WARMACHINE CYGNAR PDF

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Cygnar is a protector of its people at odds with myriad enemies that seek its strength and prosperity for their own. Seasoned by bloody warfare, now its proud military defends the nation from the wolves of Khador, the pious fires of the Protectorate of Menoth, and the undying horrors of Cryx. The crown jewel of the Iron Kingdoms, Cygnar is unequalled in the synthesis of magic and science known as mechanika.

Its advanced technology is evident in the varied strengths of its troops, from specialty forces such as the legendary Stormblades and Arcane Tempest gun mages to the rank-and-file long gunners and trenchers.

While the Strategic Academy reinforces the front lines with recruits, the Cygnaran Armory fortifies those lines with a constant supply of powerful warjacks.

They remain more than willing and ready to defend themselves and their beloved kingdom from those who would crush the principles of freedom for which Cygnar stands. Maddox survived as a prisoner of war held by the Protectorate of Menoth and managed her own daring escape after years of captivity. Armed with a powerful quake hammer, the Ironclad effortlessly smashes lesser combatants to scrap.

The Lancer is valued most of all, however, for its arc node. A device of unquestionable utility, the arc node allows a warcaster to extend his arcane reach across the battlefield. The original Charger chassis has proven an excellent platform for versatile and deadly machines. The Firefly is the most recent variant of the Charger chassis and possesses cutting-edge electro-mechanika capable of frying opponents to a crisp. Beyond the Battlegroup Box.

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Military of Cygnar

Cygnar is a protector of its people at odds with many forces that seek its strength and prosperity for their own. Younger and younger recruits enlist each day, and the training period for infantry has intensified. Their advanced technology is evident in the varied strengths of their troops from specialty forces such as the fabled Stormblades and units of gun mages down to trencher and long gunner infantry. The Royal Navy too is peerless in its might because of mechanika support for its ships, and it has become crucial in preventing incursions from the sea in recent times. As new warjacks trundle off assembly lines, mechaniks find themselves forced to implement alterations in the field to suit the conditions of combat. Their foundries produce more weapons, warjacks, alchemical components, and material to support the war effort, and goods and rare materials throughout the kingdom are now rationed for the military. Even after massive losses over the past campaign season, so many of them are still eager to take up arms and fight despite the risks.

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Warmachine/Tactics/Cygnar

Cygnaran infantry are good at hitting their enemy and can hit very hard if set up right, but are relativly fragile compared to other factions like Khador and Skorne Through high ARM and many damage boxes and Cryx Through numbers and revival , so you need to make sure they hit the enemy with as little resistance as possible. This is next to impossible as the big guns are set up and the heavy hitters of the enemies break your lines, people will die - so make sure your enemy has hell of a time doing so. Units like Trenchers can deny the enemy charges and shooting, and Sword Knights are so cheap you can throw them into the fray without loosing out too much, but those are your options for keeping the enemy at bay - Cygnar likes to get the first strike. If you are out of luck, though, you can just use the Arcane Shield, a very common spell in Cygnar, which you will like to use on your jacks and infantry to let them take those hits. Units like Storm Blades can stand up to blast damage and little else though, but can conversally kill almost anyone on a good charge, meaning you have to make sure they get to go first - Luckily, we have the stuff that can let us do just that, with many of our casters being very good at buffing infantry eHaley and Siege and a lot of movement shenigans Kraye and Sloan. Another thing to mind with our infantry is that they are expensive - a maxed Trencher-unit is a full 9 points, and a full unit of Storm Knights with UA and WA is an eye-watering 11 points!

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