Transverse Enumerator

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Convergence Logo.jpg Transverse Enumerator

Convergence Priest Command Attachment

Mk4 icon.png
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.

Those priests who dedicate themselves to creating and perfecting the Convergence’s weapons of war are known as transverse enumerators. These senior priests have an intimate grasp of design specifications, tolerances, and limitations which allow them to quickly adjust a unit’s tactics, even in the heat of action. Such masters can orchestrate the attacks of clockwork units with a precision that borders on the divine.

Basic Info

Transverse Enumerator
Missing Info
TransverseEnumerator WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT 6
RAT 5
M.A. N/A
DEF 13
ARM 13
CMD 9
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 3
UNIT SIZE N/A
COST 3
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

AttachmentConvergence ] - This model can be added to a Convergence unit.

Living Convergence - Note that this model is a living model (unlike most of Convergence's forces).

Abilities

  • Officer symbol.jpg Officer
  • Attachment Deployment - If this model is attached to a unit with Advance Deployment, it gains Advance Deployment. If it is attached to a unit with Ambush, it gains Ambush.
  • Iron Sentinel - While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot become knocked down.
  • Realignment [ Minifeat ] - This model can use Realignment once per game at any time during its unit's activation. This activation, models in this unit can reroll failed attack rolls. Each roll can be rerolled only once as a result of Realignment.
  • Repair [d3+1] (★ Action) - RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3+1 damage points from it.
  • Tactics: Coordinated Movement - Models in this unit gain Coordinated Movement. (Coordinated Movement - Friendly models can ignore a model with Coordinated Movement when determining LOS and can advance through a model with Coordinated Movement if they have enough movement to move completely past it.)

Weapons

Blowtorch
Gun icon.jpg  RNG   ROF   AOE   POW 
SP 6 1 - 12
Tuning Staff
Sword icon.jpg  RNG   POW   P+S 
2 5 10

Theme Forces


Thoughts on Transverse Enumerator

Transverse Enumerator in a nutshell

For 3 points the Transverse Enumerator adds some useful abilities to one of your units: Once per game rerolling all of a unit's rolls can be very helpful, a spray with continuous effect fire is nice and coordinated movement is great for unjamming as your models move through your allies.

Beyond that as another source of repair and with Iron Sentinel the Enumerator assists the staying power of your army.

Unit-specific bonuses

The Transverse Enumerator can pick up a few extra abilities depending on what unit she is attached to:

Combos & Synergies

  • Anything she can repair. So, most of Convergence.
  • Reductors can become really good at unjamming, moving through their allies to line up those sprays perfectly. And that's a lot of attacks possible on the mini-feat
  • In Strange Bedfellows she can attach to ANY unit, meaning she can function as the leader to Thrall units such as McThralls and Soulhunters.
    • A max unit of Mechanithralls really like her CMD 9 and mini-feat, mostly due to the volume of attacks they make. Practiced Maneuvers is also good for making sure the Brute Thralls can get into combat without their little brothers accidentally blocking them.
  • Asphyxious4 is a Convergence unit in any CoC theme thanks to the Partisan rule, so she can always attach to him.
    • The reroll mini-feat is especially powerful on a super "solo" like Gaspy.
    • Being able to repair him is also great to keep him alive longer.
    • Due to the wording of Malign Alignment she also gains Dark Shroud as part of his unit.
  • Coordinated Movement allows for your screening unit to not block your own line of sight. Attach to Reciprocators and charge or shoot from behind them for extra safety.

Drawbacks & Downsides

  • Iron Sentinel won't come up as often as you may think, since she is a unit attachment and doesn't hang out with warjacks much.

Tricks & Tips

  • In Clockwork Legions Coordinated Movement can stack nicely with Vengeance moves, making it easier to bring your damaged medium-base troops into the range of your repair-er models.
  • If running an Enumerator, leave her close to your Enigma Foundry. This both helps keep the Foundry alive by offering the chance to repair it, but also means you can lose your entire unit of infantry and still have the unit leader close enough that the Foundry can resurrect models in formation.
  • This model is living: while it can repair the Foundry, the Foundry cannot repair it back. Plus, as a living model, debuffs that Convergence normally ignores (such as Ashen Veil) do apply to it.

Other

Trivia

Other Convergence models

Convergence Logo.jpg       Convergence Index       (Edit)            
Battlegroup
Warcasters

Aurora1 - Aurora2 - Axis - Directrix - Locke - Lucant - Orion - Syntherion

Light

Corollary (Attached) - Diffuser - Galvanizer - Mitigator - Negator - Tesselator

Heavy

Assimilator - Cipher - Conservator - Inverter - Modulator - Monitor

Colossals

Prime Axiom - Prime Conflux

Units, Solos, & Battle Engines
Units

Asphyxious4 - Clockwork Angels - Eradicators - Obstructors - Optifex Directive - Negation Angels - Perforators - Reciprocators - Reductors
Special CA [Any Unit] : Transverse Enumerator

Solos

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 - Widget, Mathlete Archeologist

Battle Engines

Nemo4 - TEP

Theme Forces Mercenaries
Clockwork Legions - Destruction Initiative - Strange Bedfellows

Refer to Category: Convergence of Cyriss Mercenary

This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire 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.
  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)


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Rules Clarification : Attachment      (Edit)

  • You cannot field this model "just by itself".
  • Adding an Attachment doesn't change the unit type for targeting purposes. For instance, if you add a Soulless Escort to a Houseguard unit, it is still a Houseguard unit and can still be targeted by stuff that only works on "Target Houseguard unit" (like the Houseguard Thane's abilities). (Infernal Ruling)
  • If you can add an Attachment to multiple unit types (such as the Soulless Escort, Trollkin Sorcerer, or Ranking Officer) then there's a few weird interactions:
    • The Attachment will benefit from any Granted abilities, and any Orders given.
    • If the unit gets a benefit from a theme force, the Attachment will too. (Infernal Ruling)
      For example, a Trollkin Sorcerer will gain Serenity if its attached to a Dhunian Knot unit in a Power of Dhunia theme force.
    • The Attachment can benefit from and/or trigger any "models in this unit..." style abilities that aren't actually on its card, but only if at least one model with that rule is still in play. Depending on the wording of the rule, the attachment may have restricted benefits.
      Example 1 "If a model in this unit is ... each model in the unit can ..." : an Attachment can benefit from a Vengeance move and attack. Or, conversely, its unit can get Vengeance if the attachment is killed.
      But if everyone except the Attachment is killed, the Attachment won't benefit from Vengeance.
      Example 2 "This model can ... to other models in its unit" : an Attachment can have damage assigned to it via Sanguine Bond, but if it takes damage it can't share it to the main unit.

Rules Clarification : Attachment Deployment - None yet. (Edit)

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Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.

Rules Clarification : Iron Sentinel - None yet. (Edit)

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Rules Clarification : Realignment      (Edit)

  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
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Rules Clarification : Repair      (Edit)

  • When repairing warjacks, you can choose which damage boxes to heal - they don't all have to be the same column.
  • If you get a +1 bonus to a repair roll, that is one extra hitpoint healed. Not +1 to the number of pips showing on the dice.
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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
 
  • Granted [ Vengeance ]
    • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
    It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
    It is not "If you get damaged, you get Vengeance next turn."
    • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
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Rules Clarification : Coordinated Movement      (Edit)

  • The "can ignore for LOS" is not optional. You cannot opt to "turn off" your ability to see through models, in the hope of getting a free strike or some such. (Infernal Ruling)