Iron Lich Overseer

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Cryx Logo.jpg Iron Lich Overseer

Cryx Iron Lich Solo

The first overseers were created in the aftermath of the annihilation of Drer Drakkerung, when the Orgoth war witches unleashed unparalleled destruction upon the Cryxian army. The lich lords left no tool to decay, no matter how badly damaged. This included powerful necromancers who had suffered massive physical and mental trauma but were not entirely destroyed. Because of their unique skills and arcane talents a method was found to preserve them. The restructured liches are composite beings with a single body and a unified consciousness. The restoration process ensures some degree of cooperation, and in time these competing personalities merge into a single mind - undeniably insane, but with heightened awareness as well as amplified cognitive and arcane powers.

Basic Info[edit]

Iron Lich Overseer
Missing Info
IronLichOverseer.jpg
COST N/A
UNIT SIZE N/A
FA N/A
Warcaster 0
BASE Medium
SPD 5
STR 7
MAT 6
RAT N/A
M.A. 7
DEF 14
ARM 16
CMD 9
FOCUS N/A
FURY N/A
THRS N/A
HP 8
F. Field N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST 5
N/A
N/A
FA 2
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities[edit]

  • 'Jack Marshal - This model can control a Faction warjack, albeit in a limited manner. Click the link for the full rules.
  • Undead - This model is an undead model and not a living model.
  • Circular Vision - Models never gain a back strike bonus against this model.
  • Drive: Dark Shroud - While in the ILO's command range, a warjack under its control gains Dark Shroud. (Dark Shroud - While in this model's melee range, enemy models suffer -2 ARM.)
  • Magic Ability [ 7 ] - This model can use its Combat Action to cast spells. Offensive spells are a (★ Attack) and friendly spells are a (★ Action).
    • Cloak of Darkness (★ Action) - This model, and any warjacks it controls that are in B2B, gain Stealth.
    • Dark Fire (★ Attack) - 10" range, POW 12 attack. If this spell destoys a living enemy model then the caster gets the soul token regardless of the proximity of other Soul Takers.
  • Soul Taker: Soul Cage - This model collects souls from living enemies who die within 2" of it. This model can store up to three souls and spend them for the following:
    • Soul-Powered - This model can spend souls to gain melee attacks during its activation.
    • Strength of Death - During its Combat Action, this model can spend soul tokens to boost one attack or damage roll for each token spent.

Weapons[edit]

  • Fell Staff - 2" reach, POW 5, P+S 12 melee weapon

Thoughts on Iron Lich Overseer[edit]

Iron Lich Overseer in a nutshell[edit]

The Iron Lich Overseer is a jack marshal that provides Dark Shroud for whichever jack he's currently marshaling for some serious hitting power.

Combos & Synergies[edit]

  • Seether - it's unusual to recommend marshaling a heavy, but the Seether gets to charge for free which means you can always use the Crush jack marshall ability. That's effectively three P+S=21 attacks and one P+S=18, all at MAT 8.
  • Slayer - the pocket heavy with Crush has three attacks at P+S 20 and one at P+S 16. Not bad for the cost.
  • Shrike - it's cheap, high DEF, and its trample really can get places to set up the Dark Shroud. Alas it can't exploit Dark Shroud while Trampling
  • Harrower - against the right foe the Harrower can do absurd damage thanks to a full stack of souls and the jack marshal bonuses. But the wrong foes or the enemy sniping your Soul Takers will make this a waste of points.
  • Warwitch Siren - Empower lets you use the Crush drive for an extra attack and +2 to all damage rolls rather than be stuck with +2 to hit on your charge attack.

Drawbacks & Downsides[edit]

  • Cloak of Darkness is a (★ Action), which means you can't use it after running or charging. Thus if you want the ILO and its jack to be stealthed, you're moving across the field at a snail's pace.
  • Cloak of Darkness would be okay on a ranged jack, but the only ranged jacks that Cryx have are heavies, expensive, and focus-hungry. Tying them to a jack marshal just isn't good sense.
  • Lots of stuff can ignore stealth.

Tricks & Tips[edit]

  • Since the Overseer has a medium base, keep it screened by bone/helljacks or medium-based infantry like Bloodgorgers or the Black Ogrun Boarding Party.
  • Maintain Cloak of Shadows to lessen incoming fire and when the enemy is dealing with the Overseer's marshaled 'jack; otherwise, torment infantry with Dark Fire.


Other[edit]

Trivia[edit]

  • Originally released in Warmachine: Wrath (2011).
  • The model looks somewhat like a Quintesson from the Transformers universe.
  • Nicknames: ILO

Theme Forces[edit]

Other Cryx models[edit]

Cryx Logo.jpg       Cryx Index       (Edit)            
Battlegroup & Similar
Warcasters

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - Deneghra1 - Deneghra2 - Deneghra3 - Goreshade1 - Goreshade2 - Goreshade3 - Mortenebra1 - Mortenebra2 - Rahera - Scaverous - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Terminus - Venethrax

Warcaster attachments The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Iron Lich Overseer (Marshal) - Aiakos1 (BGC) - Deneghra0 (BGC)
Light

Cankerworm - Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker

Heavy

Barathrum - Corruptor - Deathjack - Desecrator - Erebus - Harrower - Kharybdis - Inflictor - Leviathan - Malice - Nightmare - Reaper - Seether - Slayer

Colossal Kraken - Sepulcher
Units, Solos, Battle Engines, & Structures
Units - Living BO Boarding Party - BO Ironmongers - BO Smog Belchers - Bloodgorgers - Marauders - Cephalyx Drudges - Cephalyx Overlords - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates
Units - Undead

Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - Carrion Thralls - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Soulhunters - The Withershadow Combine

Solos - Living/Construct

Aiakos1 - Axiara - Darragh Wrathe - Deneghra0 - Gerlak - Misery Cage - Satyxis Blood Priestess - Satyxis Raider Captain - Severa Blacktide - Warwitch Siren

Solos - Undead

Agrimony - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Hellslinger - Iron Lich Overseer - Machine Wraith - Necrotech - Pistol Wraith - Scrap Thrall - Skarlock Thrall - Soul Trapper

Battle Engines & Structures Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Infernal Machines - Scourge of the Broken Coast - Slaughter Fleet Raiders
Mercenaries
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2019.02

Rules Clarifications[edit]

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 : 'Jack Marshal      (Edit)

  • Marshals can take character jacks (unlike in Mk2). (Closed thread)
  • Although they never get the Power Up bonus, a marshaled warjack can gain focus via other means (such as Accumulator, Empower, Spirit Harvester, etc).
    • They can do this even after the Marshal dies and they become autonomous (unlike in Mk2).
  • 'Jack Marshal & Ranking Officer (Edit)
    • If a Ranking Officer joins a unit with the 'Jack Marshal ability, then they can still only take Mercenary warjacks - they don't gain access to Faction warjacks. (Infernal Ruling)
    • They can control that mercenary warjack as normal, even though they're technically no longer the same faction as the jack. (Infernal Ruling)

Rules Clarification : Undead - None yet. (Edit)

RC symbol.png

Rules Clarification : Circular Vision      (Edit)

  • This only prevents the normal bonus afforded from back strikes. It does not prevent things such as Backstab, which simply requires being in the rear arc.
RC symbol.png

Rules Clarification : Drive      (Edit)

  • If the Drive is on an Officer model, and that model dies, then the new unit commander does not inherit the Drive.
RC symbol.png

Rules Clarification : Dark Shroud      (Edit)

  • Dark Shroud only applies to your melee range, and this doesn't include behind you. Refer to the latest errata.
  • The ARM debuff still applies during a free strike.
RC symbol.png

Rules Clarification : Magic Ability      (Edit)

  • Almost every magic ability cannot be used on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Using a Magic Ability counts as a spell, for effects such as Spell Ward, Witch Hunter, etc.
  • Unlike with warcasters/warlocks, using a Magic Ability is not an "any time" ability. This means:
    • You must complete your movement before you use a MA.
    • You cannot make ranged or melee attacks on the same turn you use a MA.
    • You cannot use a MA on the same turn you charge.
    • (Unless, of course, the rules for the specific MA you're using say you can.)
  • 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)
RC symbol.png

Rules Clarification : Cloak of Darkness      (Edit)

RC symbol.png

Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.
RC symbol.png

Rules Clarification : Dark Fire      (Edit)

  • "Regardless of proximity" soul takers (Edit)
    • The model which ignores distance doesn't always get the soul. Abilities which say you "can't" collect souls (such as Soul Ward) trump it, due to the general rule that "can't trumps can".
    • If there are multiple models that all have the "regardless of proximity" clause, then you randomise who the soul goes to. (Infernal Ruling)

Rules Clarification : Soul Cage - None yet. (Edit)

RC symbol.png

Rules Clarification : Soul-Powered      (Edit)

  • You cannot buy melee attacks after casting a spell, due to the "The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any." rule. And none of the spells you can cast specify that additional attacks can be made.

Rules Clarification : Strength of Death - None yet. (Edit)