Father Lucant, The Divinity Architect: Difference between revisions

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{{CoCbox|[[Convergence]] [[Warcaster]]}} [[Category: Model]]
[[Convergence of Cyriss]] [[Warcaster]]
{{4P|Convergence of Cyriss}}


''Father Lucant has served Cyriss for over two hundred and fifty years and stands as both a prophet and a bastion of the spiritual truths the Convergence holds as incontrovertible. His presence inspires awe in all who have transcended to inhabit clockwork vessels, for it was his work that brought the process from theory to reality. It was Lucant who initiated the Great Work, and now he marches to battle to ensure its completion.''
[[Category:Legacy]]
[[Category:Prime]]
[[Category:Convergence of Cyriss]]
[[Category:Warcaster]]
[[Category:Leader]]


=Basic Info=
==Model stats and abilities==
{{Infobox-Model
{{Model-stats
| name  = Lucant1
| name  = Lucant 1
| image = FatherLucantDivinityArchitect_WEB.jpg
| base  = 50 mm
| base  = Large
| hp    = 21
| spd  = 6
| spd  = 6
| str   = 9
| aat   = 6
| mat  = 6
| mat  = 6
| rat  = 3
| rat  = 3
| def  = 14
| def  = 14
| arm  = 17
| arm  = 17
| cmd   irrelevant
| arc   = 7
| focus = 7
| ctrl  = 14|fa=C
| hp    = 21
|abilities=
| wjp   = +28
{{AbilitySingle|Pathfinder}}    
{{AbilitySingle|Construct}} 
{{AbilitySingle|Shield Guard}}           
{{AbilityOptions|Field Marshal|Shield Guard}}
{{AbiilitySingle|Soul Vessel}}
{{AbilitySingle|Steady}}
}}
}}


* {{Warcaster}}
===Weapons===
 
{{Weapon | weapon= Apogee| type =M | rng = 2 | rof = - | aoe = - | pow = 16| loc = -| abilities = {{AbilitySingle|Damage Type-Magical}}{{AbilitySingle|Stall}} }}
===Feat : Clockwork Reinforcement===
# While within Lucant's {{CTRL}} range, friendly Faction models gain +4 ARM.
# When a friendly Faction model in Lucant's {{control}} range makes a [[Repair]] special action, add +2 to the damage removed. [[Category: Remove Damage Feat]]
: Clockwork Reinforcement lasts for one round.
 
===Abilities===  
* {{Construct}}
* {{Pathfinder}}
* {{Steady}}
* {{Field Marshal|Shield Guard}} (''{{Shield Guard-alt|Hide_Cat=}}'') [[Category: Shield Guard Field Marshal]]
* {{Soul Vessel}}
 
===Weapons ===
* '''Apogee''' - 2" reach, POW 7, P+S 16 melee weapon
** {{Magical Damage}}
** {{Stall}}
 
===Spells===
===Spells===
{{Spellbox|
{{Spellbox|Deceleration}}
{{Deceleration}}
{{Spellbox|Discontinuity}}
{{Discontinuity}}
{{Spellbox|Dissolution Bolt}}
{{Dissolution Bolt}}
{{Spellbox|Positive Charge}}
{{Positive Charge}}
{{Spellbox|Watcher}}
{{Watcher}}
}}
 
===Theme Forces ===
* {{Clockwork Legions}}
* {{Destruction Initiative}}
 
 
=Thoughts on Father Lucant=
===Father Lucant in a nutshell===
Solid Cyriss tournament runner, Father Lucant is arguably considered the high-skill, high-return 'Caster. Boasting impressive health boxes and armor, Lucant can handle most opponents thanks to his nice spell sets and shield guard.
 
As his spell set is remarkably flexible, Lucant can support almost every Cyriss unit ranging from '''[[Prime Axiom]]''' to '''[[Obstructors]]'''. He can play in quantities, as the field marshal grants shield guard to every single vector. This drastically increase the survival rate of the Enigma Foundry, core unit for Cyriss infantries. He can play with heavy infantry, although cyrissian heavy infantries are considered subpar in competitive lists.
 
===Feat thoughts===
The 2 halves of the feat works a bit against each other: you want bonus to your repair rolls once you took some punishment already, and you want extra ARM before committing yourself into the meat grinder. You may often want to go for the extra ARM. With Deceleration's effective +6 ARM you can weather a [[Kara Sloan]] level gunline, with near-impunity.
 
===Spell thoughts ===
* Deceleration - Your favourite defensive measure against gunlines. It depends on your enemy, whether or not it worth casting in turn 1, since mostly the 2 armies will run toward the centre, but definitely a life saver in turn 2.
* Discontinuity - it is ironic to see upkeep-hate taking form in an upkeep spell, but its effectiveness can't be denied. Beside the obvious removal of defensive buffs (Arcane Shield, Spiny Growth, etc), it can be really annoying for [[Resourceful]] casters and locks with the Rapport spell. You can use it defensively , if your key model is under a nifty enemy upkeep: cast it, and and whack the target from behind with the Corollary to get rid of that pesky [[Parasite]].
* Dissolution Bolt - your only ranged threat, and you'll rarely have FOCUS for it. Still, arcing it onto [[Thorn]] or a Hurricane can be fun, occasionally.
* Positive Charge - your go-to offensive support spell. The bigger the footprint, the better it is (another reason to bring an Axiom)
* Watcher - an educating spell, as you'll likely to pull off its trick only once. Still, the "Inverter-in-yo-face" scene, which leaves your would-be assailant knocked down, is hilarious. Don't forget to use it against counter-charging opponents. You don't have to use it on the first enemy who gets into your sight, but be on the lookout for chaff infantry, which might block your path to the real threat altogether.
 
===Drawbacks & Downsides===
* His spells are somewhat expensive to cast. While he has decent FOCUS, he can easily deplete his focus throwing out Spells. The corollary helps.
* No speed buffs.
* His low RAT makes ranged vectors like Assimilators and Monitors a bad bet. The two exceptions are Axiom and [[Diffuser]].
 
===Tricks & Tips===
* You cannot upkeep Watcher and Discontinuity at the same time, so think twice before you change your field spell.
* Shield Guard is not all-mighty; spells and non-direct hits can bypass it, and hit the models you want to spare. Also, smart enemies will find ways to push/slam/place either Lucant, or his vectors out of the crucial 3" radius. His large base also doesn't help.
* Watch out for placement effects, like Apparition, Gate Chrasher, Telekinesis or Slipstream, which will not trigger Watcher.
 
=List Building Advice=
===Strategy===
His spells and abilities make him the master of attrition game. Be it vectors or infantries, he can protect them really well. Using the recursive and repair tricks present in your faction, enemies will have to think twice before committing their forces into a protracted combat. On the flip-side, he has no ways to boost his forces, or slow down your opponent, so a quick, flanking army can easily foil your plans. One final thing to consider, his melee potential. Bearing some of the highest unaided P+S among the casters in the game, he can bang up targets pretty well - especially with Positive charge. With a large base and a total of 11" threat range (13" with the Diffuser) he is not a dedicated melee assassin, but it worth to remember.
 
===Theme thoughts===
{{Header|[[Destruction Initiative]]}}
 
Lucant will go in DI to get access to the TEP. Given he has Field Marshal Shield Guard, he doesn't really need Servitor Sheild Guards too, but hey why not. If you don't want the TEP, you may as well build pretty much the same list in Clockwork Legions and get some free light warjacks.
 
* [[Transfinite Emergence Projector]] : The TEP is, as always, awesome. Lucant can boost the durability of the big metal boot.
** Deflection and Shield Guards can help keep the TEP safe at range. Place a cheeky Inverter beside the TEP, and watch opponents' lethal shots bounce off Inverter's crusty metal armor.
** If the TEP gets banged up, Lucant's feat can bring it back to full health. A single Optifex directive unit is more than enough to max out TEP's boxes under feat.
 
{{Header|[[Clockwork Legions]]}}
 
As of the 2019.07 update, Lucant can now take a Vector-heavy list in CWL without losing "free models". So you have the choice of going in CWL to gain a few free light warjacks and a unit or two to round out your list, or you can go in DI for access to the TEP and more Shield Guards than you'll ever need.
 
* [[Obstructors]] : On feat turn they become nigh unkillable. Cheap, recyclable, 2" reach shield wall infantry, there's no reason not to use these guys in Lucant's army.
* [[Reciprocators]] : Another unit that refuses to die on feat turn. Even gargossals can't kill them easily, great when you need to tarpit elite units.
* [[Clockwork Angels]] : High SPD skirmishers are hard to come by in Convergence. Lucant's army is slow, and it is good to have some light skirmishers. Deceleration means they won't die to blast damage on the way in.
 
===Battlegroup ===
* [[Corollary]] : Pretty much a must-have in the faction.
* [[Cipher]] : Often the vector which lives throughout the battle. The Cipher serves as a 2nd attack heavy, and does great when it can land its spike, often with the help of positive charge.
* [[Diffuser]] : Makes up for Lucant's lack of speed. A single Diffuser can greatly reduce FOCUS problem, and double Diffuser is not uncommon. You'll just need to cycle the FOCUS.
 
* [[Prime Axiom]] : Lucant's go-to Vector. Giant shield guard, 'caster killer, fire platform... Prime Axiom can be seen in almost every list, and Lucant can turn it up to 11.
** With Shield Guard, its massive size enables the colossal to block the most critical shots, completely ruining an opponent's day.
** Positive Charge on the Axiom is brutal. Its melee attacks are already incredibly high strength, a damage buff means it can wreck a colossal alone. The Axiom's huge base also means it can spread the positive charge bubble over a larger area.
 
* [[Inverter]] : Favored by Cyriss melee casters, Inverter serves as a shield guard and is exceptional for Watcher. It can even be buffed to give out a colossal level smackdown, guaranteeing knockdown when it hits.
** With decent ARM, the Inverter can shrug off most ranged attack.
** When Watcher is active, Inverter can serve as a lifeguard. Opponent's can't assassinate Lucant when they're knocked down by a boosted macropummeler.
** Positive Charge means it can wreck havoc when it charges.
 
* [[Conservator]] : Often maligned for it's low POW fists and the redundant shield guard ability, Lucant can still get good use out of the Conservator in an infantry brick.
** Already sitting at 20 ARM, Lucant's feat bumps it up to 24, making it a great protector for large targets like Enigma Foundries.
** Lucant's infantry attrition game will see steady use of the Conservator's Hand of Vengeance- stack Positive Charge on top of this to get it swinging at POW 19 and MAT 10.
 
===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.  Lucant can have a decent list in either theme, so his first 7 depends partly on what your other caster(s) would like to share with him.


# Warjack: [[Conservator]]
==Warcaster Rules==
# Warjack: [[Inverter]]
===Feat: Clockwork Reinforcement===
# Warjack: [[Corollary]]
# While within Lucant's control range, friendly Faction models gain +4 ARM.
# Unit: [[Optifex Directive]]
# When a friendly Faction model in Lucant's control range makes a Repair special action, add +2 to the damage removed.
Clockwork Reinforcement lasts for one round.
===Other Warcaster Rules===
{{Category:Warcaster}}


For warjack-heavy [[Destruction Initiative]]:
==Trivia==
<ol start="5">
===Release===
<li> Solos: [[Attunement Servitors ]]</li>
<li> Solos: [[Attunement Servitors ]]</li>
<li> Solos: [[Elimination Servitors]]</li>
</ol>
 
For troop-heavy [[Clockwork Legions]]:
<ol start="5">
<li> Solo: [[Enigma Foundry]]</li>
<li> Unit: [[Eradicators]]</li>
<li> Unit: [[Eradicators]]</li>
</ol>
:: You may want to swap one of the Eradicators to a [[Reciprocators]] unit for more variety in your collection - but Eradicators are considered the best medium-infantry option (as of 2020.04).
 
=Other=
===Trivia & Lore ===  
* Father Lucant's character originally appeared in the ''Witchfire Trilogy'' for the Iron Kingdoms D&D 3.0 campaign.  
* Father Lucant's character originally appeared in the ''Witchfire Trilogy'' for the Iron Kingdoms D&D 3.0 campaign.  
* Released in [[Forces of Warmachine: Convergence of Cyriss]] (2013)
* Released in [[Forces of Warmachine: Convergence of Cyriss]] (2013)
* For Lore, refer to [[Lore - Convergence characters]]
=== Mk3 to Mk4 ===
 
* Spell Watcher lost boosted attack and damage roll.
===Video Battle Reports ===
=== 2024 Jan Annual Upadte ===
* [https://youtu.be/lTRaVsvowuE 2019.04 Connor's Retribution Analysis], vs [[Vyros2]]
* Sideways update: Induction to 9 inches for warjacks.
* [https://youtu.be/Tuq_iPboKDo 2019.02 Deathclock Dave], vs [[Makeda3]]
==Community==
* [https://youtu.be/PJ-f6NEcb_w 2018.10 Deathclock Dave], vs [[Skarre2]]
===Battle Reports===
* {{VBR}}
===Videos===
 
===Lore===
===Other Convergence models===
''Father Lucant has served Cyriss for over two hundred and fifty years and stands as both a prophet and a bastion of the spiritual truths the Convergence holds as incontrovertible. His presence inspires awe in all who have transcended to inhabit clockwork vessels, for it was his work that brought the process from theory to reality. It was Lucant who initiated the Great Work, and now he marches to battle to ensure its completion.''
{{Index Convergence}}
 
===Rules Clarifications===
{{RC Magical Damage}}
{{RC Stall}}
 
{{RC Warcaster}}
{{RC Construct}}
{{RC Pathfinder}}
{{RC Steady}}
{{RC Field Marshal}}
{{RC Shield Guard}}
{{RC Soul Vessel}}
 
{{RC Deceleration}}
{{RC Discontinuity}}
{{RC Dissolution Bolt}}
{{RC Positive Charge}}
{{RC Watcher}}

Latest revision as of 15:14, 30 May 2024

Convergence of Cyriss Warcaster

Model stats and abilities

Model Statistics

Base size = 50 mmSPDAATMATRATDEFARMARCCTRL
Health = 21
FA = C
Cost = Free66631417714
-
-

Model Advantages and Abilities

Pathfinder
Pathfinder
This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.

No errata for Pathfinder (Create)

Construct
Construct
This model is a construct, and is not a living model.

No errata for Construct (Create)


Shield Guard
When a friendly model is directly hit by a non-spray ranged attack while within 3 inches of a model with Shield Guard, you can choose to have the model with Shield Guard be directly hit instead.
  1. That model is automatically hit and suffers all damage and effects.
  2. A model can use Shield Guard only once per round.
  3. A model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.
  4. Shield Guard can only be used once per attack.

    No errata for Shield Guard (Create)

Field Marshal
Field Marshal grants the following ability/abilities to the {{{1}}} cohort models in this model's battlegroup.
Shield Guard - When a friendly model is directly hit by a non-spray ranged attack while within 3 inches of a model with Shield Guard, you can choose to have the model with Shield Guard be directly hit instead.
  1. That model is automatically hit and suffers all damage and effects.
  2. A model can use Shield Guard only once per round.
  3. A model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.
  4. Shield Guard can only be used once per attack.
No errata for Field Marshal (Create)
No errata for Shield Guard (Create)



Template:AbiilitySingle


Steady
This model cannot become knocked down. ‎

No errata for Steady (Create)



Weapons

Apogee
 RNG   ROF   AOE   POW   LOCATION 
2 - - 16 -
Damage Type-Magical
Damage Type-Magical
This weapon causes magical damage.

No errata for Damage Type-Magical (Create)


Stall
A warjack hit by this weapon becomes stationary for one round.

No errata for Stall (Create)

Spells

Deceleration Cost RNG AOE POW DUR OFF
3 Self Ctrl - Rnd No
While in the spellcaster's control range, friendly faction models gain +2 ARM against ranged and arcane attack demage rolls.
No errata for Deceleration (Create)
Discontinuity Cost RNG AOE POW DUR OFF
3 Self Ctrl - Upkeep No
While in its spellcaster's control range, the melee weapons of models in its battlegroup gain Dispel
Dispel:
When this weapon hits a model/unit, upkeep spells and animi on that model/unit immediately expire.
No errata for Dispel (Create)
No errata for Discontinuity (Create)
Dissolution Bolt Cost RNG AOE POW DUR OFF
2 8 - 12 Rnd Yes
A model hit by Dissolution Bolt cannot channel spells for one round.
No errata for Dissolution Bolt (Create)
Positive Charge Cost RNG AOE POW DUR OFF
2 6 - - Turn No
Target friendly Faction Chohort model gains +2 to melee attack and melee damage rolls.
While within 3 inches of the affected cohort model, other friendly Faction models gain +2 on melee attack and melee damage rolls.
No errata for Positive Charge (Create)
Watcher Cost RNG AOE POW DUR OFF
2 Self - - Upkeep No
Once per turn when an enemy model advances and ends its movement within 6 inches of the spellcaster, you can choose a Cohort model in the spellcaster's battlegroup that is in its control range. That Cohort model can immediately make a full advance toward the enemy model and then make one basic attack targeting the enemy model.
No errata for Watcher (Create)


Warcaster Rules

Feat: Clockwork Reinforcement

  1. While within Lucant's control range, friendly Faction models gain +4 ARM.
  2. When a friendly Faction model in Lucant's control range makes a Repair special action, add +2 to the damage removed.

Clockwork Reinforcement lasts for one round.

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

Mk3 to Mk4

  • Spell Watcher lost boosted attack and damage roll.

2024 Jan Annual Upadte

  • Sideways update: Induction to 9 inches for warjacks.

Community

Battle Reports

Videos

Lore

Father Lucant has served Cyriss for over two hundred and fifty years and stands as both a prophet and a bastion of the spiritual truths the Convergence holds as incontrovertible. His presence inspires awe in all who have transcended to inhabit clockwork vessels, for it was his work that brought the process from theory to reality. It was Lucant who initiated the Great Work, and now he marches to battle to ensure its completion.