Aurum Ominus Alyce Marc

From LOS Warmachine University
Jump to: navigation, search
CG Logo.png Aurum Ominus Alyce Marc

Crucible Guard Llaelese Character Solo - (Warcaster Attachment)

Mk4 icon.png
Prime
This model is available in one Prime Army, Crucible Guard. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

Alyce Marc personifies the volatile and sometimes unpredictable nature of alchemy in a way few others ever have. In a moment of pure desperation, she consumed an unstable experimental serum, which gave her the ability to transform into a powerful monster. Alyce’s body can become that of a hulking, muscular beast with a thick hide able to slow bullets and turn blades. This new form allows Alyce to tear through enemy attackers before succumbing to exhaustion and returning to her original body’s shape. She is still learning how best to govern this unusual ability but stands ready to unleash her inner strength against the Order’s enemies in the days ahead.

Basic Info

Little Alyce

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

Attached - Before the start of the game, attach this model to a friendly Faction warcaster for the rest of the game. Each Faction warcaster can have only one model/unit attached to it.

Abilities

  • Breather - This model does not suffer gas effects.
  • Magic Ability [ - ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
  • Transmogrification Elixir - This model can use Transmogrification Elixir once per game during your Control Phase. Immediately mark all of this model's damage boxes and replace it with Big Alyce.
  • Traumatic Transformation - A long, wordy rule that boils down to: When Little Alyce "dies", she is instead replaced by Big Alyce. Click here for the full rules text.

Weapons

Acid Bomber
Gun icon.jpg  RNG   ROF   AOE   POW 
6 1 3 12
Knife
Sword icon.jpg  RNG   POW   P+S 
0.5 2 7

Spells

COST RNG AOE POW DUR OFF
Empower

(★ Action) CMD - - - No
Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack also gains 1 focus point.
Guidance

(★ Action) CMD - - Turn No
Target friendly model. If it is in range, it gains Eyeless Sight and its weapons gain Damage Type: Magical for one turn.
Harmonious Exaltation

(★ Action) CMD - - (★) -
Target this model's warcaster/warlock. If it is in range, once this turn when the warcaster/warlock casts a spell, reduce the COST of the spell by 1.

Big Alyce

Big Alyce
Missing Info
Big Alyce.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 7
STR 8
MAT 8
RAT N/A
M.A. N/A
DEF 13
ARM 17
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 8
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Tough symbol.jpg Tough
  • Breather - This model does not suffer gas effects.
  • Countercharge - When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. This model can use Countercharge only once per round and not while engaged.
  • Hyper-Regeneration - Remove d3 damage points from this model at the start of each of its activations.
  • Jump - After it makes a full advance during its Normal Movement but before it performs its Combat Action, you can place this model anywhere completely within 5" of its current location. Any effects that prevent charging also prevent this model from using Jump.

Weapons

Claw (x2)
Sword icon.jpg  RNG   POW   P+S 
1 6 14

Theme Forces

Alyce Marc.jpg
  • Other Factions
    • Infernal players can use her in the Hearts of Darkness theme. She can only go in this theme if Lukas is leading the army. She doesn't use up a "Up to three Faction solos" slot thanks to Lukas' Irregulars rule.


Thoughts on Aurum Ominus Alyce Marc

Aurum Ominus Alyce Marc in a nutshell

The wife of Lukas di Morray, Alyce went through a series of experiments that forever unlocked a monstrous transformation within her. As an arcanist, Alyce is a warcasters best friend. Bringing a menu of dedicated support actions to her army, Alyce should always feel relevant on the tabletop. When the time for support is over, or if some stray bullet happens to catch her, Alyce transforms into a monster of great strength and combat prowess.

Combos & Synergies

  • Every Crucible warcaster can make use of her abilities, so she will be in every CG list.
  • Especially Lukas as Alyce removes part of the negative effects of juicing.
  • Empower doesn’t check for battlegroup, meaning Alyce can use it to give an extra focus to one of Prospero’s warjacks.

Drawbacks & Downsides

  • Little Alyce has victim stats, so you need to look after her.
  • Alyce may be slightly overpriced if you never transform. If you find yourself never getting good use out of Big Alyce, consider CG’s Merc caster attachment options.
  • Once she transforms into Big Alyce there's no changing back, and Big Alyce has no abilities to support your warcaster.
  • She can't transform if there's not enough space to place her medium-size base - instead she dies and you get no Big Alyce in return.
  • She is basically a requirement for several casters, especially Lukas, so you only have the illusion of choice as to whether or not to include her or take a Merc option.

Tricks & Tips

  • Wait until the enemy gets too close before transforming.
  • You gain +2 to hit if you leap into the enemy back arc.
  • Guidance is an excellent utility spell. Since it grants eyeless sight it negates concealment granted by Ashen Veil which can help negate high def of key pieces such as the Menite Archons. Making weapons magical is also a strong counter to Choir of Menoth or incorporeal models.
  • Guidance works on friendly models, not friendly *faction* models, meaning you can put in on a merc.

Other

Trivia

  • Released in 2018.06
  • She is Lukas' wife.
  • The Transmogrification Elixir is the same concoction used by Lukas. While it gives him warcaster powers, it transforms her into a beast.

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 : Corrosion      (Edit)

  • If you deploy in corrosion hazard terrain (Acid Pool), then you get corroded 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.
  • A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.


RC symbol.png

Rules Clarification : Attached      (Edit)

  • Attached models are not (normally) part of the warcaster's/warlock's battlegroup. (Infernal Ruling)
(You need the Companion rule to become part of the battlegroup).
  • Thus, attachments are not affected by battlegroup-only effects such as Energizer (unless they're a Companion).

Rules Clarification : Breather - None yet. (Edit)

RC symbol.png

Rules Clarification : Magic Ability      (Edit)

  • Combat Action
Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
  • You must complete your movement before you use a MA.
  • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
  • You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
  • You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
  • You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Non-Combat Action
There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
  • Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
  • Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
  • Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
  • Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.
RC symbol.png

Rules Clarification : Empower and/or Recharge     (Edit)

  • A warjack can benefit from this ability multiple times.
  • A warjack cannot go over its normal focus limit (which is 3 for most jacks) as a result of this ability. Refer to the Cortex rules.
RC symbol.png

Rules Clarification : Guidance      (Edit)

RC symbol.png

Rules Clarification : Eyeless Sight      (Edit)

  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
  • Blind vs Eyeless Sight (Edit)
    • If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
    • Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.
  • Anti-Cloud abilities vs Burning Earth (Edit)
If you make a piece of terrain "Burning Earth" it counts as a cloud effect in addition to it's original type. This has 2 odd rulings:
  1. If any part of the terrain piece is "hit" by an ability that makes clouds expire (such as Gale Winds) then the entire terrain piece is taken off the table. (Infernal Ruling)
  2. If a model can ignore clouds but not the original terrain type, they don't ignore the terrain. For instance if you have a burning forest, then Eyeless Sight can't see through the forest. (Infernal Ruling)
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 : Harmonious Exaltation      (Edit)

  • If the warcaster/warlock is affected by multiple COST-altering abilities (such as Lamentation which doubles cost) then follow the math rules: double/halve before adding/subtracting. (Infernal Ruling)
    • For example, a warcaster with Harmonious Exaltation and Lamentation casting a COST 3 spell would pay [3x2] - 1 = 5 focus.
  • Harmonious Exaltation can, in fact, lower the COST to zero. (Infernal Ruling)

Rules Clarification : Transmogrification Elixir - None yet. (Edit)

RC symbol.png

Rules Clarification : Traumatic Transformation      (Edit)

  • Replace (Edit)
    • There are three types of Replace: Dragoons getting dismounted, Grunt models being promoted to a Leader model, and abilities that transform one model into another (such as Infection or Soul Gate)
    • Colossals and Gargantuans cannot be placed via a replacement effect. (Infernal Ruling)
    • You cannot replace a model if there isn't enough space, and you don't apply the rule of Least Disturbance.
      This can lead to some awkward rules interactions when a larger model replaces a smaller, or any model replaces another while overlapping a third model. Click to read more.   [Show/Hide]
      1. If it is completely voluntary (such as casting Soulgate) then you simply don't get to place the larger model because there isn't room. (Infernal Ruling)
      2. If it is involuntary and occurs while moving (such as a flying Dragoon moving and taking a free strike that dismounts him while overlapping something) then you rewind the movement until you reach a point where there is sufficient space to carry out the replacement. This can cause it to move several inches away from where it took the free strike. (Infernal Ruling)
      3. If is involuntary and occurs while standing still (such as Little Alyce getting shot and trying to transform into Big Alyce) you simply don't get to place the larger model because there isn't room.
        In the case of Alyce, you can't trigger Traumatic Transformation so Little Alyce goes through the disabled-boxed-destroyed process like a normal model does, and never becomes Big Alyce. (Infernal Ruling)
        In the case of the Northkin Fireeaters, the Pyg Grunt model can only be promoted to the Troll Leader model if there is enough space. If not, he stays a Pyg but becomes the unit commander.
    • Note that if two models are B2B with a third model, that third model can't be replaced with a larger model. There is no configuration where it fits and overlaps where the small one was.

Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Breather - None yet. (Edit)

RC symbol.png

Rules Clarification:  : Countercharge      (Edit)
(Click Expand to read)

    Timing    
  • If the moving model has Assault, the Countercharge is resolved before the Assault attack. (Infernal Ruling).
  • If the moving model has a rule that resolves "at the end of Normal Movement" (such as Slipstream), the Countercharge is resolved before the other rule. (Infernal Ruling)
  • The moving model cannot use an "Any Time" after finishing their advance but before your Countercharge. They can use it only after the Countercharge is resolved.
  • If the non-countercharging player has a similar "ends an advance" trigger (such as Admonition) then they can trigger and resolve that from your countercharge movement.
    • Example: Model [A] charges, and triggers Countercharge on [B]. Model [B] countercharges, and triggers Admonition on [C].
      Resolve Admonition on [C]. Then finish resolving Countercharge on [B]. Then finish model [A]'s activation.

    Triggering Countercharge    

  • You can trigger Countercharge if you're engaging, but not engaged.
  • You can trigger Countercharge during your own turn, if your opponent has an ability to move during your turn (such as Admonition).
  • Some abilities let you "ignore intervening models when declaring a charge" (such as Flight). Unfortunately, you still need LOS to trigger Countercharge, and it's only after CC is triggered that you actually get to declare a charge. In other words, Flight and Countercharge don't work together for LOS purposes.
  • What does trigger Countercharge
    • Countercharge triggers off any advance, not just in-activation stuff.
    • Standing still but changing facing is an advance.
  • What doesn't trigger Countercharge
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • When a unit is moving, countercharge is triggered on a model-by-model basis. So you can countercharge after any model in the unit has finished its move within range, but you can only countercharge that model who just finished its movement. You can't "save it" until the entire unit finishes moving and then say "I'm going to Countercharge the first guy you moved."

    Attacks, Boosting, & Other Triggers    

  • You only get one attack when making a countercharge, regardless of how many initials you normally have.
  • The charge attack damage is only boosted if the Countercharger moved 3" or more, as with a regular charge.
  • Countercharge occurs outside of activation so you can't spend fury/focus to boost a countercharge attack, nor buy additional attacks afterwards, not trigger stuff that only happens during your Combat Action (like Berserk).
  • Even if you trigger Countercharge during your own activation, for the duration of you resolving the CC it "no longer counts" as being in your activation. (Infernal Ruling)

    After the Countercharge    

  • The countercharging model cannot use any abilities that trigger on "during activation" or "during combat action" (such as Sprint), as Counter Charge is not an activation. (Locked thread)

    Other interactions    

  • Countercharge during your own activation (Countercharge vs Admonition etc) ( Edit )
    • You can trigger Countercharge during your own activation, but only if an enemy model moves during your activation. For instance, you move towards a model who has Admonition and they trigger that to try to move away. (You do a normal move, they trigger admonition and move, you trigger countercharge from their admonition-move.)
    • However countercharge always counts as being out-of-activation, no matter when you trigger it. (Infernal Ruling)
    As a result, you can't trigger only-during-activation effects (such as Critical Shred & Sustained Attack).
    • On the other hand, you can potentially get two charge attacks (one for your normal charge, one for the counter charge). (Infernal Ruling)
      This ruling still applies even after the 2018.07 update (Infernal Re-ruling)
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • Countercharge Inception
    • If a model [A] has Countercharge, and it charges an enemy model [B] that has Countercharge and Admonition, then ...
      • Model [A] charges and triggers CC and Admo on [B]
      • Model [B] Admo moves but before it can resolve its own CC, it triggers CC on [A]
      • You now have two models that have triggered CC simultaneously. So the Active player gets to resolve their one first.
  • Assault vs Countercharge ( Edit )
  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).

Rules Clarification : Hyper-Regeneration - None yet. (Edit)

RC symbol.png

Rules Clarification : Bounding Leap and/or Jump and/or Leap     (Edit)

  • You cannot use this ability if you forfeit your movement, because "After making a full advance" is a conditional requirement. (Infernal Ruling)
  • You can only use this ability after a full advance, which means you can't do it after a Slam, Trample, or Charge.
  • You can use "At any time" abilities between completing your move and doing the Jump/Leap. (Infernal Ruling)
  • Jumps & Leaps are a "placement". They do not trigger free strikes, and you can even jump over solid buildings of infinite height.
  • If you cannot advance more than 0" (for example suffering from Shadow Bind) then you can Jump/Leap. Making an advance of 0" is sufficient to trigger Jump/Leap.
  • Jump only
    You cannot use Jump if you are suffering "any effect which prevents charging". So...
    • If you forfeit your Normal Movement, you cannot Jump. (For the same reason as given above.)
    • If you forfeit your Combat Action, you cannot Jump. (Infernal Ruling)
    • If you "cannot make attacks" (such as with Morvahna1's feat), you cannot charge, therefore cannot Jump. (Locked Thread)
  • Unit with Jump
    • Complete all the models' Normal Movement before starting any Jumps. Then do all Jumps (that you can do and/or want to do) before starting any Combat Actions. (Infernal Ruling)
    • Models in a unit can Jump even if they don't receive a Press Forward order (failing to be told to charge is not the same as being prevented from charging). (Infernal Ruling)