Father Lucant, The Divinity Architect
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| Father Lucant, The Divinity Architect |
Father Lucant has served Cyriss for over two hundred and fifty years and stands as both a prophet and a bastion of the spiritual truths the Convergence holds as incontrovertible. His presence inspires awe in all who have transcended to inhabit clockwork vessels, for it was his work that brought the process from theory to reality. It was Lucant who initiated the Great Work, and now he marches to battle to ensure its completion.
- 1 Basic Info
- 2 Thoughts on Father Lucant
- 3 List Building Advice
- 4 Other
- Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
Feat : Clockwork Reinforcement
- While within Lucant's control range, friendly Faction models gain +4 ARM.
- When a friendly Faction model in Lucant's control range makes a Repair special action, add +2 to the damage removed.
- Clockwork Reinforcement lasts for one round.
- Steady - This model cannot become knocked down.
- Field Marshal [Shield Guard] - Warbeasts/warjacks in this model's battlegroup gain Shield Guard. (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.)
- Soul Vessel - This model generates soul tokens as if it were a living model.
- Apogee - 2" reach, POW 7, P+S 16 melee weapon
|While in the spellcaster's control range, friendly Faction models gain +2 ARM against ranged and magic attacks. Deceleration lasts for one round.|
|While in the spellcaster's control range, the melee weapons of models in its battlegroup gain Dispel.
| Dissolution Bolt
|A model hit by Dissolution Bolt cannot channel spells for one round.|
| Positive Charge
|Target friendly Faction warjack gains +2 to melee attack and melee damage rolls. While within 3" of the affected warjack, friendly Faction models gain +2 on melee attack and melee damage rolls. Positive Charge lasts for one turn.|
|Once per turn when an enemy model advances and ends its movement within 6" of the spellcaster, you can choose a warjack in the spellcaster's battlegroup that is currently in its control range. That warjack can immediately make a full advance towards the enemy model and then can make one basic melee or ranged attack targeting the enemy model. The attack and damage rolls against that model are boosted.|
No changes since 2017.01
Thoughts on Father Lucant
Father Lucant in a nutshell
Solid Cyriss tournament runner, Father Lucant is arguably considered the high-skill, high-return 'Caster. Boasting impressive health boxes and armor, Lucant can handle most opponents thanks to his nice spell sets and shield guard.
As his spell set is remarkably flexible, Lucant can support almost every Cyriss unit ranging from Prime Axiom to Obstructors. He can play in quantities, as the field marshal grants shield guard to every single vector. This drastically increase the survival rate of the Enigma Foundry, core unit for Cyriss infantries. He can play with heavy infantry, although cyrissian heavy infantries are considered subpar in competitive lists.
The 2 halves of the feat works a bit against each other: you want bonus to your repair rolls once you took some punishment already, and you want extra ARM before committing yourself into the meat grinder. You may often want to go for the extra ARM. With Deceleration's effective +6 ARM you can weather a Kara Sloan level gunline, with near-impunity.
- Deceleration - Your favourite defensive measure against gunlines. It depends on your enemy, whether or not it worth casting in turn 1, since mostly the 2 armies will run toward the centre, but definitely a life saver in turn 2.
- Discontinuity - it is ironic to see upkeep-hate taking form in an upkeep spell, but its effectiveness can't be denied. Beside the obvious removal of defensive buffs (Arcane Shield, Spiny Growth, etc), it can be really annoying for Resourceful casters and locks with the Rapport spell. You can use it defensively , if your key model is under a nifty enemy upkeep: cast it, and and whack the target from behind with the Corollary to get rid of that pesky Parasite.
- Dissolution Bolt - your only ranged threat, and you'll rarely have FOCUS for it. Still, arcing it onto Thorn or a Hurricane can be fun, occasionally.
- Positive Charge - your go-to offensive support spell. The bigger the footprint, the better it is (another reason to bring an Axiom)
- Watcher - an educating spell, as you'll likely to pull off its trick only once. Still, the "Inverter-in-yo-face" scene, which leaves your would-be assailant knocked down, is hilarious. Don't forget to use it against counter-charging opponents. You don't have to use it on the first enemy who gets into your sight, but be on the lookout for chaff infantry, which might block your path to the real threat altogether.
Drawbacks & Downsides
- His spells are somewhat expensive to cast. While he has decent FOCUS, he can easily deplete his focus throwing out Spells. The corollary helps.
- No speed buffs.
- His low RAT makes ranged vectors like Assimilators and Monitors a bad bet. The two exceptions are Axiom and Diffuser.
Tricks & Tips
- You cannot upkeep Watcher and Discontinuity at the same time, so think twice before you change your field spell.
- Shield Guard is not all-mighty; spells and non-direct hits can bypass it, and hit the models you want to spare. Also, smart enemies will find ways to push/slam/place either Lucant, or his vectors out of the crucial 3" radius. His large base also doesn't help.
- Watch out for placement effects, like Apparition, Gate Chrasher, Telekinesis or Slipstream, which will not trigger Watcher.
List Building Advice
His spells and abilities make him the master of attrition game. Be it vectors or infantries, he can protect them really well. Using the recursive and repair tricks present in your faction, enemies will have to think twice before committing their forces into a protracted combat. On the flip-side, he has no ways to boost his forces, or slow down your opponent, so a quick, flanking army can easily foil your plans. One final thing to consider, his melee potential. Bearing some of the highest unaided P+S among the casters in the game, he can bang up targets pretty well - especially with Positive charge. With a large base and a total of 11" threat range (13" with the Diffuser) he is not a dedicated melee assassin, but it worth to remember.
Lucant will go in DI to get access to the TEP. Given he has Field Marshal Shield Guard, he doesn't really need Servitor Sheild Guards too, but hey why not. If you don't want the TEP, you may as well build pretty much the same list in Clockwork Legions and get some free light warjacks.
- Transfinite Emergence Projector : The TEP is, as always, awesome. Lucant can boost the durability of the big metal boot.
- Deflection and Shield Guards can help keep the TEP safe at range. Place a cheeky Inverter beside the TEP, and watch opponents' lethal shots bounce off Inverter's crusty metal armor.
- If the TEP gets banged up, Lucant's feat can bring it back to full health. A single Optifex directive unit is more than enough to max out TEP's boxes under feat.
As of the 2019.07 update, Lucant can now take a Vector-heavy list in CWL without losing "free models". So you have the choice of going in CWL to gain a few free light warjacks and a unit or two to round out your list, or you can go in DI for access to the TEP and more Shield Guards than you'll ever need.
- Obstructors : On feat turn they become nigh unkillable. Cheap, recyclable, 2" reach shield wall infantry, there's no reason not to use these guys in Lucant's army.
- Reciprocators : Another unit that refuses to die on feat turn. Even gargossals can't kill them easily, great when you need to tarpit elite units.
- Clockwork Angels : High SPD skirmishers are hard to come by in Convergence. Lucant's army is slow, and it is good to have some light skirmishers. Deceleration means they won't die to blast damage on the way in.
- Corollary : Pretty much a must-have in the faction.
- Cipher : Often the vector which lives throughout the battle. The Cipher serves as a 2nd attack heavy, and does great when it can land its spike, often with the help of positive charge.
- Diffuser : Makes up for Lucant's lack of speed. A single Diffuser can greatly reduce FOCUS problem, and double Diffuser is not uncommon. You'll just need to cycle the FOCUS.
- Prime Axiom : Lucant's go-to Vector. Giant shield guard, 'caster killer, fire platform... Prime Axiom can be seen in almost every list, and Lucant can turn it up to 11.
- With Shield Guard, its massive size enables the colossal to block the most critical shots, completely ruining an opponent's day.
- Positive Charge on the Axiom is brutal. Its melee attacks are already incredibly high strength, a damage buff means it can wreck a colossal alone. The Axiom's huge base also means it can spread the positive charge bubble over a larger area.
- Inverter : Favored by Cyriss melee casters, Inverter serves as a shield guard and is exceptional for Watcher. It can even be buffed to give out a colossal level smackdown, guaranteeing knockdown when it hits.
- With decent ARM, the Inverter can shrug off most ranged attack.
- When Watcher is active, Inverter can serve as a lifeguard. Opponent's can't assassinate Lucant when they're knocked down by a boosted macropummeler.
- Positive Charge means it can wreck havoc when it charges.
- Conservator : Often maligned for it's low POW fists and the redundant shield guard ability, Lucant can still get good use out of the Conservator in an infantry brick.
- Already sitting at 20 ARM, Lucant's feat bumps it up to 24, making it a great protector for large targets like Enigma Foundries.
- Lucant's infantry attrition game will see steady use of the Conservator's Hand of Vengeance- stack Positive Charge on top of this to get it swinging at POW 19 and MAT 10.
First Seven Purchases
A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time. Lucant can have a decent list in either theme, so his first 7 depends partly on what your other caster(s) would like to share with him.
For warjack-heavy Destruction Initiative:
For troop-heavy Clockwork Legions:
- You may want to swap one of the Eradicators to a Reciprocators unit for more variety in your collection - but Eradicators are considered the best medium-infantry option (as of 2020.04).
Trivia & Lore
- Father Lucant's character originally appeared in the Witchfire Trilogy for the Iron Kingdoms D&D 3.0 campaign.
- Released in Forces of Warmachine: Convergence of Cyriss (2013)
- For Lore, refer to Lore - Convergence characters
Video Battle Reports
- 2019.04 Connor's Retribution Analysis, vs Vyros2
- 2019.02 Deathclock Dave, vs Makeda3
- 2018.10 Deathclock Dave, vs Skarre2
- See also Category: Video Battle Reports for more casters with videos.
Other Convergence models
|Convergence Index (Edit)|
|Units, Solos, & Battle Engines|
Accretion Servitors - Algorithmic Dispersion Optifex - Attunement Servitors - Destructotron 3000 - Elimination Servitors - Enigma Foundry - Frustum Locus - J.A.I.M.s - Prefect Hypatia - Reflex Servitors - Steelsoul Protector
|Clockwork Legions - Destruction Initiative - Strange Bedfellows|
|This index was last updated: 2020.03|
|* 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)