Cipher

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Convergence Logo.jpg Cipher

Convergence Heavy Warjack

The Cipher supports the assault with a pair of hydraulically powered piston spikes and an integrated servipod mortar that can unleash several different ammunition types in support of its army’s advance.

Basic Info

Cipher
Missing Info
Cipher WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 4
STR 12
MAT (★)
RAT (★)
M.A. N/A
DEF 10
ARM 19
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 32
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE N/A
COST 13
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

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.

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

Servipod Mortar
Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
11 1 4 - Head
  • Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
  • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
  • Reload [1] - This model can spend 1 focus point to make one additional ranged attack with this weapon during its Combat Action.
Piston Spike (x2)
Sword icon.jpg  RNG   POW   P+S   LOCATION 
1 6 18 1 Each Eide

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

  • -2 Points

Thoughts on Cipher

Cipher in a nutshell

Slow, Steady, and Strong, Cipher is a widely used utility heavy vector. At range, it has a shot type for all occasions, and when engaged in melee, it hits hard, with 2 initials. It’s highly adaptive and most casters can use it, even those with low RAT get some benefit of wandering AOEs and the control effects on the attack types.

Combos & Synergies

Non-caster synergies

  • Diffuser : Every Convergence construct model loves the Diffuser and its beacon. But Ciphers really love them. Hit a target with the Diffuser first, and then watch Cipher rush into melee range with surprising speed.
  • Widget1 : In Strange Bedfellows you can use Ancillary attack for a 3rd shot a turn.
  • Optifex Directive : Helps all vectors, but granting pathfinder helps prevent other models getting held up by your rough terrain.

Caster synergies
Try not to misunderstand Cipher as a shooty vector. Cipher's gun, especially its flare, is good, but it mainly functions as supporting fire. The real game is Ciphers' heavy punches, only slightly lower than inverter's main weapon. It can serve almost any role.

  • Forge Master Syntherion : Since it's a versatile vector, Cipher can do its best when with Syntherion. Hot Shot means the blasts can actually threaten, Synergy makes his pistons crush heavies with ease, and Magnetic Hold increases his threat range.
    • Try to charge an enemy in his feat turn, launch out some flares at point-blank-range, and then obliterate the unlucky victim.
  • Iron Mother Directrix : Fire Group can mean an extra turn of shooting, and Tactical Supremacy can help speed it up.
  • Axis, The Harmonic Enforcer : the feat is exactly what the doctor ordered, and rough terrain can help ensure you get the alpha strike.
  • Aurum Lucanum Athanor Locke whether it’s Sentry or Redline the Cipher really loves Locke although these buffs are not much to write home about what you factor in Mat 9 from Engine of Destruction and more speed ups from Road to War the cipher is really turned up to 11
  • Aurora2 - It a great jack for Arcane Propulsion, putting it at a 12/19 statline and she can give it Dual Attack with her directives so it can leverage all its weapons in one turn. On feat and under Hand of Destruction the piston spikes will also hurt like a ton of bricks at effective P+S 20 with quasi-[[Signs & Portends)).
  • Orion - so the Cipher isn’t a shooty jack so this is an odd choice, but flare really helps the other shooty Vectors hit and when Orion likes to run lots of shooting Vectors it helps to have one that can do some armour cracking. His feat polishes the Ciphers output as it does all models and spell piercer means they can’t mitigate your output, you could stick magic bullet on the cipher (but honestly there are better targets). His field marshal grants Reposition which actually means the Cipher can trample faster than it can run.

Drawbacks & Downsides

  • It's slow, without long range/high pow guns to mitigate it (which the Assimilator and Monitor sport)
  • Very little ranged damage

Tricks & Tips

  • You don't resolve any damage rolls for Crater or Flare.
  • Many armies, particularly Khador and Protectorate, don't handle rough terrain well.
  • Target cheap servitors to place the AOE exactly where you want it.

Other

Trivia & Lore

Other Convergence models

Convergence Logo.jpg       Convergence Index       (Edit)            
Battlegroup
Warcasters

Aurora1 - Aurora2 - Axis - Directrix - Locke - Lucant - Orion - Syntherion

Light

Corollary (Attached) - Diffuser - Galvanizer - Mitigator - Negator - Tesselator

Heavy

Assimilator - Cipher - Conservator - Inverter - Modulator - Monitor

Colossals

Prime Axiom - Prime Conflux

Units, Solos, & Battle Engines
Units

Asphyxious4 - Clockwork Angels - Eradicators - Obstructors - Optifex Directive - Negation Angels - Perforators - Reciprocators - Reductors
Special CA [Any Unit] : Transverse Enumerator

Solos

Accretion Servitors - Algorithmic Dispersion Optifex - Attunement Servitors - Destructotron 3000 - Elimination Servitors - Enigma Foundry - Frustum Locus - J.A.I.M.s - Prefect Hypatia - Reflex Servitors - Steelsoul Protector - Widget, Mathlete Archeologist

Battle Engines

Nemo4 - TEP

Theme Forces Mercenaries
Clockwork Legions - Destruction Initiative - Strange Bedfellows

Refer to Category: Convergence of Cyriss Mercenary

This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

Rules Clarification : Arcing Fire      (Edit)

  • Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.
RC symbol.png

Rules Clarification : Attack Type and/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
  • If your target can only be targeted by certain kinds of attack (ie a Menoth warjack with Passage), you can first choose the correct Attack Type (ie Magical Damage vs Passage) and then that allows you to target it. The Attack Type selection and target declaration both occur at Step 1 (Refer Appendix A). (Infernal Ruling)

Rules Clarification : Bombardment - None yet. (Edit)
Rules Clarification : Crater - None yet. (Edit)
Rules Clarification : Flare - None yet. (Edit)

RC symbol.png

Rules Clarification : Reload      (Edit)

  • You cannot mix melee attacks and ranged attacks in the same activation unless you have a special rule (such as Dual Attack). Reload does not get around this restriction.
    • A Trample Power Attack is a melee attack, even if you don't actually trample over anyone and make zero dice rolls. So you can't trample then Reload (unless you have something like Dual Attack).
  • You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)
  • If you have (x2) of a weapon with Reload (such as Caine1), the special rule will only be written on the card once. But you can reload both weapons to the max limit. (Infernal Ruling)


RC symbol.png

Rules Clarification:  : Vector      (Edit)
(Click Expand to read)

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

  1. A caster has a MAT 6 and RAT 4.
    All Vectors in its battlegroup are MAT 6 and RAT 4
  2. 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.
  3. 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)

Rules Clarification : Construct - None yet. (Edit)

RC symbol.png

Rules Clarification : Steady      (Edit)

  • If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
    In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
  • Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
  • Steady models who make a tough check during an advance can continue advancing. (Locked Thread)