RulesPal
Chat
Rulebook
Forces of Warmachine: Convergence of Cyriss thumbnail

Forces of Warmachine: Convergence of Cyriss

Expansion for Warmachine Prime Mk II

Forces of Warmachine: Convergence of Cyriss Rulebook

Table of Contents

Table of Contents

  • Convergence Rules
    • Vectors
    • Remote Reactivation
    • Warcaster Units
    • Battlegroup
    • Attachments
    • Unbound Formations
    • Unbound Rules Appendix
  • Convergence Theme Forces
    • Aurora, Numen of Aerogenesis: Maidens of Gears
    • Axis, the Harmonic Enforcer: Sustained Attack
    • Iron Mother Directrix & Exponent Servitors: Carrier Group
    • Father Lucant, Divinity Architect: Iron Giants
    • Forge Master Syntherion: The Great Machine
  • Convergence Warcasters
    • Aurora, Numen of Aerogenesis
    • Axis, the Harmonic Enforcer
    • Iron Mother Directrix & Exponent Servitors
    • Father Lucant, Divinity Architect
    • Forge Master Syntherion
  • Convergence Vectors
    • Corollary (Convergence Light Vector)
    • Diffuser (Convergence Light Vector)
    • Galvanizer (Convergence Light Vector)
    • Mitigator (Convergence Light Vector)
    • Assimilator (Convergence Heavy Vector)
    • Cipher (Convergence Heavy Vector)
    • Conservator (Convergence Heavy Vector)
    • Inverter (Convergence Heavy Vector)
    • Modulator (Convergence Heavy Vector)
    • Monitor (Convergence Heavy Vector)
    • Prime Axiom (Convergence Colossal Vector)
  • Soldiers of the Convergence
    • Clockwork Angels (Convergence Unit)
    • Eradicators (Convergence Unit)
    • Obstructors (Convergence Unit)
    • Optifex Directive (Convergence Unit)
    • Reciprocators (Convergence Unit)
    • Reductors (Convergence Unit)
    • Perforators (Convergence Unit)
    • Transverse Enumerator (Convergence Unit Attachment)
    • Accretion Servitors (Convergence Solo)
    • Algorithmic Dispersion Optifex (Convergence Solo)
    • Attunement Servitors (Convergence Solo)

Convergence Rules

Vectors

The Convergence of Cyriss does not use warjacks in the traditional sense. Vectors are warjacks. In addition to the standard warjack rules (see WARMACHINE: Prime Mk II, "Warjacks") vectors have the following rules.

Interface Node

The I boxes of a vector's damage grid represent its interface node. The interface node functions identically to a cortex (see WARMACHINE: Prime Mk II, p. 73) for the purposes of allocating and spending focus.

Because an interface node is not a cortex, vectors are immune to effects that cause a warjack to suffer damage directly to its cortex (such as Cortex Damage and Shock Field) or that require a warjack to have a functional cortex (such as Domination and Possession). Additionally, a vector cannot form a warjack bond, since it does not have cortex.

Vector MAT and RAT

Vectors do not have MAT or RAT values. Instead, their MAT and RAT are equal to the current MAT and RAT of their controlling warcaster. For example, a vector under the control of a warcaster who has MAT 6 and RAT 4 would have MAT 6 and RAT 4. Vectors do not directly benefit from MAT/RAT bonuses or suffer from MAT/RAT penalties, but any MAT/RAT alterations to a warcaster controlling one or more vectors will be passed along to his vectors.

Note that spells and abilities that affect attack rolls will still affect vectors normally. For example, the Conservator heavy vector's Hand of Vengeance grants it +2 on attack and damage rolls. Its MAT will remain equal to the warcaster's MAT, but it will gain +2 on its melee attack rolls from Hand of Vengeance.

Focus Induction

Once per turn during its activation, when a vector spends a focus point you can allocate a focus point to another vector if the two are in the same battlegroup and are within 6" of one another. Each vector can use focus induction only once per turn to allocate a focus point to another vector but can be allocated more than 1 focus point in a single turn if it is within 6" of multiple other vectors when they spend focus.

Focus induction can be an efficient use of focus with a little planning. In this example, the Convergence player gets three boosted rolls out of just 1 focus point.

First, Diffuser A forfeits its movement to aim, makes its attack roll, and hits the Defender. Diffuser A spends 1 focus point to boost its damage roll. Using focus induction, the Convergence player allocates 1 focus point to Diffuser B, a vector in the same battlegroup and within 6" of Diffuser A. Diffuser A then makes its damage roll.

Before attacking, Diffuser B moves closer to the Inverter, a model in the same battlegroup, so it is within 6" and therefore close enough to use focus induction again. Diffuser B boosts its attack roll at the Defender. Using focus induction, the Convergence player allocates 1 focus point to the Inverter. Diffuser B then finishes resolving its attack.

Lastly the Inverter can attack the Defender and use the focus point it received from Diffuser B. Each vector in the battlegroup was able to boost a roll using the same focus point due to focus induction.

Remote Reactivation

Vectors become inert when their controlling warcasters are destroyed. Vectors can be reactivated only by friendly Faction models with the Battlegroup Commander special ability.

A Convergence warcaster can reactivate a friendly inert vector even if it is not B2B with the vector. The warcaster can forfeit his action to reactivate a friendly vector up to 6" away provided the vector has a functional interface node. A vector with a crippled interface node cannot be reactivated remotely.

Warcaster Units

Forces of WARMACHINE: Convergence of Cyriss includes warcaster units. In a warcaster unit, the model with the Officer advantage is the warcaster and is the only model in the unit that has the special rules of a warcaster. The warcaster controls a battlegroup, has a feat, can spend focus, etc. If the warcaster is destroyed, his upkeep spells expire and his warjacks become inert as normal.

A warcaster unit is always a character unit because the warcaster is a character. Unlike other warcasters, however, a warcaster in a unit is not an independent model. He is the unit commander, and as such, he activates as part of the unit.

Granted: Fearless

A warcaster that is part of a warcaster unit always has the Granted: Fearless ability. While the warcaster is in play, the models in his unit gain Fearless.

Battlegroup

The other models in a warcaster's unit are part of his battlegroup.

Attachments

Warcaster units cannot have unit and weapon attachments, but warcaster units can have warcaster attachments like standard warcasters. If a warcaster unit has a warcaster attachment, the attachment remains an independent model and does not become part of the warcaster unit.

Unbound Formations

Formations provide benefits to players in Unbound games based on the composition of their armies. There is no maximum number of Formation benefits a player can gain for his army.

Galvanizer – Chop Shop

Requirement: The army includes five or more Galvanizers.

Benefit: Galvanizers gain Cleave. (When a model with Cleave destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved the model can make one additional melee attack. A model can gain only one additional attack from Cleave per activation.)

Modulator – Lightning Rods

Requirement: The army includes three or more Modulators.

Benefit: Modulators gain Grounding. (While B2B with a model with Grounding, friendly Faction models gain Immunity: Electricity.)

Monitor – Triangulation

Requirement: The army includes three or more Monitors.

Benefit: Monitors gain Eyeless Sight.

Prime Axiom – Acceleration Catapult

Requirement: The army includes two or more Prime Axioms.

Benefit: Reduce the cost of Prime Axioms by 1. Additionally, increase the range of Prime Axioms' Launch Servitor ability to within 5" (instead of within 2").

Eradicator units – Dauntless

Requirement: The army includes three or more Eradicator units.

Benefit: Eradicator units gain Unyielding. (While engaging an enemy model, a model with Unyielding gains +2 ARM.)

Clockwork Angel units – Beam Intensification

Requirement: The army includes three or more Clockwork Angel units.

Benefit: The RNG of the Binomial Beams of Clockwork Angel units is increased to 12.

Transfinite Emergence Projector battle engines – Erratic Orbit

Requirement: The army includes two or more Transfinite Emergence Projectors.

Benefit: Permutation Servitors gain Blur. (Models/units with Blur gain +3 DEF against ranged and magic attack rolls).

Unbound Rules Appendix

As a result of the alternating sequence of play in Unbound games, some model rules have been modified to integrate into them better.

Iron Mother Directrix & Exponent Servitors – Tactical Supremacy

Replace the text of Tactical Supremacy with the following:

During a turn it activated, target friendly model/unit can advance up to 3" after all models have ended their activations that turn.

Axis, the Harmonic Enforcer – Field Marshal [Counter Charge]

Replace the third sentence of Field Marshal [Counter Charge] with the following:

A model can use Counter Charge only once per round.

Corollary – Focus Battery

Replace the last sentence of Focus Battery with the following:

Focus points remaining on this model count toward its focus allocation limit.

Obstructors – Shield Wall (Order)

Replace the first sentence of Shield Wall with the following:

Until the start of its next activation, each affected model gains a +4 ARM bonus while B2B with another affected model in its unit.

Reciprocators – Shield Wall (Order)

Replace the first sentence of Shield Wall with the following:

Until the start of its next activation, each affected model gains a +4 ARM bonus while B2B with another affected model in its unit.

Reflex Servitors – Counter Charge

Replace the second sentence of Counter Charge with the following:

This model can use Counter Charge only once per round.

Convergence Theme Forces

Aurora, Numen of Aerogenesis: Maidens of Gears

Warjacks: Convergence non-character vectors Units: Optifex units, units with Flight Solos: Optifex solos, Servitor solos, Steelsoul Protector solos, solos with Flight

  • Tier 1
    • Requirements: The army can include only the models listed above.
    • Benefit: Increase the FA of Clockwork Angel units and Steelsoul Protectors by 2.
  • Tier 2
    • Requirements: The army includes three or more Clockwork Angel units.
    • Benefit: Clockwork Angel units gain Stealth during the first round of the game.
  • Tier 3
    • Requirements: The army includes one or more Steelsoul Protectors.
    • Benefit: Steelsoul Protectors gain Advance Deployment.
  • Tier 4
    • Requirements: Aurora's battlegroup includes two or more heavy vectors.
    • Benefit: Heavy vectors in Aurora's battlegroup gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)

Axis, the Harmonic Enforcer: Sustained Attack

Warjacks: Convergence non-character vectors without ranged weapons Units: Small-based units Solos: Enigma Foundries

  • Tier 1
    • Requirements: The army can include only the models listed above.
    • Benefit: Enigma Foundries are FA 4.
  • Tier 2
    • Requirements: The army includes two or more Enigma Foundries.
    • Benefit: Reduce the point cost of Enigma Foundries by 1.
  • Tier 3
    • Requirements: The army includes three or more Clockwork Vessel units.
    • Benefit: Clockwork Vessel units gain Advance Deployment.
  • Tier 4
    • Requirements: The army includes two or more heavy vectors.
    • Benefit: For each heavy vector in Axis' battlegroup, place a heavy warjack wreck marker anywhere within 20" of the back edge of Axis' deployment zone after terrain has been placed but before either player deploys his army. Wreck markers cannot be placed within 3" of a terrain feature or another wreck marker.

Iron Mother Directrix & Exponent Servitors: Carrier Group

Warjacks: Convergence non-character vectors Units: Optifex units Solos: Servitor solos, Steelsoul Protector solos Battle Engines: Transfinite Emergence Projector

  • Tier 1
    • Requirements: The army can include only the models listed above.
    • Benefit: Increase the FA of Servitor solos by 1.
  • Tier 2
    • Requirements: The army includes one or more Optifex Directive units.
    • Benefit: Vectors in the army gain Pathfinder during your first turn of the game.
  • Tier 3
    • Requirements: The army includes three or more groups of Servitor solos.
    • Benefit: Servitor solos gain Advance Deployment.
  • Tier 4
    • Requirements: The army includes one or more Prime Axioms.
    • Benefit: During your first turn, when a Prime Axiom uses Launch Servitor you can place up to three Servitor solos instead of placing one.

Father Lucant, Divinity Architect: Iron Giants

Warjacks: Convergence non-character vectors Units: Medium- and large-based units Solos: Medium- and large-based solos

  • Tier 1
    • Requirements: The army can include only the models listed above.
    • Benefit: Increase the FA of units with Construct by 1.
  • Tier 2
    • Requirements: The army includes one or more Clockwork Vessel units with a ranged attack.
    • Benefit: You gain +1 on your starting roll for the game.
  • Tier 3
    • Requirements: The army includes two or more Clockwork Vessel units without a ranged attack.
    • Benefit: One Clockwork Vessel unit without a ranged attack gains Advance Deployment.
  • Tier 4
    • Requirements: Father Lucant's battlegroup includes three or more heavy vectors.
    • Benefit: Reduce the point cost of SPD 4 vectors by 1.

Forge Master Syntherion: The Great Machine

Warjacks: Convergence non-character vectors Units: Optifex units Solos: Optifex solos, Servitor solos Battle Engines: Transfinite Emergence Projector

  • Tier 1
    • Requirements: The army can include only the models listed above.
    • Benefit: Algorithmic Dispersion Optifex solos gain Advance Deployment.
  • Tier 2
    • Requirements: The army includes a Corollary.
    • Benefit: Reduce the cost of Syntherion's spells by 1 during your first turn of the game.
  • Tier 3
    • Requirements: The army includes one or more Optifex Directive units.
    • Benefit: For each Optifex Directive unit in the army, the Corollary begins the game with 1 focus point (to a maximum of 3).
  • Tier 4
    • Requirements: The army includes five or more vectors.
    • Benefit: Add a Galvanizer to Syntherion's battlegroup free of cost.

Convergence Warcasters

Aurora, Numen of Aerogenesis

  • Stats: SPD 7, STR 5, MAT 6, RAT 4, DEF 16, ARM 15, CMD 9
  • Polynomial Beam: RNG 12, ROF 1, AOE –, POW 12
  • Polynomial Staff (melee): POW 7, P+S 12
  • Focus: 7
  • Damage: 16
  • Field Allowance: C
  • Warjack Points: +6
  • Base: Small

Feat: Eleventh Hour. Friendly Faction models currently within Aurora's control area gain Refuge for one round. (When a model with Refuge hits an enemy model with an attack during its activation, immediately after its combat action ends the model with Refuge can make a full advance. It cannot be targeted by free strikes during this movement.)

  • Elite Cadre [Clockwork Angels]: Friendly Clockwork Angel units gain Combined Melee Attack.
  • Field Marshal [Apparition]: Models in this model's battlegroup gain Apparition. (During your Control Phase, place models with Apparition anywhere completely within 2" of their current locations.)
  • Flank [Clockwork Angels]: When this model makes a melee attack against an enemy model within the melee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additional damage die.
  • Flight: This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movement to move completely past them. This model ignores intervening models when declaring its charge target.
  • Polynomial Beam: Magical Weapon.
  • Polynomial Staff: Reach; Magical Weapon.
  • Mechanikal Seizure: When a warjack is hit by this weapon it becomes stationary for one round.

Spells

SpellCostRNGAOEPOWUPOFFEffect
Admonition26––YESNOWhen an enemy model advances and ends its movement within 6" of target model in this model's battlegroup, the affected model can immediately advance up to 3", then Admonition expires. The affected model cannot be targeted by free strikes during this movement.
Bladed Gale3SP 8–13NOYESModels hit lose Flight for one round.
Flashing Blade1Self––

Tactical Tips

  • Field Marshal: This includes this model.
  • True Path: Modifiers to movement apply only to a model's normal movement.

Axis, the Harmonic Enforcer

  • Stats: SPD 5, STR 7, MAT 7, RAT 2, DEF 14, ARM 17, CMD 8
  • Action (melee): POW 7, P+S 14
  • Reaction (melee): POW 7, P+S 14
  • Focus: 6
  • Damage: 18
  • Field Allowance: C
  • Warjack Points: +6
  • Base: Medium

Feat: Circumpotence. Enemy models currently in Axis' control area suffer –2 SPD and STR, and friendly Faction models currently in Axis' control area gain +2 SPD and STR. Circumpotence lasts for one round.

  • Field Marshal [Counter Charge]: Models in this model's battlegroup gain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and in its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter charge until after your next turn. A model cannot make a counter charge while engaged.)
  • Action: Beat Back – Immediately after a normal attack with this weapon is resolved during this model's combat action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1". Double Strike – This model can make two additional attacks for each focus point spent to make additional attacks with this weapon.
  • Reaction: Beat Back – See above. Double Strike – See above.

Spells

SpellCostRNGAOEPOWUPOFFEffect
Battering Ram26–12NOYESWhen an enemy model is hit by Battering Ram, it can be pushed 3" directly away from the spell's point of origin.
Iron Aggression36––YESNOTarget friendly warjack can run, charge, or make slam or trample power attacks without spending focus and gains boosted melee attack rolls.
Onslaught2SelfCtrl–

Tactical Tips

  • Field Marshal: This includes this model.
  • Beat Back: The attacking model can advance even if the enemy model is destroyed by the attack.

Iron Mother Directrix & Exponent Servitors

Warcaster unit: made up of Iron Mother Directrix and two Exponent Servitors.

Iron Mother Directrix

  • Stats: SPD 6, STR 7, MAT 5, RAT 5, DEF 15, ARM 16, CMD 10
  • Aperture Blast: RNG 11, ROF 1, AOE 4, POW 15
  • Cloak of Blades (melee): POW 4, P+S 11
  • Focus: 8
  • Damage: 18
  • Field Allowance: C
  • Warjack Points: +4
  • Base: Medium
  • Keywords: Construct; Officer

Feat: Mathematical Perfection. Directrix's MAT and RAT are each equal to her FOCUS for one turn.

  • Activate Exponent Servitor: At the end of your Control Phase, you can put one Exponent Servitor into play within 1" of this model if there are fewer than two Exponent Servitors in play in Directrix's battlegroup.
  • Clockwork Vessel: This model counts as a living model for the purposes of generating soul tokens.
  • Field Marshal [Arc Node]: Models in this model's battlegroup gain Arc Node.
  • Repairable: Other models can make Bodge or Repair special actions to repair this model as if it were a warjack.
  • Warcaster Unit: This unit is made up of Iron Mother Directrix and two Exponent Servitors.
  • Cloak of Blades: Reach.
  • Thresher (★ Attack): This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.

Spells

SpellCostRNGAOEPOWUPOFFEffect
Backlash38––YESYESWhen target enemy warjack that is part of a battlegroup is damaged, its controller suffers 1 damage point.
Domination38––NOYESTake control of target enemy non-character warjack that has a functional cortex. You can make a full advance with the warjack and can then make one normal attack, then Domination expires. Domination can be cast only once per turn.
Fire Group2SelfCtrl

The AOE of Shrapnel Swarm is printed on the card as an asterisk; the spell text above is transcribed as printed.

Tactical Tips

  • Activate Exponent Servitor: An Exponent Servitor can activate the turn Directrix puts it into play.
  • Domination: You cannot spend focus points on the affected warjack.
  • Field Marshal: This includes this model.
  • Thresher: The melee attacks are all simultaneous.

Exponent Servitor

  • Stats: SPD 6, STR 3, MAT 5, RAT 5, DEF 12, ARM 13, CMD –
  • Aperture Beam: RNG 10, ROF 1, AOE –, POW –
  • Base: Small
  • Keywords: Construct; Pathfinder
  • Steady: This model cannot be knocked down.
  • Aperture Beam: Imperil – For one round, when a model/unit hit by this attack suffers a damage roll add +2 to the roll.

Father Lucant, Divinity Architect

  • Stats: SPD 6, STR 9, MAT 6, RAT 3, DEF 14, ARM 17, CMD 10
  • Apogee (melee): POW 7, P+S 16
  • Focus: 7
  • Damage: 21
  • Field Allowance: C
  • Warjack Points: +5
  • Base: Large
  • Keywords: Construct; Pathfinder

Feat: Clockwork Reinforcement. While within Lucant's control area, friendly Faction models gain +4 ARM. When a friendly Faction model in Lucant's control area makes a Repair skill check, it automatically succeeds. Clockwork Reinforcement lasts for one round.

  • Clockwork Vessel: This model counts as a living model for the purposes of generating soul tokens.
  • Field Marshal [Shield Guard]: Models in this model's battlegroup gain Shield Guard. (Once per round, when a friendly model is directly hit by a ranged attack during your opponent's turn while within 2" of a model with Shield Guard, you can choose to have the model with Shield Guard directly hit instead. The model is automatically hit and suffers all damage and effects. The model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.)
  • Repairable: Other models can make Bodge or Repair special actions to repair this model as if it were a warjack.
  • Steady: This model cannot be knocked down.
  • Apogee: Magical Weapon; Reach; Stall. Stall: A warjack hit by this attack suffers the Stall continuous effect. While a warjack is suffering Stall, its base DEF becomes 7 and it cannot run or charge.

Spells

SpellCostRNGAOEPOWUPOFFEffect
Deceleration3SelfCtrl–NONOWhile in this model's control area, friendly models gain +2 DEF and ARM against ranged attacks. Deceleration lasts for one round.
Dissolution Bolt28–12NOYESA model hit by Dissolution Bolt cannot channel spells for one round.
Positive Charge26––NO

Tactical Tips

  • Field Marshal: This includes this model.
  • Dissolution Bolt: Channeling a spell includes casting a spell through a channeler as well as being the channeler.

Forge Master Syntherion

  • Stats: SPD 5, STR 9, MAT 6, RAT 5, DEF 13, ARM 18, CMD 10
  • Static Bolt: RNG 11, ROF 1, AOE –, POW 11
  • Workshop Array (melee): POW 5, P+S 14
  • Focus: 6
  • Damage: 20
  • Field Allowance: C
  • Warjack Points: +6
  • Base: Medium
  • Keywords: Construct; Pathfinder

Feat: Technological Superiority. While in Syntherion's control area, models in his battlegroup can charge without spending focus and gain Weapon Platform. Technological Superiority lasts for one turn. (A model with Weapon Platform can make melee and ranged attacks in the same activation. When a model with Weapon Platform makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. A model with Weapon Platform can make ranged attacks even while in melee.)

  • Clockwork Vessel: This model counts as a living model for the purposes of generating soul tokens.
  • Field Marshal [Auto-Repair]: Models in this model's battlegroup gain Auto-Repair. (During your Control Phase, remove d3 damage points from models with Auto-Repair.)
  • Repairable: Other models can make Bodge or Repair special actions to repair this model as if it were a warjack.
  • Resourceful: This model can upkeep spells on models in its battlegroup without spending focus.
  • Static Bolt: Damage Type: Electricity.

Spells

SpellCostRNGAOEPOWUPOFFEffect
Convection210–12NOYESWhen Convection destroys a living enemy model, allocate 1 focus point to a warjack in this model's battlegroup that is in its control area.
Hot Shot26––YESNOTarget model in this model's battlegroup gains boosted ranged attack damage rolls.
Magnetic Hold38––

Tactical Tips

  • Field Marshal: This includes this model.
  • Convection: A warjack cannot exceed normal focus allocation limits as a result of Convection.
  • Reconstruct: Remember that colossals cannot be placed.

Convergence Vectors

On the vector cards, MAT and RAT are printed as "X" and are equal to the current MAT and RAT of the controlling warcaster (see Vector MAT and RAT above). Each vector's damage grid is listed by row from top to bottom; unlabelled boxes are plain damage boxes, and the letter meanings follow the warjack damage rules in the base rulebook.

Corollary (Convergence Light Vector)

  • Stats: SPD 6, STR 6, MAT X, RAT X, DEF 12, ARM 15, CMD –
  • Bash (melee): POW 0, P+S 6
  • Field Allowance: 1
  • Point Cost: 3
  • Base: Medium
  • Damage Grid: Rows 3 to 5 contain the letters: M, M (row 3); M, H, H, M (row 4); I, I (row 5).

Corollary

  • Pathfinder
  • Accumulator [warcaster]: When this model begins its activation within 3" of one or more friendly warcaster models, it is allocated 1 focus point.
  • Arcane Repeater: While this model's warcaster is within 5" of it, that warcaster's control area is extended 2".
  • Attached to [its controlling warcaster]: This model is attached to its controlling warcaster for the rest of the game. Each warcaster can have only one model attached to it.
  • Focus Battery: During the Maintenance Phase, do not remove unspent focus points from this model. Focus points remaining on this model at the start of your Control Phase count toward its focus allocation limit.
  • Power Transfer (★ Action): RNG 5. Target friendly Faction warjack. If the warjack is in range, spend up to 3 focus points to allocate it 1 focus point for each focus point spent.

Diffuser (Convergence Light Vector)

  • Stats: SPD 5, STR 7, MAT X, RAT X, DEF 12, ARM 16, CMD –
  • Homing Ripspike: RNG 11, ROF 1, AOE –, POW 11
  • Bash (melee): POW 0, P+S 7
  • Field Allowance: U
  • Point Cost: 3
  • Base: Medium
  • Damage Grid: Rows 5 and 6 contain the letters: H, H, H, H (row 5); M, M, I, I, M, M (row 6).

Diffuser

  • Circular Vision: This model's front arc extends to 360°.
  • Homing Ripspike: Beacon – Friendly models can charge or make a slam power attack against an enemy model hit by this weapon without being forced or spending focus. A friendly model charging an enemy model hit by this weapon gains +2" of movement. Beacon lasts for one turn. Luck – This model can reroll missed attack rolls with this weapon. Each attack roll can be rerolled only once as a result of Luck.

Tactical Tips

  • Beacon: Modifiers to movement apply only to a model's normal movement.

Galvanizer (Convergence Light Vector)

  • Stats: SPD 5, STR 7, MAT X, RAT X, DEF 12, ARM 16, CMD –
  • Metal Saw (melee): POW 5, P+S 12
  • Field Allowance: U
  • Point Cost: 3
  • Base: Medium
  • Damage Grid: Rows 5 and 6 contain the letters: H, H, H, H (row 5); M, M, I, I, M, M (row 6).

Galvanizer

  • Circular Vision: This model's front arc extends to 360°.
  • Repair [9] (★ Action): This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
  • Metal Saw: Critical Grievous Wounds – On a critical hit, the model hit by this weapon loses Tough, cannot heal or be healed, and cannot transfer damage for one round.

Tactical Tips

  • Repair: A wreck marker cannot be repaired. A model cannot repair itself, because it is not B2B with itself.

Mitigator (Convergence Light Vector)

  • Stats: SPD 5, STR 7, MAT X, RAT X, DEF 12, ARM 16, CMD –
  • Razor Bola: RNG 7, ROF 1, AOE 3, POW –
  • Bash (melee): POW 0, P+S 7
  • Field Allowance: U
  • Point Cost: 4
  • Base: Medium
  • Damage Grid: Rows 5 and 6 contain the letters: H, H, H, H (row 5); M, M, I, I, M, M (row 6).

Mitigator

  • Circular Vision: This model's front arc extends to 360°.
  • Razor Bola: Puncture – A model hit by this attack automatically suffers 1 damage point. Quake – On a direct hit against an enemy model, all models hit are knocked down.

Assimilator (Convergence Heavy Vector)

  • Stats: SPD 5, STR 10, MAT X, RAT X, DEF 11, ARM 18, CMD –
  • Dissevering Microswarm (L): RNG 11, ROF 1, AOE 4, POW 13
  • Rending Claw (R, melee): POW 4, P+S 14
  • Field Allowance: U
  • Point Cost: 8
  • Base: Large
  • Damage Grid: Row 4 contains the letters: L, R. Row 5 contains the letters: M, L, L, R, R, M. Row 6 contains the letters: M, I, I, M.

Assimilator

  • Pathfinder
  • Dissevering Microswarm: Ground Pounder (★ Attack) – Place a 4" AOE anywhere completely within this weapon's RNG. The center point of the AOE must be in this model's front arc. This model makes one ranged attack roll against each model in the AOE, ignoring concealment, elevation, and Stealth. This model cannot gain the aiming bonus on Ground Pounder attack rolls. Ground Pounder attack rolls do not suffer the target in melee attack roll penalty, and a missed Ground Pounder attack roll is not rerolled against another model. Models hit suffer a POW 12 ranged attack damage roll.
  • Rending Claw: Open Fist; Weapon Master. Assimilation – When this model destroys an enemy model that has Construct with this weapon, immediately after the attack is resolved, remove d3 damage points from this model.

Tactical Tips

  • Ground Pounder: LOS is not a consideration when placing the AOE template.

Cipher (Convergence Heavy Vector)

  • Stats: SPD 4, STR 12, MAT X, RAT X, DEF 10, ARM 19, CMD –
  • Servipod Mortar: RNG 11, ROF 2, AOE 4, POW –
  • Piston Spike (L, melee): POW 6, P+S 18
  • Piston Spike (R, melee): POW 6, P+S 18
  • Field Allowance: U
  • Point Cost: 9
  • Base: Large
  • Damage Grid: Row 4 contains the letters: L, R. Row 5 contains the letters: L, L, R, R. Row 6 contains the letters: M, M, I, I, M, M.

Cipher

  • Attack Type: Each time this model makes a normal ranged attack, choose one of the following abilities. Bombardment – Models hit suffer a POW 6 blast damage roll. Crater – The AOE is rough terrain and remains in play for one round. Flare – Models hit by this attack suffer –2 DEF for one round.
  • Steady: This model cannot be knocked down.
  • Servipod Mortar: Arcing Fire – When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.

Conservator (Convergence Heavy Vector)

  • Stats: SPD 5, STR 10, MAT X, RAT X, DEF 11, ARM 18, CMD –
  • Ablator Blade (L, melee): POW 5, P+S 15
  • Ablator Blade (R, melee): POW 5, P+S 15
  • Field Allowance: U
  • Point Cost: 7
  • Base: Large
  • Damage Grid: Row 4 contains the letters: L, R. Row 5 contains the letters: M, L, L, R, R, M. Row 6 contains the letters: M, I, I, M.

Conservator

  • Pathfinder
  • Hand of Vengeance: When one or more friendly Faction warrior models are destroyed or removed from play by enemy attacks while within 5" this model, this model gains +2 on attack and damage rolls for one round.
  • Shield Guard: Once per round, when a friendly model is directly hit by a ranged attack during your opponent's turn while within 2" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.
  • Ablator Blades: Buckler; Open Fist.

Inverter (Convergence Heavy Vector)

  • Stats: SPD 4, STR 12, MAT X, RAT X, DEF 10, ARM 19, CMD –
  • Meteor Hammer (L, melee): POW 5, P+S 17
  • Macropummeler (R, melee): POW 8, P+S 20
  • Field Allowance: U
  • Point Cost: 8
  • Base: Large
  • Damage Grid: Row 4 contains the letters: L, R. Row 5 contains the letters: L, L, R, R. Row 6 contains the letters: M, M, I, I, M, M.

Inverter

  • Steady: This model cannot be knocked down.
  • Meteor Hammer: Reach. Chain Weapon – This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
  • Macropummeler: Discharge – After this model makes an attack with this weapon, it cannot make an attack with this weapon for one round. Knockdown – When a model is hit by an attack with this weapon, it is knocked down.

Modulator (Convergence Heavy Vector)

  • Stats: SPD 5, STR 10, MAT X, RAT X, DEF 11, ARM 18, CMD –
  • Emitter Surge (L): RNG 11, ROF 1, AOE –, POW 10
  • Emitter Surge (R): RNG 11, ROF 1, AOE –, POW 10
  • Emitter Core (L, melee): POW 4, P+S 14
  • Emitter Core (R, melee): POW 4, P+S 14
  • Field Allowance: U
  • Point Cost: 6
  • Base: Large
  • Damage Grid: Row 4 contains the letters: L, R. Row 5 contains the letters: M, L, L, R, R, M. Row 6 contains the letters: M, I, I, M.

Modulator

  • Immunity: Electricity
  • Pathfinder
  • Plasma Nimbus: If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers a POW 10 electrical damage roll unless this model was destroyed or removed from play by the attack.
  • Emitter Surge: Damage Type: Electricity. Direct Current – If this attack directly hits, you can choose to have all models whose bases are intersected by a line drawn between the center of the model hit and the center of this model suffer an unboostable POW 10 electrical damage roll. This damage is not considered to have been caused by a ranged attack.

Monitor (Convergence Heavy Vector)

  • Stats: SPD 4, STR 12, MAT X, RAT X, DEF 10, ARM 19, CMD –
  • Ellipsaw Flinger (R): RNG 13, ROF 1, AOE –, POW 13
  • Spring-Spike Fist (L, melee): POW 5, P+S 17
  • Field Allowance: U
  • Point Cost: 8
  • Base: Large
  • Damage Grid: Row 4 contains the letters: L, R. Row 5 contains the letters: L, L, R, R. Row 6 contains the letters: M, M, I, I, M, M.

Monitor

  • Steady: This model cannot be knocked down.
  • True Sight: This model ignores concealment, Camouflage, and Stealth.
  • Ellipsaw Flinger: Critical Brutal Damage – On a critical hit, gain an additional die on this weapon's damage roll against the model directly hit.
  • Spring-Spike Fist: Open Fist. Sustained Attack – During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.

Prime Axiom (Convergence Colossal Vector)

  • Stats: SPD 5, STR 16, MAT X, RAT X, DEF 7, ARM 20, CMD –
  • Accelespiker (S): RNG 13, ROF 2, AOE –, POW 11
  • Tow Cable (L): RNG 11, ROF 1, AOE –, POW –
  • Tow Cable (R): RNG 11, ROF 1, AOE –, POW –
  • Drill Vice (L, melee): POW 4, P+S 20
  • Drill Vice (R, melee): POW 4, P+S 20
  • Field Allowance: 2
  • Point Cost: 19
  • Base: Huge
  • Damage Grid (left): Row 3 contains the letters: S, S (cols 5-6). Row 4: L, L, S, I (cols 3-6). Row 5: L, L, I, I, I, I. Row 6: M, M, M, M, M, I.
  • Damage Grid (right): Row 3 contains the letters: S, S (cols 1-2). Row 4: I, S, R, R (cols 1-4). Row 5: I, I, I, I, R, R. Row 6: I, M, M, M, M, M.

Prime Axiom

  • Axiom: Launch Servitor – Once per turn during this model's activation, you can place one servitor solo into play within 2" of this model.
  • Accelespiker: Auto Fire [3] – Make 3 ranged attacks targeting a primary target and any number of secondary targets within 2" of the first target. Ignore intervening models when declaring secondary targets. A secondary target cannot be targeted by more attacks than the primary target. Auto Fire counts as one attack for ROF.
  • Tow Cable: Drag – If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action. Puncture – A model hit by this attack automatically suffers 1 damage point.
  • Drill Vice: Open Fist. Sustained Attack – During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.

Tactical Tips

  • Auto Fire: These attacks are simultaneous. Attacks against targets beyond this weapon's range will automatically miss.
  • Drag: "Any distance" means "as much as necessary," not "any distance the player chooses."
  • Launch Servitor: The servitor can activate normally this turn. You do not pay army points for launched servitors.
  • Tow Cable: If you choose to make initial ranged attacks, you can make all initial ranged attacks even if you trigger the Drag ability. Remember, however, that once you make an additional attack, you can no longer make initial attacks that activation.

Soldiers of the Convergence

Clockwork Angels (Convergence Unit)

  • Stats: SPD 7, STR 5, MAT 6, RAT 5, DEF 14, ARM 12, CMD 7
  • Binomial Beam: RNG 10, ROF 1, AOE –, POW 10
  • Binomial Blade (melee): POW 5, P+S 10
  • Field Allowance: 3
  • Point Cost: Leader & 2 Grunts 3
  • Base: Small

Leader & Grunts

  • Advance Deployment
  • Combined Ranged Attack
  • Construct
  • Blade Shield: This model gains +2 DEF against ranged attack rolls.
  • Clockwork Vessel: This model counts as a living model for the purposes of generating soul tokens.
  • Flight: This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movement to move completely past them. This model ignores intervening models when declaring its charge target.
  • Reform: After all models in this unit have completed their actions, each can advance up to 3".

Binomial Beam: Magical Weapon.

Binomial Blade: Magical Weapon. Brutal Charge – This model gains +2 to charge attack damage rolls with this weapon.

Eradicators (Convergence Unit)

  • Stats: SPD 5, STR 8, MAT 7, RAT 5, DEF 12, ARM 15, CMD 7
  • Protean Buckler (×2, melee): POW 4, P+S 12
  • Damage: 8 (each model)
  • Field Allowance: 2
  • Point Cost: Leader & 2 Grunts 6; Leader & 4 Grunts 9
  • Base: Medium

Leader & Grunts

  • Construct
  • Clockwork Vessel: This model counts as a living model for the purposes of generating soul tokens.
  • Repairable: Other models can make Bodge or Repair special actions to repair this model as if it were a warjack.
  • Side Step: When this model hits an enemy model with an initial melee attack or a melee special attack that is not a power attack, it can advance up to 2" after the attack is resolved. This model cannot be targeted by free strikes during this movement.
  • Variable [melee]: At the start of this unit's activation, choose one of the following modes for the unit's weapons. Each of this model's melee weapons gains the ability listed for one round. Accuracy – This weapon gains +2 on its attack rolls. Shields Up – This weapon gains Buckler.

Obstructors (Convergence Unit)

  • Stats: SPD 5, STR 7, MAT 6, RAT 5, DEF 12, ARM 14, CMD 7
  • Teleflail (melee): POW 4, P+S 11
  • Field Allowance: 3
  • Point Cost: Leader & 5 Grunts 4; Leader & 9 Grunts 6
  • Base: Small

Leader & Grunts

  • Combined Melee Attack
  • Construct
  • Clockwork Vessel: This model counts as a living model for the purposes of generating soul tokens.
  • Shield Wall (Order): For one round, each affected model gains a +4 ARM bonus while B2B with another affected model in its unit. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.

Teleflail: Reach. Chain Weapon – This attack ignores the Buckler and Shield weapon qualities and Shield Wall.

Optifex Directive (Convergence Unit)

  • Stats: SPD 6, STR 5, MAT 5, RAT 4, DEF 13, ARM 12, CMD 8
  • Tuning Kit (melee): POW 3, P+S 8
  • Field Allowance: U
  • Point Cost: Leader & 2 Grunts 2
  • Base: Small

Leader & Grunts

  • All-Terrain (★ Action): This model can make this special action only when B2B with a friendly Faction model with Construct. The construct gains Pathfinder for one turn.
  • Iron Sentinel: While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be knocked down.
  • Repair [8] (★ Action): This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
  • Weapons Modulation (★ Action): This model can make this special action only when B2B with a friendly Faction model with Construct. The construct's weapons gain Magical Weapon for one turn.

Tactical Tips

  • Repair: A wreck marker cannot be repaired.

Reciprocators (Convergence Unit)

  • Stats: SPD 5, STR 8, MAT 7, RAT 5, DEF 12, ARM 16, CMD 7
  • Protean Polearm (melee): POW 4, P+S 12
  • Damage: 8 (each model)
  • Field Allowance: 2
  • Point Cost: Leader & 2 Grunts 6; Leader & 4 Grunts 9
  • Base: Medium

Leader & Grunts

  • Construct
  • Clockwork Vessel: This model counts as a living model for the purposes of generating soul tokens.
  • Shield Wall (Order): For one round, each affected model gains a +4 ARM bonus while B2B with another affected model in its unit. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.
  • Repairable: Other models can make Bodge or Repair special actions to repair this model as if it were a warjack.
  • Variable [melee]: At the start of this unit's activation, choose one of the following modes for the unit's weapons. Each of this model's melee weapons gains the ability listed for one round. Empowered Attack – This weapon gains +2 on its damage rolls. Set Defense – A model in this model's front arc suffers –2 on charge, slam power attack, and impact attack rolls against this model.

Protean Polearm: Reach.

Reductors (Convergence Unit)

  • Stats: SPD 5, STR 7, MAT 6, RAT 5, DEF 12, ARM 14, CMD 7
  • Swarm Projector: RNG SP 6, ROF 1, AOE –, POW 13
  • Retractable Blade (melee): POW 3, P+S 10
  • Field Allowance: 3
  • Point Cost: Leader & 5 Grunts 4; Leader & 9 Grunts 6
  • Base: Small

Leader & Grunts

  • Construct
  • Clear!: Ranged attacks against friendly models made by a model with Clear! automatically miss.
  • Clockwork Vessel: This model counts as a living model for the purposes of generating soul tokens.

Perforators (Convergence Unit)

  • Stats: SPD 5, STR 8, MAT 7, RAT 5, DEF 12, ARM 15, CMD 7
  • Protean Javelin (ranged): RNG 6, ROF 1, AOE –, POW 6
  • Gear Blade (melee): POW 4, P+S 12
  • Damage: 8 (each model)
  • Field Allowance: 2
  • Point Cost: Leader & 2 Grunts 6; Leader & 4 Grunts 9
  • Base: Medium

Leader & Grunts

  • Construct
  • Assault (Order): Affected models must charge or run. As part of a charge, after moving but before making its charge attack, an affected model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of the affected model's activation. Models that received this order cannot make combined ranged attacks this activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in melee penalty. If the target is not in melee range after moving, the affected model must still make the ranged attack before its activation ends.
  • Clockwork Vessel: This model counts as a living model for the purposes of generating soul tokens.
  • Repairable: Other models can make Bodge or Repair special actions to repair this model as if it were a warjack.
  • Variable [ranged]: At the start of this unit's activation, choose one of the following modes for the unit's weapons. Each of this model's ranged weapons gains the ability listed for one round. Empowered Attack – This weapon gains +2 on its damage rolls. Snipe – This attack gains +4 RNG.

Protean Javelin: Armor Piercing – When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 to damage rolls against models with small bases.

Tactical Tips

  • Assault (Order): The assaulting model ignores the target in melee penalty even if it is not in melee range of its charge target after moving.

Transverse Enumerator (Convergence Unit Attachment)

  • Stats: SPD 6, STR 5, MAT 6, RAT 5, DEF 13, ARM 13, CMD 9
  • Blowtorch: RNG SP 6, ROF 1, AOE –, POW 12
  • Tuning Staff (melee): POW 5, P+S 10
  • Damage: 5
  • Field Allowance: 3
  • Point Cost: 2
  • Base: Small

Enumerator

  • Attachment [Convergence]: This attachment can be added to a Convergence unit.
  • Fearless
  • Officer
  • Attachment Deployment: If this model is attached to a unit with Advance Deployment, it gains Advance Deployment. If it is attached to a unit with Ambush, it gains Ambush.
  • Iron Sentinel: While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be knocked down.
  • Realignment: Once per game during its unit's activation, this model can use Realignment. Models in this unit can reroll failed attack rolls and skill checks this turn. Each roll can be rerolled only once as a result of Realignment.
  • Repair [9] (★ Action): This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
  • Tactics: Ranked Attacks: Models in this unit gain Ranked Attacks. (Friendly Faction models can ignore models with Ranked Attacks when determining LOS.)

Blowtorch: Continuous Effect: Fire. Damage Type: Fire.

Tuning Staff: Reach.

Tactical Tips

  • Repair: A wreck marker cannot be repaired.
  • Officer: Because this model is an Officer, when it is destroyed it does not replace a grunt in its unit. Instead either another Officer in the unit or the unit leader becomes the unit commander.

Accretion Servitors (Convergence Solo)

  • Stats: SPD 6, STR 3, MAT 5, RAT 5, DEF 12, ARM 13, CMD –
  • Field Allowance: 3
  • Point Cost: 3 Accretion Servitors 1
  • Base: Small
  • Keywords: Construct; Pathfinder
  • Bodge (★ Action): This model performs minor repairs to one damaged friendly Faction warjack with which it is B2B. Remove 1 damage point from the warjack.
  • Steady: This model cannot be knocked down.
  • Strip (★ Action): This model can make this special action only when B2B with an enemy warjack. The warjack suffers 1 damage point to the column of your choice.

Algorithmic Dispersion Optifex (Convergence Solo)

  • Stats: SPD 5, STR 5, MAT 5, RAT 4, DEF 13, ARM 12, CMD 8
  • Damage: 5
  • Field Allowance: 4
  • Point Cost: 1
  • Base: Small
  • Iron Sentinel: While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be knocked down.
  • Subharmonic Tuning: While this model is not in melee, is within 6" of a friendly Faction warjack, and is in a friendly Faction warcaster's control area, the warcaster can channel spells through this model.

Attunement Servitors (Convergence Solo)

  • Stats: SPD 6, STR 3, MAT 5, RAT 5, DEF 12, ARM 13, CMD –
  • Lumichem Ampule: RNG 7, ROF 1, AOE 4, POW –
  • Field Allowance: 3
  • Point Cost: 3 Attunement Servitors 2
  • Base: Small
  • Keywords: Construct; Pathfinder
  • Steady: This model cannot be knocked down.
  • Lumichem Ampule: Flare – Models hit by this attack suffer –2 DEF for one round.

Elimination Servitors (Convergence Solo)

  • Stats: SPD 6, STR 3, MAT 5, RAT 5, DEF 12, ARM 13, CMD –
  • Spike Ejector: RNG 9, ROF 1, AOE –, POW –
  • Field Allowance: 3
  • Point Cost: 3 Elimination Servitors 2
  • Base: Small
  • Keywords: Construct; Gunfighter; Pathfinder
  • Steady: This model cannot be knocked down.
  • Spike Ejector: Puncture – A model hit by this attack automatically suffers 1 damage point.

Enigma Foundry (Convergence Solo)

  • Stats: SPD 5, STR 8, MAT –, RAT –, DEF 10, ARM 18, CMD 10
  • Damage: 10
  • Field Allowance: 2
  • Point Cost: 3
  • Base: Large
  • Keywords: Construct; Pathfinder
  • Clockwork Vessel: This model counts as a living model for the purposes of generating soul tokens.
  • Convocation: This model gains one soul token for each friendly living Faction warrior model destroyed in its command range by a continuous effect, an enemy attack, or collateral damage of an enemy attack. This model can have up to three soul tokens at a time.
  • Reconstruction (★ Action): Remove one soul token from this model to return one destroyed medium-based friendly Faction Clockwork Vessel Grunt to play, or remove up to three soul tokens from this model to return one destroyed small-based friendly Faction Clockwork Vessel Grunt to play per token removed. Each Grunt must be placed within 1" of this model, in formation, and within 3" of another model in its unit.
  • Repair [10] (★ Action): This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
  • Repairable: Other models can make Bodge or Repair special actions to repair this model as if it were a warjack.

Tactical Tips

  • Reconstruction: Remember, the Grunt can activate normally with its unit this turn. If all models in the Grunt's unit have been destroyed, it cannot be placed within 3" of a model in its unit and therefore cannot return to play. You can return small-based models to multiple units in the same turn.
  • Repair: A wreck marker cannot be repaired. A model cannot repair itself, because it is not B2B with itself.

Reflex Servitors (Convergence Solo)

  • Stats: SPD 6, STR 3, MAT 5, RAT 5, DEF 12, ARM 13, CMD –
  • Probability Mine: POW –, P+S –
  • Field Allowance: 3
  • Point Cost: 3 Reflex Servitors 2
  • Base: Small
  • Keywords: Advance Deployment; Construct; Pathfinder
  • Counter Charge: When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. If it does, it cannot make another counter charge until after your next turn. This model cannot make a counter charge while engaged.
  • Dig In (★ Action): This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made constructions. This model can begin the game dug in.
  • Steady: This model cannot be knocked down.
  • Probability Mine: Detonation – If this attack directly hits, instead of dealing damage normally, center a 4" AOE on the model hit and remove this model from play. The model hit suffers an unboostable POW 14 damage roll. If the attack misses, center the AOE on this model and remove this model from play. Models in the AOE other than the model directly hit are hit and suffer an unboostable POW 7 blast damage roll. Blast damage from this attack is not considered to have been caused by a melee attack.

Steelsoul Protectors (Convergence Solo)

  • Stats: SPD 5, STR 8, MAT 6, RAT 5, DEF 12, ARM 17, CMD 7
  • Iron Glaive (melee): POW 4, P+S 12. Reach.
  • Damage: 8
  • Field Allowance: 3
  • Point Cost: 2
  • Base: Medium
  • Keywords: Construct
  • Clockwork Vessel: This model counts as a living model for the purposes of generating soul tokens.
  • Defensive Strike: Once per turn, when an enemy model advances into and ends its movement in this model's melee range, this model can immediately make one normal melee attack against it.
  • Repairable: Other models can make Bodge or Repair special actions to repair this model as if it were a warjack.
  • Shield Guard: Once per round, when a friendly model is directly hit by a ranged attack during your opponent's turn while within 2" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.

Transfinite Emergence Projector & Permutation Servitors (Convergence Battle Engine & Solos)

Transfinite Emergence Projector

  • Stats: SPD 5, STR 10, MAT –, RAT 4, DEF 10, ARM 19, CMD 10
  • Aperture Pulse: RNG SP 10, ROF 1, AOE –, POW 10
  • Damage: 20
  • Field Allowance: 2
  • Point Cost: 9
  • Base: Huge
  • Keywords: Construct
  • Gun Platform: This model can make ranged attacks even while in melee.
  • Sacrificial Pawn [Permutation Servitor]: When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Permutation Servitor within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
  • Servitor Satellites: At the start of this model's activation, remove any Permutation Servitors this model put into play from the table. Once per activation, after its normal movement, this model can place up to three Permutation Servitors anywhere within 1" of this model.
  • Aperture Pulse: Auto Fire [2] – Make 2 ranged attacks targeting a primary target and any number of secondary targets within 2" of the first target. Ignore intervening models when declaring secondary targets. A secondary target cannot be targeted by more attacks than the primary target. Auto Fire counts as one attack for ROF. Firing Formulae – When this model makes a ranged attack with this weapon during its activation, determine the position of the Permutation Servitors this model put into play this activation. For each completely within its left firing arc, this model gains an additional die on its attack rolls. For each completely within its right firing arc, this model gains an additional die on its damage rolls. For each completely within its back arc, this model makes an additional Auto Fire attack.

Tactical Tips

  • Auto Fire: These attacks are simultaneous. Attacks against targets beyond this weapon's range will automatically miss. Each Auto Fire attack uses the spray template.
  • Firing Formulae: Servitors that are not completely within one of the arcs do not provide a bonus.
  • Servitor Satellites: If this model runs or fails a charge, its activation ends before you have a chance to place servitors.

Permutation Servitor

  • Stats: SPD 6, STR 3, MAT 5, RAT 5, DEF 12, ARM 13, CMD –
  • Base: Small
  • Keywords: Construct; Pathfinder
  • Orbit: This model does not begin the game in play and does not activate. This model cannot be targeted or hit by attacks made by the model that put it into play. If the model that put this model into play is destroyed or removed from play, remove this model from play.
  • Steady: This model cannot be knocked down.
  • Elimination Servitors (Convergence Solo)
  • Enigma Foundry (Convergence Solo)
  • Reflex Servitors (Convergence Solo)
  • Steelsoul Protectors (Convergence Solo)
  • Transfinite Emergence Projector & Permutation Servitors (Convergence Battle Engine & Solos)
  • NO
    NO
    This model immediately makes one normal attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.
    Transference2SelfCtrl–YESNOWhile in this model's control area, friendly Faction non-warcaster warrior models can spend 1 focus point on this model to boost a melee attack or melee damage roll during their activations.
    True Path3SelfCtrl–NONOFriendly Faction warrior models/units beginning their activations in this model's control area gain +2" movement and Pathfinder during their activations. True Path lasts for one turn.
    YES
    NO
    Friendly Faction models beginning a charge in this model's control area gain Pathfinder.
    Razor Wall2CtrlWall–YESNOPlace the wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. When a model enters or ends its activation in the wall area, it suffers 1 damage point.
    Unstoppable Force2SelfCtrl–NONOWhile in this model's control area, models in its battlegroup gain Bulldoze. Unstoppable Force lasts for one turn. (When a model with Bulldoze advances into B2B contact with an enemy model during its activation, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per activation. Bulldoze has no effect when this model makes a trample power attack.)
    –
    NO
    NO
    While in this model's control area, the ranged weapons of models in its battlegroup gain +2 RNG. Fire Group lasts for one turn.
    Shrapnel Swarm38*13NOYESOn 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.
    Tactical Supremacy26––YESNOTarget friendly model/unit can advance up to 3" after all models have ended their activations on your turn.
    NO
    Target friendly Faction warjack gains +2 to melee attack and melee damage rolls. While within 3" of the affected warjack, friendly Faction models gain +2 on melee attack and melee damage rolls. Positive Charge lasts for one turn.
    Purification3SelfCtrl–NONOContinuous effects, animi, and upkeep spells in this model's control area immediately expire.
    Watcher3Self––YESNOWhen an enemy model advances and ends its movement within 6" of this model, choose a warjack in this model's battlegroup that is in its control area. That warjack can immediately make a full advance and then can make one normal melee or ranged attack targeting the enemy model. The attack and damage rolls against that model are boosted. After the attack is resolved, Watcher expires.
    YES
    YES
    Target model/unit suffers –2 SPD and DEF. Friendly Faction models with Construct charging an affected model gain +2" movement.
    Reconstruct36––YESNOWhen target warjack in this model's battlegroup is disabled by an enemy attack anytime except while it is advancing, place it anywhere within 3" of its current location. Remove 1 damage point from each system, then Reconstruct expires.
    Synergy2SelfCtrl–YESNOWhile in its control area, models in this model's battlegroup gain a +1 cumulative bonus on melee attack and melee damage rolls for each other model in the battlegroup that hit an enemy model with a melee attack this turn while in this model's control area.