Cognifex Cyphon

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Mercenary Cephalyx Warcaster

Cyphon is the premier cognifex of the Thornwood cephalyx hive, devoted to the systematic dismantling of intractable minds. Risen from the chthonic tunnels beneath the forest, Cyphon floats silently through the trees, a telepathic predator seeking its quarry. Subjects forced to endure Cyphon’s art are reduced to hollow-eyed shells, their minds destroyed by unrelenting waves of suffering. Cognifexes typically operate within the cloistered and antiseptic cells of a cephalyx hive, but Cyphon’s work does not afford him such luxury. Commanding a force of drudges and monstrosities, Cyphon sweeps through the ranks of potential subjects, constantly probing for anyone who might hold secrets useful either to his hive or to his own work

Basic Info[edit]

Cyphon1
Cognifex.jpg
SPD 5
MAT 6
RAT 6
DEF 13
ARM 17
HP 18
Focus 7
WJP 29

Weapons and Attacks[edit]

  • Mind Wipe - 10" spray, POW 10
  • Surgical Claws - 1" range, P+S 12 melee weapon.

Special Abilities[edit]

  • Mercenary - will work for Cryx
  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Selective - this model can only be included in a Mercenary force that is using a Cephalyx theme.
  • 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.
  • Essence Amplifier - this model can sacrifice nearby Drudges to gain +5" range on non-channeled spells.
  • Sacrificial Pawn [Monstrosity] - If this model is hit with a ranged attack, it can redirect the shot to a Monstrosity within 3".
  • Steady - This model can't be knocked down.

Spells[edit]

  • Blur - COST 2 RNG 6 Upkeep spell. Target friendly Faction model or unit gains +3 DEF against ranged and magic attacks.
  • Breath Stealer - COST 2, Range 10 offensive spell. Target model/unit suffers -2 SPD and -2 DEF for a round. Can only be cast once per activation.
  • Empathic Overload - Average range, medium AOE spell that does a low POW roll to all models hit. Also, it auto-hits friendly models.
  • Gallows - COST 3, Range 10", POW13
When an enemy model is hit by this attack, it can be pushed d6" directly towards Gallows' point of origin.
  • Onslaught - COST 2, Range SELF. This model and faction models that start their activation in the spellcaster's CTRL range gain Relentless Charge. (Relentless Charge - This model gains Pathfinder while it is charging.)
  • Perseverance - Upkeep which grants a faction model/unit an ARM buff and they cannot be moved via pushes, slams, or throws.

Feat : Adrenaline Rush[edit]

Battlegroup Monstrosities can gain a significant SPD, STR and ARM buff for 1 round. But each one you buff suffers damage at the end of their activation.

Thoughts on Cognifex Cyphon[edit]

Cognifex Cyphon in a nutshell[edit]

Of the two Cephalyx warcasters, Cyphon is the predictable one. He counters difficult terrain by handing out Pathfinder. He can blow up infantry with a close packed Empathic Overload.

Thoughts on when & how to use its feat and spells[edit]

Feat[edit]

Smack! The feat is for when the monstrosities go in.

Spells[edit]

  • Blur - This spell is best used on a lynchpin model
  • Breath Stealer - This spell is best used whenever Cyphon is near enough.
  • Empathic Overload - This spell is best used by running a Drudge into the midst of a pack of enemies for perfect placement.
  • Gallows - This spell is best used to bring the enemy to you.
  • Onslaught - This spell is best used by casting it on turn 1 then upkeeping for the rest of the game to hand out Pathfinder when you need it.
  • Perseverance - This spell is best used on a Monstrosity unless you really want to block slams.

Typical Army & Strategy[edit]

Strategy[edit]

Its main win condition is a beatdown.

Honestly, you could probably run Cognifex with the same theme list that Thexus runs. 60 something drudges, two wreckers and all that stuff. Both him and Thexus have spells that support for infantry and warnouns. But his feat will more likely than not make you think about going monstrosity heavy and running the same list with 2 casters is boring.

Now one thing that Cognifex has that Thexus really doesn't is Stat boosting spells. This gives him a unique opportunity to branch out into dominated units, example; putting blur on nyss hunters or perseverance on boom howlers. This can be quite effective in my experiences and open up a lot of options for your list.

Even without looking at the spells, you can start to see that dominated units can fit very nicely with 4 to 5 monstrosities. Further examples; Kayazy Eliminators have a low p+s and anatomical precision with 2 attacks a piece. So with two units of them you can provide monstrosities with 8 additional focus per turn for a pretty low amount of damage suffered. Going even deeper down the rabbit hole is using Herne and Jonne. They are quite the shooting unit for their points but they have something that I have used a few times that most don't see coming. Herne has the artillerist action. Now, it can be used on a friendly faction model using a ranged AOE attack. This is where the Subduer comes in. A Subduer...they are horrible?! Well, A Subduer doesn't really seem like much when looking at face value against say, a wrecker, but don't be fooled. So on Cyphon's feat turn, the Subduer becomes Spd 8 with a 6 inch reach. He is Rat 4, but with Instigate and Artillerist he jumps to an alarming Rat 8 that can be boosted, has a 14" threat range and can knockdown and pull in a target. Not to mention the free, auto hitting p+s 21 attack.

One other thing I notice that people don't remember is that Cyphon's feat only does damage to monstrosities at the end of their activation. I like using Wardens for the fact that they can slam people away from objectives and such and then after I have activated them, use my feat for the other more heavy hitting monstrosities and the Wardens get +3 ARM with no damage.

These are some of the strategies I have used to great effect. Beatdown is very much a win condition, but with more thought past just using wreckers, you will find Cognifex can control the board as well.

Army[edit]

Models you take in its army to help achieve this victory is a few monstrosities, some drudges, some Cephalyx Agitators, and some Cephalyx Overlords. And a Cephalyx Dominator.

Drawbacks, Downsides & Bad Match-Ups[edit]

He doesn't handle either DEF-skew or infantry swarms well.

Tricks & Tips[edit]

  • Gallows is awesome but without arc nodes it is of limited use.
  • Beat the enemy down.

Comparison to Mk2[edit]

  • Gained Blur
  • Lost Affliction

Other[edit]

How can I include this model in my army?[edit]

Mercenaries are a bit more complicated than regular faction models, .. but Cephalyx simplify this completely with their "Selective" rule.

  1. This model cannot be included in a pure Mercenary army.
  2. This model can be included in the following Faction armies:
  3. This model can be included in the following theme forces:

What models can this warcaster take in his battlegroup?[edit]

Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker

Trivia[edit]

Other Mercenary models[edit]

Mercenary - Faction models (Edit)
Mercenary 'Jack Controllers (Edit)
Warcasters Ashlynn - Caine3 - Captain Bart - Captain Damiano - Captain Shae - Macbain - Constance - Fiona - Magnus1 - Magnus2
BGC Gastone Crosse
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Sam & the Devil Dogs
Mercenary Warjacks (Edit)
Light Buccaneer - Renegade (Magnus only) - Talon - Vanguard
Heavy Freebooter - Mangler - Mariner - Mule - Nomad - Rover
Gallant - Rocinante
Colossal Galleon
Rhulic 'Jack Controllers (Edit)
Warcasters Durgen Madhammer - General Ossrum - Gorten Grundback
Marshals Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker

MercenariesLogo.jpg


Units, Solos, & Battle Engines
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)


Only lesser warlocks that can take extra large battlegroups are listed here

Units Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Ogrun Assault Corps - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - Steelhead Halberdiers - Steelhead Heavy Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages


Special CA: Cephalyx Dominator

Character Units Alexia1 - Sam & The Devil Dogs - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea - Commodore Cannon - Devil's Shadow Mutineers
Solos Cephalyx Agitator - Gobber Tinker - Ogrun Bokur - Swamp Gobber River Raider
Character Solos Alexia2 - Alten Ashley - Anastasia Di Bray - Bloody Bradigan - Bosun Grogspar - Brun & Lug - Colbie - Dahlia & Skarath - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gastone1 - Gorman - Gudrun - Harlan Versh - Hutchuk - Kell Bailoch - Lanyssa - Rockbottom - Major Harrison Gibbs - Dougal - Orin - Ragman - Raluk - Rhupert - Rorsh & Brine - Rutger - Savio - Saxon - Sergeant Nick - Stannis - Taryn - Thor - Viktor - Wrong Eye & Snapjaw
Battle Engines Hammerfall Siege Crawler
Mercenary - Theme Forces (Edit)
Hammer Strike - The Kingmaker's Army - Operating Theater

Rules Clarifications[edit]

Rules Clarification : Feat : Adrenaline Rush

  • If a monstrosity activates before Cognifex feats, then it will gain the ARM bonus but not suffer any damage.
  • If a column is already full of damage, the feat damage will "spill over" into the next column.

Rules Clarification : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon such as arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer latest errata).
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. They're not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack.
    The phrase "immune to non-magical damage" should be intrepreted as "immune to damage that doesn't include Damage Type: Magical" (not as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Silencer - None yet. (Edit)


Rules Clarification:  : Warcaster      (Edit)
Warning: This is a long one.

 
  • General
    • Your CTRL area is double your current focus statistic, not however many focus points you currently have.
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
Restrictions on "Any Time" abilities (Edit)
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    4. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
  • Units
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argii can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).

Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

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 : Pathfinder      (Edit)

Rules Clarification : Essence Amplifier - 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.

Rules Clarification : Steady      (Edit)

  • Steady models are still susceptible to other effects of knock-down attacks (if there are any).
    • For example, a steady model hit with a Head butt won't be knocked down but will take damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.

Rules Clarification : Blur - None yet. (Edit)
Rules Clarification : Breath Stealer - None yet. (Edit)


Rules Clarification : Empathic Overload      (Edit)

  • If the target is out of range, you will auto-miss even if its friendly. Refer Appendix A: Step 3 (out of range) vs Step 4 (auto-hit).
  • Not blast damage (Edit)
    • Due to the way it is worded, this spell does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)


Rules Clarification : Gallows      (Edit)

  • The target is pushed directly toward the point of origin, not the caster. This distinction is important if the spell is channeled.
  • Push (Edit)
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)

Rules Clarification : Onslaught      (Edit)

Rules Clarification : Relentless Charge      (Edit)

Rules Clarification : Perseverance - None yet. (Edit)