Mercenary Cephalyx Solo
Agitators are the surgical knives of a Cephalyx force. These sinister specialists hover across the battlefield to apply precise pressure to the enemy in order to ensure their enslaved drudges and monstrosities are performing to the utmost of their capacity. An agitator can determine the necessary course of action in the heat of battle, whether it be stirring their drudges to a fever pitch, controlling the minds of the enemy, or blasting those minds with cruel psychic force.
Prosthetic Blades - 1" range, P+S 11 melee weapon.
- Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
- Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
- Limited Employment - This model may only be included in a Cephalyx theme force.
- Anatomical Precision - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll.
- Magic Ability [ 7 ] - This model can use its Combat Action to cast spells. Offensive spells are a (★ Attack) and friendly spells are a (★ Action).
- Influence (★ Attack) - Range 10 magic attack. Take control of target enemy non-warcaster, non-warlock warrior model hit. The model immediately makes one basic attack, then Influence expires. A model can be affected by Influence only once per turn.
- Instigate (★ Action) - While in this model's CMD, friendly Monstrosities gain an attack & damage buff.
- Sacrificial Pawn [Monstrosity] - If this model is hit with a ranged attack, it can redirect the shot to a Monstrosity within 3".
Thoughts on Cephalyx Agitator
Cephalyx Agitator in a nutshell
The Cephalyx Agitator is a cheap solo that buffs your Monstrosities and as every Operating Theatre list has at least two monstrosities the question for the Cephalyx player isn't whether you want any Agitators but how many agitators you want (1-3). It also has the Influence attack but this is considered very situational.
Combos & Synergies
- Monstrosities. (Naturally). It buffs them and sacrificial pawns to them.
Drawbacks and Downsides
- Not much use if not near a monstrosity.
- Can be outrun by monstrosities.
- Only protected from ranged attacks by sac pawn.
Tricks and Tips
- Use the blades to scratch up a monstrosity to put Fury on it.
Note to Editors
If you're looking for inspiration for content to add to this page, you can always copy-paste (& update as necessary) info from the old mk2 entry:
Mk2 Battle College: Cephalyx Agitator .
Notable Changes from Mk2
- Cost decreased
- Anatomical Precision now ignores Tough
- Lost special attack Psychic Assault (Medium Spray)
- Instigate no longer works on drudges.
How can I include this model in my army?
Mercenaries are a bit more complicated than regular faction models ... but Cephalyx simplify this completely with their "Limited Employment" rule.
- This model cannot be included in a pure Mercenary army.
- This model cannot be hired by any factions.
- This model can be included in the following theme forces:
Other Mercenary models
Rules Clarification : Stealth (Edit)
- "Automatically missing" is not the same as "cannot be hit by".
- For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.
Rules Clarification : Selective and/or Limited Employment (Edit)
- Selective models that can work for a faction can, indeed, work for that faction despite Selective's "this model can only work in a Mercenary Theme Force" clause. (Infernal Ruling)
- When working outside their theme, they can have non-theme attachments (eg Madelyn). (Infernal Ruling)
Rules Clarification : Anatomical Precision - None yet. (Edit)
Rules Clarification : Magic Ability (Edit)
- Almost every magic ability cannot be used on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
- Using a Magic Ability counts as a spell, for effects such as Spell Ward, Witch Hunter, etc.
- Unlike with warcasters/warlocks, using a Magic Ability is not an "any time" ability. This means:
- You must complete your movement before you use a MA.
- You cannot make ranged or melee attacks on the same turn you use a MA.
- You cannot use a MA on the same turn you charge.
- (Unless, of course, the rules for the specific MA you're using say you can.)
Rules Clarification : Influence (Edit)
| Taking Control of an Enemy Model (Edit) |
- Taking control of a model means it is now friendly to you, and will immediately be engaged by it's erstwhile allies.
- This will limit your ability to make ranged attacks
- If you get to make an advance with the controlled model, this can allow the original owner to take free strikes against his own model. He doesn't have to take these, of course.
- Buffs and effects:
- The controlled model counts as a "friendly model" and will benefit from any buffs that your own models are handing out (such as Mark Target), (assuming the controlled model meets the criteria for the buff).
- If your opponent is the same faction, then the controlled model will count as a "friendly faction model" and even more buffs are potentially available (such as Veteran Leader).
- If you have an ability that is "take control of an enemy then make an attack", and that model has an ability that triggers after making an attack (such as Death Toll), then (most) such abilities won't work. Because you must recheck the trigger conditions for Death Toll at the time of resolving it, and the friendly/enemy criteria are no longer valid.
- You can advance a model into an acid cloud and force them to take damage, but they only take damage once per advance (ref Prime rulebook pg 65). Thus you cannot keep moving them micro-millimetres in and out of an acid cloud to inflict infinite damage.
- The model is friendly while under your control, so you can't force free strikes by walking it past your own models. You can, however, walk it past your opponent's models and politely ask if they want to take free strikes against their own model.
Melee Attacks (Influence, Seduction, Bone Shaker, etc)
- Normally the controlled model can't make Gunfighter attacks (because that would be a ranged attack, and most "take control" abilities only allow melee attacks).
- Nor does it allow Point Blank attacks (Point Blank is only allowed 'during activation').
- Controlled models can't get backstrike bonusses, because you can only get that bonus during your normal activation.
- With reference to the attack sequence (apdx A) your control of the model doesn't expire until after Step 14. So you can potentially trigger abilities like Snacking (Step 11.4).
- As long as it's not limited to "during combat action" or "during activation".
Taking control of an enemy Trooper (member of a unit)
- A trooper you take control of becomes an independent model. Thus:
- It will not benefit from any bonuses that it gets from its comrades (such as Gang, Shield Wall, etc).
- It will not benefit from any bonuses that rely on the trooper being "in formation" (such as Granted and Tactics abilities).
- Spells on a unit are considered to be on the "unit", not on the "models that make up the unit". So a controlled trooper will not benefit from any spells on the unit.
- If you take control of the last survivor of a unit then the "unit" ceases to exist for the duration of the control. This means that any spells on the "unit" will expire. Woo, free dispel!
Rules Clarification : Instigate - None yet. (Edit)
Rules Clarification: : Sacrificial Pawn and/or Sucker! and/or Grim Salvation (Edit)
Warning: This is a long one.
| * Sacrificial Pawn & Grim Salvation are optional, but Sucker! is not
- Grim Salvation only works vs basic attacks, not special attacks, power attacks, or chain attacks.
- 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.
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; including stuff that triggers "on hit" (such as Critical Fire) (even though the Pawn kinda wasn't "hit").
- 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
- A model hit by a spray attack can use Sacrificial Pawn to pass it to another model. The placement of the template does not change.
- Note that this may cause the Pawn to be hit twice by the same spray. So you then resolve two damage rolls against it.
- A model directly hit by a AOE may use Sacificial Pawn to pass it to another model. The AOE template is moved (because Sac Pawn is resolved at Step 6 of the Attack Sequence in Apdx A, but AOE placement occurs at Step 7).
- Depending on how far apart the original target and Pawn are, the first guy might get clipped by the AOE anyway.
- A model indirectly hit by an AOE cannot use Sac Pawn.
- Sacrificial Pawn multiple times
- If a model with the Sacrificial Pawn ability passes it to another model that also has Sacrificial Pawn ability, that second model may pass it along to a third model.
- Models can only use Sac Pawn once each, you cannot set up an infinite loop!
- Quick Draw vs Sacrificial Pawn
- 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.