Transfinite Emergence Projector & Permutation Servitors

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Convergence Logo.jpg

Transfinite Emergence Projector
Convergence Battle Engine
Permutation Servitors
Spawned Solos

A weapon of unrivaled sophistication, the transfinite emergence projector delivers tremendous but precise destruction. In concert with its orbiting permutation servitors, it can modulate its weaponry for pinpoint accuracy, destructive intensity, or area saturation. The servitors also function as expendable shields, ensuring the projector survives to apply its devastating force to all enemies of the Clockwork Goddess.

Basic Info

TEP

TEP
Missing Info
TransfiniteEmergenceProjector WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Huge
SPD 5
STR 10
MAT -
RAT 5
M.A. N/A
DEF 10
ARM 19
CMD 10
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 31
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE N/A
COST 16
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Battle Engine - All battle engines share the same special rules, most notably being immune to a bunch of stuff. Click here for the long version.
  • Construct symbol.jpg Construct
  • Pathfinder symbol.jpg Pathfinder
  • 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 have one friendly, non-incorporeal Permutation Servitor within 3" of it directly hit instead. That model is automatically hit and suffers all damage and effects. The Sacrificial Pawn special rule can only trigger once per attack roll.
  • Servitor Satellites - (1) At the start of this model's activation, remove any Permutation Servitors this model put into play from the table. (2) Once per activation, after its Normal Movement, this model can place up to three Permutation Servitors anywhere within 1˝ of this model. (3) During its Combat Action, this model can make one additional Aperture Pulse ranged attack for each Servitor this model put into play that is completely within its back arc.

Weapons

Aperture Pulse
Gun icon.jpg  RNG   ROF   AOE   POW 
SP10 2 - 11
  • 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. 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.

Permutation Servitors

Servitors
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 3
MAT 5
RAT 5
M.A. N/A
DEF 12
ARM 13
CMD -
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • 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 it into play is destroyed or RFP'd, RFP this model.
  • Steady - This model cannot become knocked down.

Weapons

  • Unarmed - This model has no weapons.

Theme Forces

  • Other Factions
    • Mercenary players can also use this model via the Strange Bedfellows theme.

Recent Changes

No changes since 2021.10

Thoughts on the TEP

The TEP in a nutshell

Known as the TEP, it was long considered the best battle engine in the game. Over time other battle engines have been released/updated to match its power level, but awesomeness.

The TEP is a shooty battle enfine with an in-bult toolbox for taking out vastly different kinds of targets, and is especially good at demolishing infantry.

The TEP's activation in a nutshell:

  1. Remove the Servitors from play
  2. Move the TEP
  3. Place the Servitors
  4. Start shooting
    • Did you put 3 Servitors on the left? You get [2x 10" sprays] at [RAT 5 + 5d6] and [POW 11 + 2d6]
    • Did you put 3 Servitors on the right? You get [2x 10" sprays] at [RAT 5 + 2d6] and [POW 11 + 5d6]
    • Did you put 3 Servitors in the back? You get [5x 10" sprays] at [RAT 5 + 2d6] and [POW 11 + 2d6]
    • Or any combination thereof. For instance, one servitor in each position gives you [3x 10" sprays] at [RAT 5 + 3d6] and [POW 11 + 3d6]

Combos & Synergies

  • Can achieve pretty high ARM during Lucant's feat and with Deceleration up
  • Its possible to take advantage of Aurora's feat or Directrix's Tactical Supremacy to give it Reposition.
  • Axis helps speed it up on feat turn to give it better angles at enemy models
  • Use Accretion Servitors or other cheap models in your list so that you can target them with the sprays instead of enemy models that can't be targeted by ranged attacks.
  • Syntherion's Magnetic Hold helps the TEP spend its dice on damage or extra sprays rather than on attack rolls.

Drawbacks & Downsides

  • Dies fairly easily to weapon master units or fully-fueled Heavies
  • Difficult to screen due to its huge base
  • Massive target with high damage capabilities that the enemy will want to remove quickly
  • Be aware of Retribution's "Blinding Light" spell - it will take the TEP out of the game completely. Wind Blast can also block a large part of the board where it cannot move if it wants to shoot.

Tricks & Tips

  • If you use the Destruction Initiative Theme Force, the Permutation Solos gain Shield Guard in addition to Sacrificial Pawn. You can then put your heavies nearby to take advantage of the free shield guards.
  • It's decent at taking out enemy Objectives as you can throw 1-2 extra dice at damage and still usually manage an additional spray.
  • Knocked down heavies or Warcasters/Warlocks are a good target for a full-damage (5d6) spray.


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 : Firing Formulae      (Edit)

  • Magic Bullet & Firing Formulae (Edit)
    • Firing Formulae gives no bonus to the damage roll caused by Magic Bullet. (Infernal Ruling)
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Rules Clarification : Battle Engine      (Edit)

  • The main differences between battle engines and the other huge bases are:
    • They can be placed, and they can move outside their Normal Movement (such as Dodge).
    • They can benefit from Advance Deployment, Incorporeal, and Stealth.
    • They can't make ranged attacks while in melee.
      At least not by default; but many battle engines have Gun Platform, Dual Attack, or similar.
    • Unlike Colossals and Gargantuans, your opponent can take control of your battle engine. There are very few such abilities that work on this model type, though.
  • Being a huge-based model, a Battle Engine can never gain the DEF bonus from concealment ... but it can still have concealment and thereby trigger Prowl.

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.

Rules Clarification : Construct - None yet. (Edit)

RC symbol.png

Rules Clarification : Pathfinder      (Edit)

RC symbol.png

Rules Clarification : Gun Platform      (Edit)

  • This ability doesn't grant you the ability to make both ranged and melee attacks in the same activation.
RC symbol.png

Rules Clarification:  : Sacrificial Pawn and/or Sucker! and/or Grim Salvation     (Edit)
(Click Expand to read)

Differences
  • Sacrificial Pawn is optional.
    Grim Salvation and Sucker are not optional.
  • Grim Salvation only works vs basic attacks, not special attacks, power attacks, chain attacks.
    • Spells are not basic attacks, because they are not "made with a weapon". (Infernal Ruling)
    • CRA and CMA are basic attacks. (Infernal Ruling)
    • If a Special Attack generates an additional attack (such as Multi-Fire), the second attack will be basic and as such can have Grim Salvation used vs it. (Infernal Ruling)
  • Sacrificial Pawn & Sucker! don't work against melee attacks.
  • None of them work vs magic attacks (spells).
    All of them work against Magical Ranged attacks, though.
  • The model the attack is transferred to is always hit, even if they have an ability that makes them automatically get missed (such as Stealth).
    Automatically missing is determined earlier in the timing sequence than when the attack is moved. (Infernal Ruling)

From here down, the terms Sacrificial Pawn, Grim Salvation, and Sucker! are interchangeable

  • Using Sac Pawn moves all damage and effects onto the other model.
  • The new model hit may use any abilities that trigger on being hit/damaged by an enemy attack (such as Vengeance and Shock Field).
  • Sprays and AOEs
    • With reference to the timing chart in Appendix A: placing a spray template down occurs at Step 3. Using Sacrificial Pawn occurs at step 6. Placing an AOE template down occurs at step 7.
      Therefore if you use Sac Pawn vs a spray, the placement of the spray template does not change. If you use Sac Pawn vs an AOE, the placement of the AOE template does change.
    • A model indirectly hit by an AOE attack cannot use Sac Pawn vs it.
    • Since a spray template doesn't move, it may cause the Pawn to be hit twice by the same spray. So you then resolve two damage rolls against it.
    • When/if you shift an AOE template, the original target may be clipped by the edge of the AOE anyway (depending on how far apart the original target and Pawn are).
  • Quick Draw vs Sacrificial Pawn (Edit)
    • If enemy "Model A" shoots you, and then you use Quick Draw against "Model A", but they use Sac Pawn to move your Quick Draw attack to "Model B" then ... Quick Draw has no effect (or rather, it affects "Model B" who isn't currently shooting you so is irrelevant). Point is, "Model A" can continue shooting you.
    • This won't happen with Shield Guard though (outside of a very low-probability scenario) because Shield Guard can only be triggered during an enemy turn.

Rules Clarification : Servitor Satellites - None yet. (Edit)


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Rules Clarification : Unarmed      (Edit)

  • Since this model has no weapons it does not have a melee range.
    • This means it can't engage other models, declare charges, or make free strikes
    • Also it can't gain abilities that require a melee range (such as Ragman granting this model Dark Shroud).
  • However, other models that do have melee weapons can engage this model. So this model can still gain the "target in melee" shooting bonus.

Rules Clarification : Orbit - None yet. (Edit)

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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)


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Note to Editors
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