Negation Angels

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Convergence Logo.jpg Negation Angels

Convergence Angel Unit

Meticulously designed and engineered to adhere to Aurora's divinely inspired vision, the negation angels comprise the archnumen's personal host. Peerless in their perfection, each angel is inhabited by a fearless and noble soul handpicked by Aurora herself.

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Boxed Set
Negation Angels can be purchased in either a box by themselves, or in a boxed set alongside Prefect Hypatia and Aurora2.

Basic Info

Negation Angels
Missing Info
Negation Angels.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 14
ARM 12
ESSENCE {{{essence}}}
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 3
2 each
Warcaster 1
the Statblock



Gun icon.jpg  RNG   ROF   AOE   POW 
8 1 - 10
Binomial Blade
Sword icon.jpg  RNG   POW   P+S 
0.5 7 12
  • Paralysis - A living model hit by this weapon has its base DEF reduced to 5 and cannot run, charge, or make slam or trample power attacks. Paralysis lasts for one round.

Command Attachment

They can have a Transverse Enumerator. Her info has been omitted for brevity.

Theme Forces

Thoughts on Negation Angels

Negation Angels in a nutshell

Developers notes: Whereas Clockwork Angels are slightly more skewed to dancing around the enemy and harassing them from ranged (ex: CRA and Repo), the Negation angels are slightly more skewed to jumping from terrain feature to terrain feature, and then charging into melee (ex: Prowl, Gang, auto Paralysis on melee attack). We want to keep this divide between the two groups of angels. Both are capable of attacking the enemy at range or melee, but the Clockwork Angels should remain a better ranged option than the Negation Angels, more nimble as well.

Nice, effective, and expensive advance deploying skirmishers. Slightly more expensive than the Clockwork Angels this unit is often regarded as the stronger of the 2 as Prowl further improves their anti ranged capabilities to a point where it really isn’t worth shooting them without a boostable gun and Gang + Paralysis helps them hurt in melee. If they have any inherent weakness it’s that they struggle to disengage after committing to melee due to a low volume of attacks and no Reposition.

The developer notes bill them as being better at melee than at range but because electrical attacks can be supported in faction don’t discount their guns.

Combos & Synergies

  • Aurora1 - They let her flank off of them, but more importantly she makes them 2" faster with Aerogenesis and lets them boost melee attack and damage rolls with Arcane Might. With her feat granting parry and reposition they become reliable assassins.
  • Aurora2 - Extra speed and damage from the feat and they are eligible for her directives.
  • Destructotron 3000 offers a to hit buff on the ranged weapons.
  • Prefect Hypatia - She gives them Apparition with her leadership bubble.
  • Void Archons need friendly models with souls to fuel them and in Strange Bedfellows only Angels really fit the bill.
  • they are one of the most expensive options you can take in Strange Bedfellows for free

Drawbacks & Downsides

  • Their armor is tinfoil - they die to blasts and magic attacks and more importantly: Scathers and Covering Fire.
  • One wound and small numbers means the unit can easily be wiped out in one turn
  • 0.5" melee range mean the flat out cannot touch models standing in Blight Clouds or Despoiler.
    • All of the points above mean that Bethayne and her accompanying Virtues were pretty much tailor made to prey on these gals, a fact any Legion player worth its salt will be keenly aware off, so beware!
  • They are usually too fast to take advantage of the Enigma Foundry's support

Tricks & Tips

  • Spread out. It is their most useful tool against blast damage and electro leaps.
  • Their only defense is their speed and high DEF. Look for concealment or cover all the time, and launch hit&run raids from there.
  • Never bother aiming; your charge range is longer, your paralysis is more reliable and your damage is greater. Removal of the electrical damage type also helps vs Cygnar or an Earthborn Dire Troll.
  • With Aurora1 and Hypatia alone they have a 14.5 inch charge threat range allowing them to get the drop on most models in the game.



Released 2020.04

Other Convergence models

Convergence Logo.jpg       Convergence Index       (Edit)            

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


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


Assimilator - Cipher - Conservator - Inverter - Modulator - Monitor


Prime Axiom - Prime Conflux

Units, Solos, & Battle Engines

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


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

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: 2020.08

Rules Clarifications

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Rules Clarification : Advance Deployment      (Edit)

  • Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)

Rules Clarification : Construct - None yet. (Edit)

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

  • Flight doesn't ignore:
    • Impassable terrain and hazardous terrain
    • Templates that stay in play and do damage to models moving through them (such as a Scather).
    • Free strikes.
  • Trampling with a flying model (Edit)
    • Flight allows you to trample "over" medium- and larger-bases.
    • Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
      • Unless, of course, you have an exception like Blade Rush.
  • Flight on a Cavalry model (Edit)
    • Although you can move over obstacles/models while charging, if you want to stop and make Impact Attacks while you fly "over" models you need to stop in a legal position. You can't make Impact Attacks while your flying horse is on top of obstacles, models, etc.
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.

Rules Clarification : Blade Shield - None yet. (Edit)

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Rules Clarification : Gang and/or Gang Fighter and/or Tag Team and/or Team Effort     (Edit)

  • You can gain the Gang bonus on free strikes, but generally only the first "Ganger" will get it.
For example, if a target is engaged by two models with Gang, when it leaves the melee range of the first Ganger it suffers a free strike with the Gang bonus. Then it leaves the melee range of the second and suffers a normal free strike.
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Rules Clarification : Prowl      (Edit)

  • Whether you can trigger Prowl is a bit awkward; As long as you have concealment you can trigger Prowl ... even if the attacker ignores concealment, (such as with Hunter).
    • If you're standing in a cloud, and the attacker "ignores clouds for LOS" (such as Bird's Eye) you get Prowl.
    • If you're standing in a cloud, and the attacker "ignores clouds completely" (such as Alchemical Mask) you don't get Prowl. (Infernal Ruling)
    • Similar for standing in a forest.
  • If a debuff removes Stealth, Prowl does not reapply stealth. But this ruling is being rechecked. (Infernal Checking)
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Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
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Rules Clarification : Soul Vessel      (Edit)

  • A Soul Vessel is not a living model in any way, so it will not trigger anything like Bloodthirst or Poison.
  • The only thing Soul Vessel means is that it produces a soul when it is destroyed, as if it were a living model.
  • An attack that would RFP a living model and thus normally prevents soul token generation (such as Snacking) doesn't trigger vs a Soul Vessel. So the Vessel can't get snacked and will produce a soul token.

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Rules Clarification : Electricity      (Edit)

  • When electricity arcs/leaps, you ignore models with Immunity:Electricity. The arc "skips" them.
  • If you attack a model with Immunity:Electricity, the arc/leap won't go anywhere at all. The arc is "grounded".
  • Incorporeal models do not have Immunity: Electricity (they just ignore non-magical damage). As such electricity can arc/leap to and from incorporeal models.

Rules Clarification : Paralysis - None yet. (Edit)