Failed Experiments

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CG Logo.png Failed Experiments

Crucible Guard Unit

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

Failed Experiments
Missing Info
Failed Experiments.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6/(★)
STR 6/(★)
MAT 6/(★)
RAT N/A
M.A. N/A
DEF 13
ARM 15
CMD 6
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE 3 or 5
COST 8 or 14
2.8 pts each
N/A
(★) Refer Chemical Imbalance
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Tough symbol.jpg Tough
  • Berserk - When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.
  • Chemical Imbalance - At the start of this unit's activation, choose two of the following stats: MAT, SPD, STR. This unit gains +2 to one chosen stat and +1 to the other chosen stat. You choose which stat receives which bonus. These bonuses last for one round.
  • Hyper-Regeneration - Remove d3 damage points from this model at the start of each of its activations.
  • Impervious Flesh - When this model suffers a damage roll, roll one fewer die.

Weapons

Hand Weapons (x2)
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

CG Logo.png       Crucible Guard Index       (Edit)            
Battlegroup & Similar
Warcasters

Benett - Gearhart - Locke - Lukas - Mackay - Syvestro

Warcaster attachments Aurum Legate Alyce Marc (Crucible) - Sylys Wyshnalyrr (Mercenary) - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Prospero (BGC)
Light Liberator - Retaliator - Vanguard
Heavy Suppresor - Toro - Vindicator
Colossal Vulcan
Units, Solos, Battle Engines, & Structures
Units

Combat Alchemists - CG Assault Troopers - CG Infantry - CG Rocketmen - CG Storm Troopers - Dragon's Breath Rocket - Failed Experiments
Ranking Officer : Doctor Alejandro Mosby

Solos

Ascendant Mentalist - CG Mechanik - Gorman1 - Gorman2 - Hutchuk, Ogrun Bounty Hunter - Prospero - Rocketman Ace - Trancer

Battle Engines Railless Interceptor
Theme Forces
Magnum Opus - Prima Materia
Mercenaries
Refer to Who Works for Whom and/or Category: Crucible Guard Mercenary
This index was last updated: 2021.05

Rules Clarifications

Rules Clarification : Tough - None yet. (Edit)

RC symbol.png

Rules Clarification : Berserk      (Edit)

  • Berserk attacks will generate even more Berserk attacks. You keep going until you miss, something survives, or you run out of targets.
  • Berserk grants an additional attack which by definition can only occur during your Combat Action. Therefore Berserk doesn't work on free strikes, impact attacks, etc.
  • "Immediately" means you can't save it until later in your activation. Berserk must be resolved at step 14 of the attack sequence (refer Apdx A).
  • You cannot use "Any Time" abilities while resolving the original attack, the Berserk attack, or between the attacks. Refer Apdx A.
  • Berserk doesn't trigger during a frenzy. (Infernal Ruling)
  • Berserk will not trigger if the target uses an ability to move the damage to another model (such as a warlock transfer).
    • But it will trigger if they use an ability to move the attack to a different model (such as Grim Salvation).
  • Berserk has a weird niche interaction with Agathon's abilities, which you can read here.
  • Attack-Generating Abilities (Edit)
    • From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
    • If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
    • If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)

Rules Clarification : Chemical Imbalance - None yet. (Edit)
Rules Clarification : Hyper-Regeneration - None yet. (Edit)

RC symbol.png

Rules Clarification : Impervious Flesh      (Edit)

  • Impervious Flesh applies to everything, including stuff which "doesn't come from a model" like Continuous Fire.