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Cygnar Logo.jpg Centurion

Cygnar Heavy Warjack

Mk4 icon.png
This model is available in two Prime Armies, First Army and Storm Knights. 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.

Caspian engineers developed the hulking Centurion to rival the size and strength of Khador’s warjacks. Its increased armor and heavy shield makes it one of Cygnar’s most durable designs, and its mighty piston spear can easily pierce the hulls of enemy warjacks. The Hammersmith swaps out shield and spear with massive twin forge hammers meant to flatten anything in its path, while the Avenger features a stun blade and a groundbreaking seismic cannon. Representing a step forward in Cygnaran technology, the seismic cannon fires sophisticated projectiles that can unleash a localized earthquake upon impact.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
STR 12
M.A. N/A
DEF 11
ARM 19 / 21 (★)
ESSENCE {{{essence}}}
HP 30
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
(★) 21 including the Shield
Warcaster 1
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.


  • Construct symbol.jpg Construct
  • Imprint [Polarity Field] - This model can spend 1 focus point at any time during its activation to gain Polarity Field. (Polarity Field - A model with Polarity Field cannot be charged or slam power attacked by a model beginning the charge or slam in its front arc.)
  • Shield Guard - Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary. The Shield Guard special rule can only trigger once per attack roll.


Sword icon.jpg  RNG   POW   P+S   LOCATION 
1 2 14 Left
Piston Spear
Sword icon.jpg  RNG   POW   P+S   LOCATION 
2 6 18 Right
  • Critical Sustained Attack - On a critical hit during this model's Combat Action, attacks made with this weapon against the model critically hit by this weapon automatically hit that activation. If this model attacks another model with this weapon this activation, attacks against the last model critically hit with this weapon no longer automatically hit.

Theme Forces

Thoughts on Centurion

Centurion in a nutshell

Cygnar's roadblock heavy. Due to the shield, it has the highest unbuffed ARM in Cygnar...and can obviously be buffed further by the various armour spells. It typically gets to somewhere you don't want the enemy to get to, uses Polarity Field for a turn or two then charges in. It's the ideal Warjack to control/contest zones and flags to prevent your opponent scoring scenario points.

Having gained shield guard it can now weather fire intended for your infantry although Morrowan Battle Priests do this in abundance the centurion is almost guaranteed to remain on the field afterwards, and as it’s 3 armour higher than the Sentinel and has significantly more health than the Trench Buster it’s probably the best shield guard in faction in terms of survivability.

Combos & Synergies

  • Any model with Arcane Shield.
    • ARM24 makes it very hard to take out, even more so since your opponent won't generally be able to charge it due to Polarity Field and therefore requiring a further investment of resources.
    • Haley1 also has the Spell and with Temporal Barrier and Arcane Vortex there isn't much the enemy can use to get rid of a Centurion.
    • Commander Coleman Stryker deserves a special mention due to Invincibility. ARM29 for a round? Good luck getting through that with anything that isn't a Colossal or Gargantuan.
    • Commander Dalin Sturgis - He relies on his DEF to stay alive, so the Shield Guard is very much appreciated to deter high RAT shooting.
  • Captain Jeremiah Kraye gives it all sorts of useful buffs.
    • The free boosted charge attack is a great way to activate Critical Sustained Attack with no additional investment of focus.
    • The reposition makes running pointless since advancing and repositioning is 1" faster. Also, if you have spare focus, or can trample for free, trample and reposition is 50% quicker than running.
    • His feat gives it a handy speed boost.
    • Selfishly Kraye being on a big base is harder to screen than most having a shield guard that suits his plans and does the heavy lifting for him is handy.
  • Artificer General Nemo removes the other remaining options that Polarity Field doesn't affect - he negates place effects and pushes thanks to Magnetic Field.
    • It's not a bad target for Lightning Shroud - the extra damage on an already powerful 'jack is going to hurt most heavy beasts/jacks badly. The Electro-Leaps are just a bonus.
    • Electrify not only gives it an ARM buff, but if your opponent does finally manage to get into melee with the Centurion, they will get one or two hits at best before Repulsor Field pushes them out of engagement range.
  • Warcasters with Escort go some way to solving its speed issues.
  • Captain Arlan Strangewayes allows you to Polarity Field and run without any focus from your Warcaster thanks to Empower.
  • Silver Line Stormguard also cannot be charged putting these 2 together lets you control a Flank.

Drawbacks & Downsides

  • It's slow, really slow.
  • Enemies cannot charge you with your imprint on, they can still run up and jam you.
  • Enemies cannot charge you with your imprint on, but they can charge another model nearby, and engage you that way. Position the model carefully.
  • Some models will just control the Centurion with pushes and slams from guns and spells. The Centurion isn't a great contesting piece if it can't get into a position to contest.
  • it’s expensive for a purely melee model with minimal army support.

Tricks & Tips

  • You can play it further forward than most jacks. 3" to be specific as it can't be charged. So trigger the imprint and run.
  • Don't forget, running ends your activation immediately, so activate the Imprint before you intend to run.
  • The model's spear is obnoxiously large, and can often be in the way - consider magnetizing both arms (especially with the plastic kit).



Other Cygnar models

Cygnar Logo.jpg       Cygnar Index       (Edit)
Battlegroup & Similar
Warcasters Caine1 - Caine2 - Caine3 - Constance - Darius - Haley1 - Haley2 - Haley3 - Jakes2 - Kraye - Maddox - Nemo1 - Nemo2 - Nemo3 - Sloan - Stryker1 - Stryker2 - Stryker3 - Siege1 - Siege2 - Sturgis1
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers

Battlegroup Controllers: Caine0 - Nemo4 - Jakes1 - Journeyman - T. Warcaster Lieutenant
'Jack Marshals: Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA

Light Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, Battle Engines, & Structures

Arcane Tempest Gun Mages - Black 13th Gun Mage Strike Team - Field Mechaniks - Legion of Lost Souls - Long Gunner Infantry - OoI Resolutes - OoI Vigilants - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - Tr Cannon Crew - Tr Chain Gun Crew - Tr Commandos - Tr Express Team - Tr Long Gunners - Tr Infantry - Tr Mechaniks
Special CA : Captain Jonas Murdoch (Mercenary unit) - Special WA: Morrowan Battle Priest (any unit)


Arcane Tempest Rifleman - Archduke Runewood - Captain Arlan Strangewayes - Captain Maxwell Finn - Commander Anson Hitch - Dreyfus1 - Dreyfus2 & Flubbin2 - Grand Master Gabriel Throne - Glyn Cormier, Illuminated One - Gun Mage Captain Adept - Journeyman Lieutenant Allister Caine - Journeyman Warcaster - Harlan Versh, Illuminated One - Lieutenant Allison Jakes - Lieutenant Bastian Falk - Lieutenant Gwen Keller - Major Katherine Laddermore - Major Harrison Gibbs - Morrowan Archon - Savio Montero Acosta - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures

Nemo4 - Storm Strider - Trencher Blockhouse

Theme Forces
Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2021.11

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 : Imprint - None yet. (Edit)

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Rules Clarification : Polarity Field and/or Polarity Shield and/or Polarity Wall     (Edit)

RC symbol.png

Rules Clarification : Shield Guard and/or Shadow Guardian     (Edit)

  • You can't use this ability vs spells.
  • You shift all effects onto the new model, including stuff that triggers on "when this attack hits".
  • When you use this ability vs an AOE attack, the template moves too. Because, with reference to Apdx A, the hit 'moves' at Step 6 and the template placement is determined at Step 7.
  • This ability doesn't work vs Point Blank attacks. Because Point Blank attacks are melee attacks that are made using a ranged weapon.
    • On the other hand, it will work vs Gunfighter attacks.
  • Shield Guard only
    • Since Shield Guard specifies "opponent's turn", it can't be used against stuff that shoots in your own turn (such as Watcher or Counterblast).
    • The Shield Guard does not necessarily need to be in the attacker's LOS or range.
    • The Shield Guarder is always hit even if they have an ability that makes them automatically get missed, such as Stealth. (Automatically missing is determined earlier in the timing sequence than the Shield Guard moving the hit.) (Infernal Ruling)

RC symbol.png

Rules Clarification : Sustained Attack      (Edit)

  • Translation for newbies : Once you hit your target, your next attack(s) with the same weapon will auto-hit.
  • If your target becomes out of range in between attacks (somehow), then Sustained Attack will not let you auto-hit. Refer Step 3 vs Step 4 of the Attack Sequence (Apdx A).
  • If you have sustained attack on a weapon that makes simultaneous attacks (e.g. Prime Axiom making a Sweep attack), then all the models you hit are "the last model hit" and whichever one you choose to attack next is the one you get the auto-hit bonus vs. (Infernal Ruling)
  • This only applies to the first attack after a simultaneous one - once you make that next attack, it's all reset back to being "just one" last model hit.
    • Example : you Sweep and hit models A, B, C. Then you buy an attack vs model C. It is auto-hit because it was (one of) the last model(s) hit. Then you buy another attack, now you can only auto-hit C because it is the last model hit.
RC symbol.png

Rules Clarification : Shield and/or Buckler     (Edit)

  • The only time you lose the Shield bonus is when the weapon is crippled, or if the attack originates in your back arc. (Infernal Ruling)
    • In other words, you still get the Shield bonus while knocked down or stationary.
  • You don't get the Shield bonus vs stuff originating in your back arc. This includes stuff that "leaps" off models in your back arc, such as Electro Leap. (Locked thread)