Suppressor

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CG Logo.png Suppressor

Crucible Guard Heavy Warjack

Crucible Arms has taken over the production of the Ordic Toro chassis, an aggressive workhorse heavy warjack armed with sword and shield that has fought with the Ordic Army for decades. The Suppressor fields versatile pyrodraulic jets capable of burning, freezing, or rusting adversaries.

Basic Info

Suppressor
Missing Info
Crucible-Heavy Warjack-Supressor 3492.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 5
STR 11
MAT 6
RAT 5
M.A. N/A
DEF 11
ARM 18
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 30
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE N/A
COST 13
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.

Abilities

Weapons

Pyrodraulic Jet (x2)
Gun icon.jpg  RNG   ROF   AOE   POW 
SP 8 1 - 14
Open Fist (x2)
Sword icon.jpg  RNG   POW   P+S 
1 3 14

Theme Forces

Recent Changes

NO changes since 2021.04

Thoughts on Suppressor

Suppressor in a nutshell

The Suppressor is a support style heavy warjack based on the Toro chassis. It brings a variety of debuffs to bear against an opposing army. With Dual Attack the Suppressor can apply its effects to slightly improve its melee game, although its primary function is the spray attacks. Many players treat the Suppressor as a tougher (and repairable) source of Rust, which can be critical in the current meta overflowing with amazing constructs.

Shooting Gallery makes it very accurate when I close, with dual attack it’s often better to charge just to get in even closer.

Combos & Synergies

  • Prospero grants it Veteran Leader and Guided Fire to dramatically increase its ranged accuracy (and to a lesser extent, its melee aswell). Note that the Veteran Leader applies even if the Suppressor is not part of Prospero's battlegroup. If it is part of Prospero's battle group it also gains dispel on its melee weapons.
  • Captain Eira Mackay provides her feat and either Flare or Alchemical Accelerant to buff the Suppressor's damage or accuracy. She also really likes both Ice Cage & Rust as sprays to enable her own personal output (especially if she intends to charge).
  • The Vulcan can remove elemental immunities from would-be targets.
  • The Retaliator can oil things up for him.
  • Marshal General Baldwin Gearhart & Mr. Clogg has Hot-Shot to melt multiwounds units and hurt lights, as ALL damage rolls on its sprays will be boosted. He also provides Prey from his feat, which can make for some truly silly attacks once you factor in the Suppressor's debuffs.
  • It forms an excellent pair with the Vindicator. Withering Humor debuffs the armour of living models, which the Suppressor struggles into. Rust debuffs constructs, which the Vindicator can put fully boosted Decrepitation shots into. Withering Humor and Ice Cage can also ruin the day of any warbeast if used in conjunction.

Drawbacks & Downsides

  • With Rust it hits at effective POW 16 on both the fists and the sprays (and only against constructs), meaning you'll need another buff to hit like a "real heavy". Thankfully those are plenty in Crucible Guard. Having four initials baseline also helps immensely.
  • If you just want a debuff platfrom it is hamstrung by it's low range and RAT outside of the Shooting Gallery bubble. So don't use it as one. Use it as a workpiece heavy with some incidental buffing.
  • Sometimes you'll want to debuff one target and send a heavy to deal with something else and will have to prioritize.
  • Its unbuffed threat range, especially in melee, stands at an unimpressive 9". But among Boundless Charge, Telekinesis, Mobility, Super Fuel, Road to War and Redline, and Arcane Propulsion every single CG caster has a way to remedy this.

Tricks & Tips

  • Dual Attack allows you to charge and spray over your opponent. After movement, you can even shoot first and then complete your charge melee attack. Remember this to set up some interesting angles to catch the enemy by surprise.
    • your guns will always be more accurate vs models you are in melee with lead with them.
  • Ice Cages stack even with other models. If a Suppressor manages to tag a model with both its icy sprays, even a single one of your Combat Alchemists will be enough to trigger stationary, as it will have an effective RAT of 10 on the move.
  • Charges with Dual Attack allow for some excellent positioning.
  • Keep in mind that the benefit from Ice Cage (-2 Def) or Rust (-2 Arm) can be applied before doing the melee attack. The Suppressor is effective Pow 16 into constructs and Mat 8 into non-constructs.
  • Do not forget about the Suppressor's two open fists. It is incredibly good at Rusting warjacks then throwing them at each other.
  • You have to announce which attack type you use before you make your attack rolls, or you will have to default to the top position type printed on its card. In casual settings, most players will let this rule slide, and allow you to declare it after rolling, and assume you picked the "right" one for the situation. In tournament settings they might call you out on it, so it's recommended you make it a habit to declare such things at the appropriate time.

Other

Trivia

  • Released with the Faction launch (2018.06)
  • Wrecked Suppressor: Terrain Rules in NQ Prime #6

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

RC symbol.png

Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Inert warjacks

  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.

Rules Clarification : Construct - None yet. (Edit)
Rules Clarification : Alchemically Treated - None yet. (Edit)

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Rules Clarification:  : Dual Attack      (Edit)
(Click Expand to read)

* If you fail a charge, then you do not get to make ranged attacks.
  • If you have multiple ranged attacks and/or melee attacks, you can intermingle them in any order. (Infernal Ruling)
  • You can charge, make a ranged attack, then make your charge melee attack. Even though you made a ranged attack, that doesn't change the fact that your first melee attack is the charge attack. (Infernal Ruling)
  • You must complete all initial attacks before buying attacks. You can't go: Make an initial melee attack, then buy a melee attack, then make an initial ranged attack. (Locked Thread)
  • Dual Attack doesn't let you mix initial attacks with a (★) attack. Dual Attack only lets you make either:
    1. Initial melee attacks and initial ranged attacks.
    2. Power attack and initial ranged attacks.
      Any other combination of (★ Attack) and initials is disallowed. See this thread for full explanation and links to relevant Infernal Rulings.
    • You could theoretically make a special melee attack and then buy additional ranged attacks (or vice versa) ... but the core rules say "The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any" so the special attack would have to explicitly allow a swap - and I'm unaware of any that do so.
  • There is no penalty for shooting an enemy you are in melee with.
  • Your ranged attack(s) can target a model you are not in melee with. (Infernal Ruling)
  • Dual Attack & Drag ( Edit )
    • This is pretty-much limited to just the Prime Axiom under Syntherion, or the Swabber, Galleon or Prime Axiom under Aurora2
    • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
    • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
    • If you didn't charge then ... just go nuts. There's no restrictions that I know of.
  • Dual Attack & Slam/Trample ( Edit )
Power Attack Slam and Trample combine your Normal Movement and Combat Action, and how this works with Dual Attack is:
  • Slam: You must resolve the movement, the attack, and moving the slammed model. Only then can you make initial ranged attacks.
  • Trample: You must resolve the movement, the attacks, and the free strikes. Only then can you make initial ranged attacks.
  • (Infernal Ruling)

Rules Clarification : Shooting Gallery - None yet. (Edit)


RC symbol.png

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)
RC symbol.png

Rules Clarification : Ice Cage      (Edit)

  • Models with Immunity Cold can be damaged by this attack, they just ignore the DEF penalties.
  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
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Rules Clarification : Incendiary      (Edit)

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Rules Clarification : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)

Rules Clarification : Rust - None yet. (Edit)

RC symbol.png

Rules Clarification : Open Fist  (aka, Power Attack Throw)     (Edit)

  • Throw ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.
  • Collateral Damage
    • Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
      • It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
      • It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
      • It doesn't matter if the attacker has crippled weapon systems or aspects.
  • Throw - Power Attack
    • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
    • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
    • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
    • Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
    • Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.