Cygnar Warcasters

 

Commander Coleman Stryker (Prime) (24 WJ Points)

Cygnar_StrykerPrime

SPD: 6
MAT: 3
RAT: 2
MAG: 2
DEF: 4
ARM: 2
FOC: 6

Spells

  • Arcane Blast: [Cost: 3, Range: 10, AOE: 3, Upkeep: No, Offensive: Yes] Does 8 Damage.
  • Arcane Bolt: [Cost: 2, Range: 12, AOE: -, Upkeep: No, Offensive: Yes] Does 6 Damage to targeted enemy.
  • Arcane Shield: [Cost: 2, Range: 6, AOE: -, Upkeep: Yes, Offensive: No] Target friendly unit gains +2 ARM. This spell has Disbursal.
  • Blur: [Cost: 2, Range: 6, AOE: -, Upkeep: Yes, Offensive: No] Target friendly unit gains +2 DEF against ranged and magic attacks. This spell has Disbursal.
  • Earthquake: [Cost: 3, Range: 10, AOE: 5, Upkeep: No, Offensive: Yes] Units affected by this spell are knocked down.
  • Snipe: [Cost: 2, Range: 6, AOE: -, Upkeep: Yes, Offensive: No] Target friendly units ranged weapons gain +4 range. This spell has Disbursal.
Feat
  • Invincibility: While in Stryker’s control area friendly faction units gain +3 ARM.
Weapons
  • Disruptor Pistol: [Ranged: 10, RoF: 1, 5 Damage] A Magic Weapon with Disruption.
  • Quicksilver: [Melee, 7 Damage] A Magic Weapon with Disruption.

 

Major Markus “Siege” Brisbane (Prime) (20 WJ Points)

Cygnar_SiegePrime

SPD: 5
MAT: 2
RAT: 2
MAG: 2
DEF: 3
ARM: 3
FOC: 6

Spells

  • Explosivo: [Cost: 1, Range: 6, AOE: -, Upkeep: No, Offensive: No] When affected friendly unit makes a non-spray ranged attack, the weapon gains Magical Weapon and if the weapon has no AOE, the AOE becomes 3, then Explosivo expires.
  • Force Hammer: [Cost: 4, Range: 10, AOE: -, Upkeep: No, Offensive: Yes] Does 7 Damage and target is slammed directly away from the spell origin, regardless of base size.
  • Foxhole: [Cost: 2, Range: Ctrl, AOE: 5, Upkeep: Yes, Offensive: No] All units within area are considered to be in Cover and are immune to blast Damage. Units inside the effect do not onstruct Line of Sight to units outside the effect.
  • Mage Sight: [Cost: 2, Range: Ctrl, AOE: 5, Upkeep: Yes, Offensive: No] While a unit is within the area of effect of this spell, units in this Warcaster’s battlegroup can ignore cloud effects when drawing line of sight to it and ignore stealth when attacking it.
  • Rift: [Cost: 3, Range: 8, AOE: 4, Upkeep: No, Offensive: Yes] Does 8 Damage and affected spaces become Rough Terrain for one round.
Feat
  • Breach: The next time each enemy unit suffers Damage while in Siege’s control area, ignore all mitigation on that unit, including mitigation from camping Focus. Breach lasts for one turn.
Ability
  • Ground Pounder: An attack with Range of 14 and AOE of 4 that ignores Line of Sight, concealment, elevation bonuses, and stealth. Does 6 Damage to units inside AOE. This unit cannot gain the aiming bonus on Ground Pounder attacks.
Weapons
  • Rocket Cannon: [Ranged: 14, RoF: 1, 8 Damage]
  • Havoc: [Melee, 8 Damage] A Magic Weapon with Critical Smite (On a critical hit this model can slam the model hit).

 

Sturgis (Prime) (24 WJ Points)

Cygnar_SturgisPrime

SPD: 6
MAT: 3
RAT: 1
MAG: 2
DEF: 4
ARM: 2
FOC: 6

Spells

  • Arcane Shield: [Cost: 2, Range: 6, AOE: -, Upkeep: Yes, Offensive: No] Target friendly unit gains +2 ARM. This spell has Disbursal.
  • Convection: [Cost: 2, Range: 10, AOE: -, Upkeep: No, Offensive: Yes] Does 7 Damage and if target is killed, the closest friendly Warjack is immediately allocated 1 focus. A Warjack allocated focus in this way cannot exceed their focus maximum.
  • Lightning Storm: [Cost: 3, Range: 8, AOE: 3, Upkeep: No, Offensive: Yes] Does 6 Damage electrical damage to all in AOE. This effect remains in play for 1 round, doing 6 electrical damage to those that enter or end their turn inside area.
  • Snipe: [Cost: 2, Range: 6, AOE: -, Upkeep: Yes, Offensive: No] Target friendly units ranged weapons gain +4 range. This spell has Disbursal.
  • Teleport: [Cost: 2, Range: Self, AOE: -, Upkeep: No, Offensive: No] Unit I placed in an unoccupied square up to 8 squares away, ignoring movement restrictions, then their activation ends.
Feat
  • Dead on Arrival: Pull all Non Warcaster enemy units 3 spaces towards Sturgis. Then, all enemies within 3 spaces of Sturgis take 7 Damage. For each enemy slain, allocate 1 focus on a Warjack in Control Area.
Passives
  • Chain Attack: Flash: If the same unit with hit with both initial melee attacks, Sturgis can teleport 3 squares into an unoccupied square.
  • Relentless Charge: When charging, gain the Pathfinder ability.
  • Reversal: When Sturgis is missed with a Charge or Power Attack, the attacker is knocked down.
  • Snap Strike: When this unit uses focus to buy an attack with one of its melee weapons it may make another attack with the other blade for free.
Weapons
  • Hand Cannon: [Ranged: 12, RoF: 1, 6 Damage]
  • Blade (Left): [Melee, 7 Damage] A Magic Weapon with Reach and Feedback (when a Warjack is Damaged, controlling Warcaster takes 1 Damage).
  • Blade (Right): [Melee, 7 Damage A Magic Weapon with Reach and Electro Leap (On a hit, choose a unit within 4 spaces to take 5 electrical damage).

 

Darius & Halfjacks (Prime) (20 WJ Points)

Cygnar_Darius

SPD: 5
MAT: 2
RAT: 1
MAG: 2
DEF: 2
ARM: 4
FOC:  6

Abilities

  • Crane: Knocked down friendly units within 2 squares of this unit immediately stand up and can activate normally this turn. Additionally, you can choose one friendly unit within 2 squares of this unit and place that unit in any unoccupied location up to 3 squares away.
  • Tremor: Special Attack – Quake Hammer. All units within 2 spaces, if hit, are knocked down.
Spells
  • Arcantrik Bolt: [Cost: 2, Range: 10, AOE: -, Upkeep: No, Offensive: Yes] Does 7 Damage, a Warjack Damaged by this attack becomes stationary for one round.
  • Fortify: [Cost: 2, Range: 6, AOE: -, Upkeep: Yes, Offensive: No] Target Warjack in this unit’s battlegroup gains +1 Mitigation. The affected unit and any friendly units adjacent to it cannot be knocked down, pushed, or slammed.
  • Full Throttle: [Cost: 3, Range: SELF, AOE: CTRL, Upkeep: No, Offensive: No] Warjacks in this units battlegroup beginning their activation in its control area can run, charge, or make slam or trample power attacks without spending focus that activation. While in this units control area, units in its battlegroup gain boosted melee attack rolls. Full throttle lasts for one turn.
  • Jackhammer: [Cost: 1, Range: 6, AOE: -, Upkeep: No, Offensive: No] Target unit in this unit’s battlegroup can immediately make one normal melee attack.
Feat
  • Pit Stop: Darius and the Halfjacks in his battlegroup currently in his control area can each completely repair one friendly Faction warjack with which he or it is adjacent to. Remove all Damage from those Warjacks.
Passives
  • Activate Halfjack: At the end of your Control Phase, you can put one Halfjack into play adjacent to this unit if there are fewer than three Halfjacks in play in Darius’ battlegroup.
  • Detonate: During your Control Phase, you can detonate any number of friendly mines anywhere on the field. These mines immediately explode dealing 8 blast damage to any units in the effect.
Weapons
  • Steam Cannon: [Ranged: 12, RoF: 1, AOE: 4, 7 Damage]
  • Quake Hammer: [Melee, 9 Damage] Critical Knockdown.
  • Wrench: [Melee, 5 Damage]

 

Halfjack

SPD: 6
MAT: 0
RAT: 0
DEF: 3
ARM: 2

Abilities

  • Bodge: This unit performs minor repairs to one damaged friendly adjacent Warjack. Remove 1 Damage point from the Warjack.
  • Prime Mine: Replace this unit with a mine. You can have up to three mines in play at a time. Mines do not block movement or line of sight and cannot be targeted.
Passives
  • Construct
  • Companion [Captain E. Dominic Darius]: If Darius is destroyed or removed from play, remove this unit from play. Deploy all three Halfjacks at the start of the game.

 

Cygnar Warjacks

 

Charger (Light) [8 Points]

Cygnar_Charger

SPD: 6
MAT: 2
RAT: 2
DEF: 2
ARM: 4

Weapons

  • Dual Cannon: [Ranged: 12, RoF: 2, 6 Damage] Has Powerful Attack (1 focus boosts both To-Hit and Damage).
  • Battle Hammer: [Melee, 6 Damage]

 

Lancer (Light) [12 Points]

Cygnar_Lancer

SPD: 6
MAT: 2
RAT: 2
DEF: 2
ARM: 4

Passives

  • Arc Node: Controlling Warcaster can use this Warjack as the origin for their spells, if the Warjack is in their Control Range.

 

Weapons
  • Shock Shield: [Melee, 3 Damage] Shield, has Disruption and Shock Field (When this Warjack is hit by an enemy Warjack in its front arc, the enemy Warjack suffers disruption).
  • War Spear: [Melee, 4 Damage] Has Reach and Set Defense (Increases DEF by [1] against charge, slam, impact attacks made in this character’s front arc.).

 

Ironclad (Heavy) [14 Points]

Cygnar_Ironclad

SPD: 5
MAT: 3
RAT: 2
DEF: 1
ARM: 5

Abilities

  • Tremor: Special Attack – Quake Hammer. All units within 2 spaces, if hit, are knocked down.
Weapons
  • Quake Hammer: [Melee, 12 Damage] Has Critical Knockdown (On a critical hit, the target is knocked down)
  • Open Fist: [Melee, 8 Damage] Warjack is capable of Grappling Power Attacks.

 

Defender (Heavy) [18 Points]

Cygnar_Defender

SPD: 5
MAT: 3
RAT: 2
DEF: 1
ARM: 5

Weapons

  • Heavy Barrel: [Ranged: 16, RoF: 1, 8 Damage]
  • Shock Hammer: [Melee, 10 Damage] Causes Disruption.

 

Thunderhead (Heavy) [24 Points]

Cygnar_Thunderhead

SPD: 5
MAT: 3
RAT: 2
DEF: 1
ARM: 5

Abilities

  • Energy Pulse: Special Attack – Lightning Coil. Units within 6 squares of this unit are hit and suffer 6 electrical damage. Energy Pulse does not require a target.
Passives
  • Immunity: Electricity
Weapons
  • Lightning Coil: [Ranged: 10, RoF: 3, 8 Damage] Damage Type: Electricity. Critical Disruption and Sustained Attack (During this unit’s activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
  • Shock Fist x 2: [Melee, 10 Damage] Open Fist with Critical Disruption and Sustained Attack (During this unit’s activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.

 

Cygnar Warriors

 

Gun Mage [4]

Cygnar_GunMage

SPD: 6
MAT: 1
RAT: 3
DEF: 4
ARM: 0

Abilities

  • Attack Type: Whenever the gun mage makes a ranged attack, it may choose one of the following attack types:
  • Runeshot: Snipe: Make a ranged attack using Magelock Pistol with RNG +4. (This cannot stack with the Snipe spell)
  • Runeshot: Critical Brutal: Make a ranged attack using Magelock Pistol, this attack deals +3 damage on a Critical Hit.
  • Runeshot: Thunderbolt: Make a ranged attack using Magelock Pistol, this attack knocks the target back 1-3 squares and has Critical Knockdown.
  • Runeshot: Phantom Seeker: Make a ranged attack using the Magelock Pistol. When making this attack this unit can target any model in range regardless of line of sight. When resolving the attack, ignore concealment, cover, and intervening models.
Passives
  • True Sight: This unit has True Sight. (A unit with True Sight ignores Concealment, Camouflage, and Stealth.)
Weapons
  • Magelock Pistol: [Ranged: 10, RoF: 1, 5 Damage] A Magical Weapon.
  • Sword: [Melee, 5 Damage]

 

Stormguard [4]

Cygnar_Stormguard

SPD: 5
MAT: 3
RAT: 1
DEF: 1
ARM: 2

Abilities

  • Electrical Charge: Dash forward up to 4 squares in a straight line, moving through enemies and making a melee attack against every target along the path. This character ignores free strikes from any unit along the direct path. This ability cannot be utilized if the unit was prohibited from movement during this activation.
  • Stun Strike: Make a melee attack against a living unit within range. This attack does not produce an Electro Leap, but instead the target cannot advance during their movement action next round except to change their facing and have their DEF lowered by 1 for one round.
Passives
  • Immunity: Electricity: Immune to Electricity based attacks.
  • Set Defense: Increases DEF by 1 against charge, slam, and impact attacks made in this character’s front arc.
  • Electro Leap: Normal melee attacks made by this character produce an electro leap on a hit. Electro Leaps automatically hit the closest enemy unit within 4 squares and deal 5 electrical damage.
  • Combined Melee Attack
  • Ranked Attacks (Friendly faction units can ignore this unit when determining LOS)
Weapons
  • Voltaic Halberd: [Melee, 6 Damage] With Reach, Electro Leap (On a hit, the closest unit within 4 spaces takes 5 electrical damage), and Set Defense (Increases DEF by [1] against charge, slam, impact melee attacks made in this character’s front arc.)

 

Stormblade [5]

Cygnar_Stormblade

SPD: 5
MAT: 3
RAT: 1
DEF: 1
ARM: 2

Abilities

  • Assault: Select a valid charge target, after completing the charge but before making a melee attack make one ranged attack against the target. The unit assaulting does not suffer the target in melee penalty on the ranged attack.
  • Thunder Thrust: Make a melee attack against target enemy, if this attack hits, immediately make a secondary ranged attack against the same target. The secondary ranged attack ignores the target in melee penalty.
Passives
  • Immunity: Electricity: Immune to Electricity based attacks.
  • Combined Melee Attack
  • Storms Eye: When this unit directly hits a unit with a ranged attack, the attack produces a 3×3 effect that deals 3 Damage electrical Damage to units in the effect that were not the target that was directly hit.
Weapons
  • Storm Glaive Blast: [Ranged: 6, RoF: 1, 8 Damage]
  • Storm Glaive: [Melee, 9 Damage]
Weapon Attachment (1 Point)
  • Replaces Storm Glaive/Storm Glaive
  • Storm Thrower: [Ranged: 10, RoF: 1, 8 Damage] does electrical Damage. Has Electrical Current (If this attack directly hits a unit during this unit’s activation, ranged attacks against that unit made by other friendly Stormblade units this round automatically hit.)
  • Electrical Blade: [Melee, 9 Damage]

Adds Ability

  • Overcharge: RNG Self; this unit’s activation immediately ends. At the beginning of the next round, this unit gains the buff Overcharged. The next ranged attack this unit makes does an additional +2 damage and has electro leap.

 

Trencher [3]

Cygnar_TrencherGrenadier

SPD: 6
MAT: 2
RAT: 1
DEF: 2
ARM: 1

Abilities

  • Assault: Select a valid charge target, after completing the charge but before making a melee attack make one ranged attack against the target. The unit assaulting does not suffer the target in melee penalty on the ranged attack.
  • Suppress: RNG 10. Target non Warjack. Target suffers -2 RAT/MAG for one round and cannot benefit from the aiming bonus. This effect ends if this unit is knocked down, made stationary, engaged in melee, or killed. If the targeted enemy attempts to move while being suppressed this unit immediately makes a ranged attack against them. The targeted unit cannot benefit from cover during this attack.
  • Smoke Bombs: RNG 2; Covers a 3×3 space with a cloud effect that lasts for one round.
Passives
  • Advance Deploy
  • Dig in: When benefiting from cover this character does not suffer blast Damage and receives an additional +1 DEF
  • Combined Ranged Attack
Weapons
  • Military Rifle: [Ranged: 10, RoF: 1, 5 Damage]
  • Bayonet: [Melee, 5 Damage]
Weapon Attachment (1 Point)
  • Rifle Grenade (Ammo: 3)

Adds Ability

  • Rifle Grenade: RNG 10; 5 Damage, AOE 3, and lowers the target’s mitigation by 1 for one round. Only the target directly hit by this attack suffers this additional effect. This effect can stack. Cumbersome (This unit cannot make a ranged attack with this weapon in the same turn that it has made a ranged attack with another weapon. If this unit makes a ranged attack with this weapon it may not make an attack with another ranged weapon during that activation).

 

Stormsmith Stormcaller [2]

Cygnar_Stormcaller

SPD: 6
MAT: 1
RAT: 1
DEF: 2
ARM: 0

Abilities

  • Stormcall: RNG 10; ignores stealth, causes disruption and deals 5 electrical damage. Stormcalls are non-magical and do not count as an attack for purposes of triggering abilities, Stormcalls always have a 67% chance of hitting a target, regardless of their current DEF.
  • Stormcall Surge: RNG 20; Select a friendly Stormsmith in range, then target up to two units who occupy squares intersected by any line drawn between the selected friendly Stormsmith. A separate Stormcall roll is made against each target, ignores stealth, causes disruption and deals 5 electrical damage.
  • Stormcall Triangulation: RNG 20; Select two friendly Stormsmiths in range, then select up to three targets within the area made between the two chosen Stormsmiths and this unit. Separate attack roll is made against each target, ignores stealth, causes disruption and deals 5 electrical damage.
Passives
  • Immunity: Electricity
Weapons
  • Rod: [Melee, 5 Damage] has Reach