buffs it will need "bait" to get off a charge. *'''Ironclad:''' One of the first 'jacks to come out, and considered the 'standard' warjack of Warmachine. Mediocre defensive stats and boxes on an otherwise brutal statline, plus a Quake hammer with a beefy P+S rating and some nifty special abilities to hand out knockdown. It's a bargain at its cost, and a welcome beatstick/support heavy for almost any caster. You can get better if you really want to pay for it, but at its points you really can't complain. *'''Stormclad:''' Cygnar's most powerful melee-jack and one of the best non-character warjacks in its arsenal. It allocates itself focus when hanging out with its Stormbros and a loaded Stormclad is a dangerous thing to have within eleven inches of your anything you care about. For the most part, if want something to die in melee, this thing can do the job, packing a high powered sword, with reach, and high MAT to us it with, which also electo-leap. It even has a nasty mid-range shooting attack that ''also'' has electro-leap, which you will rarely use because the reach on the sword coupled with its speed means it has a charging distance greater than the weapon's range. Fielded with Nemo3 and under his feat, anything not immune to electricity damage with charge range of this beast is dead. It has a buckler as well, so it's a bit more durable than other jacks with the Ironclad chassis. Best beatstick in the faction, but also ''goddamn'' expensive, costing almost a third again as much as an Ironclad, so make sure you get your points worth out of it. *'''Reliant:''' As Cygnar's cheapest ranged heavy it sounds promising, but in practice isn't. The reliant has a middling POW gun with a small aoe that leaves behind a scather that kills infantry that walk through it. Useful in MK2 against an infantry heavy metagame, but a waste of points and money in MK3, unless you know your opponent is fielding infantry. ====Character Warjacks==== *'''Thorn:''' One of Cygnar's best warjacks, the thorn delivers all the benefits of a Lancer but on steroids. With higher DEF, hugely increased survivability, hugely increased mobility and massive synergy with any of the Haley's, it delivers a cost effective arc node that is a pain to get rid of. *'''Ace:''' Coming soon. *'''Ol' Rowdy:''' A beefed-up Ironclad with improved MAT and ARM ''on top of a Buckler''. Also has Counter Charge, so anything that ends its activation too close to it, it can charge, and has Aggressive, letting it run and charge for free. In all, though much more expensive the base model, it give even ''nastier'' melee, better survivability, and an amazing degree of focus efficiency. Pretty good special abilities when taken with Stryker too. Still, it's the price of a solo for an upgrade that essentially just removes the weaknesses from a cheap beatstick, so it's not necessarily an automatic upgrade. *'''Thunderhead:''' Cygnar's most expensive warjack next to the Stormwall. DJ Thunder has an above average armor and damage boxes for a Cygnar jack and its fists are stronger than the average fists (both also have Sustained Attack, but it doesn't stack between them), but the main reason you'll field this thing is his Lightening Coil, on its own is a decent ranged weapon, and it has the ability to automatically hit everything within 6 inches of it even if it the Thunderhead can't target them, and it has Sustained Attack, so any hard targets you hit with it, you can follow up against with its more damaging normal shots. Has a number of weaknesses, especially given it's premium price, so make ''sure'' you know what you're doing when you field it. * '''Triumph''': Siege's personal gun man. This thing is a Defender with extra RAT, can sacrifice movement to ignore stealth, and his cannon that if you spend one focus on, will leave behind a 3 inch AOE. Is weaker in melee than a normal Defender, however, because it trades in the shock hammer for a shield, but that does give some extra armor. Despite what the fluff implies, don't field with Siege, it doesn't synergize well with him. Best use it in a caster assassination list if you use him at all, as most players regard Triumph with scorn as overcosted rubbish. *'''Dynamo:''' Nemo's character jack. At first glance, the dynamo's stats don't look all that impressive, with middling SPD, ARM, DEF, MAT and RAT for a Cygnaran jack, it looks like overcosted rubbish. However, Dynamo's gun, particularly its special rules, truly makes it shine. Dynamo's gun has the multi-fire special rule as well as the chain reaction rule, which adds a cumulative damage bonus to each shot that hits. In conjunction with Nemo3, Dynamo's seemingly average gun can easily demolish even a Khadoran Heavy in a single turn of shooting. *'''Brickhouse:''' Coming soon. ====Colossal==== '''Stormwall''': OH GOD YES! This thing is expensive, but worth every point if you build a list to properly support it. Its two big guns give firepower akin to two defenders, plus it packs a Cyclone's guns while not needing to lay down covering fire to use them. This while providing the usual Colossal benefits of insane survivability, melee hitting power (being a Cygnar jack it's pretty accurate), reach and thresher attacks, though if you chose to hammer with normal attacks, they have electro leap. As an interesting ability, it can throw down up to three of these things called a lighting pods that hits everything in a line between it and the pod with a fair POW electric attack that's boostable, and causes disruption on jacks. They also count as Stormsmith of one of them makes a call lightening attack. This is widely regarded as the best colossal thanks to the various ranged support Cygnar loves. The Stormwall is also capable of some interesting shenanigans, such as using its lightning pods as "Spark Nodes" for electro-leaps and using its lightning pods to block charge lanes and claim scenario scoring zones from impossible distances. '''Hurricane''': Like the Stormwall, this beast is expensive, but a very effective centerpiece for most Cygnaran armies. It carries two storm emitters; shorter range but heavier hitting versions of the Stormwall's big guns that have the added affect of knocking down heavy 'jacks and slamming aside infantry and light 'jacks, and two standard cannons with small aoe's and decent POW values. However, what makes this Colossal different from the Stormwall is the simple fact that it has an arc node, allowing it to become a crucial and durable centerpiece for your army while your caster bravely cowers behind its towering form. However, it lacks the sheer shenanigans and scenario presence that the Stormwall, specifically its lightning pods, are capable of.
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