Ascendant Mentalist: Difference between revisions

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{{CGbox|{{Crucible Guard}} {{Solo}} }} [[Category: Model]]
[[:Category:Crucible Guard|Crucible Guard]] [[:Category:Solo|Solo]]
{{4P|Crucible Guard}}
[[Category:Crucible Guard]]
[[Category:Solo]]
[[Category:Legacy]]
[[Category:Prime]]


''Trancers are traditionally short-lived individuals, as the powerful alchemical concoctions that grant them their psychokinetic powers tend to destroy their bodies rapidly and without remorse. This destructive cycle is not without anomalies, however, as some can withstand the chemical degeneration indefinitely. These lucky souls become fierce psychic combatants, unlocking mental feats of strength a traditional trancer simply doesn't have the time to master.
== Model stats and abilities ==
 
{{Model-stats
=Basic Info=
| name= Mentalist
{{Infobox-Model
| base=40
| name = {{PAGENAME}}
| hp=5
| image = Ascendant Mentalist.jpg
| spd=6
| base  = Medium
| mat=6
| spd   = 6
| aat=6
| str  = 7
| def=15
| mat   = 7
| arm=11
| rat  3 irrelevant
| fa=2
| ma    = 7
| cost=4
| def   = 15
| abilities =
| arm   = 11
{{AbilitySingle|Flight}}
| cmd  = 8
{{AbilitySingle|Girded}}
| hp    = 5
{{AbilitySingle|Steady}}
| cost  = 4
{{AbilityComplex|main=Magic Ability|sub1=Force Aura|sub2=Psychic Assault|sub3=Psychokinetic Force}}
| fa    = 2
}}
}}


=== Abilities ===
== Weapons ==
* {{Flight}}
{{Weapon|weapon=Force Crush|type = M |rng = 2 |rof = - |aoe = - |pow = 12| loc = -| abilities = {{AbilityCritical|Knockdown}} }}
* {{Battle Wizard}}
* {{Girded}}
* {{Magic Ability|7}}
* {{Steady}}
 
===Weapons ===
{|class="wikitable"
{{melee|Force Crush|2|7|12|
* {{Damage Type: Magical}}
* {{Critical Knockdown}} }}
|}


===Spells===
{{Spellbox|
{{Force Aura Action}}
{{Psychic Assault}}
{{Psychokinetic Shield}}
}}


===Theme Forces ===
== Solo  Rules ==
* '''''Crucible Guard
{{Category:Solo}}
** {{Magnum Opus}}. This model gains [[Reposition]] [3"] in this theme.
** {{Prima Materia}}


* '''''Other Factions
==Errata==
** '''[[Infernal]]''' players can use this model in the {{Hearts of Darkness|notbold=}} theme, but only if [[Lukas]] is leading the army.
No Errata specifically for this model.  


== Changes and Updates ==


=Thoughts on {{PAGENAME}}=
===Mk3 to Mk4===
=== {{PAGENAME}} in a nutshell===
A support telepath who can become a powerful melee monster and follow up with a devastating spray attack, as her armour is non existent she will likely die when hit, but she fortunately has ways around this thanks to girded and a great defence stat.


She can also has several support duties either versus attacks rolls or ranged attacks & damage rolls, taking the Mentalist at full FA can be useful to have one protect your frontline and another your back line models.
==Release Trivia==
 
Versitility is the key reason to take Ascendant Mentalist and you will rarely go wrong with one in your list
 
=== Combos & Synergies ===
* The [[Vanguard]] in Prima Materia becomes DEF 15 and ARM 21 with double shield guard and a self healing effect, that is truly an obnoxious combo for most enemy gun lines.
** add in failsafe from [[Mackay]] or Deceleration from [[Baldwin]] and things get even more serious.
 
=== Drawbacks & Downsides ===
* Unlike the Skorne [[Basilisk Krea]] the Mentalist doesn’t have the hp or armour to survive a direct attack this limits Force Aura a bit and makes Electro-Leaps or Ashes to Ashes especially dangerous.
* Girded protects against blast damage but not the effects, if she is set on fire for example she will likely die.
* If the enemy have anti magic tech the Mentalist is a fairly unremarkable combat solo.
 
=== Tricks & Tips ===
* If battle wizard triggers Psychokinetic Shield is the best way to keep her alive but a spray can also be devastating to packed infantry.
* Psychokinetic Shield is best used when already engaged because then the enemy cannot snipe her with long range guns as easily and it's harder for whoever is engaging her to strike back.
** can be also be mitigated by out of activation movement beware things like [[Energizer]] or [[Mirage]] even things like [[Side-Step]] may not have the Mat decrease on attacks after the initial.
 
=Other=
===Trivia===
Released 2021.04
Released 2021.04


===Other Crucible Guard models===
==Lore==
{{Index Crucible Guard}}
''Trancers are traditionally short-lived individuals, as the powerful alchemical concoctions that grant them their psychokinetic powers tend to destroy their bodies rapidly and without remorse. This destructive cycle is not without anomalies, however, as some can withstand the chemical degeneration indefinitely. These lucky souls become fierce psychic combatants, unlocking mental feats of strength a traditional trancer simply doesn't have the time to master.
 
===Rules Clarifications===
{{RC Flight}}
{{RC Battle Wizard}}
{{RC Girded}}
{{RC Magic Ability}}
{{RC Steady}}
 
{{RC Damage Type: Magical}}
{{RC Knockdown}}
 
{{RC Force Aura}}
{{RC Psychic Assault}}
{{RC Psychokinetic Shield}}

Revision as of 07:06, 18 February 2024

Crucible Guard Solo

Model stats and abilities

Model Statistics

Base size = 40SPDAATMATDEFARM
Health = 5
FA = 2
Cost = 46661511
-
-

Model Advantages and Abilities

Flight
Flight
This model can fly.
  • Interaction with terrain:
    • Treat storm terrain as rough terrain while advancing.
    • Treat all other non-impassable terrain as open terrain while advancing.
    • Obstructions can be advanced through if the model has enough movement to move comletely past the obstruction.
    • Obstructions can be moved onto if the obstructions are large enough to accomodate the flying model's base.
    • Models without flight ignores the continuous effects from the following hazards, unless they become knocked down within the hazard:
      • Acid Bath
      • Burning Earth
  • Interaction with other models
    • Other models can be moved through if the flying model has enough movement to move completely past the other model.
  • Interaction with power attacks
    • Ignore intervening models when declaring the flying model's charge target.
    • Do not stop its movement when it contacts an obstacle, obstruction, or another model while charging, slam power attacking, or trampling.
    • Unintential movement is not advancing (pushes slams). This way, a model with flight can be slammed into an obstruction.
  • Other effects

  Errata-Razor Wall (2023-12-28)
Question: Does a model with flight still take damage going over a razor wall?
Answer: Yes.
Explanation: Because Flight does not state a specific interaction with Razor Wall, and Razor Wall does not state any specific interaction with Flight, one can safely conclude that there are no special interactions. A model with Flight will suffer the damage point if it enters or ends its activation in the area of the wall template.
Infernal Ruling: Unofficial Answer - PP Community forum



Girded
This model and friendly models B2B with it gain Resistance:Blast.
Resistance-Blast Resistance-Blast:
When this model suffers a blast damage roll, remove one die from the damage roll.
No errata for Resistance-Blast (Create)


No errata for Girded (Create)


Steady
This model cannot become knocked down. ‎

No errata for Steady (Create)

Magic Ability
Psychic Assault - Psychic Assault is a RNG SP 8, POW 12 arcane attack. This attack ignores LOS.
Psychokinetic Force - Whiel within 5 inches of this model, enemy models suffer -2 MAT and RAT. Psychokinetic Force lasts for one round.

This model can make the following Special Attacks or Special Actions. Doing so counts as casting a spell. If a Cost is listed, the model does not pay that cost. A cost might be listed because the Special Action or Special Attack is also a Spell listed on a Leader model.

If a model uses a Special Action or Special Attack to cast a spell in this manner, they cannot buy additional melee or ranged attacks unless otherwise stated in the spell, because using a Special Action or Special Attack is a Combat Action choice other than using Initial Attacks.


Force Aura -

Force Aura Cost RNG AOE POW DUR OFF
2 Self - - Rnd No
While within 3 inches of the spellcaster, friendly Faction models gain +2 DEF and ARM against ranged attacks.
No errata for Force Aura (Create)
No errata for Magic Ability (Create)
No errata for Force Aura (Create)
No errata for Psychic Assault (Create)
No errata for Psychokinetic Force (Create)



Weapons

Force Crush
 RNG   ROF   AOE   POW   LOCATION 
2 - - 12 -
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)


Solo Rules

Solos are independent warrior models.

Errata

No Errata specifically for this model.

Changes and Updates

Mk3 to Mk4

Release Trivia

Released 2021.04

Lore

Trancers are traditionally short-lived individuals, as the powerful alchemical concoctions that grant them their psychokinetic powers tend to destroy their bodies rapidly and without remorse. This destructive cycle is not without anomalies, however, as some can withstand the chemical degeneration indefinitely. These lucky souls become fierce psychic combatants, unlocking mental feats of strength a traditional trancer simply doesn't have the time to master.