Difference between revisions of "Iron Mother Directrix & Exponent Servitors"

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{{FH3|[[Convergence of Cyriss]] [[Warcaster Unit]]}}
+
{{COCbox2|Iron Mother Directrix
 +
|[[Convergence]] [[Warcaster Unit]]
 +
|Exponent Servitors
 +
|Troopers}} [[Category: Model]]
 +
{{4P|Convergence of Cyriss}}
  
 
''Iron Mother Directrix leads the Convergence with formidable brilliance, bold certainty, and unshakable conviction. She wields the entire military might of the Convergence, and every element of her army has its role within her plan. While Directrix does not wish to sacrifice her troops or shed blood unnecessarily, she has no qualms about doing either if it will hasten the manifestation of the Maiden of Gears on Caen. In pursuit of the Great Work there can be neither remorse nor doubt.''
 
''Iron Mother Directrix leads the Convergence with formidable brilliance, bold certainty, and unshakable conviction. She wields the entire military might of the Convergence, and every element of her army has its role within her plan. While Directrix does not wish to sacrifice her troops or shed blood unnecessarily, she has no qualms about doing either if it will hasten the manifestation of the Maiden of Gears on Caen. In pursuit of the Great Work there can be neither remorse nor doubt.''
  
 
=Basic Info=
 
=Basic Info=
{| class="wikitable" style="width: 300px; float:right;"
+
==Iron Mother==
|-
+
{{Infobox-Model
! colspan=3 |Iron Mother Directrix & Exponent Servitors
+
| name  = Directrix1
|-
+
| image = IronMother WEB.jpg
|rowspan=99|[[File:IronMother WEB.jpg|300px]]
+
| base  = Medium
|-
+
| spd  = 6
| style="width: 30%;"| '''SPD'''
+
| str  = 7
| style="width: 20%;"| 6
+
| mat  = 5
|-
+
| rat  = 6
| '''STR''' || 7
+
| def  = 15
|-
+
| arm  = 17
| '''MAT''' || 5
+
| cmd  = 10
|-
+
| focus = 8
| '''RAT''' || 5
+
| hp    = 18
|-
+
| wjp  = +27
| '''DEF''' || 15
+
}}
|-
 
| '''ARM''' || 17
 
|-
 
| '''HP''' || 18
 
|-
 
| '''WJ Points''' || +27
 
|-
 
| '''Focus''' || 8
 
|}
 
  
==Weapons and Attacks==  
+
* {{Warcaster Unit}}
* '''Aperture Blast''' - Average Range, Medium AOE, Good POW.
+
 
* '''Cloak of Blades''' - Average P+S melee attack.
+
===Feat : Mathematical Precision===  
** {{Thresher}}
+
The base MAT and RAT of models in Directrix's battlegroup are each equal to her FOCUS for one turn.
 +
{{Tipbox|This affects her and her Servitors, too.}}
  
==Special Abilities==  
+
===Abilities===
* {{Warcaster Unit}}
 
 
* {{Officer}}
 
* {{Officer}}
 
* {{Construct}}
 
* {{Construct}}
* '''Activate Exponent Servitor''' - At the end of your Control Phase you can place one Exponent Servitor into play if there are less than 2 on the table.
+
* {{Activate Exponent Servitor}}
* {{Field Marshal|Arc Node}} [[Category: Arc Node Field Marshal]]
+
* {{Field Marshal|[[Arc Node]]}} [[Category: Arc Node Field Marshal]]
 
* {{Soul Vessel}}
 
* {{Soul Vessel}}
  
==Feat==  
+
===Weapons ===  
* '''Mathematical Perfection''' - For one turn the MAT and RAT of all battlegroup models are drastically increased.
+
* '''Aperture Blast''' - 11" range, 4" AOE, POW 15 ranged attack
 +
* '''Cloak of Blades''' - 2" reach, P+S 11 melee attack.
 +
** {{Thresher}}
  
==Spells==
+
===Spells===
* {{Backlash}}
+
{{Spellbox|
* {{Domination}}
+
{{Backlash}}
* {{Fire Group}}
+
{{Domination}}
* {{Shrapnel Swarm}}
+
{{Facilitate}}
* {{Tactical Supremecy}}
+
{{Fire Group}}
 +
{{Shrapnel Swarm}}
 +
{{Tactical Supremacy}}
 +
}}
  
=Exponent Servitors=
+
==Exponent Servitors==
{| class="wikitable" style="width: 150px; float:right; margin-left: 10px;"
+
Iron Mother starts the game with two Servitors. They are not Grunts, but they are troopers.
|-
+
{{Infobox-Model
| '''Type''' || Solo
+
| name  = Exponent Servitors
|-
+
| base  = Small
| '''Base Size''' || 30mm
+
| spd  = 6
|-
+
| str  = 3
| '''Unit Size''' || 2
+
| mat  irrelevant
|-
+
| rat  = 5
| '''SPD''' || Good
+
| def  = 12
|-
+
| arm  = 13
| '''STR''' || Poor
+
| hp    = 1
|-
+
}}
| '''MAT''' || Poor
 
|-
 
| '''RAT''' || Poor
 
|-
 
| '''DEF''' || Average
 
|-
 
| '''ARM''' || Below Average
 
|-
 
| '''''Relative'' HP''' || Average
 
|-
 
|}
 
  
===Weapons and Attacks===
+
===Abilities===
* '''Aperture Beam''' - Average Range, ROF 1
+
* {{Construct|Hide_Cat=}}
** {{Imperil}}
+
* {{Gunfighter|Hide_Cat=}}
 +
* {{Pathfinder|Hide_Cat=}}
 +
* {{Steady|Hide_Cat=}}
  
===Special Abilities===
+
===Weapons ===
* {{Construct}}
+
* '''Aperture Beam''' - 9" range, gun that does no damage
* {{Gunfighter}}
+
** {{Imperil|Hide_Cat=}}
* {{Pathfinder}}
 
* {{Steady}}
 
  
 +
==Theme Forces ==
 +
* {{Clockwork Legions}}
 +
* {{Destruction Initiative}}. Note that her Servitors '''do not''' gain  [[Shield Guard]] in this theme, because they are not solos.
  
  
 +
=Thoughts on Iron Mother=
 +
===Iron Mother in a nutshell===
 +
Iron Mother Directrix is the ranged combat specialist of Convergence. Between her having the second highest base RAT of any Convergence warcaster ([[Orion]] can go higher), Fire Group, Facilitate, her feat, and her Servitors having practically the only in-faction ranged damage buff (Imperil), she runs a gunline very well. However, she has the lowest MAT of any Convergence caster and her melee is strictly secondary (if you want a combined arms caster [[Forge Master Syntherion]] is your caster of choice).
  
 +
She excels when facing Warmachine armies, where she can easily cast [[Domination]] on pesky 'Jacks or [[Backlash]] them, followed by [[Puncture]] from a [[Mitigator]] or [[Elimination Servitors]]. Consequently, she has somewhat harder time (or rather, a "less easy") against Hordes opponents, but the sheer threat of her battlegroups' guns cannot be underestimated.
  
 +
===Thoughts on her feat & spells===
 +
* '''Feat''' - just sets your battlegroup to MAT 8 RAT 8. Not much to say about it other than that's more of a MAT than RAT boost.
 +
* '''Backlash''' - although this ''can'' be used for assasinations it's more likely to eliminate journeyman warcasters with their five damage boxes. It combines really well with [[Puncture]]. Like most assassination tools it seldom kills, but does a very good job of forcing the enemy to adapt.
 +
* '''Domination''':
 +
** Move the jack into an opponent's back arc before attacking them, to get the +2 bonus on the free attack
 +
** End the jack's movement such that its rear arc is now facing the rest of your army, so you get +2 bonus on any further attacks vs it.
 +
** End the jack's movement such that it can't see any of your army, so it can't declare charges next turn. It can still trample though, as you'll choose the facing before making the Trample move.
 +
* '''Facilitate'''
 +
** Outside of feat turn, most non-Vectors are already RAT 6, and a few are RAT 5, so this spell is at best a +1 to hit for a handful of models, notably all servitors, [[Reductors]], and [[TEP]].
 +
** On feat turn, this spell turns the entire army into a RAT 8 monster.
 +
** It does allow you to use shooting Vectors with [[Asphyxious4]] ... but it's probably easier just to put those Vectors in Mother's battlegroup in the first place.
 +
* '''Fire Group''' is a nice ranged buff for your battle group and will be cast in the first few turns
 +
* '''Shrapnel Swarm''' is a light infantry killer that does nothing to larger models but will melt single wound shield walls. Even at RAT 8 it's sometimes worth boosting to hit.
 +
* '''Tactical Supremacy''' - who doesn't love Reposition?
  
 +
===Drawbacks & Downsides===
 +
* Directrix's MAT  is mediocre (when it's not feat turn).
 +
* She wants to activate first to cast Fire Group and/or Facilitate, which can cause order of activation issues, especially with her servitors.
 +
* She doesn't support infantry very well.
 +
* Ranged denial tricks can hurt her really bad.
 +
* Two of her spells are useless against Hordes.
  
 +
===Tricks & Tips===
 +
* Her Field Marshal is great - consider running up a cheap Galvanizer or Diffuser to cast Backlash early on.
 +
* Imperil makes no distinction between friendly and enemy for the source of the damage (so affects things like continuous fire), and affects the whole unit.
  
 +
=List Building Advice =
 +
===Strategy===
 +
Directrix' game often revolves around assassinations, or keeping your enemy away from you with the threat of it.
  
 +
* The Backlash Assassination - Backlash an enemy warjack then pump it full of shots from a handful of [[Elimination Servitors]]. This won't kill a caster outright, but can put them on the back foot.
  
 +
===Theme thoughts===
 +
Arc nodes, fire group, and a pure battlegroup feat. Everything the Iron Mother does calls for a battle group and thus [[Destruction Initiative]]
  
 +
===Army===
 +
*'''[[Cipher]]''' : The famous crater-to-go vector, he likes [[Fire Group]] to spread out the AOEs, [[Tactical Supremacy]] can speed him up, and using [[Domination]] on enemy jacks can bring them into his short threat range.
 +
*'''[[Assimilator]]''' : Decent multipurpose vector.  [[Fire Group]] extends the range of ground pounder, and everyone likes a MAT 8 weapon master.
 +
*'''[[Monitor]]''' : The Monitor appreciates the range increase from [[Fire Group]], bringing it up to an impressive 15" range with true-sight. With Ricochet, it can potentially hit a target 23" from where it started its activation (15" range + 4" move + 4" Ricochet).
 +
** Additionally, under Directrix the Monitor is a True Sight Arc-Node. Due to the way Channeling spells works this doesn't help you deal with Stealth since you still use the caster's location for determining if you automatically miss, but it ''does'' provide a way for you to Arc spells through cloud effects. True Sight Arced [[Shrapnel Swarm]] is a ''very'' effective way to deal with a group of Trenchers that just repositioned close together after dropping a wall of smoke.
 +
*'''[[Prime Axiom]]''' : The dreaded colossal fielded with Iron mother becomes a metal hazard.  [[Fire Group]] means he can drag from 13" away, and on feat turn, he can easily hit nearly anything, including warcasters. Just remember to get rid of nearby models first, who could intercept shots via Shield Guard, Sacrificial Pawn, or Sucker!
 +
*'''Shield Wall Troops''' : [[Tactical Supremacy]] really increases their speed under shield wall.  [[Obstructors]] for cheap ones, [[Reciprocators]] for expensive ones, depending on what you can fit in your list
  
=Thoughts on {{PAGENAME}}=  
+
=Other=
=={{PAGENAME}} in a nutshell==  
+
===Trivia & Lore ===  
Iron Mother Directrix is the ranged combat specialist with the Convergence. Between her having the joint highest RAT of any Convergence warcaster, her Fire Group increasing threat ranges, and her Servitors having just about the only in-faction ranged damage buff if you want to run a gunline, firing with extreme prejudice, she is your go-to caster. She, however, has the lowest MAT of any Convergence caster and her melee is strictly secondary (if you want a combined arms caster [[Forge Master Syntherion]] is your caster of choice).
+
* Released in [[Forces of Warmachine: Convergence of Cyriss]] (2013)
 +
* For Lore, refer to [[Lore - Convergence characters]]
  
Directrix excels when facing [[WARMACHINE]] army, where she can easily cast [[Domination]] to pesky 'Jacks or [[Backlash]] them, followed by [[Puncture]]. So she appreciates some puncture units like [[Mitigator]], or [[Elimination Servitors]] within her army.
+
===Video Battle Reports ===
 +
* [https://youtu.be/coMC32_QyhI 2019.04 Connor's Retribution Analysis], vs [[Vyros2]]
 +
* [https://youtu.be/W_4m4RCvNjI 2019.02 Deathclock Dave], vs [[Makeda3]]
 +
* [https://youtu.be/K6gTA4wrgV8 2018.08 Deathclock Dave], vs [[Ossrum]]
 +
* [https://youtu.be/5I2G-B9LHSM 2018.04 Deathclock Dave], vs [[Stryker2]]
 +
* {{VBR}}
  
==Combos & Synergies==
+
===Other Convergence models===
'''[[Cipher]]''' : The famous crater-to-go vector. Cipher gives a decent blow to everyone, and Directrix can support the omni-vector in many ways.
+
{{Index Convergence}}
* [[Fire Group]] can give Cipher a good range boost, allowing it to bombard the opponent's way with some massive craters.
 
* [[Tactical Supremecy]] makes up for its slow movement speed.
 
* [[Domination]] can give relatively slow Cipher a decent chance for charging. Yet Cipher is slow, it still hits like a truck.
 
  
'''[[Assimilator]]''' : Decent multipurpose vector which Convergence can proudly field without much worries. Assimilator often competes with Cipher, depending on which faction you face.
+
===Rules Clarifications===
* [[Fire Group]] can support the vector's ranged weapon, Microswarm Projector. It hits almost like Directrix's Aperture blast direct hit, and even has a great special attack.
+
{{RC Thresher}}
** [[Ground Pounder]] with Fire Group becomes a serious threat to LoF-lurkers like [[Vassal of Menoth]]. It can be used to wipe out entire cluster of meatshield infantry.
 
* Being a precious [[Weapon Master]], Assimilator can pack nice punch with Imperil.
 
  
'''[[Prime Axiom]]''' : The dreaded colossal fielded with Iron mother becomes a metal hazard.
+
{{RC Warcaster Unit}}
* Yet it cannot benefit from Tactical Supremecy, Axiom can do magic with Fire Group.
+
{{RC Officer}}
* Fire Group will enable Axiom to shoot its harpoon launchers in where-it-cannot-be places. If some pesky infantries are shielding that target, pour on some accelespikers upon them.
+
{{RC Construct}}
* While accelespiker is not the best weapon to deal with, it can cram some damage to imperiled ones.
+
{{RC Activate Exponent Servitor}}
* Her feat nearly grants an auto-hit to Axiom. With proper flare support, Axiom can break half the enemies forces into dust. Including 'Casters.
+
{{RC Field Marshal}}
 +
{{RC Arc Node}}
 +
{{RC Soul Vessel}}
  
==Drawbacks & Downsides==
+
{{RC Backlash}}
* Directrix's MAT and RAT is mediocre at its best. She will be tempted to use her feat when high-DEF models start to harass, or willingly throw some focus to land Shrapnel Swarm.
+
{{RC Domination}}
* To give her vectors a nice range support, Directrix often activates first - and she's a middle sized model. Vectors will need to move shielding her, often thwarting your tactics.
+
{{RC Facilitate}}
* While many infantries love Imperil, Directrix herself cannot support infantry very well, and will not appreciate infantry. For such a cost Directrix prefer vectors, which she can use in handy.
+
{{RC Fire Group}}
* Her field marshal makes her an offensive spell slinger - but the only offensive spell she has to sling that isn't warjack only is Shrapnel Swarm.
+
{{RC Shrapnel Swarm}}
* 2 out of her 5 spells are useless against a Hordes opponent, and Shrapnel Swarm won't do anything, if it misses.
+
{{RC Tactical Supremecy}}
  
==Tricks & Tips==
+
{{RC Imperil}}
* The Backlash Assassination - Backlash and a handful of [[Elimination Servitors]].
 
 
 
{{Mk2 link}}
 
 
 
==Comparison to Mk2==
 
It was a mainly discussed problem that Directrix's exponent servitors, which are somewhat vital to her support, cannot benefit from her feat. In MKIII, no more problem.
 
 
 
But as a price she lost her free-at-disposal [[Arc Node]], as Field Marshal now affect 'Jacks only.
 
 
 
=Other=
 
==Trivia==
 
She's biological mother of [[Aurora, Numen of Aerogenesis]]. She gave birth to her before ascending, when the stars can give her child with intellectual boon. Giving birth to Aurora sometimes make her reminiscent to the feeling, which a clockwork body cannot give. In such mind she's currently prohibiting Aurora from ascension, against daughter's will.(Forces Of Warmachine : Convergence Of Cyriss. 2014. PP.)
 
 
 
==Theme Forces this is a member of==
 
{{Destruction Initative}}
 
 
 
==Other Convergence models==
 
{{Index Convergence}}
 
 
 
==Rules Clarifications==
 
{{RC Warcaster}}
 
 
{{RC Construct}}
 
{{RC Construct}}
 
+
{{RC Gunfighter}}
[[Category:Convergence]]
+
{{RC Pathfinder}}
[[Category:Model]]
+
{{RC Steady}}

Latest revision as of 00:38, 15 November 2022

Convergence Logo.jpg

Iron Mother Directrix
Convergence Warcaster Unit
Exponent Servitors
Troopers

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.

Iron Mother Directrix leads the Convergence with formidable brilliance, bold certainty, and unshakable conviction. She wields the entire military might of the Convergence, and every element of her army has its role within her plan. While Directrix does not wish to sacrifice her troops or shed blood unnecessarily, she has no qualms about doing either if it will hasten the manifestation of the Maiden of Gears on Caen. In pursuit of the Great Work there can be neither remorse nor doubt.

Basic Info

Iron Mother

Directrix1
Missing Info
IronMother WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR 7
MAT 5
RAT 6
M.A. N/A
DEF 15
ARM 17
CMD 10
ESSENCE {{{essence}}}
FOCUS 8
FURY N/A
THRS N/A
HP 18
F. Field N/A
WJP +27
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock
  • Warcaster Unit - All warcasters come with a stack of standard special rules - most notably being awesome. Furthermore, this warcaster comes with some troopers that can be ordered around. Click here for a newbie-friendly recap, or click here for the full rules.

Feat : Mathematical Precision

The base MAT and RAT of models in Directrix's battlegroup are each equal to her FOCUS for one turn.

Tip lightbulb.png

Tip !
This affects her and her Servitors, too.

Abilities

Weapons

  • Aperture Blast - 11" range, 4" AOE, POW 15 ranged attack
  • Cloak of Blades - 2" reach, P+S 11 melee attack.
    • Thresher (★ Attack) - This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range. Thresher attacks are simultaneous.

Spells

COST RNG AOE POW DUR OFF
Backlash

3 8 - - Upkeep Yes
When target enemy warjack that is part of a battlegroup is damaged, its controller suffers 1 damage point.
Domination

4 8 - - - Yes
Take control of target enemy warjack that has a non-crippled cortex. You can make a full advance with the warjack and can then make one basic attack, then Domination expires. The enemy warjack cannot be targeted by free strikes during this movement. Domination can only be cast once per activation. A warjack can be affected by Domination only once per turn.
Facilitate

2 Self CTRL - Turn No
While in this spellcaster’s control range, friendly Faction models’ RAT becomes equal to the spellcaster’s RAT.
Fire Group

2 SELF - - Turn No
While models in the spellcaster's battlegroup are in its control range, their ranged weapons gain +2 RNG. Fire Group lasts for one turn.
Shrapnel Swarm

3 8 (★) 13 - Yes
On a direct hit against an enemy model, center a 4" AOE on the model hit. After resolving the damage roll, models in the AOE are hit and suffer 1 point of damage.
Tactical Supremacy

2 6 - - Upkeep No
Target friendly Faction model/unit gains Reposition [3"].
Reposition [3"] - At the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.

Exponent Servitors

Iron Mother starts the game with two Servitors. They are not Grunts, but they are troopers.

Exponent Servitors
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 3
MAT {{{mat}}}
RAT 5
M.A. N/A
DEF 12
ARM 13
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

Weapons

  • Aperture Beam - 9" range, gun that does no damage
    • Imperil - For one round, when a model/unit hit by this attack suffers a damage roll, add +2 to the roll.

Theme Forces


Thoughts on Iron Mother

Iron Mother in a nutshell

Iron Mother Directrix is the ranged combat specialist of Convergence. Between her having the second highest base RAT of any Convergence warcaster (Orion can go higher), Fire Group, Facilitate, her feat, and her Servitors having practically the only in-faction ranged damage buff (Imperil), she runs a gunline very well. However, she has the lowest MAT of any Convergence caster and her melee is strictly secondary (if you want a combined arms caster Forge Master Syntherion is your caster of choice).

She excels when facing Warmachine armies, where she can easily cast Domination on pesky 'Jacks or Backlash them, followed by Puncture from a Mitigator or Elimination Servitors. Consequently, she has somewhat harder time (or rather, a "less easy") against Hordes opponents, but the sheer threat of her battlegroups' guns cannot be underestimated.

Thoughts on her feat & spells

  • Feat - just sets your battlegroup to MAT 8 RAT 8. Not much to say about it other than that's more of a MAT than RAT boost.
  • Backlash - although this can be used for assasinations it's more likely to eliminate journeyman warcasters with their five damage boxes. It combines really well with Puncture. Like most assassination tools it seldom kills, but does a very good job of forcing the enemy to adapt.
  • Domination:
    • Move the jack into an opponent's back arc before attacking them, to get the +2 bonus on the free attack
    • End the jack's movement such that its rear arc is now facing the rest of your army, so you get +2 bonus on any further attacks vs it.
    • End the jack's movement such that it can't see any of your army, so it can't declare charges next turn. It can still trample though, as you'll choose the facing before making the Trample move.
  • Facilitate
    • Outside of feat turn, most non-Vectors are already RAT 6, and a few are RAT 5, so this spell is at best a +1 to hit for a handful of models, notably all servitors, Reductors, and TEP.
    • On feat turn, this spell turns the entire army into a RAT 8 monster.
    • It does allow you to use shooting Vectors with Asphyxious4 ... but it's probably easier just to put those Vectors in Mother's battlegroup in the first place.
  • Fire Group is a nice ranged buff for your battle group and will be cast in the first few turns
  • Shrapnel Swarm is a light infantry killer that does nothing to larger models but will melt single wound shield walls. Even at RAT 8 it's sometimes worth boosting to hit.
  • Tactical Supremacy - who doesn't love Reposition?

Drawbacks & Downsides

  • Directrix's MAT is mediocre (when it's not feat turn).
  • She wants to activate first to cast Fire Group and/or Facilitate, which can cause order of activation issues, especially with her servitors.
  • She doesn't support infantry very well.
  • Ranged denial tricks can hurt her really bad.
  • Two of her spells are useless against Hordes.

Tricks & Tips

  • Her Field Marshal is great - consider running up a cheap Galvanizer or Diffuser to cast Backlash early on.
  • Imperil makes no distinction between friendly and enemy for the source of the damage (so affects things like continuous fire), and affects the whole unit.

List Building Advice

Strategy

Directrix' game often revolves around assassinations, or keeping your enemy away from you with the threat of it.

  • The Backlash Assassination - Backlash an enemy warjack then pump it full of shots from a handful of Elimination Servitors. This won't kill a caster outright, but can put them on the back foot.

Theme thoughts

Arc nodes, fire group, and a pure battlegroup feat. Everything the Iron Mother does calls for a battle group and thus Destruction Initiative

Army

  • Cipher : The famous crater-to-go vector, he likes Fire Group to spread out the AOEs, Tactical Supremacy can speed him up, and using Domination on enemy jacks can bring them into his short threat range.
  • Assimilator : Decent multipurpose vector. Fire Group extends the range of ground pounder, and everyone likes a MAT 8 weapon master.
  • Monitor : The Monitor appreciates the range increase from Fire Group, bringing it up to an impressive 15" range with true-sight. With Ricochet, it can potentially hit a target 23" from where it started its activation (15" range + 4" move + 4" Ricochet).
    • Additionally, under Directrix the Monitor is a True Sight Arc-Node. Due to the way Channeling spells works this doesn't help you deal with Stealth since you still use the caster's location for determining if you automatically miss, but it does provide a way for you to Arc spells through cloud effects. True Sight Arced Shrapnel Swarm is a very effective way to deal with a group of Trenchers that just repositioned close together after dropping a wall of smoke.
  • Prime Axiom : The dreaded colossal fielded with Iron mother becomes a metal hazard. Fire Group means he can drag from 13" away, and on feat turn, he can easily hit nearly anything, including warcasters. Just remember to get rid of nearby models first, who could intercept shots via Shield Guard, Sacrificial Pawn, or Sucker!
  • Shield Wall Troops : Tactical Supremacy really increases their speed under shield wall. Obstructors for cheap ones, Reciprocators for expensive ones, depending on what you can fit in your list

Other

Trivia & Lore

Video Battle Reports

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 : Thresher      (Edit)

  • Thresher is a special attack. If you make additional attacks, they will be a single basic attack (you cannot buy additional special attacks).
  • Thresher is optional.
  • All attacks generated are Special Attacks.
  • Thresher will hit friendly models.
  • Simultaneous melee attack (Edit)
There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
      Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities:   [Show/Hide]
Targeting/Timing
  • To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • The attacks are effectively multiple separate attacks.
    • If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
  • The attacks are simultaneous.
    • If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
    • You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
Charging
  • If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
  • If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
Triggering other abilities
  • Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
  • Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
  • If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
  • If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)


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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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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 : Construct - None yet. (Edit)

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Rules Clarification : Activate Exponent Servitor      (Edit)

  • This isn't a "Return to Play" effect, so it doesn't matter if the original Servitors were RFP'd or not.
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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)
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Rules Clarification : Channeler  and/or Arc Node     (Edit)
General

  • It is possible to channel a spell with a range of CTRL. The control range is still measured from the caster though, so channeling it has zero effect ... unless you've got something like Empowered Arc Node or Reaction Drive. Stuff like that can trigger. (Infernal Ruling)

Channeling in melee

  • A channeler that is engaged by an enemy model can not channel.
  • A channeler that is engaging an enemy model can channel. (For example, the channeler is standing in the enemy's back arc.)

Channeler - LOS

  • You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
    • If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS (but not to the DEF bonus).

Caster - Attack roll

  • You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
    • If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the dice roll (but not to the LOS).

Stealth - It affects both LOS and the attack roll

  • Since Stealth has both a LOS modifier (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed) things get a little complicated.
  • If only the channeler ignores stealth, then all stealth models count as intervening models and block LOS, but the caster will auto-miss models more than 5" from the channeler.
  • If only the caster ignores stealth, then only models within 5" of the channeler block LOS, but the caster won't auto-miss no matter what you target.
  • If both channeler and caster ignore Stealth, it works as you'd expect.
  • Stealth Examples     [Show/Hide]
    • Caster has Eyeless Sight, channeler does not.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model does not count as an intervening model, as per the normal Stealth rules.
        • Attack roll - If you attack it then you don't auto-miss, as the attacking model has Eyeless Sight.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model doesn't block LOS
        • Attack roll - Doesn't auto-miss
     
    • Caster hasn't got Eyeless Sight, channeler does.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model counts as an intervening model, because the model drawing LOS ignores Stealth.
        • Attack roll - If you attack it then you will auto-miss, as the attacker doesn't ignore Stealth.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model blocks LOS, so you can't target the rear model.
        • Attack roll - N/A
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Rules Clarification : Soul Vessel      (Edit)

  • The only thing the Soul Vessel rules does is, the model produces a soul when it is destroyed as if it were a living model.
For similar logic, things that prevent living models from generating souls (such as Annihilator) also prevent Soul Vessels from generating souls. (Infernal Ruling)
  • A Soul Vessel is not a living model for the purposes of anything except soul generation & collection. Special rules that interact with living models but which aren't soul-related (such as Bloodthirst or Poison) don't do anything vs Soul Vessels.
For example: An attack that RFPs living models (such as Snacking) would normally prevent that living model from generating a soul token; but Snacking doesn't work vs non-living. So a Soul Vessel doesn't get Snacked and will produce a soul token.


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Rules Clarification : Backlash      (Edit)

  • Backlash doesn't affect Jack Marshals, because they don't have battlegroups.
  • Backlash triggers from any damage, not just attacks. So stuff like fire and corrosion on the warjack will also cause harm to the warcaster.
  • Backlash won't trigger if you take control of an enemy warjack (for example with a Machine Wraith) because it's not part of its original battlegroup while under your control (refer 'Battlegroup Commander' in the core rulebook).
  • Backlash + Feedback (Edit)
    • If you stack Backlash and Feedback on the same enemy warjack, then the warcaster will take two damage every time the warjack is damaged.
    • Furthermore, the warcaster has to spend two focus to negate this damage.
      Because it's two different effects which are both resolved at Step 10a of the Attack Sequence (Apdx A of core rulebook) but have to be resolved one at a time (refer 'Triggers' in the core rulebook).
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Rules Clarification : Domination      (Edit)

Taking Control of an Enemy Model (Edit)   [Show/Hide]

General

  • Several abilities start with the sentence "Take control of a model" then a full stop, then a bunch of stuff you can do with that model. You can't uncouple the first sentence from the rest of the "do stuff" sentence(s), in other words if you want to "do stuff" then you have to "Take control". (Infernal Ruling)
  • Taking control of a model means it is now friendly to you, and will immediately be engaged by it's erstwhile allies.
    • This will limit your ability to make ranged attacks.
    • If you get to make an advance with the controlled model, this can allow the original owner to take free strikes against his own model. He doesn't have to take these, of course.
  • The controlled model does not have a proper Activation, so stuff like Chain Strike won't apply.
  • You can use abilities on the controlled model, as long as they're not restricted to "during its activation" or "during its Combat Action". For example, you can use Mental Force. (Infernal Ruling)
  • Buffs and effects:
    • The controlled model counts as a "friendly model" and will benefit from any "while within" (aura) buffs that your own models are handing out (such as Mark Target), (assuming the controlled model meets the criteria for the buff).
    • If the controlled model has already been hit by a "currently within" (pulse) debuff, then it will keep that debuff while under your control. Even if that pulse only affected enemy models (such as Deneghra1's feat) - temporarily changing who is friendly/enemy doesn't change who was/wasn't affected by the pulse.
    • If your opponent is the same faction, then the controlled model will count as a "friendly faction model" and even more buffs are potentially available (such as Veteran Leader).
  • Theme abilities:
    • If a model gains an ability via a Theme Force rule, and then the opponent takes it over, it keeps the theme ability. (Infernal Ruling)

Movement

  • You can advance a model into an area and force them to take damage (like an acid cloud, or a Razor Wall template), but they only take damage once per advance (ref Prime rulebook pg 65). Thus you cannot keep moving them micro-millimetres in and out of said area to inflict infinite damage.
  • The model is friendly while under your control, so you can't force free strikes by walking it past your own models. You can, however, walk it past your opponent's models and politely ask if they want to take free strikes against their own model.

Attacks

  • Many "Take Control" abilities allow a basic melee attack. Some allow a basic attack. Gunfighters cannot make a ranged attack unless they're allowed the later.
  • Point Blank attacks cannot be made with temporarily controlled models, as Point Blank is only allowed 'during activation.'
  • With reference to the attack sequence (appendix A) your control of the model doesn't expire until after Step 14. So you can potentially trigger abilities like Snacking (Step 11.4).
    • As long as it's not limited to "during combat action" or "during activation".

Destroying the Controlled model
If the model is destroyed or RFP'd while under your control (for instance you walked it into a hazard), this has two consequences:

  1. It is considered to be under your control at the moment it is taken off the table:
    • Your opponent can't reave fury off a warbeast destroyed this way, because it is an enemy warbeast when it is taken off the table.
    • Your opponent can't trigger stuff that depends on a "Friendly model" being destroyed (such as Righteous Vengeance).
    • You can't trigger stuff that depends on an "Enemy model" being destroyed (such as Cull Soul).
  2. It returns to the original owner once it's off the table:
    • Your opponent can use Spirit Bond to get fury from the dead warbeast.
    • Your opponent can use Return To Play abilities to get it back on the table (assuming it wasn't RFP'd).

Taking control of an enemy Trooper (member of a unit)

  • A trooper you take control of becomes an independent model. Thus:
    • It will not benefit from any bonuses that it gets from its comrades (such as Gang, Shield Wall, etc).
    • It will not benefit from any bonuses that rely on the trooper being "in formation" (such as Granted and Tactics abilities).
    • Spells on a unit are considered to be on the "unit", not on the "models that make up the unit". So a controlled trooper will not benefit from any spells on the unit.
    • If you take control of the last survivor of a unit then the "unit" ceases to exist for the duration of the control. This means that any spells on the "unit" will expire. Woo, free dispel! (Infernal Ruling)

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Rules Clarification : Fire Group      (Edit)

  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Shrapnel Swarm      (Edit)

  • The spell isn't an AOE spell and doesn't do blast damage. The only reason you place the AOE before resolving damage is to determine where to put it, in case the POW 13 attack kills the original target.
  • The original target will take an extra point of damage from the swarm, as well as the POW 13.
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Rules Clarification : Tactical Supremacy      (Edit)

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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 : Imperil      (Edit)

  • The damage bonus applies to all damage rolls, including friendly attacks and damage rolls that are technically not an attack (such as collateral damage and continuous fire).

Rules Clarification : Construct - None yet. (Edit)

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Rules Clarification:  : Gunfighter      (Edit)
(Click Expand to read)

General
  • You cannot Aim if you start your activation in melee. (Infernal Confirmation)
  • A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).
  • If you have a Gunfighter stuck in melee and the Gunfighter wants to shoot a friendly model, then you can only do so if that friendly is within the Gunfighter's melee range. Also, if that friendly model is engaged by an enemy, that friendly model will always get the +4 DEF bonus (because the point of origin of the attack, the Gunfighter, is not "in melee" with the friendly model).

Targeting

  1. Outside of melee
    • If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
  2. In melee, but didn't charge
    • If it didn't charge, it can target anyone it's "in melee" with.
    • This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
    • If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
  3. Charged into melee
    • If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
    • If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
    • However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
  4. Other targeting notes
    • Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee.
    • If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
    • Gunfighter doesn't change the RNG of your gun, it just provides you an ability to use it while in melee and imposes some targeting restrictions.
      • If you're affected by a debuff that reduces your RNG to 1", that will further limit who you can target.
      • If you're affected by a debuff that reduces your RNG to 0", you cannot make attacks (refer 'Weapon Statistics', page 19 of rulebook).

Attack Roll

  • You use the Gunfighter's RAT for the attack roll.
  • Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
  • How the +4 DEF bonus for "being in melee" works with Gunfighters is:
    • they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
    • they never ignore it vs friendlies, because you cannot be in melee with a friendly target.

Incorporeal Gunfighters

  • Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
  • If they engage you then you're in melee and your target selection is limited to just models in melee (as explained above).

Gunfighter + an AOE weapon

  • If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
  • If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.

Gunfighter + a spray weapon

  • Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
  • If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.

Units of Gunfighters

  • If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
  • Redirected attack:
    • If they're still engaged, their initial attack (s) must be vs someone in their melee range.
    • If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
    • If they're unengaged, they are now free to shoot anyone within the gun's normal range.

Other interactions

  • Gunfighter vs Point Blank (Edit)
    • If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
    • These two abilities are subtly different, but it's an important difference.
    • Gunfighter allows you to make ranged attacks while in melee.
    • Point blank allows you to make melee attacks with your ranged weapon.
      • Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
      • Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
    • Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
      • Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
      • Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
  • Gunfighter vs RNG modifiers (Edit)
    • Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
    1. If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
    2. If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
    3. If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
    (Infernal Ruling)
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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Steady      (Edit)

  • If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
    In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
  • Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
  • Steady models who make a tough check during an advance can continue advancing. (Locked Thread)