Iron Mother Directrix & Exponent Servitors

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Revision as of 22:47, 23 January 2017 by Elroak (talk) (Weapons and Attacks)

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Convergence of Cyriss Warcaster Unit

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 Directrix & Exponent Servitors
IronMother WEB.jpg
SPD 6
STR 7
MAT 5
RAT 5
DEF 15
ARM 17
HP 18
WJ Points +27
Focus 8

Weapons and Attacks

  • Aperture Blast - Range 11, 4" AOE, POW 15.
  • Cloak of Blades - 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.

Special Abilities

  • 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.
  • Officer symbol.jpg Officer
  • Construct symbol.jpg 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.
  • Field Marshal [Arc Node] - Warbeasts/warjacks in this model's battlegroup gain Arc Node.
  • Soul Vessel - This model generates soul tokens as if it were a living model.

Feat

  • Mathematical Perfection - For one turn the MAT and RAT of all battlegroup models are drastically increased.

Spells

  • |-

|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Backlash ! style="border-top: 1px solid #A8A8A8;"| 3

! 8

! -

! -

! Upkeep

! Yes

|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|When target enemy warjack that is part of a battlegroup is damaged, its controller suffers 1 damage point.

  • |-

|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Domination ! style="border-top: 1px solid #A8A8A8;"| 4

! 8

! -

! -

! -

! Yes

|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|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.

  • |-

|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Fire Group ! style="border-top: 1px solid #A8A8A8;"| 2

! SELF

! -

! -

! Turn

! No

|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|While models in the spellcaster's battlegroup are in its control range, their ranged weapons gain +2 RNG. Fire Group lasts for one turn.

  • |-

|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Shrapnel Swarm ! style="border-top: 1px solid #A8A8A8;"| 3

! 8

! (★)

! 13

! -

! Yes

|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|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.

  • |-

|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Tactical Supremacy ! style="border-top: 1px solid #A8A8A8;"| 2

! 6

! -

! -

! Upkeep

! No

|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|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

Type Solo
Base Size 30mm
Unit Size 2
SPD Good
STR Poor
MAT Poor
RAT Poor
DEF Average
ARM Below Average
Relative HP Average

Weapons and Attacks

  • Aperture Beam - Average Range, ROF 1
    • Imperil - For one round, when a model/unit hit by this attack suffers a damage roll, add +2 to the roll.

Special Abilities







Thoughts on Iron Mother Directrix & Exponent Servitors

Iron Mother Directrix & Exponent Servitors in a nutshell

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).

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.

Combos & Synergies

Cipher : The famous crater-to-go vector. Cipher gives a decent blow to everyone, and Directrix can support the omni-vector in many ways.

  • 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.

  • 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.
    • 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.

  • Yet it cannot benefit from Tactical Supremecy, Axiom can do magic with Fire Group.
  • 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.
  • While accelespiker is not the best weapon to deal with, it can cram some damage to imperiled ones.
  • Her feat nearly grants an auto-hit to Axiom. With proper flare support, Axiom can break half the enemies forces into dust. Including 'Casters.

Drawbacks & Downsides

  • 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.
  • 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.
  • 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.
  • 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.
  • 2 out of her 5 spells are useless against a Hordes opponent, and Shrapnel Swarm won't do anything, if it misses.

Tricks & Tips

Template: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 Initiative

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:  : Warcaster      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • 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)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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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 : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • 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).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Construct - None yet. (Edit)