Trancer

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CG Logo.png Trancer

Crucible Guard Solo

Trancers are subjected to powerful alchemical substances to unlock violent psychokinetic powers. Chosen from among terminally ill volunteers, this process creates short-lived but potent living weapons employed by the Crucible Guard. With but a thought they can send adversaries flying back with lethal force, and when one perishes, the volatile energies within them are unleashed in an explosion to obliterate everything around them.

Basic Info

Trancer
Missing Info
Trancer.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 7
MAT 4
RAT N/A
M.A. N/A
DEF 13
ARM 11
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 4
UNIT SIZE N/A
COST 3
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • AD symbol.jpg Advance Deployment
  • Pathfinder symbol.jpg Pathfinder
  • 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.)
  • Mental Force - This model can use Mental Force at the beginning of each attack. If it does, all attack and damage rolls resulting from the attack are boosted. After the attack is resolved, this model suffers d3 damage points.
  • Poltergeist - When an enemy model misses this model with an attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from this model.
  • Psychokinetic Blast - When this model is disabled, center a 4" AOE on it. Models in the AOE suffer a POW 12 blast damage roll. Enemy models in the AOE are pushed 2" directly away from this model in the order you choose. After these pushes are resolved, RFP this model.
  • Steady - This model cannot become knocked down.

Weapons

  • Force Blow - 2" reach, P+S 14 melee weapon
    • Magical dam symbol.jpg Damage Type: Magical
    • Smite - A model directly hit by this attack can be slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. The POW of collateral damage is equal to the STR of this model.

Theme Forces

Recent Changes

No changes since 2021.10

Thoughts on Trancer

Trancer in a nutshell

Trancers are experimental medical/alchemical weapons made from disposed refugees willing to fight alongside the Crucible Guard against Khador in Llael. They are pumped full of chemicals granting them telekinetic powers and set loose on the battlefield.

In play they are cheap shooting-resistant multi-wound solos that can boost to hit, hit hard, and blow up when they die clearing out a fair amount of infantry. They don't do that much - but do what you'd expect for three points.

Combos & Synergies

  • Heavy warjacks - or really anything that will shrug off POW 12 models blowing up.
  • With Syvestro's feat, Gearhart's Veteran Leader and feat, Rust/Withering Humor, and other buffs, they get very powerful for a cheap solo.

Drawbacks & Downsides

  • POW 12 blows up your own infantry.
  • On average they get two boosted attacks; their MAT 4 misses heavies far too often when unboosted.

Tricks & Tips

  • Blowing them up either through taking damage for Mental Force or through triggering free strikes gets those AoEs where you want.
  • Keep them alive as long as possible, they become more valuable the longer the game goes on. Do NOT waste them early, keep them hidden from enemy fire and in a position to clear blocking models.
  • They work very well in groups - 2 working in tandem is much better than 2 working by themselves.
  • Against stealth targets or cloud walls, you can run a Trancer in cover near the enemy and then target it with AOEs that will miss. Trancer is immune to blast in case your deviations are too close.

Other

Trivia

Trancer Dancer, Mini Crate exclusive

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:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
RC symbol.png

Rules Clarification : Smite      (Edit)

  • This rule changed in Mk3 to no longer say it "adds the weapon's POW". It still does add the POW, however, because the whole section on calculating Slam damage was reworded in the main rulebook.
  • Smite is not a Power Attack Slam, it is just an attack which causes a model to be slammed. As such, you can smite friendly models.
  • You can trigger Critical Smite on a free strike.
  • If you Smite on a charge, then the slam damage will be boosted.
  • Chain Attack Smite only - Unlile the other versions of Smite, a Chain Attack one doesn't have the distance halved when a smaller base model smites a larger. The Knights Exemplar Seneschal is just that awesome.
  • See also the clarifications on being slammed


RC symbol.png

Rules Clarification : Advance Deployment      (Edit)

  • Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)
RC symbol.png

Rules Clarification : Pathfinder      (Edit)

RC symbol.png

Rules Clarification : Force Barrier      (Edit)
Rules Clarification : Blast Resistance - None yet. (Edit)

RC symbol.png

Rules Clarification : Mental Force      (Edit)

  • The damage from Mental Force occurs at Step 12 of the attack sequence (Appendix A).
  • If you use Mental Force on an attack that generates yet more attacks (such as the Gatorman Soul Slave casting Bone Shaker) those extra attacks don't benefit from Mental Force. (Locked thread)
  • Eilish only
    • The heal from his Bleed spell occurs at Step 10a of the attack sequence. That's before damage from Mental Force, so you can't use the heal from Bleed to offset the damage from Mental Force.
RC symbol.png

Rules Clarification : Poltergeist      (Edit)

  • If the attack is out of range, Poltergeist is still triggered. This is because an out of range attack misses automatically, and an auto-miss is still a miss.
  • If a single attack misses multiple Poltergeists (for instance a Thresher), then you get to resolve the pushes in any order you choose (after the last thresher attack is resolved).
RC symbol.png

Rules Clarification : Psychokinetic Blast      (Edit)

  • Because this always triggers on disabled, a Trancer never produces a soul or corpse token.
  • You don't halve the POW 12 blast damage; instead you should think of it as "already" halved.
  • 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)
RC symbol.png

Rules Clarification : Steady      (Edit)

  • If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
    In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
  • Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
  • Steady models who make a tough check during an advance can continue advancing. (Locked Thread)