Reductors

From Warmachine University Archive
Revision as of 17:52, 26 July 2022 by imported>Warmachine University contributors (Imported from HTTrack HTML mirror)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Mk4 has been announced, and we need to talk about what it means for the future of this website.

Please join the discussion either on the WMU Facebook Group or the Talk:Main Page area of this wiki.

Convergence Logo.jpg Reductors

Convergence Unit

Reductors march to war accompanied by an eerie buzz that heralds death. These clockwork soldiers carry swarm projectors designed to launch thousands of pernicious clockwork devices. Once released, this deadly payload seeks the foe in a violent metallic cloud that sweeps around their Convergence masters to descend upon their victims. They bore inexorably through armor, muscle, and bone, their grisly droning stopping only when their internal winding is expended.

Basic Info

Reductors
Missing Info
Reductors WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR
MAT 6
RAT 5
M.A. N/A
DEF 12
ARM 14
CMD 7
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA
UNIT SIZE 6 / 10
COST 8 / 13
1.3 each
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Assault symbol.jpg Assault
  • Construct symbol.jpg Construct
  • Clear! - This model's ranged attacks against friendly models automatically miss.
  • Soul Vessel - This model generates soul tokens as if it were a living model.

Weapons

  • Swarm Projector - 6" spray, POW 13 ranged attack.
  • Retractable Blade - 0.5" reach, P+S 10 melee attack.

Command Attachment

They can have a Transverse Enumerator. His info has been omitted for brevity.

Theme Forces

Clockwork Legions

Recent Changes

2021.10 Rebalance-opocalypse Update

  • Gained Assault


Thoughts on Reductors

Reductors in a nutshell

Cheap ranged troops, the Reductors provide warriors for your army for a bargain. With their below-average stats they have nothing to do in the frontline. Beside controlling or contesting scenario pieces, their main duty is to stand in the second line and blow off jamming models from your more valuable assets. You get as much as you pay for them, and you hardly pay anything.

Assault and clear do allow you some interesting threat vectors but due to the good but not great damage and severely average RAT you are mainly hoping for dice spikes or need to combo them with something else.

Thoughts on the CA

Taking a Transverse Enumerator on these guys can be really worthwhile. You have to have a plan for them though as it takes them from a conscript cost to a more elite infantry (which they aren't) cost. But the minifeat on charge assault sprays really helps push them to the right side of the bell curve for hitting. Being able to move through the unit is nice for other models but so so for these guys due to Clear!.

Combos & Synergies

  • Stand behind a wall of Obstructors or Reciprocators and spray through them with impunity. Or Assault Charge with them - they're a much more flexible unit with the extra threat range assault brings.
  • Enigma Foundry - your favourite recursion tool; bring them back as fast as they are getting killed
  • Mitigator - universal RAT fixer with its Knockdown attack
  • Aurora,_Numen_of_Aerogenesis - Not only makes them faster, but absolutely annoying during her feat. Get into the enemy's back, and spray targets without fearing to hit your own troops.
  • Lucant - Can push up their ARM to the level where blasts start to bounce off of them
  • Directrix - not a dedicated infantry caster, but her servitors' beam is among the few damage amplifiers for ranged attacks. Her spell Facilitate makes them RAT 8 on feat turn, RAT 6 otherwise.
  • Orion - extra attack die against infantry, extra damage die against harder targets, precisely what you need. Spellpiercer helps you against upkeeps.

Drawbacks & Downsides

  • Average (or below-average) stats. Although their low-ish points cost reflects that.
  • Enemies with soul gathering abilities will love easy soul tokens

Tricks & Tips

  • Remember, sprays don't care about stealth, and especially the Target in Melee penalty.
  • Feel free to use them for screening, blocking charge lanes, or simply as direct current targets for the Modulator. They are also ideal if you want to fuel the Conservator's Hand of Vengeance.
  • Assault charges can get some lovely angles, especially with Clear!


Other

Trivia

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:  : Assault      (Edit)
(Click Expand to read)

General

Step 1: Declare the charge

  1. Are you in already melee? With any enemy, not just your charge target?
    • If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
    • If no, continue to Step 2.
  2. Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
    • You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).

Step 2: Move the charging model

  1. As soon as the movement is finished, determine whether it was a successful charge or not.
    • Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
    • Do this before resolving your Assault attack.
  2. Did you make a successful charge? You get the ranged attack even though you're "in melee" (not yet though).
  3. Did you fail the charge? You will get the Assault shot anyway (not yet though).
    • Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee" (not yet though). (Infernal Ruling)
  4. Now that you've figured out whether the charge successful, you resolve "Ends Movement" effects (such as Countercharge) before the Assault attack. (Infernal Ruling).
    • If something happens at this point that changes whether a model is in/out of melee range, it does not retroactively change a failed charge into a successful charge or vice versa.
  5. If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
  6. If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
Tip lightbulb.png

Tip !
Assault is not a "triggered ability" and it will never trigger simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot.

You can make an Assault shot even if you charged less than 3".

Step 3: Make the ranged attack

  1. The ranged attack is optional.
  2. Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)
  3. Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
  4. Make your ranged attack vs your charge target
    • If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
    • A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
    • If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
  5. Is the target in melee with the shooter?
    • If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
    • If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.

Step 4: After finishing the Assault attack

  1. If it was an unsuccessful charge, your activation now ends.
  2. If it was a successful charge, and your charge target is ...
    • still alive, then you get your charge attack (as per the charge rules)
    • dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
  3. Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).


Units

  • Move all models in the unit before making any Assault attacks. (Infernal Ruling)
  • Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
  • Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
  • If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
  • You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
  • Assault & CRA (Edit)
    • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)

Other

  • Warbeasts
    • Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
  • Assault vs Countercharge ( Edit )
  • 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).

Rules Clarification : Construct - None yet. (Edit)

RC symbol.png

Rules Clarification : Clear!      (Edit)

  • You cannot hit friendly models even if you want to (except for blasts).
  • If an AOE clips a friendly model, then they will be hit despite Clear. (Refer to Appendix A: Clear resolves at step 4, but models are hit by an AOE at step 7.)
RC symbol.png

Rules Clarification : Soul Vessel      (Edit)

  • The only thing the Soul Vessel rules does is, the model produces a soul when it is destroyed as if it were a living model.
For similar logic, things that prevent living models from generating souls (such as Annihilator) also prevent Soul Vessels from generating souls. (Infernal Ruling)
  • A Soul Vessel is not a living model for the purposes of anything except soul generation & collection. Special rules that interact with living models but which aren't soul-related (such as Bloodthirst or Poison) don't do anything vs Soul Vessels.
For example: An attack that RFPs living models (such as Snacking) would normally prevent that living model from generating a soul token; but Snacking doesn't work vs non-living. So a Soul Vessel doesn't get Snacked and will produce a soul token.