Aurum Legate Lukas di Morray
Aurum Legate Lukas di Morray |
Lukas di Morray has kept the rebellious fire of the Order of the Golden Crucible burning in Llael even after the loss of its old headquarters. Driven by a need for new weapons in his war against the Khadorans who seized his homeland, di Morray risked everything to unlock his latent arcane potential. Lukas tested an unstable alchemical formula on himself, and by this succeeded in becoming the first self-made warcaster. Eventually the serum he injects will cost him his life, but he considers the price a small one in exchange for the power it gives him to achieve his retribution.
Basic Info
Lukas1 | |||||||||||||||||||||||||||||||||||
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Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
Feat : Overdose
Di Morray immediately gains one juice token and 1 focus point, then warjacks in his battlegroup currently in his control range gain 1 focus point. Additionally, di Morray gains Range Amplifier this activation.
- Range Amplifier - When this model casts a spell and is the point of origin of the spell, it gains +5" RNG.
Abilities
- Detox (★ Action) - Remove any number of juice tokens from this model.
- Health Care - This model does not suffer damage from Juicer while it has two or fewer juice tokens on it and is in Little Alyce’s command range.
- Juicer - (1) During your Maintenance Phase, you can place one juice token on this model. (2) For each juice token on this model, this model gains +1 FOCUS. (3) At the end of each of this model’s activations, roll a d6. If the result is equal to or less than the number of juice tokens on this model, then it suffers 1 damage point for each juice token on it. This model cannot spend focus points to reduce this damage.
- Rapid Healing - When this model is damaged by an enemy attack, immediately after the attack is resolved remove d3 damage points from it.
- Irregulars [ Alyce Marc ] - Alyce Marc can be included in any army that also contains this model.
Weapons
Hand Cannon | ||||||||||||||
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RNG | ROF | AOE | POW | |||||||||||
12 | 1 | - | 12 | |||||||||||
Regulus | ||||||||||||||
RNG | POW | P+S | ||||||||||||
2 | 7 | 13 | ||||||||||||
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Spells
COST | RNG | AOE | POW | DUR | OFF | ||
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Burning Ash
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2 | Control | 3 | - | Round | No | |
Place a 3" AOE cloud anywhere completely within the spellcaster's control range. While in the AOE, living enemy models without Immunity: Fire suffer -2 to their attack rolls. The AOE remains in play for one round. | |||||||
Disintegration
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3 | 10 | - | 13 | Round | Yes | |
The model hit suffers -2 ARM for one round. A model boxed by Disintegration is RFP'd. | |||||||
Force Hammer
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4 | 10 | - | 12 | - | Yes | |
Instead of suffering a normal damage roll, a non-incorporeal model Force Hammer hits is slammed d6" directly away from the spell's point of origin and suffers a POW 12 damage roll. Collateral damage from this slam is POW 12. | |||||||
Iron Flesh
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2 | 6 | - | - | Upkeep | No | |
Target friendly Faction warrior model/unit gains +2 ARM and Blast Resistance. Models are not affected while out of formation.
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Telekinesis
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2 | 8 | - | - | - | (★) | |
Place target model completely within 2" of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires an attack roll. A model can be placed by Telekinesis only once per turn. |
Theme Forces
- Crucible Guard
- Other Factions
- Infernal players can use him in the Hearts of Darkness theme.
Recent Changes
2021.04 Dyanmic Update - Lukas got a complete makeover. Mainly the Juicer rules were re-done.
- Juicer used to let him gain up to 3 FOCUS each turn, and he would always take damage equal to the total amount of Juice on him. So he was capped at 8 FOCUS, but he could have 8 FOCUS every turn.
- He didn't have Detox. Instead he used to just passively remove up to d3 juice at the end of the activation.
- Heath Care used to be "remove an extra 2 juice tokens"
- His feat used to be gain 1 focus point for every Juice token he currently had, and no other effects.
- Swapped Mirage for TK
2021.10 Mega Update
- -3 WJP
- Iron Flesh now gives Blast Resistance (+4 ARM vs blast) instead of Blast Immunity
Thoughts on Lukas
Lukas in a nutshell
Lukas is a user and abuser. His core concept is based around consuming dangerous chemicals that give him his warcaster abilities. As “Aurum Legate”, Lukas is also the highest-ranking member of the Order of the Golden Crucible active in the Crucible Guard’s fight in Llael.
The ‘Juicer’ mechanic is core to his identity. As you will find many of the warcasters in this faction, Lukas’ spell list is tied very thematically to alchemy. This is represented by things like Burning Ash, Disintegration, and Iron Flesh. Part of the effects of the serum is heightened telekinetic abilities. These are currently represented by Force Hammer and Telekinesis. He is a formidable warrior and should be threatening in combat. Lukas should not be a super-durable front-line caster but should have an active role on the battlefield.
The premier Spell slinger for the faction. Able to dump all focus into spells, feat, and do it all over again at FOCUS 8. Unfortunately he is not played
Spell thoughts
Lukas has (with his normal 8 Focus) an absolutely excellent spell list assuming he's something to channel through. Probably a Liberator.
- Disintegration - a three cost zap doesn't seem good, but a three cost non-upkeep ARM debuff is excellent. One of the best spells an 8 FOCUS spell slinger could have. Note that the debuff is applied before the damage roll, so the spell is effectively POW 15.
- Burning Ash lets him set up a cloud wall - possibly with the help of Combat Alchemists. Very useful.
- Iron Flesh is an excellent upkeep infantry-buff
- Force Hammer is a very situational attack spell. If you see the enemy line things up for you, you might want to use it. But probably not.
- Telekinesis is possibly the strongest spell in the game. Here are some general tips applicable to any caster: (Edit)
- Battle Engines can be placed (unlike other huge-based models).
- Enemy model out of your charge range? Move your own model 2" forward. Still too far away? Move the enemy 2" closer. That's a 4" threat range extender!
- Move enemy models 2" straight backwards, so they don't have range to charge/attack you next turn. While you're at it, spin them around so they can't declare charges and so you get the back strike bonus.
- Move models out of your charge lanes, or to open up LOS.
- Move enemy models out of scenario zones.
- Is there an enemy 'jack or 'beast right at the edge of control range? TK them away from their controller so they can't Power Up or manage Fury next turn. Turn them around so they might occasionally frenzy into the enemy lines.
- Is there an enemy unit with most of the troopers right at the edge of formation range? TK the commander away from his troops so they're out of formation.
- Do enemy models get a bonus for being B2B? You can stop that.
- TK your own caster forwards or backwards to be more threatening or more cowardly.
- TK enemy models into range of your passive debuffs (such as Dark Shroud), then gang up on them.
- TK enemy models into hazards to force them to take damage.
- Move friendly models out of melee before they activate, to avoid free strikes.
- Run an arc node up, cast your spell, then TK the node itself backwards to keep it safer for next turn.
- Or run an arc node up, cast TK on the node itself to move it forwards, to gain +2" range on your follow-up spell.
This is especially useful if advancing the node those last 2" would trigger something nasty like Garryth2's feat.
Feat thoughts
Placeholder - this section needs updating to reflect Lukas' new Juicer/Feat interplay.
Drawbacks & Downsides
- Low FOCUS stat.
- He is effectively limited to Magnum Opus theme because of his crippling reliance on access to healing (most of which is Ranking Officer + mercenaries, which aren't available in the other theme).
- To fully utilize his spell list he needs to Juice more often than not.
- Max Juicing and keeping your tokens can telegraph your game-plan.
- Juicing every turn without proper healing (or with bad healing rolls) can make Lukas susceptible to assassination. On the other hand his healing package can be somewhat expensive just to use him to his full potential.
- Arcane Void and the like can effectively shut him down.
Tricks & Tips
- Zap with Disintegration for a 2 point ARM debuff.
- Force Hammer knocks enemies over - perfect for an assassination.
- Lukas can be primarily an assassination caster or a buff caster with some excellent buffs for his army.
- Bring healing (Mosby with Lynus & Edrea, Wretches) or else he will be severely hamstrung very early.
- He has a damage buff (Disintegration) which is rare in the faction outside of feats. He can get -6 ARM swings against enemy models every turn with Ragman or Hermit of Hengehold.
List Building Advice
Strategy
His main methods of winning are either spell assassination or attrition.
For spell assassination you need two Liberators and Lynus & Edrea with Dr. Morely (for healing Lukas) - 29 pts package. Stack Juice tokens and go to town with 17 focus (Turn 3) or 20 focus (Turn 4). Use Force Hammer and follow with Disintegrations, it's hard to resist since Liberators can channel while engaged.
His attrition plan doesn't have to use Lynus & Edrea but should still have Dr. Morely. This plan counts on a cloud wall delivering Lukas' army.
Theme thoughts - Crucible Guard
Prima Materia is the natural home for Lukas as PM is a 'jack theme, and Lukas and his jacks will positively swim in focus thanks to Juicer, his feat and Cutting Edge. Also double Death Archons are amazing with any TK caster and you can only take one in Magnum Opus.
Theme thoughts - Infernals
Surprise! Lukas di Morray can be taken as an Infernal Warcaster in the Hearts of Darkness theme. This theme offers Lukas access to a number of powerful abilities not native to Crucible Guard, most importantly Accumulator: Soulless, Tactician, and the Infernal Gate's various powers. Notable Guard models for Lukas remain pretty much the same (Alyce, Failed Experiments, Mentalists, a Vindicator, Liberators, but sadly no Railesses).
As such it is often better to think of Bad Guy Lukas as Guard Lukas who has traded his Battle Engines and Archons for access to Infernal solos, Croe's & the Gate. While the options are quite different, the general goal should remain the same; double down on Lukas' potent spell assassination with long range firepower and support-clearing models. Umbral Guardians are a straight upgrade (in terms of points efficiency) over Vanguards, and have the additional function of being Soulless models which can trigger Accumulator.
Croe's Cutthroats are a big fan of Telekinesis to enable their Backstab ability. They also come packed with souls for the gate.
You'll typically want to avoid the non-Experiments Crucible Guard troops, as they take up precious slots and don't benefit from any specific synergies in Infernals. This of course is with the exception of the Gate, as it can gain the souls of any troops you bring. As such an Infernal Gate + Croes may pan out to be a powerful area denial block, especially once layered with the other kinds of Infernal support. Valin Hauke makes the Experimets (and Lukas himself) immune to stationary and knock down, which is amazing.
Another model of note is the Wretch, and the spell that it provides in That Which Does Not Kill You which may look hard to apply at speed 6 and CMD 8, but with Tactician and careful planning with your support, you can get them in good positions to heal up not only Lukas, but a Liberator that may have burned out their Arc Node. Further synergies include Orin2 with his ability to grant Lukas re-rolls, and Hermit who can either give a further arm debuff, or telemetry to make him effectively FOCUS 10 for slinging spells.
Army
Basically every Lukas Crucible Guard list should start in Prima Materia with 2-3 Liberators, Alyce, two Death Archons, and 2 Ascendant Mentalists.
Warjacks
- Liberator: A spellslinger loves himself some arc-nodes, preferably 2. Ashen Veil and Burning Ash also stack for effectively DEF 17.
- Vindicator: You'll want a quality attack to hit a Disintegrated target with. This machine's gun fits the bill. It also packs a secondary ARM debuff in Withering Humour.
- Vulcan: If you manage to knock down a caster, the Vulcan will likely kill it, but that's about it with the synergies.
Units
- Failed Experiments - The best Iron Flesh targets because they are tough thanks to Iron Flesh, but unlike Storm or Assault Troopers they can also be fast, which is relevant for him as he no longer has Mirage. With the Clouds and all the ARM buffs in your list you will have a very bricky list with them at the centre.
Solos
- Aurum Legate Alyce Marc: A quintessential model for the Crucible Guard already, even more so with her husband thanks to his Healthcare rule. With or without Juicer, a Caster with only 5 focus is going to appreciate more focus efficiency. Note also that Alyce can always be taken with Lukas thanks to his Irregulars rule (this is highly relevant for Hearts of Darkness).
- Ascendant Mentalist - Force Aura stack well with Iron Flesh and she is generally sucha good toolbox solo who loves TK.
- Trancers - Trancers are CGs auto-include models because they keep your lists in scenario. As Lukas's lists generally tend to be low in model count their importance increases accordingly.
Battle Engines
- Railless Interceptor - They are just excellent models with lots of attacks. The casual +4 ARM from Mentalists and Archons also helps as they cannot be screened by clouds (but rather sreen his army with their huge bases). With Bulldoze they really help with threat ranges, which is amazing. Oh and you can also TK them around.
Mercenaries
- Death Archon - Mortal Fear is the perfect addition to Iron Flesh and Force Aura and they need the protection from his clouds. TK pushes their threat ranges to silly levels and they love to collect his dead Experimets.
Trivia
- First mentioned in the "Aftershock (Acts of War #2)" book. (2017.07)
- Released 2018.06
- He is Alyce's husband.
Other Crucible Guard models
Crucible Guard Index (Edit) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Battlegroup & Similar | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Warcasters | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Warcaster attachments | Aurum Legate Alyce Marc (Crucible) - Sylys Wyshnalyrr (Mercenary) - Madelyn Corbeau (Mercenary) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Other Warjack Controllers | Prospero (BGC) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Light | Liberator - Retaliator - Vanguard | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Heavy | Suppresor - Toro - Vindicator | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Colossal | Vulcan | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Units, Solos, Battle Engines, & Structures | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Units |
Combat Alchemists -
CG Assault Troopers -
CG Infantry -
CG Rocketmen -
CG Storm Troopers -
Dragon's Breath Rocket -
Failed Experiments
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Solos |
Ascendant Mentalist - CG Mechanik - Gorman1 - Gorman2 - Hutchuk, Ogrun Bounty Hunter - Prospero - Rocketman Ace - Trancer | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Battle Engines | Railless Interceptor | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Theme Forces | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Magnum Opus - Prima Materia | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Mercenaries | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Refer to Who Works for Whom and/or Category: Crucible Guard Mercenary | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
This index was last updated: 2021.05 |
Video Battle Reports
- 2018.11 Arcane Assist 75 points vs Rasheth
- See also Category: Video Battle Reports for more casters with videos.
Rules Clarifications
Rules Clarification: : Warcaster (Edit) | |||||
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Rules Clarification : Detox - None yet. (Edit)
Rules Clarification : Health Care - None yet. (Edit)
Rules Clarification : Juicer - None yet. (Edit)
Rules Clarification : Rapid Healing (Edit)
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Rules Clarification: : Magical Damage (Edit) | |
* 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)
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Rules Clarification : Exothermic Reaction (Edit)
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Rules Clarification : Burning Ash - None yet. (Edit)
Rules Clarification : Disintegration - None yet. (Edit)
Rules Clarification : Force Hammer and/or Thunder Strike (Edit)
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Rules Clarification : Iron Flesh (Edit) |
Rules Clarification : Telekinesis (Edit)
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