Centurion

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Cygnar Heavy Warjack

Caspian engineers developed the hulking Centurion to rival the size and strength of Khador’s warjacks. Its increased armor and heavy shield makes it one of Cygnar’s most durable designs, and its mighty piston spear can easily pierce the hulls of enemy warjacks. The Hammersmith swaps out shield and spear with massive twin forge hammers meant to flatten anything in its path, while the Avenger features a stun blade and a groundbreaking seismic cannon. Representing a step forward in Cygnaran technology, the seismic cannon fires sophisticated projectiles that can unleash a localized earthquake upon impact.

Basic Info[edit]

Centurion
Centurion.jpg
SPD 4
STR 12
MAT 7
DEF 11
ARM 19 / 21
(★)
HP 30
Cost 17
(★) 21 when you include the shield
See also How to Read the statblock

Weapons and Attacks[edit]

  • Piston Spear - 2" reach, P+S 18 melee weapon.
    • Critical Sustained Attack - On a critical hit during this model's Combat Action, attacks made with this weapon against the model critically hit by this weapon automatically hit that activation. If this model attacks another model with this weapon this activation, attacks against the last model critically hit with this weapon no longer automatically hit.
  • Shield - 1" reach, P+S 14 melee weapon.
    • Shield - This 'weapon' is a shield that provides a cumulative +2 ARM bonus. The bonus doesn't apply if the weapon is crippled or if the damage originates in your back arc.


Special Abilities[edit]

  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy.
  • Construct - This model is a construct and is not a living model.
  • Imprint: [Polarity Field] - This model can spend 1 focus to gain Polarity Field. (Polarity Field - This model cannot be charged or slammed from its front arc.)


Thoughts on Centurion[edit]

Centurion in a nutshell[edit]

Cygnar's roadblock heavy. Due to the shield, it has the highest unbuffed ARM in Cygnar...and can obviously be buffed further by the various armour spells. It typically gets to somewhere you don't want the enemy to get to, uses Polarity Field for a turn or two then charges in. It's the ideal Warjack to control/contest zones and flags to prevent your opponent scoring scenario points.

Combos & Synergies[edit]

  • Any model with Arcane Shield.
    • ARM24 makes it very hard to take out, even more so since your opponent won't generally be able to charge it due to Polarity Field and therefore requiring a further investment of resources.
    • Commander Coleman Stryker deserves a special mention due to Invincibility. ARM29 for a round? Good luck getting through that with anything that isn't a Colossal or Gargantuan.
  • Captain Jeremiah Kraye gives it all sorts of useful buffs.
    • The free boosted charge attack is a great way to activate Critical Sustained Attack with no additional investment of focus.
    • The reposition makes running pointless since advancing and repositioning is 1" faster.
      • Even better, trample and reposition to be 50% quicker than running and get it into a more meaningful position earlier.
    • His feat gives it a handy speed boost.
  • Artificer General Nemo removes the other remaining options that Polarity Field doesn't affect - he negates place effects and pushes thanks to Magnetic Field.
    • It's not a bad target for Lightning Shroud - the extra damage on an already powerful 'jack is going to hurt most heavy beasts/jacks badly. The Electro-Leaps are just a bonus.
    • Electrify not only gives it an ARM buff, but if your opponent does finally manage to get into melee with the Centurion, they will get one or two hits at best before Repulsor Field pushes them out of engagement range.
  • Warcasters with Escort go some way to solving its speed issues.
  • Captain Arlan Strangewayes allows you to Polarity Field and run without any focus from your Warcaster thanks to Empower.

Drawbacks & Downsides[edit]

  • It's slow, really slow.
  • You have to really consider its position - Polarity Field may stop the Centurion being charged, but it doesn't stop an enemy model charging a model next to it and engaging it that way instead.

Tricks & Tips[edit]

  • You can play it further forward than most jacks. 3" to be specific as it can't be charged. So trigger the imprint and run.
  • The model's spear is obnoxiously large.

Comparison to Mk2[edit]

  • Its MAT and RAT went up by one like all other jacks on this chassis.
  • The important change is that Polarity Field went from being a star action to being an imprint.
    • That means the Centurion can run/charge/trample etc. and still use the Imprint.


Other[edit]

Trivia[edit]

Theme Forces[edit]

Themes for non-character warjacks (Edit)


Other faction models[edit]

CygnarLogo.jpg
(Edit)
Battlegroups
Warcasters Jakes2 - Darius - Kraye - Sloan - Haley1 - Haley2 - Haley3 - Nemo1 - Nemo2 - Nemo3 - Stryker1 - Stryker2 - Stryker3 - Sturgis1 - Constance - Caine1 - Caine2 - Caine3 - Maddox - Siege1 - Siege2
C
Y
G
N
A
R
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers BGC Journeyman - Jakes1 - T. Warcaster Lieutenant
Marshals Runewood - Strangeways - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA
Light warjacks Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy warjacks Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
     
Units, Solos, & Battle Engines
Units Gun Mages - Mechaniks - Long Gunners - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - T. Cannon Crew - T. Chain Gun Crew - T. Commandos - T. Express Team - T. Long Gunners - T. Infantry - T. Mechaniks
Black 13th Gun Mage Strike Team

Ranking Officer CA : Captain Jonas Murdoch

Solos Arcane Tempest Rifleman - Captain Adept - Journeyman Warcaster - Squire - Stormblade Captain - Stormcallers - T. Buster - T. Master Gunner - T. Patrol Dog - T. Warcaster Lieutenant
Runewood - Strangeways - Maxwell Finn - Anson Hitch - Harlan Versh - Jakes1 - Bastian Falk - Gwen Keller - Laddermore - Harrison Gibbs - Viktor Pendrake
Battle Engines & Structures Storm Strider - Trencher Blockhouse
 
Theme Forces
Storm Division - Heavy Metal - Sons of the Tempest - Gravediggers
Merc cygnar.jpg

(Edit)

Mercenary Battlegroups
Warcasters Ashlynn - Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten
Requires a 2+ caster game
C
Y
G
N
A
R
M
E
R
C
E
N
A
R
I
E
S
Other Controllers Mini-casters Gastone Crosse - Rorsh & Brine - Brun Cragback & Lug
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Cygnar army depends entirely on which mercenary is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
     
Units, Solos, & Battle Engines
Units High Shields - Horgenhold Artillery - Forge Guard - Ogrun Assault Corps - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages
Alexia1 - Sam & the Devil Dogs - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Anastasia - Bradigan - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gastone - Gorman - Hutchuk - Lanyssa - Rockbottom - Dougal - Ragman - Raluk - Rhupert - Rorsh & Brine - Savio - Sergeant Nicolas - Stannis - Taryn - Thor
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Battle Engines Hammerfall Siege Crawler


Rules Clarifications[edit]

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.

Rules Clarification : Shield and/or Buckler     (Edit)

  • The only time you lose the Shield bonus is when the weapon is crippled, or if the attack originates in your back arc. (Infernal Ruling)
    • In other words, you still get the Shield bonus while knocked down or stationary.

Rules Clarification : Warjack      (Edit)

  • Please refer to the Warjack page for a recap of the warjack rules, and the very few associated Infernal Rulings.

Rules Clarification : Construct - None yet. (Edit)
Rules Clarification : Imprint - None yet. (Edit)
Rules Clarification : Polarity Field - None yet. (Edit)