Aurum Lucanum Athanor Locke: Difference between revisions

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[[FACTION]] [[Category:FACTION]] [[ARMY|ARMY]][[Category:ARMY]] [[:Category:Warcaster|Warcaster]][[Category:Warcaster]]
[[Convergence of Cyriss]] and [[Crucible Guard]] [[Warcaster]]


[[Category:Legacy]]
[[Category:Prime]]
[[Category:Convergence of Cyriss]]
[[Category:Crucible Guard]]
[[Category:Warcaster]]
[[Category:Leader]]


==Model stats and abilities==
==Model stats and abilities==
<table>
  <tr>
      <td style = "border: 1px solid grey; vertical-align: top;">
{{Model-stats
{{Model-stats
| name  = Hellyth
| name  = Locke 1
| base  = 30 mm
| base  = 40 mm
| hp    = 15
| hp    = 18
| spd  = 7
| spd  = 5
| aat  = 6
| aat  = 7
| mat  = 6
| mat  = 5
| rat  = 7
| rat  = 5
| def  = 14
| def  = 14
| arm  = 17
| arm  = 17
| arc  = 7
| arc  = 7
| ctrl  = 12
| ctrl  = 14
|fa=C
|abilities=               
{{AbilitySingle|Dual Attack}}
{{AbilitySingle|True Strike}}           
{{AbilityComplex|main=Special Action|sub1=Repair|sub1a=d3+3}}
{{AbilitySingle|Resourceful}}
}}
}}
</td>
      <td style = "border: 1px solid grey; vertical-align: top;"> <table >
          {{Model Advantage | advantage = Resistance Fire | icon = Resistance Fire}}
          {{Model Advantage | advantage = Resistance Corrosion| icon = Resistance Corrosion}}
          {{Model Advantage | advantage = Pathfinder| icon = Pathfinder}}                   
          {{Model Advantage | advantage = Dual Attack | icon = Dual_attack}} Corrosion}}
          {{Model Advantage | advantage = Tough| icon = Tough}} 
          {{Model Advantage | advantage = Undead | icon = Undead}}
          {{Field Marshal | ability = Hyper-Aggressive}}           
          {{Model Ability | ability = Arcane Machinery}}
          {{Model Ability | ability = Arcane Calibrations}}
          {{Model Ability | ability = Ionization}}
          {{Model Ability | ability = Vexing Alignment}}
          {{Star Attack | ability = Death Rattle}}
          {{Star Attack| ability = Marionette}}
          {{Star Action| ability = Pupppet Master}}
          {{Model Ability | ability = Prowl}}
          {{Model Ability | ability = Reposition}}
          {{Model Ability | ability = Take Down}}
          {{Veteran Leader | ability = Assault Kommando}}


      </table> </td>
===Weapons===
</table>
{{Weapon | weapon= Flame Jet| type = R | rng = Sp 6 | rof =1 | aoe = - | pow = 12| loc = X2| abilities = {{AbilitySingle|Pistol}}{{AbilitySingle|Damage Type-Fire}}{{AbilitySingle|Continuous Effect-Fire}} }}
{{Weapon | weapon= Enhanced Fist| type = M | rng = 1 | rof = - | aoe = - | pow = 12| loc = X2| abilities =  {{AbilitySingle|Throw Power Attack}}{{AbilityCritical|Knockdown}} }}


{{Warcaster}}
===Spells===
{{Spellbox|Bombshell}}
{{Spellbox|Engine of Destruction}}
{{Spellbox|Jackhammer}}
{{Spellbox|Redline}}
{{Spellbox|Road to War}}
{{Spellbox|Sentry}}


==Weapons==
==Warcaster Rules==
  <table style="border-collapse: collapse;>      <tr>
===Feat===
<th>Weapon</th><th>Type</th><th>Stats</th><th>Specials</th>
Arcanodynamic Catalysis
  </tr>
# Enemy upkeep spells and animi in Locke’s control range immediately expire.
        {WEAPONNAME1}}
# For one round, when an enemy model is forced, casts a spell, or spends 1 or more focus, fury, or essence points while in Locke's control range, you can place one catalytic token on a model in Locke's battlegroup currently in her control range. If a model casts a spell by spending focus or fury, Arcanodynamic Catalysis triggers only once. A model cannot have more than three catalytic tokens on it at any time.
        {WEAPONNAME2}}
# A model gains +1 DEF and +1 ARM for each Catalytic token on it. The weapons of a model with one or more catalytic tokens on it gain [[:Category:Damage Type-Magical|Damage Type-Magical]].
# Remove one Catalytic token from each affected model at the end of its activation.


</table>
===Other Warcaster Rules===
 
{{Category:Warcaster}}
==Feat==
FEATNAME
{{#ifexist: Template:Errata-FEATNAME|
{{Template:Errata-FEATNAME}}
|  }}
 
==Spells==
{{SPELLNAME}}
{{SPELLNAME}}
 
===Spell Rack (Slots 2)===
 
 
==Errata==
No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).
 
==Changes and Updates==
 
==Lore==


==Trivia==
==Trivia==
=== Release ===
Released with the Crucible Guard Faction (2018.06).
=== Mk3 to Mk4 ===
* DEF -1
* Gained Dual Attack
* Feat lost reference to Tithe (no longer exists in game).
* Field Marshal Precision Strike name changed to Field Marshal True Strike. Ability stayed the same.
* Repair changed from B2B to Range 1.
* Split Loyalties removed due to new contruction of armies makes this overcome by events.
* Bomshell AOE from 3" circle to 2 models within 2 inches (global change to AOE).
* Engine of Destruction reference to STR deleted (no longer exists), but gains +4 to melee damage rolls. No mechanical change.
* Redline deleted STR, but gains +2 to melee damage rolls. No mechanical change.
* Road to War language changed to be agnostic to type of cohort model.


==Battle Reports==
=== 2024 Jan Annual Upadte ===
 
* Jackhammer cost +1, Range from 6 inches to Control
==Videos==
* Induction to 9 inches for warjacks.
 
* Now a Scout warcaster. ''Notes: With her strong battlegroup focus, Locke was a natural to become the Faction’s second Scout warcaster.''
 
************* LEGACY **********
 


==Community==
===Battle Reports===
===Videos===
===Lore===
''Aurum Lucanum Athanor Locke is a young and accomplished arcane mechanik and warcaster who also happens to be a pious Cyrissist. Outfitted with a custom-built and augmented armor frame, Locke is not only a Crucible Guard warcaster, but she leads the arm overseeing the fabrication of the Crucible Guard’s warjacks. While her faith is known to her peers, they do not suspect she acts as a secret observer and agent for the Convergence of Cyriss, bringing them intelligence from within the other organization. Her skill with machinery and engineering both on and off the battlefield has made her a highly valued asset to both groups.
''Aurum Lucanum Athanor Locke is a young and accomplished arcane mechanik and warcaster who also happens to be a pious Cyrissist. Outfitted with a custom-built and augmented armor frame, Locke is not only a Crucible Guard warcaster, but she leads the arm overseeing the fabrication of the Crucible Guard’s warjacks. While her faith is known to her peers, they do not suspect she acts as a secret observer and agent for the Convergence of Cyriss, bringing them intelligence from within the other organization. Her skill with machinery and engineering both on and off the battlefield has made her a highly valued asset to both groups.


=Basic Info=
Locke is an arcane mechanik in the service of the Order of the Golden Crucible, who also serves as a warcaster fighting alongside the Crucible Guard. She is also secretly a member of the Convergence of Cyriss and can work for both factions.
{{Infobox-Model
| name  = Locke1
| image = AurumLucanumAthanorLocke1.jpg
| base  = Medium
| spd  = 5
| str  = 7
| mat  = 5
| rat  = 5
| def  = 15
| arm  = 17
| cmd  = 8
| focus = 7
| hp    = 18
| wjp  = +29
}}
 
{{Warcaster}}
 
{{Living Convergence}}
 
===Feat : Arcanodynamic Catalysis===
# Enemy upkeep spells and animi in Locke’s {{CTRL}} range immediately expire.
# For one round, when an enemy model is forced, casts a spell, or spends 1 or more focus, fury, or essence points except to pay tithe while in Locke's {{CTRL}} range, you can place one Catalytic token on a model in Locke's battlegroup currently in her {{CTRL}} range. If a model casts a spell by spending focus or fury, Arcanodynamic Catalysis triggers only once. A model cannot have more than three catalytic tokens on it at any time.
# A model gains +1 DEF and +1 ARM for each Catalytic token on it. The weapons of a model with one or more catalytic tokens on it gain [[Damage Type: Magical]].
# Remove one Catalytic token from each affected model at the end of its activation.
 
===Abilities===
* {{Field Marshal|Precision Strike}} (''{{Precision Strike-alt|Hide_Cat=}}'') [[Category:Precision Strike Field Marshal]]
* {{Resourceful}}
* {{Repair|d3+3}}
* {{Split Loyalties}}
 
===Weapons ===
{| class="wikitable"
{{Ranged|Flame Jet (x2)|SP&nbsp;6|12|
* {{Fire Damage}}
* {{Continuous Fire}} }}
{{melee|Enhanced Fist (x2)|1|5|12|
* {{Critical Knockdown}} }}
|}
 
===Spells===
{{Spellbox|
{{Engine of Destruction}}
{{Jackhammer}}
{{Redline}}
{{Road to War}}
{{Sentry}}
{{Bombshell}}
}}
 
===Theme Forces ===
* '''''Crucible Guard
** {{Magnum Opus}}
** {{Prima Materia}}
 
* '''''Convergence
** {{Destruction Initiative}}
** {{Clockwork Legions}}
 
 
=Thoughts on Locke=
===Locke in a nutshell===
Locke is an arcane mechanik in the service of the Order of the Golden Crucible, who also serves as a warcaster fighting alongside the Crucible Guard. She is also secretly a member of the Convergence of Cyriss and can work for both factions. All her spells help her jacks, and she has a mix of support features found on Guard & Convergence casters. She has a field marshal, and can push her Mat to silly levels (Convergence), while also featuring a powerful defensive feat which is best described as a mass debuff to the enemy army (Guard). A very unique caster for both factions, and an absolute beast when she engages.
 
===Feat thoughts===
Locke's feat relies heavily on her spell selection and model placement.  You either need to make your opponent spend focus/fury (Such as by attacking a Warcaster/Warlock and having them reduce or transfer), or make sure that you are able to capitalize on your opponent's use of focus/fury. 
 
You often want to stack Locke's feat Catalytic Tokens to the maximum of three, giving that model multiple turns of defensive buff.
 
===Spell thoughts ===
* '''Jackhammer''' It's a great spell under most circumstances but you'll want Arc Nodes and Channelers to keep Locke safe.
* '''Road to War''' is a mainstay spell of hers. Cast it on turn 1 and every non-Colossal has very interesting threat ranges.
* '''Redline''' is another one of her mainline spells - a speed and damage buff. Well worth spell cycling. Combined with Road To War that's a 5" threat extension and +2 damage.
* '''Engine of Destruction''' is a spell cast from turn 2 onwards in Convergence armies, but almost never cast in Crucible Guard unless the enemy is silly enough to get their caster within 12" of yours. This is because it boosts Locke to MAT 9 - and if Locke is MAT 9 then so are all her Vectors. In Crucible Guard it just gives an 11" charge threat range at MAT 9, P+S 16 to beat down enemy casters that get too close.
* '''Sentry''' is her ranged buff. It requires you have one decent ranged warjack (the rest can all be melee) - and gives you an extra shot.
* '''Bombshell''' is a bad zap. But if you can't do anything else on feat turn it's better than nothing.
 
===Drawbacks & Downsides===
* She does nothing to help models outside her battlegroup.
* Jackhammer has only a 6" range, which means she needs to either channel (and Convergence channellers are easy to kill while Crucible Guard arc nodes burn out) or play uncomfortably forward (playing forward is mitigated somewhat by her feat).
* Ranged attacks are vital to trigger Road to War early, which often means you have to make a choice between maximizing Road to War or protecting your army with [[Combat Alchemist]] clouds.
* Locke's feat does little into certain types of lists, such as infantry spam or infernal horrors
* Locke’s feat often puts her in danger as she needs to be far up the table.
 
===Tricks & Tips===
* When using Road to War in [[Convergence]], make sure to activate your [[Optifex Directive]] early and hand  out Pathfinder to the Vectors before they start moving.
* She can't take the [[Toro]] or [[Vanguard]] in a Convergence army, due to the way Split Loyalties & Maker’s Mark are worded.
 
=List Building Advice=
===Strategy===
Her main method of winning is a warjack/vector beatdown, and her feat combined with jackhammer means she can beat up jacks and beasts - while Road to War is an anti-infantry spell. She's also a combined arms caster, with shooting triggering Road to War
 
She has a very effective assassination that involves delivering a Redline'd warjack to the enemy warcaster then Jackhammering them until they die.  The warjack doesn't even need to Charge or make any attacks on it's activation.  If it can arrive at the opponent's warcaster with at least one non-crippled weapon system, and you can get Locke or an Arc Node or Channeler to within 6", you've pretty much won. Run your 'jack if you need to, then activate Locke, and begin Jackhammering.  7 free Melee attacks from the warjack (5 if you are Convergence, you'll want to cast Engine of Destruction to boost your battlegroup to MAT 9) will most likely kill any caster.
 
Other Strategies include taking the hit from the opponents charge, and using her feat to make them miss and / or heavily armoured. Then you use the counter attacks to swing the attrition back in your favour. This can enable a longer game, where your feat will play more into winning by attrition, and also scenario.
 
Dont be afraid to throw a jack forwards and cripple an aspect / system of a heavy, or even start the piece strade and take it off the board. Even a light jack like the Vanguard or Galvaniser can take out a cortex with a few focus or jackhammers, and a opposing heavy with no cortex is worth a lot less.
 
===Theme thoughts===
She's a battlegroup caster - in Convergence she goes straight in [[Destruction Initiative]] and Crucible Guard in [[Prima Materia]] without needing to think twice. However [[Magnum Opus]] is a really solid theme, and it's worth considering how Locke's 'jack lineup blends with the efficiency of Crucible Guard Infantry (and Rocketmen. Mostly Rocketmen). The arrival of Oblivion is going to finally allow Vector-heavy [[Clockwork Legions]] lists, and it’s certainly a strong consideration to be able to run so many self-recurring infantry options.
 
===Army - Crucible Guard===
There are a handful of main reasons to run Locke in Crucible Guard over Convergence, and they happen to line up with the main reasons to run Guard in general.
 
# Debuff gunline. Guard not only has longer ranged threats than Convergence, but also has many more options for layering debuffs to maximise those ranged threats.
# Model-type solutions. Convergence tends to do its own thing, relying on better stats and a silly amount of focus to win. Guard offers much more specific solutions to given model types, such as against Living, Undead, or Constructs.
# Great warriors. Guard has overall a fantastic suite of warrior models which don't necessarily take a punch, but they tend to do their job exceptionally well, be that jamming (Rocketmen or Alchemists), shooting (Infantry or Dragon's Breath), or support (the solos, especially Prospero).
# Synergy with Locke's feat. Guard are a shooting faction, and as such they tend to be on the squishier side. Locke's feat (and the combination of Rapid Fire & Road to War) protects your army and can often buy you an entire extra round of decent shooting.
 
====Battlegroup====
* [[Toro]] - Locke loves this beatstick and her army will typically field at least one and as many as three. Between Countercharge, Road to War and Redline, the Toro's non-linear threat reaches absurd levels and lets it bully the table.
* [[Vanguard]] - A decent light which hits at its points cost (it will scratch but not dent a heavy), and comes with Shield Guard to protect its controller. Both sides of this 'jack are turned way up under Locke, thanks to an improved threat range, better defences (her feat turns this into a Khador heavy with good Def), and the ability to Shield Guard twice in [[Prima Materia]]. She'll almost always want at least one Vanguard in her list, two+ in Prima Materia.
* [[Vindicator]] - Crucible Guard's go to answer heavy, Locke can maximize the threat range & effectiveness of the Vindicator's amazing set of Attack Types. The "standard" start to Locke's battlegroup is two Toros, a Vindicator, and a Vanguard.
* [[Suppressor]] - Long range sprays are always good, especially when boosted and the SPD of their carrier is buffed. The unfortunate downside to the Suppressor is its somewhat lackluster hitting power (Pow 16 into Constructs provided it lands Rust), and being 3 points more than a Vanguard it is usually worth spending those extra points on a Trancer. That being said, the Suppressor is a great fifth warjack thanks to its variety of debuffs and ability to take some hits.
* [[Retaliator]] - The combination of Grievous Wound on a spray with Locke's Field Marshal ability is pain for the enemy to deal with, especially good against packed infantry with [[Tough]] such as [[Trolls]]. The budget option compared to a Vanguard, that extra point is often used to upgrade a solo (such as Gorman into Hutchuk, or a Trancer into Gorman).
* [[Liberator]] - Locke wants to swap her upkeeps and cast Jackhammer, but it can be hard for her to keep up with her 'jacks. The Liberator's Experimental Arc Node allows Locke to cast her spells across the battlefield, while still serving as an effective frontline 'jack. It's a matter or personal preference whether to run a third Vanguard or a Liberator, but generally speaking most Guard players would choose the Liberator for flexibility.
* [[Vulcan]] - SPD8 and POW21 with Redline plus all its abilities make the Vulcan extremely potent with Locke.This is on top of the Vulcan's ability to correct for match ups into armies with lots of Immunities, which is a huge weakness for Crucible Guard lists without the Railless or infantry spam. The unfortunate downside of running a Vulcan, is limiting the number of other warjacks you can run. Locke likes to have a larger battlegroup, and it is a huge question mark whether the Vulcan is worth two Vanguards and a Vindicator.
 
====Support====
* [[Aurum Legate Alyce Marc]] - Locke loves the support Alyce provides, and can easily make full use of her abilities every turn. Jackhammer has a funny interaction with Big Alyce, the two together can push through the last damage needed on a weakened enemy caster (Big Alyce jumps to engage, while Locke spends he stack for a bunch of Mat 8, Pow 14s).
* [[Prospero]] - Locke fields many 'jacks, making Prospero useful for all of his abilities. He has a fairly diverse range of potential battlegroups, all of which love to see Alyce with Locke (Empower works with his 'jacks too).
** Preferably with [[Suppressor]] or [[Retaliator]] as Guided Fire is great with sprays. Note that Instability Equation is one of the best counters to jamming infantry Locke can field.
** A simple [[Vanguard]] is always a good option, especially in [[Prima Materia]] when running Prospero as a support piece.
** Prospero is one of the best [[Vulcan]] controllers in Guard, and that doesn't change when under Locke. It's usually better to keep the Vulcan on Locke for the melee output, but a stand & shoot Locke list would prefer the Vulcan on Prospero.
* [[Crucible Guard Mechanik]]s - With that many 'jacks one or two Mechaniks are very useful to provide Pathfinder and Repairs.
* [[Combat Alchemists]] - Cloud walls really help Locke deliver her army. In addition, Combat Alchemists serve as a solid scoring and zone denying option for an army which would rather spend its 'jacks killing other 'jacks.
* [[Dragon's Breath Rocket]]s - A highly efficient weapon crew which can be free in [[Magnum Opus]] or contribute to free solos in [[Prima Materia]]. Almost certainly a staple, especially when you consider how Withering Humor devastates 'jack-jamming infantry.
* [[Gorman1]] & [[Hutchuk]] are always solid options for any Guard list, especially ones which want to try and piece-trade with opposing battlegroups (Ambush + Rust is nice for clearing zones)
* [[Trancer]] - One of Guard's signature solos, the Trancer is best run in at least a pair, typically three or four together. However this is difficult to do without consuming too many points, points Locke would rather spend on more warjacks. Additionally, Trancers typically provide Guard lists the ability to fight into hard battlegroups (such as Dark Menagerie with a bunch of Crabbits), a weakness which is not shared under Locke thanks to her incredible feat.
 
====Starting a 25 point Brawl list====
In 2020.10 Phillip Melvin, one of the LOS authors, put together this list for the [[Brawlmachine]] format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can [https://www.loswarmachine.com/brawlmachine/2020/9/26/brawlmachine-list-building-crucible-guard read here].
 
'''[[Theme - Prima Materia]]
 
: '''[[Aurum Lucanum Athanor Locke|Locke1]]''': [+29 WJP]
:* [[Vindicator]]: [15 pts]
:* [[Vanguard]]: [10 pts]
:* [[Retaliator]]: [7 pts]
 
: [[Prospero]]: [Free] {{grey|(5 pts)}}
:* [[Suppressor]]: [13 pts]
: [[Ascendant Mentalist]]: [4 pts]
: [[Crucible Guard Mechanik]]: [1 pt]
 
: [[Dragon's Breath Rocket]]: [4 pts]
 
 
{{Brawl}}
 
===Army - Convergence===
Convergence offers a more diverse suite of warjacks (ahem, Vectors) from which Locke can choose, including two different Colossals. The reasons to include Locke as your Convergence warcaster are generally:
 
1) More battlegroup options. Guard is a newer faction, with a greater emphasis on combined arms than Convergence. As such it is harder to run a list built around a single big battlegroup. At the same time, only having access to three heavies, of which only two are notably synergistic with Locke, is a major disadvantage.
 
2) More focus. Convergence is historically the Warmachine faction with the most resources to spend on any given turn. Their hitting power comes from favourable math & individual output as opposed to layers of debuffs.
 
3) Great anti-range tech. Convergence is very good at punishing gunlines, with above average melee threats (especially with Locke), and an abundance of inexpensive available Shield Guards (servitors) in Destruction Initiative.
 
4) Natural synergy with Locke. Most Convergence models are good at hitting, but not the best at getting there. The solutions in faction are minimal, but guess what Locke's main ability is? Her ability to deliver her battlegroup. On top of that, every part of Locke's card is relevant in every game as Convergence, thanks to the way Vectors work and the reliance on melee hitting power.
 
====Battlegroup====
* [[Corollary]] - An auto-include in every Convergence list, and for good reason. An extra 2" on Locke's control range is huge for catching enemies in her feat, as well as abusing [[Road to War]] almost anywhere on the board. Being able to fuel her battlegroup for her allows Locke to spend more on casting [[Engine of Destruction]] and [[Redline]].
* [[Inverter]] - 2" reach, and pow 19/22 with [[Redline]].  [[Redline]] and [[Road to War]] drastically increase this otherwise slow vector's threat range, and everyone loves Mat 9 auto-knockdown P+S 22. It is always worth considering at least one, if not two.
* [[Assimilator]] - Strong weapon master melee, and a good ranged attack for triggering [[Road to War]].  An excellent Sentry target. Do note that since attacks from Ground Pounder occur simultaneously, a single [[Ground Pounder]] can only move one model with [[Road to War]].
* [[Conservator]] - Under her feat, these become really difficult to kill, with a Def 14/Arm 23 statline if given three Catalytic Tokens. With [[Redline]] and if the opponent triggered [[Hand of Vengeance]], the Conservator becomes MAT 7 POW 19.  For total overkill, [[Engine of Destruction]] brings it to MAT 11. Not bad, for a 11 point heavy.
* [[Diffuser]] - Sentry allows the little fella to get two beacons out each turn. This can allow a single Diffuser to do the work of two given the right matchup (such as into clumped up Grymkin beasts in Dark Menagerie). At six points its an ideal requisition option in Destruction Initiative.
* [[Galvanizer]] - While banking on Critical Effects isn't always the best decision, the Galvanizer can be free as a requisition option, can repair other vectors, and with Field Marshal [[Precision Strike]] it can try to scalpel out important systems/branches on enemy battlegroups. If nothing else, it's always good for contesting zones cheaply.
* [[Prime Axiom]] - Locke's assassination run is characterized by the Inverter, but there is something to be said about Jackhammering a Redlined Prime Axiom. However, including the Axiom limits how many vectors you can cram in a list, and Locke tends to enjoy saturating the table with heavies. Whether you start your list-building with the Axiom, or prefer multiple Assimilators, having the additional ranged presence from either helps you trigger Road to War, playing into Locke's toolkit.
* [[Monitor]] - A walking heavy, its [[Ricochet]] shot is useful for triggering [[Road to War]] and scalping out some support behind the main line. With [[Sustained Attack]] on its melee weapon it complements the Inverter as a mainline heavy, although at MAT 9 with Locke, it isn't missing a great deal, but every little helps.
 
====Support====
* [[Reflex Servitors]] - Possibly useful, Reflex Servitors are best used for creating an early skirmish line and pressuring scenarios while the rest of Locke's battlegroup moves up. With POW 14s, they can threaten some heavier armor when they move in to attack. However, due to the wording of Detonation, only a model killed by the direct hit will trigger Road to War, not anything killed by the blast damage.
* [[Elimination Servitors]] - Cheap Shield guards that can snipe out high armour single wound jamming models.
* [[Attunement Servitors]] - Are often a good choice now in the changed Destruction Initiative, Shield Guards that can drop enemies DEF. Locke helps her Battlegroup with MAT to deal with DEF skew, but if you are taking a Monitor for [[Ricochet]] or a Prime Axiom a little help with hitting never hurts. Stripping Stealth too is useful in some situations.
* [[Optifex Directive]] - Convergence walkers don't have Pathfinder.  This fixes that, and patches up any Redline induced damage. Locke also doesn't have any Magical Weapons outside of her feat turn. The Directive fixes that, too. Locke will always want at least one unit.
* [[Algorithmic Dispersion Optifex]] - Convergence's Arc Node.  Cheap but fragile, keep it defended with shield guards. Good for swapping Redline around on the flanks in the early game, then running out to channel [[Jackhammer]] when lines have clashed. Take three as a requisition option. Their changes to increase induction range by 3 inches is invaluable to a caster with a large battlegroup, which can now spread out more.
 
====Starting a Brawlmachine list (Convergence)====
 
'''[[Theme - Clockwork Legions]]
 
: '''Aurum Lucanum Athanor Locke''' [+29 WJP]
:* [[Corollary]]: [5 pts]
:* [[Conservator]]: [11 pts]
:* [[Inverter]]: [14 pts]
:* [[Diffuser]]: [Free] {{grey|(5 pts)}}
 
: [[Algorithmic Dispersion Optifex]]: [2 pts]
: [[Destructotron 3000]]: [6 pts]
: [[Frustum Locus]]: [4 pts]
: [[Steelsoul Protector]]: [4 pts]
 
: [[Clockwork Angels]]: [5 pts]
: [[Optifex Directive]]: [3 pts]
 
====First Seven Purchases====
A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is ''not'' designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs ''most'' of the time.
 
# Warjack: [[Corollary]]
# Warjack: [[Inverter]]
# Warjack: [[Monitor]]
# Warjack: [[Prime Axiom]]
# Solos: [[Algorithmic Dispersion Optifex]] (x3)
# Solos: [[Elimination Servitors]]
# Unit: [[Optifex Directive]]
 
=Other=
===Trivia===
* Released with the Crucible Guard Faction  (2018.06).
* While not the first two-faction warcaster, she is the first (and currently only, ignoring the weird Oblivion themes) who is not also Mercs or Minions.
 
===Video Battle Reports ===
* Convergence
** [https://www.youtube.com/watch?v=GTECgMRw5vQ 2019.11 Advanced Maneuvers], vs [[Mortenebra1]]
** [https://youtu.be/nvhVJREixic 2019.04 Deathclock Dave], vs [[Doomshaper3]]
** [https://youtu.be/MpjC-2qPadM 2019.01 Arcane Assist], vs [[Abyslonia1]]
** [https://youtu.be/YqwTNzJVCZI 2018.09 Arcane Assist], vs [[Zerkova1]]
** [https://youtu.be/ohqEcg7sXbo 2018.08 Deathclock Dave], vs [[Grissel2]]
** [https://youtu.be/gQ_tac-urCc 2018.08 Arcane Assist], vs [[Butcher3]]
** [https://youtu.be/utcuYiskbjk 2018.07 Deathclock Dave], vs [[Gorten1]]
 
* Crucible Guard
** [https://www.youtube.com/watch?v=juA1NUZBTEE 2019.10 Feat Fetish], vs [[Goreshade3]]
** [https://youtu.be/jDsVY6mm5as 2018.10 Advanced Maneuvers], vs [[The Dreamer]]
 
* {{VBR}}
 
===Other Faction models===
{{Index CG}}
{{Index COC}}
 
===Rules Clarifications===
{{RCbox2
|Heading=Feat: Arcanodynamic Catalysis
|list={{RC Gaspy & Locke}}
}}
 
{{RC Knockdown}}
{{RC Fire Damage}}
 
{{RC Warcaster}}
{{RC Field Marshal}}
{{RC Precision Strike}}
{{RC Resourceful}}
{{RC Repair|d3+3}}
{{RC Split Loyalties}}
 
{{RC Engine of Destruction}}
{{RC Jackhammer}}
{{RC Redline}}
{{RC Road to War}}
{{RC Sentry}}
{{RC Bombshell}}

Latest revision as of 02:03, 28 May 2024

Convergence of Cyriss and Crucible Guard Warcaster

Model stats and abilities

Model Statistics

Base size = 40 mmSPDAATMATRATDEFARMARCCTRL
Health = 18
FA = C
Cost = Free57551417714
-
-

Model Advantages and Abilities

Dual Attack
Dual Attack

This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks, it can also make its initial ranged attacks. A model with Dual Attack can make its initial melee and ranged attacks in any order you choose. This model cannot make ranged attacks after making a power attack.

  Errata-Dual Attack and Unit Charges (2023-10-27)
Question: If a unit with Dual Attack charges a single model, are all placed in melee range, and the first model kills the charge target, can the remaining members of the unit make ranged attacks, or do they forfeit their Combat Action because they don't have any enemy models in their melee range?
Answer: The check for melee range is done at the end of movement. If you kill the targets before they attack, they can still do their ranged attack. (Malkav13)
Explanation: This post is correct.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum


  Errata-Dual Attack and Special Attacks (2023-08-10)
Question: Can a model with Dual Attack make any combination of ranged special attack and normal melee initial attacks, or its melee special attack and normal ranged initial attacks? (Example: Bison Both Barrels and Ram, or Mariner Thresher and gunshot).
Answer: No.
Explanation: The bison can not use dual attack and also make a special attack. That is correct in that (Thresher) example too.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum




True Strike
When a model with True Strike damages a warjack or warbeast with a melee attack, the controller of the attacking model chooses which column or branch suffers the damage.

No errata for True Strike (Create)

Special Action

A model can make one of the following special action(s) during its Combat Action if it meets the requirements for the special action's use:


Repair - RNG 1. Target friendly Faction construct model. If the model is in range, remove d3+3 damage points from it.
No errata for Special Action (Create)
No errata for Repair (Create)



Resourceful
This model can upkeep spells on models in its battlegroup without spending focus or fury points.

No errata for Resourceful (Create)



Weapons

Flame Jet
 RNG   ROF   AOE   POW   LOCATION 
Sp 6 1 - 12 X2
Pistol
Pistol

A model making an attack with this weapon targeting a model it is in melee with ignores the Target in Melee bonus when resolving this attack.

  Errata-Pistol (2023-09-17)
Question: Does the pistol benefit apply to models not in melee with the attacking model when the pistol is on a spray?
Answer: No, it only applies to models with which the attacking model is in melee.
Explanation: The intent is that a model only ignore the penalty for being in melee with the models that model is in melee with. Pistol only works against the models in the melee with the attacking model.
Infernal Ruling: Dark Legacy - PP Community forum


Damage Type-Fire
Damage Type-Fire
This weapon causes fire damage.

No errata for Damage Type-Fire (Create)

Continuous Effect-Fire
Continuous Effect-Fire
On a critical hit, the model hit by this attack suffers the Fire continuous effect.

No errata for Continuous Effect-Fire (Create)

Enhanced Fist
 RNG   ROF   AOE   POW   LOCATION 
1 - - 12 X2
Throw Power Attack
Throw Power Attack
  • This weapon can be used to make Throw power attacks.
  • A warjack cannot use this weapon to make a Throw Power attack if this weapon is crippled.

No errata for Throw Power Attack (Create)

Critical Knockdown
A critical hit occurs if the attack directly hits and any two dice in the Attack Roll show the same number. This Critical grants the following weapon qualities or has the following effects: Knockdown
When a model is hit by an attack with this weapon, it becomes knocked down.
No errata for Knockdown (Create)


Spells

Bombshell Cost RNG AOE POW DUR OFF
3 10 2 13/10 - Yes
On a critical hit, models hit are thrown d6 inches directly away from the attacker. Roll distance once for all models affected. Move models farthest from the attacker first. Instead of suffering blast damage, models hit but not directly hit suffer a POW 10 damage roll. The POW of collateral damage is 10.
No errata for Bombshell (Create)
Engine of Destruction Cost RNG AOE POW DUR OFF
2 Self - - Turn No
The spellcaster gains +2 SPD and +4 MAT and +4 to its melee damage rolls for one turn.
No errata for Engine of Destruction (Create)
Jackhammer Cost RNG AOE POW DUR OFF
2 Ctrl - - - No
Target model in the spellcaster's battlegroup currently in its control range immediately makes one basic melee attack.
No errata for Jackhammer (Create)
Redline Cost RNG AOE POW DUR OFF
2 6 - - Up No
Target warjack in the spellcaster's battlegroup gains +2 SPD and can run, charge, or make slam or trample power attacks without spending focus. Additionally, the affected model gains +2 to its melee attack damage rolls and collateral damage rolls. At the end of each of its activations, the affected warjack suffers d3 damage points.
No errata for Redline (Create)
Road to War Cost RNG AOE POW DUR OFF
3 Self Ctrl - Upkeep No
When a friendly Faction model in the spellcaster's control range destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one Cohort model in the spellcaster's battlegroup that is in its control range can advance up to 3 inches. A model can advance as a result of Road to War only once per turn.
No errata for Road to War (Create)
Sentry Cost RNG AOE POW DUR OFF
2 6 - - Upkeep No
Target friendly Faction model gains Rapid Fire
Rapid Fire:
A model with Rapid Fire can make one basic ranged attack during your Maintenance Phase.
No errata for Rapid Fire (Create)
No errata for Sentry (Create)


Warcaster Rules

Feat

Arcanodynamic Catalysis

  1. Enemy upkeep spells and animi in Locke’s control range immediately expire.
  2. For one round, when an enemy model is forced, casts a spell, or spends 1 or more focus, fury, or essence points while in Locke's control range, you can place one catalytic token on a model in Locke's battlegroup currently in her control range. If a model casts a spell by spending focus or fury, Arcanodynamic Catalysis triggers only once. A model cannot have more than three catalytic tokens on it at any time.
  3. A model gains +1 DEF and +1 ARM for each Catalytic token on it. The weapons of a model with one or more catalytic tokens on it gain Damage Type-Magical.
  4. Remove one Catalytic token from each affected model at the end of its activation.

Other Warcaster Rules

Additional special rules:

  1. This model begins the game with a number of focus points equal to its ARC.
  2. During your Maintenance Phase, this model loses all focus points in excess of its ARC.
  3. During your Control Phase, this model replenishes its focus points so that it has a number equal to its current ARC.
  4. This model can spend focus points only during its activation.
  5. This model has a Control Range, and can spend its focus points to buy additional melee attacks, boost attack and damage rolls, and to Shake Effects.
    No errata for Focus Manipulation (Create)


This model can control a group of warjacks.
  1. This model and the warjacks it controls are a battlegroup.
  2. This model can allocate focus to warjacks in its battlegroup during your Control Phase.
  3. This model can channel spells through warjacks in its battlegroup with the Arc Node advantage.


No errata for Battlegroup Controller (Create)


A feat can be used at any time during this model's activation, once per game.
No errata for Feat (Create)


  1. At any time during its activation, this model can spend focus points to remove damage it has suffered. For each focus point spent this way, the model can remove 1 damage point.
  2. When this model would suffer damage, it can immediately spend up to 1 focus point to reduct the damage it would suffer by 5. This model is still considered to have suffered damage even if the damage is reduced to 0 or less. Excess damage prevention is lost.
    No errata for Power Field (Create)


This model can cast spells by paying the COST of the spells in focus points.
No errata for Spellcaster (Create)


This model must have at least one non-lesser warjack in its battlegroup at the start of the game.

Trivia

Release

Released with the Crucible Guard Faction (2018.06).

Mk3 to Mk4

  • DEF -1
  • Gained Dual Attack
  • Feat lost reference to Tithe (no longer exists in game).
  • Field Marshal Precision Strike name changed to Field Marshal True Strike. Ability stayed the same.
  • Repair changed from B2B to Range 1.
  • Split Loyalties removed due to new contruction of armies makes this overcome by events.
  • Bomshell AOE from 3" circle to 2 models within 2 inches (global change to AOE).
  • Engine of Destruction reference to STR deleted (no longer exists), but gains +4 to melee damage rolls. No mechanical change.
  • Redline deleted STR, but gains +2 to melee damage rolls. No mechanical change.
  • Road to War language changed to be agnostic to type of cohort model.

2024 Jan Annual Upadte

  • Jackhammer cost +1, Range from 6 inches to Control
  • Induction to 9 inches for warjacks.
  • Now a Scout warcaster. Notes: With her strong battlegroup focus, Locke was a natural to become the Faction’s second Scout warcaster.

Community

Battle Reports

Videos

Lore

Aurum Lucanum Athanor Locke is a young and accomplished arcane mechanik and warcaster who also happens to be a pious Cyrissist. Outfitted with a custom-built and augmented armor frame, Locke is not only a Crucible Guard warcaster, but she leads the arm overseeing the fabrication of the Crucible Guard’s warjacks. While her faith is known to her peers, they do not suspect she acts as a secret observer and agent for the Convergence of Cyriss, bringing them intelligence from within the other organization. Her skill with machinery and engineering both on and off the battlefield has made her a highly valued asset to both groups.

Locke is an arcane mechanik in the service of the Order of the Golden Crucible, who also serves as a warcaster fighting alongside the Crucible Guard. She is also secretly a member of the Convergence of Cyriss and can work for both factions.