Prime This model is available in one Prime Army, Convergence of Cyriss. 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.
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Armed with a deadly pair of slicing blades, the Negator is one of the latest creations to join the vector arsenal of the Convergence of Cyriss. Swift and precise, Negators hunt in packs to bring down their quarry before they are even detected.
Basic Info
Negator |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Medium |
SPD |
7 |
STR |
6 |
MAT |
(★) |
RAT |
N/A |
M.A. |
N/A |
DEF |
13 |
ARM |
15 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
22 |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
U |
UNIT SIZE |
N/A |
COST |
6 |
N/A |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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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.
Vector - A vector is a specialised type of warjack used by the Convergence. It swaps out the Cortex for an Induction Node, and this changes how it gets access to focus. Also its MAT & RAT is always equal to its controller's. Click here for a full rundown
Abilities
- Construct
- Flight
- Flank [ Negator ] - When this model makes a melee attack against an enemy model in the melee range of a friendly Negator model, this model gains +2 to attack rolls and gains an additional damage die.
- Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
Weapons
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Avulsor (x2)
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RNG
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POW
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P+S
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LOCATION
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0.5
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4
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10
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Left + Right one each
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- Critical Amputation - On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged.
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Theme Forces
- Other Factions
- There are three Convergence Partisan models that, between them, can take this warjack in a plethora of Mercenary, Cryx, and Cygnar themes.
- These models are Aurora2, Asphyxious4, and Nemo4.
Thoughts on Negator
Negator in a nutshell
It's a light warjack that flanks with itself. At only POW 13.5 even when flanking it's doubtful that it's that good.
The Negator, a melee light that should be taken in multiples and swarm targets to trigger their Flank [Negator] ability. A single Negator should not be too much of a threat to a heavy, but two or more should pose a serious issue that is capable of taking down their equivalent point cost (not guaranteed to, but capable).
In any other faction the Negator would be a hard sell - as it needs to be run in multiples and does very little without focus to either increase the chance of its crit effect or to actually hurt its target (even with flank) induction makes this jack viable and certain casters Axis, Aurora1, Aurora2 and Syntherion will find a use for 2 or 3 on occasion.
Combos & Synergies
- Syntherion often takes a couple Galvanizers mainly as a tool to get his Synergy train going. For just one point more, Negators lose the Repair (something all of Syntherion's 'jacks do to themselves naturally anyways) but are easier to deliver to the enemy thanks to a significantly higher speed and Flight letting them get into positions to attack without blocking your heavy-hitters coming in from later in the Synergy chain. On top of this they trade two base POW for a second attack. If its goal is to get to the target and hit it at least once to add to Synergy, then this is quite nice. The biggest trade-off for this is the loss of the Grievous Wounds the Galvanizer applies, so if your opponent has access to repairing then you really want to destroy anything you throw them at before they get the chance to fix it up, but if you are using them to get Synergy going then there's a good chance something with more punch will be coming in to finish whatever they started. Additionally, POW 13 with flank is much more palatable than the base POW 10.
- 2-3 Negators start to put out some surprisingly good damage themselves once the later ones are getting that Synergy bonus alongside Flank, being MAT 7-10 (5 Base + 2 from Flank + 1-3 from Synergy) and average POW 14-16 (10 Base + 3.5 from Flank + 1-3 from Synergy) with Critical Amputate potentially adding 1-5 damage on top (columns have a max of 6, and you have to deal at least one point to the column to Amputate it). A swarm of them can potentially do some real work with how many potentially amputating attacks they can throw out.
- Orion on Feat turn gives them an extra attack die against things with no Focus, making it much easier to fish for Critical Amputate. It just so happens that Warjacks tend to end their activations with no remaining focus, and don't like being hit with a flurry of potentially Amputating attacks.
- Aurora2 just does a lot for flying models.
- Axis, The Harmonic Enforcer Flying makes counter charge slightly easier, bulldoze and a high base MAT is good.
- Asphyxious the Sanctified gives them a much needed damage boost - but they eat up a lot of his Focus. If you're playing Negators on your main caster, consider putting one on him as well:
- Asphyxious generally wants his jack to die so that he can go do his job of being a super-solo.
- Since the Negator gets Dark Shroud, it becomes a very nice support piece for the Negators in the main battlegroup.
- Father Lucant, The Divinity Architect likes one or two, since they're fast, cheap jacks that can easily put Positive Charge where you need it.
Drawbacks & Downsides
- Even with the extended Induction range from a nearby Algorithmic Dispersion Optifex a Negator can only induct up to 9" away, but they can move 10" on the charge without any threat extensions in place or 12" with help from a Diffuser.
- The first Negator into an enemy won't get the benefit of Flank, making it effectively a support model that only supports other Negators.
- They are pillow-fisted; even with Flank already working a Negator doesn't even hit as hard as the notoriously pillow-fisted Modulator
Tricks & Tips
- Flight lets them hang back behind the front lines and then move in over the heads of the troops you had in the way, making them effective counter-strikers.
Other
Trivia
Released 2020.03
Other Convergence models
Rules Clarifications
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Rules Clarification: : Vector (Edit) (Click Expand to read)
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Cortex
- They don't have one.
- They're immune to all effects that specify "cortex" - for instance, the spell Domination.
- They're not immune to disruption. You cannot allocate or induct to a disrupted Vector.
Interface Node and Induction
- A Vector can induct any number of times, to any number of Vectors, as long as it has focus to spend.
- You can induct to the same Vector repeatedly, if you want.
- You cannot go over the normal focus limit as a result of Induction. Refer to the Interface Node rules in the core rulebook.
- You can induct to a Vector that has already activated. Although the only tactically-wise target is the Corollary.
- Anything which prevents a model 'gaining' focus will prevent a Vector receiving focus via Induction.
- When a Vector spends a focus to charge/run/slam/trample, it does so before movement. So you need to resolve Induction from its original position, not its final position.
- A Vector doesn't need to be in its caster's control range to give/receive focus via Induction.
- Warcasters can't Induct or be Inducted to.
- Similar to a normal warjacks, when a Vector has its Interface Node crippled it does lose the focus currently on it. (Infernal Ruling)
- You can't spend focus to buy attacks (and Induct the focus) if no one is in your melee range. (Infernal Ruling)
- Focus that is spent to shake effects during the Maintenance Phase cannot be inducted. You can only Induct during your activation.
MAT & RAT
- Vectors use their controller's current RAT/MAT.
- The line that reads "use their warcaster's RAT/MAT" was supposed to change to "battlegroup controller" in the 2020 update. (Infernal Ruling)
- So, for things which affect RAT/MAT directly (such as Deneghra1's feat):
- If your warcaster is affected, then all of your Vectors are affected.
- If your Vector is affected, then it simply doesn't care.
- And for things which affect your attack roll (such as Positive Charge)
- There is no interaction between the caster and Vectors for 'attack roll' bonuses.
- If your warcaster is affected, then your Vectors don't care
- If a Vector is affected, then that Vector is affected (but not other Vectors)
- And for things which affect other stats (such as -2 SPD, STR, etc)
- Vectors work the same as normal models for all other stats. There is no special interaction between caster and Vectors in that regard.
Some MAT/RAT examples
- A caster has a MAT 6 and RAT 4.
- All Vectors in its battlegroup are MAT 6 and RAT 4
- In that same battlegroup, a Vector is affected by the Deneghra1's feat (affected models suffer -2 RAT & MAT).
- That Vector remains MAT 6 and RAT 4.
- In that same battlegroup, the caster is affected by the Coven's feat.
- All Vectors become MAT 4 and RAT 2.
Vectors in non-Convergence factions
- If Aurora2, Nemo4, or Asphyxious4 die while controlling a Vector:
- The Vector remains whatever Faction it started the game as.
- If the Vector is re-activated by a 'Jack Marshal, its new MAT/RAT score will be 0. If the 'Jack Marshal then dies, the MAT/RAT remains 0.
- (Infernal Ruling)
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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.
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Rules Clarification : Construct - None yet. (Edit)
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Rules Clarification: : Flight (Edit) (Click Expand to read)
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- Flight doesn't ignore:
- Impassable terrain.
- Most hazards. The exception is they do ignore Acid Bath and Burning Earth as long as they don't land in them.
- Templates that stay in play and do damage to models moving through them (such as a Scather).
- Free strikes.
- Trampling with a flying model (Edit)
- Flight allows you to trample "over" medium- and larger-bases.
- Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
- Unless, of course, you have an exception like Blade Rush.
- Flight on a Cavalry model (Edit)
- Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
- Charging through models (Edit)
- You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
- Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
- Your melee range only extends to your front arc. Refer to the latest errata.
- You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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Rules Clarification : Flank (Edit)
- You can gain the Flank bonus vs knocked down/stationary models (refer to the latest Errata).
- Melee range is measured from your front arc so you cannot trigger Flank on models in your back arc.
- The target enemy doesn't need to be in the Flanker's LOS, just their melee range.
- Most of the time if something is in your melee range then it is so close it's in your LOS too, and the difference is meaningless.
- But if you have 2" reach and you're jammed up in B2B with a bunch of closely-spaced enemies, you'll find your LOS is blocked. In this case, you might be able to trigger Flank on an enemy model that is "hiding" behind that front row of jammers, even though you don't have LOS to it.
- Flank is not tied to a specific weapon, so Mount attacks and Power Attacks can benefit as well.
- If you have two sources of Flank they are still giving you the bonus from the Flank rule so do not stack. (Infernal Ruling)
- If the target moves in/out of the Flanker's melee range between the attack roll and the damage roll (for instance if you throw it) then you need to reassess whether you get the Flank bonus for the damage roll. (Infernal Ruling)
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Rules Clarification : Reposition (Edit)
- Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
- End of Activation (Edit)
- You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
- Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
- Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
- You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
- If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
- For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
- See also the training article: LPG - End of Activation.
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Rules Clarification : Amputation (Edit)
- Amputation triggers after you've marked normal damage. So it goes: Roll damage ; mark damage ; fill in unmarked boxes/circles.(Infernal Ruling)
- Amputation doesn't do anything if no boxes are filled in / the attack deals no damage. (Infernal Ruling)
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