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The colossals of the Convergence of Cyriss inspire awe and fear among the armies of the Iron Kingdoms. To confront these machines is to behold the inevitability of the Great Work and the terrifying power made possible by the guiding hand of Cyriss. The weapons of the Prime Axiom are designed to rip through screening troops, dismantle warjacks, and send servitors deep into the heart of battle. The Prime Conflux is a true wonder of design, able to convert latent atmospheric energies into electricity before unleashing them in a torrent of destruction.
Basic Info
| Prime Axiom |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Huge |
| SPD |
5 |
| STR |
17 |
| MAT |
(★) |
| RAT |
(★) |
| M.A. |
N/A |
| DEF |
7 |
| ARM |
20 |
| CMD |
N/A |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
N/A |
| THRS |
N/A |
| HP |
58 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
2 |
| UNIT SIZE |
N/A |
| COST |
34 |
| N/A |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.
Colossal - Colossals are mega-warjacks, even bigger and stompier. They use nearly all the same rules as normal warjacks but with a few alterations. These changes are summarized here or can be read in full here.
Vector - A vector is a specialised type of warjack used by the Convergence. It swaps out the Cortex for an Induction Node, and this changes how it gets access to focus. Also its MAT & RAT is always equal to its controller's. Click here for a full rundown
Abilities
Weapons
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| Accelespiker
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RNG
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ROF
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AOE
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POW
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13
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5
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11
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| Tow Cable (x2)
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RNG
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ROF
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AOE
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POW
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11
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1
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- Puncture - A model hit by this attack automatically suffers 1 point of damage.
- Drag - When this attack hits an enemy model with an equal or smaller base, immediately after the attack is resolved the enemy model can be pushed directly toward this model until it contacts a model, an obstacle, or an obstruction. After the enemy model is moved, this model can make one basic melee attack against the enemy model. After resolving this melee attack, this model can make additional melee attacks during its Combat Action.
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| Drill Vice (x2)
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RNG
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POW
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P+S
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2
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4
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21
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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.
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Theme Forces
- Other Factions
- There are three Convergence Partisan models that, between them, can take this warjack in a plethora of Mercenary, Cryx, and Cygnar themes.
- These models are Aurora2, Asphyxious4, and Nemo4.
Recent Changes
2021.10 Mega Update
- -3 points
- Drag now triggers on hit (instead of on damage)
Thoughts on Prime Axiom
Prime Axiom in a nutshell
Prime Axiom is a salvation to all Convergence players, yet a scourge to everyone else. It is the most-feared-Gargossal in entire game, and in MKIII, the Prime Axiom is still a nefarious death-dealing machine. You can expect to see the Prime Axiom in nearly every Convergence army, most of the time scrapping jacks and dragging people around.
Tow Cables FAQ
- Can I tow huge-based models? It says I can push an equal-sized model?
- No. As of 2021.02 all types of huge-based models in the game have a "cannot be pushed" rule.
- The reason it says you can push an equal- or smaller-based model is because Drag is a rule shared by lots of models.
- Do I have to pay for melee attack?
- No, the first one is a free attack.
- When do I do the melee attack? When do I do the additional melee attacks?
- If you're making Tow Cable attacks, you've used your Combat Action to "make initial ranged attacks".
- If you hit with the first Tow Cable, it auto-damages and then you immediately drag the enemy into B2B, then make one free melee attack.
- You then fire your next gun.
- If you hit with the second Tow Cable, it auto-damages and then you immediately drag the enemy into B2B, then make one free melee attack.
- You then fire your next gun.
- Only once you've fired all your guns, can you can start buying additional melee attacks.
Combos & Synergies
Prime Axiom is the best weapon convergence has, mainly because it has synergy with almost every 'Caster in convergence.
- Forge Master Syntherion : Hot Shot to make Axiom's accelespiker hit like a primary weapon, yet firing 5 shots in one activation. Synergy brings the Axiom's punch to stellar levels. On top of that, Magnetic Hold to make axiom charge even farther. His feat? well, 11-attacks in one activation plus bought extras, including charging, anyone?
- Axis, The Harmonic Enforcer : Due to his low RAT, Axiom isn't a great fit with Axis. Still, Axis' feat and Iron Aggression helps Axiom, making it hit with extreme precision, triggering Sustained Attack, which is enough to scrap a colossal.
- Iron Mother Directrix : Fire group makes Axiom's already terrifying drag attacks into something more. Domination can further extend that range and her decent ranged attack can clear out pesky infantry to give a clear drag-line. When feated, Axiom can hit almost everything by itself, including casters. When you want Axiom to be a ranged nightmare She's the caster you need.
- Father Lucant, Divinity Architect : Makes Axiom nearly invincible. Moreover, the colossal itself becomes a gigantic shield guard. Lucant's average RAT is enough to drag key 'Jacks to dismantle, and in melee Axiom hits almost like Axis. Lucant-Axiom duo were a well-known MKII tournament combination, and that has stayed the same in MKIII.
- Orion1 with the highest Rat in faction (admittedly at the cost of Mat) spellpiercer, magic bullet (to kill models blocking drag lanes) and a feat that boosts either damage or accuracy Orion has a lot of tools to make the Axiom work.
- Aurora1 : Pretty much the only caster with no synergy. Aurora's tricks are giving bonus movement outside of normal movement, which Colossals can't benefit from. The feat does help it, but its not much.
- Mitigator - Even Axis' colossal won't have problems hitting a knocked-down target
- Attunement Servitors - to help drag in high def stuff, like warpwolves.
Nemo4
Nemo4 can work for 3 different Factions and can take an Axiom in any of them, which opens up quite a few combos for it:
- Nemo4 himself synergises well with the Axiom. Watcher will make it able to launch fully boosted drag cables at enemies who enter a 6" bubble in Nemo's front arc. lightning Shroud puts it at P+S 23.
- Magnus1 can put Snipe or Death Ward on it.
- MacBain - Fail Safe is great on colossals, though it is much better used on a Blockader.
- Hermit, Aiyana & Holt and Ragman improve its damage. Dark Shroud from Ragman is especially nifty with drag.
- Orin1 or Alexia2 - Huge bases are big debuffable targets. These two eat spells flung at it.
Drawbacks & Downsides
- Drag sounds good until you consider stealth, Shield Guard, Sacrificial Pawn, stuff that can’t be moved, walls/terrain/other models ... it’s a long list.
- The usual problems with rock-bottom DEF - it serves great starting point for attacks with secondary damage, like electro leap, Spine Burst, Ashes to ashes, etc. Keep your support solos away.
- Most of its effectiveness is tied to shooting - anything that forbids that (Submerge, Swamp Pit, Zerkova's feat, Wind Blast, etc), will make it run for its points.
- to have the most tactical flexibility you actually need to own every kind of servitor (or your opponent needs to be ok with proxies)
Tricks & Tips
- Try to memorise what stops pushes.
- Watch out for things that trigger when you damage an enemy. Some of them allow the target to move and dodge the drag (such as Enliven and Troll Whelps).
Other
Trivia
Other Convergence models
Rules Clarifications
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Rules Clarification : Puncture and/or Incise (Edit)
- The difference:
- Incise does auto-damage instead of a damage roll, so it occurs at Step 9 (damage roll) of the Attack Sequence. As a result, anything which prevents damage rolls (such as the Hermit's Mad Visions) can also prevent damage from Incise.
- Puncture does auto-damage to models hit, so it occurs at Step 8 (resolve effects triggered by hitting). As a result, Puncture is "immune" to stuff like Mad Visions.
- If Puncture is on an AOE weapon, then models caught in the AOE take 1 point of damage instead of blast damage. This means the AOE can hurt models with Dig In, Force Barrier, etc.
- The 1 point of auto-damage ignores ARM buffs. The 1 point of auto-damage never gains stuff like "+2 to damage rolls".
- This weapon automatically triggers "when this weapon/attack damages a model" effects (such as Drag, Backlash, etc).
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Rules Clarification: : Drag , Pull, and/or Catch (Edit) (Click Expand to read)
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Timing
- With respect to the Attack Sequence:
- Pull is resolved at Step 12.
- Enemy effects (such as Retaliatory Strike or Enliven) are resolved at Step 13.
- Drag and Catch are resolved at Step 14.
Ranged Attack Damage (Drag and Catch only)
- If a model is destroyed by the ranged attack, Drag/Catch does not trigger.
- Corpse tokens, soul tokens, and etc will be generated from the model’s original position.
- Sicne it doesn't trigger, you won't get the free melee attack from Drag/Catch (even if there's something different already in your melee range).
The Movement
- You cannot Drag/Pull/Catch models with a larger base size than you.
- The movement is a Push effect, which is involuntary movement.
- It is not an advance and will not trigger stuff like Countercharge.
- They won't take free strikes because it is involuntary movement.
- They will take damage from any hazards they're pushed through/into (such as Scathers).
- You can drag your target through Incorporeal models, if there's enough space on the other side, because the rules for Incorporeal specifically allow this. (If there's not enough space, the push will stop on the far side of the Incorporeal model.)
- You cannot drag models through Curse-of-Shadows-ed or similar models, because those rules refer to "models can advance through this model" and a push is not an advance.
- You may drag models that you are already in melee with. However most models can't shoot while in melee, so this is pretty much limited to the Prime Axiom and Galleon (see the corner-case scenarios, below).
- If you get to trigger Drag/Pull/Catch on a free strike (mostly just Pull), the moving model will never get out of your melee range. They have to keep advancing out and being pushed back until either they run out of movement, or you fail a free strike. (Infernal Ruling)
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Push - General ( Edit) [Show/Hide]
- Pushed models do not change their facing.
- Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
- Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
- You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
- Pushed models suffer the effects of anything they move through (such as acid clouds).
- If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
- However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
- In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
- If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
The Free Melee Attack(s) (Drag and Catch only)
- If the target model doesn't end up in melee range (whether because the ranged attack killed it outright, or something blocked the drag movement) then you don't get a free melee attack and don't get the option to buy additional melee attacks.
- If the dragged model can't be targeted by melee attacks, you may not make your free drag attack and don't get the option to buy additional melee attacks. (Infernal Ruling)
- For both of the above two cases, you may still complete your initial ranged attacks and buy additional ranged attacks as per normal (if you have more guns and/or Reload).
- You may make the free melee attack against models that "cannot be pushed" (assuming you're in melee range already). The "After the model is moved" is a timing clause, not a conditional clause.
- To pull this off, you need an ability that allows you to make ranged attack while you're already in melee, so is pretty much limited to just Colossals and/or models attacking objectives.
- After using Drag/Catch, the attacking model may make a single melee attack without spending focus. (So Black Ogrun can make a single melee attack.)
- After doing the free attack, you may buy additional attacks if you have a method of purchasing them. Models with Drag but no focus/fury (such as Black Ogrun) can't buy additional attacks (despite what is implied by the rule on their card) - it's just a standarised wording for Drag.
More corner-case Rules Clarifications
- Models that can make Ranged Attacks while in melee
- This section is pretty much limited to the Prime Axiom and Galleon who, thanks to being Colossals, can continue to shoot after dragging something into melee with themselves. It can also apply to any model shooting at a "can never be in melee" model (eg Scenario objectives).
- When you start your activation, you still need to choose either 'initial ranged attacks' or 'initial melee attacks'. If you choose melee attacks, then you will never get to shoot your Drag weapons.
- If you shoot a Drag weapon you need to resolve the drag move and the free melee attack, but afterwards you're still in "shooting" mode. The best way to think of it is it's "interrupting" your normal ranged attacks and after resolving it, you go back to completing your initials. So it might go:
- Shoot the Drag weapon.
- Drag the enemy closer.
- Resolve the free melee attack.
- Drag resolved. Now you finish shooting the rest of your weapons.
- Once you've completed all your initial ranged attacks (and any free drag melee attacks) then you have the option of buying additional attacks (ranged if you have Reload, melee otherwise.
- However, if you get overexcited and start buying melee attacks after the free drag one then you don't get to finish shooting the rest of your weapons.
- This is because shooting the rest of your guns is completing your "Initial Ranged Attacks" but by buying melee attacks you have jumped ahead to "After Initial Attacks" (refer first sentence of "Additional Attacks" pg 36 of Prime).
- Black Spot + Drag or Catch
- If you trigger Drag/Catch, then any attacks you get from Black Spot can be either ranged or melee, your choice. (Infernal Ruling)
- This combo can lead to an infinite number of attacks, but it depends on your dice.
- Case A (Fail): Make initial ranged attack, destroy the target with the ranged attack.
- Drag does not trigger.
- Black Spot does trigger, and the free BS attack must be a ranged attack because you don't have any rule that gets around the core rule "models cannot make both ranged and melee attacks during the same activation" (unless you have Dual Attack).
- The free BS attack cannot generate any more free BS attacks.
- Case B (Success): Make initial ranged attack, damage the target with the ranged attack.
- Drag triggers, and now you have gotten around the core rule about mixing attack types. (Infernal Ruling)
- Destroy the dragged model with a melee attack, and trigger Black Spot. The free BS attack can be either ranged or melee.
- So you make a ranged attack and try to Drag another one to restart the sequence.
- Theoretically, if you keep managing to damage + Drag targets with the free ranged attacks, and destroy + Black Spot them with the free melee attacks, you never run out of free attacks.
- Dual Attack & Drag ( Edit )
- This is pretty-much limited to just the Prime Axiom under Syntherion, or the Swabber, Galleon or Prime Axiom under Aurora2
- If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
- If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
- If you didn't charge then ... just go nuts. There's no restrictions that I know of.
- Assault & Drag ( Edit )
- You determine whether a charge was successful or not before making the Assault attack.
- If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
- It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
- You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
- Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
- You won't be able to purchase additionals (because your activation ended).
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Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
- Throw ( Edit )
- See also the Throw article for a recap of the core Throw rules.
- If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
- Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
- Incorporeal vs Slammed/Thrown models ( Edit )
- Incorporeal models cannot be moved by someone trying to slam them.
- Slammed models can move through Incorporeal models.
- If they have enough movement to get past them, no dramas.
- If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
- If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
- For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
- The same logic applies to Throws.
- Collateral Damage
- Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
- It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
- It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
- It doesn't matter if the attacker has crippled weapon systems or aspects.
- Throw - Power Attack
- When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
- If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
- A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
- Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
- Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
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Rules Clarification : Sustained Attack (Edit)
- Translation for newbies : Once you hit your target, your next attack(s) with the same weapon will auto-hit.
- If your target becomes out of range in between attacks (somehow), then Sustained Attack will not let you auto-hit. Refer Step 3 vs Step 4 of the Attack Sequence (Apdx A).
- If you have sustained attack on a weapon that makes simultaneous attacks (e.g. Prime Axiom making a Sweep attack), then all the models you hit are "the last model hit" and whichever one you choose to attack next is the one you get the auto-hit bonus vs. (Infernal Ruling)
- This only applies to the first attack after a simultaneous one - once you make that next attack, it's all reset back to being "just one" last model hit.
- Example : you Sweep and hit models A, B, C. Then you buy an attack vs model C. It is auto-hit because it was (one of) the last model(s) hit. Then you buy another attack, now you can only auto-hit C because it is the last model hit.
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Rules Clarification : Colossal (Edit)
Huge Base (Edit)
- But this bonus doesn't apply to slams triggered by normal attacks (such as Critical Smite or the Hurricane's Thunder Charge ability).
Also, simply being on a huge base triggers a bunch of rules scattered throughout the rulebook, click to read them. [Show/Hide]
From the 2020.02 edition of the core rules (Edit)
- Fields of Fire
- Page 37 A huge-based model’s front arc is marked on its base. Its front arc is further divided into two 90° fields of fire. These fields of fire determine which models a huge-based model can target with its weapons, depending on the location of those weapons. Weapons located on a huge-based model’s left side (L) can be used to target only models in its left field of fire, and weapons located on its right side (R) can be used to target only models in its right field of fire. Weapons with locations “S,” “H,” or “—” can be used to target models in either field of fire. If any part of a model’s base is on the line separating the left and right fields of fire, the model is considered to be in both fields of fire.
- Concealment, Cover, LOS
- Page 49 Concealment & Cover - Huge-based models never gain the DEF bonuses from concealment or cover.
- Page 60 Clouds - Cloud effects do not block line of sight to huge-based models.
- Page 87 Forests - Forests do not block line of sight to huge-based models.
- Huge-Based models in melee
- Page 54 - Huge-based models never gain the Target in Melee DEF bonus.
- Page 65 - Combined Ranged Attacks cannot target a model in melee unless it has a huge base.
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Rules Clarification: : Vector (Edit) (Click Expand to read)
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Cortex
- They don't have one.
- They're immune to all effects that specify "cortex" - for instance, the spell Domination.
- They're not immune to disruption. You cannot allocate or induct to a disrupted Vector.
Interface Node and Induction
- A Vector can induct any number of times, to any number of Vectors, as long as it has focus to spend.
- You can induct to the same Vector repeatedly, if you want.
- You cannot go over the normal focus limit as a result of Induction. Refer to the Interface Node rules in the core rulebook.
- You can induct to a Vector that has already activated. Although the only tactically-wise target is the Corollary.
- Anything which prevents a model 'gaining' focus will prevent a Vector receiving focus via Induction.
- When a Vector spends a focus to charge/run/slam/trample, it does so before movement. So you need to resolve Induction from its original position, not its final position.
- A Vector doesn't need to be in its caster's control range to give/receive focus via Induction.
- Warcasters can't Induct or be Inducted to.
- Similar to a normal warjacks, when a Vector has its Interface Node crippled it does lose the focus currently on it. (Infernal Ruling)
- You can't spend focus to buy attacks (and Induct the focus) if no one is in your melee range. (Infernal Ruling)
- Focus that is spent to shake effects during the Maintenance Phase cannot be inducted. You can only Induct during your activation.
MAT & RAT
- Vectors use their controller's current RAT/MAT.
- The line that reads "use their warcaster's RAT/MAT" was supposed to change to "battlegroup controller" in the 2020 update. (Infernal Ruling)
- So, for things which affect RAT/MAT directly (such as Deneghra1's feat):
- If your warcaster is affected, then all of your Vectors are affected.
- If your Vector is affected, then it simply doesn't care.
- And for things which affect your attack roll (such as Positive Charge)
- There is no interaction between the caster and Vectors for 'attack roll' bonuses.
- If your warcaster is affected, then your Vectors don't care
- If a Vector is affected, then that Vector is affected (but not other Vectors)
- And for things which affect other stats (such as -2 SPD, STR, etc)
- Vectors work the same as normal models for all other stats. There is no special interaction between caster and Vectors in that regard.
Some MAT/RAT examples
- A caster has a MAT 6 and RAT 4.
- All Vectors in its battlegroup are MAT 6 and RAT 4
- In that same battlegroup, a Vector is affected by the Deneghra1's feat (affected models suffer -2 RAT & MAT).
- That Vector remains MAT 6 and RAT 4.
- In that same battlegroup, the caster is affected by the Coven's feat.
- All Vectors become MAT 4 and RAT 2.
Vectors in non-Convergence factions
- If Aurora2, Nemo4, or Asphyxious4 die while controlling a Vector:
- The Vector remains whatever Faction it started the game as.
- If the Vector is re-activated by a 'Jack Marshal, its new MAT/RAT score will be 0. If the 'Jack Marshal then dies, the MAT/RAT remains 0.
- (Infernal Ruling)
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Rules Clarification : Warjack (Edit)
- The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
- Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
- A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
- Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)
Inert warjacks
- Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
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Rules Clarification : Construct - None yet. (Edit)
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Rules Clarification : Launch Servitor (Edit)
- Unlike most similar abilities, the servitors can activate normally this turn.
- It cannot create the Conflux's Servitors due to the wording on their Spawned rule.
- It can only create solo Servitors, not Servitors from a unit (Iron Mother or Asphyxious4).
- I think it can create the TEP's Servitors, but there is no point due to the way the TEP's own rules work.
- If you use Asphyxious4, Aurora2, or Nemo4 to take the Axiom into a non-Convergence army then the Axiom will change Faction as per the controller's rules, but the spawned Servitor doesn't.
- If it is Strange Bedfellows the Servitor will be a both a Mercenary and a Convergence model in that theme.
- If it is any other army, the Servitor will be a Convergence model even though the Axiom isn't.
- (Infernal Ruling)
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