Crucible Guard CID Update #2.5 (3/16)
Yesterday, 12:47 PM
Hey all,
This is a week 2 update, expect another update for week 3 that will also include new battle report and T&L forums for that week. Until that occurs, please play with the updated rules as provided below:
Immunities Icon text
The new Immunity functionality remains the same as the beginning of this week, but the language has been updated to clarify that if a model has multiple immunities that trigger on a damage roll, the ARM bonus is only applied once.
Replace the sentence, “When a model suffers a damage roll with one or more damage types to which it is immune, roll one less dice on the damage roll.” with “When a model suffers a damage roll with one or more damage types to which it is immune, it gains +4 ARM when resolving that damage roll.”
Aurum Legate Lukas di Morray
Lukas' Juicer mechanic has been completely overhauled to provide a more dynamic risk / reward experience that better represents his use and abuse of the strange chemicals which empower him. An increase in damage boxes was included after review of this new mechanic. Additionally, Lukas no longer sets himself on fire from hitting things in his juice induced rage.
Cut Fixed Control Range.
Increase damage boxes to 18.
Change the text of Juicer to the following:
Juicer - At the start of each of your Control Phases, you can place up to three juice tokens on this model. For each juice token placed on this model this turn, this model gains +1 FOCUS for one round. At the end of each of this model's activations, it suffers 1 damage point for each Juice token on it. This model cannot spend focus points to reduce this damage. After suffering this damage, this model can remove d3 juice tokens.
Add the following to Exothermic Reaction: This model is not affected by Exothermic Reaction. This damage is not considered to have been caused by an attack.
Change the text of Overdose to the following:
Feat: Overdose
Gain one focus point for each juice token currently on di Morray.
Marshal General Baldwin Gearhart
As leader of the Crucible Guard military forces, we wanted to further reinforce Gearhart's strengths when bringing mass infantry to the table. With Solid Ground and Deflection, Gearhart protects and delivers Crucible Guard Infantry and Rocketmen potentially best in the Faction.
Gain Solid Ground:
Solid Ground 2 Self Ctrl – UP No
While in the spellcaster’s control range, friendly Faction models cannot become knocked down and do not suffer blast damage.
Captain Eira Mackay
Mackay and the Railless package has proven to be slightly too strong in terms of offensive output and assassination capability. The removal of Arcing Fire from her main weapon, the reduced RNG and AOE on the massive gun (same for the Railless Cannon), and the loss of Veteran Leader should put her in a better place for testing this weekend.
Cut Veteran Leader [Railless].
Alchemical Mortar loses Arcing Fire. Becomes RNG 14, AOE 3.
Liberator
While True Sight proved to be interesting, a compelling suggestion made through CID was reviewed and is being introduced for further testing. Allowing the sole arc node of the Crucible Guard Faction to channel even while engaged is a powerful ability, even given the drawback that the arc node system can potentially burn itself out.
Cut True Sight.
Gain Experimental Arc Node - This models controller can channel spells through it even if it is engaged.
Vulcan
A small but important quality of life change, the Vulcan's Iron Bane ability now only effects enemy models.
Change the text of Iron Bane to the following:
Iron Bane - Affected enemy constructs without Immunity: Corrosion suffer Rust. A construct suffering Rust suffers –2 ARM.
Crucible Guard Infantry Officer & Standard
Crucible Guard Infantry have lost their Repo ability and previous mini-feat, and instead gained a new granted and mini-feat to help further differentiate their role from other infantry in the Faction. With the ability to now CRA into melee, as well as a mini-feat providing an additional shot per aiming model, this unit excels at picking off light and heavy infantry from afar (even once they are stuck in).
Replace Granted: Reposition with Granted: War-Tempered:
Granted: War-Tempered - While this model is in formation, models in its unit can make combined ranged attacks targeting models in melee. If a combined ranged attack made by models with War-Tempered misses a model in melee, participating attackers that would automatically miss the new target do not contribute to the attack and damage roll bonus but still forfeit their attacks.
Replace Whites of Their Eyes with Support Fire:
Support Fire - This model can use Support Fire once per game at any time during its unit’s activation. This activation, models in its unit gain Dual Shot. (If a model with Dual Shot uses its Normal Movement to aim, it can make one additional ranged attack this activation.)
Crucible Guard Storm Troopers
We have reduced the FA and the RNG of the Storm Troopers as testing has indicated they were a bit too powerful for their value.
Reduce RNG to 10.
Reduce FA to 2.
Crucible Guard Rocketmen
We feel the Rocketmen are performing as intended, but a small points adjustment was warranted given feedback and testing results.
Reduce cost to 9/15.
Dragon's Breath Rocket
Melee RNG 0 is bad.
Melee ranges added.
Railless Interceptor
As mentioned in the Mackay post, the power of the battle engine's main weapon has been slightly tweaked down.
Alchemical Cannon becomes RNG 14, AOE 3.
Crucible Guard Mechanik
Become FA 4.
Lady Aiyana & Master Holt
Aiyana & Holt were not only stepping on the toes of the Crucible Guard Infantry by proving magic weapons to other units, but their ability to stack even more damage increasing buffs in the Faction was proving to be problematic.
These models will not work for the Crucible Guard.
Additional Note
We are still carefully monitoring the feedback on models that did not receive changes in this update, such as Locke. Please continue to test existing in addition to the new 2.5 changes over the weekend and into the next update.