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No matter where the wars of Cygnar may take her, Lieutenant Gwen Keller traverses the battlefield with the swiftness and ferocity of a lightning storm. With her glaive and grenades she leaves the enemies of her nation scorched by voltaic power, and she will not relent until her mission is complete. The knights she leads know her to be loyal and resolute; the opponents she faces in battle know her to be a warrior with few equals
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Boxed Set
Gwen was packaged in the 2017 Company of Iron side-game.
As of 2021.02 she is out of production, but will be available for individual purchase in September 2021.
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Basic Info
| Lieutenant Gwen Keller |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Small |
| SPD |
5 |
| STR |
6 |
| MAT |
7 |
| RAT |
6 |
| M.A. |
N/A |
| DEF |
13 |
| ARM |
16 |
| CMD |
8 |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
N/A |
| THRS |
N/A |
| HP |
5 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
C |
| UNIT SIZE |
N/A |
| COST |
5 |
| N/A |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Abilities
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Immunity: Electricity
- Flank [ Storm Knight ] - When this model makes a melee attack against an enemy model in the melee range of a friendly Storm Knight model, this model gains +2 to attack rolls and gains an additional damage die.
- Force Barrier - This model gains +2 DEF against ranged attack rolls and Blast Resistance. (Blast Resistance - A model with Blast Resistance gains +4 ARM against blast damage.)
- Leadership [ Storm Knight ] - Friendly Storm Knight models in this model's command range gain Force Barrier.
- Quick Work - When this model destroys one or more enemy models with a melee attack during its Combat Action, immediately after the attack is resolved it can make one basic ranged attack.
Weapons
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| Storm Grenade
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RNG
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ROF
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AOE
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POW
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6
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1
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3
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13
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Damage Type: Electricity
- Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
- Galvanic Blast Field - On a direct hit against an enemy model, the AOE becomes a hazard that remains in play for one round. Models entering or ending their activations in the AOE suffer a POW 10 electrical damage roll.
- Kinetic Grip - When a model is hit by this attack, it suffers -2 SPD for one round.
- Voltaic Vortex - On a direct hit against an enemy model, before rolling damage push models within 2" of the model directly hit 2" directly toward it in the order you choose.
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| Glaive Bolt
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RNG
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ROF
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AOE
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POW
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6
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1
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-
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14
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| Storm Glaive
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RNG
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POW
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P+S
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1
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9
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15
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Theme Forces
Recent Changes
No changes since 2021.10
Thoughts on Lieutenant Gwen Keller
Lieutenant Gwen Keller in a nutshell
Starting her career as a maligned solo of a forgotten side-game system, Gwen Keller turned quite a bit with the arrival of the 2021 Storm Division CID. This character Stormsmith Grenadier - who also happens to carry around a Storm Glaive of the Stormblade Infantry - became a powerhouse solo with great utility. She can prevent other Storm Knights going down against enemy gunlines, may upset jacks and beasts - and once lines clash and her support duty ends, she can become a deadly close combatant thanks to her Flank on other Storm Knights.
Her force Field aura is enough to shift the overall DEF13 of the Storm Knights into the very desirable DEF15 against guns, a level where even veteran gunslingers will have hard time hitting them. Because of that her importance skyrockets against quality guns, and so is her position on the enemy's target list.
In Storm Division if you are running Storm Knights you will almost always want her
as your first requisition option.
Combos & Synergies
- Haley2 - Time Bomb and Kinetic Grip let you apply a -4 debuff to speed, which can be quite potent on a heavy or a battle engine. Voltaic Vortex can also be combined with Telekinesis to pull something 2"+2"
- Laddermore - Her Veteran Leader.
- Stormblade Captain - His Tactician lets her move through other Storm Knights.
- Stormclad or Reliant - She fuels their Accumulator.
- Major Beth Maddox - Onslaught for Pathfinder and they Flank off of each other. Making Maddox harder to harm at range is also great.
- Stormguard Infantry or Firefly - A good old damage buff to her electric attacks and e-leaps
- Storm Lances - the most expensive unit you can defend with Force Barrier.
- Silver Line Stormguard with Stryker1 or Caine1. Blur + Force Barrier means a front line that is DEF 18 vs range, immune to blast damage, and unable to be charged.
Drawbacks & Downsides
- Quick work is hard to utilize without gunfighter if she is still engaged she can't shoot.
- She can be high priority target due to her excellent Leadership aura.
- Her range is dreadfully low, so if you are close enough to hit something with her Kinetic Grip grenade, then she is close enough to get charged.
- Fast units (read: Storm Lances) may outrun her and leave her aura.
Tricks & Tips
- Watch for opportunities for Quick Work - she can make a massive mess using it.
- Mind the wording; apart from Kinetic Grip, all grenade effects require a direct hit upon an enemy model.
Other
Trivia
Released for Company of Iron (2017.07)
Other Cygnar models
Rules Clarifications
Template:RC Electrical
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Rules Clarification : Flank (Edit)
- You can gain the Flank bonus vs knocked down/stationary models (refer to the latest Errata).
- Melee range is measured from your front arc so you cannot trigger Flank on models in your back arc.
- The target enemy doesn't need to be in the Flanker's LOS, just their melee range.
- Most of the time if something is in your melee range then it is so close it's in your LOS too, and the difference is meaningless.
- But if you have 2" reach and you're jammed up in B2B with a bunch of closely-spaced enemies, you'll find your LOS is blocked. In this case, you might be able to trigger Flank on an enemy model that is "hiding" behind that front row of jammers, even though you don't have LOS to it.
- Flank is not tied to a specific weapon, so Mount attacks and Power Attacks can benefit as well.
- If you have two sources of Flank they are still giving you the bonus from the Flank rule so do not stack. (Infernal Ruling)
- If the target moves in/out of the Flanker's melee range between the attack roll and the damage roll (for instance if you throw it) then you need to reassess whether you get the Flank bonus for the damage roll. (Infernal Ruling)
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{{RC Leadership]}}
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Rules Clarification : Quick Work (Edit)
- If you're still engaged in melee when Quick Work triggers, you won't be able to make the ranged attack.
- Quick Work specifies "Combat Action" so doesn't work with Impact Attacks or out-of-activation attacks
- 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)
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Rules Clarification : Attack Type and/or Arcane Savant (Edit)
- If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
- If your target can only be targeted by certain kinds of attack (ie a Menoth warjack with Passage), you can first choose the correct Attack Type (ie Magical Damage vs Passage) and then that allows you to target it. The Attack Type selection and target declaration both occur at Step 1 (Refer Appendix A). (Infernal Ruling)
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Rules Clarification : Galvanic Blast Field (Edit)
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Templates that do damage ( Edit) [Show/Hide]
- Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
- A hazard is a terrain element
- Damage from a hazard template is never considered to be from the model or weapon/spell that put it into play. So hazards never gain special rules of the weapon/spell (such as a Damage Type or Poison), nor does it gain special rules of the model (such as Hand of Fate).
- Damage from a non-hazard template is considered to be from the model that put it in play. So non-hazards do get stuff like Hand of Fate. (Infernal Ruling)
- Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance)
- Damage from a non-hazard is also not from an attack. Instead it will be a Special Action (Covering Fire), or a "instead of making an attack, place a template" (Creeping Barrage), or etc.
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- Damage templates from spells is complicated:
- (Infernal Ruling)
- Spells that leave templates that are not hazards (such as Razor Wall) do Damage Type: Magical.
- Spells that leave templates that are hazards (such as Breath of Corruption) follow the rules for hazards, which are most likely not magical damage but it varies by the hazard.
- The initial damage when you place the template, if any, is Damage Type: Magical.
- For example, Breath of Corruption's initial POW 12 corrosion damage roll is Damage Type: Magical in addition to Damage Type: Corrosion. But the hazard that is put into play from Breath of Corruption is not Damage Type: Magical, just Damage Type: Corrosion.
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- By default, when you put a template into play it doesn't do damage to models they overlap. The exceptions are templates that are created by an AOE weapon, and templates that explicitly say they do damage when they're placed.
- A model which is "placed" also counts as "entering" an area, so the template will damage any one who teleports/spawns into it, too.
- If two templates are overlapping, a model that enters them will take two points of damage.
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Rules Clarification : Kinetic Grip - None yet. (Edit)
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Rules Clarification : Voltaic Vortex (Edit)
- This rules text has changed since the original printing, make sure you're using the right version. (Infernal Ruling)
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Push - General ( Edit) [Show/Hide]
- Pushed models do not change their facing.
- Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
- Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
- You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
- Pushed models suffer the effects of anything they move through (such as acid clouds).
- If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
- However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
- In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
- If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
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