Convergence of Cyriss
Convergence of Cyriss is a small faction of people who worship the clockwork goddess of Cyriss, and they are by far the most technologically advanced of the human factions - although they can't really be counted as human anymore as their souls are magically encapsuled in mechanical bodies called clock work vessels. They are unbelievably demanding when it comes to synergy, and while they can do powerful FOCUS shenanigans and synergize their units like the best of 'em, they demand a skillful player. They are not recommended for inexperienced players!
Convergence for Beginners
The Convergence of Cyriss is different from the other factions on many levels. It is hard to completely understand it without playing it or facing it in battle, but here are some of the most important points. The Convergence of Cyriss is a relatively new Warmachine faction, introduced during Privateer Press' keynote presentation at Temple Con in February 2013. It was the first faction completely created after the launch of Mk2.
Warcasters - There are currently 5 different casters, and each effectively limits to a certain degree what models cooperate with them. They all have a Field Marshal ability, which is now more widespread than it was at their release.
- Durability - When compared to other factions, Convergence Warcasters tend to have more HP, and better ARM. Consequently, assassinations against them often require more work. 3 out of the 5 are repairable, so they are less susceptible to having small amounts of damage chipped onto them in the early game.
Vectors - Cyriss warjacks are called vectors. They come with the following twists:
- Induction - If a vector spends a focus, it will induce focus in another vector within 6". A vector cannot have more than 3 focus at a time, but Induction now has no limits; if you spent 3 focus with your vector, it will induce 3 into the other vector(s). Though they do not benefit from Power Up, all vectors have this rule, making them very focus efficient.
- Interface node - vectors have no native MAT or RAT value; instead, they get it from their casters. This is a double edged sword, since individual vectors can't have their MAT or RAT reduced, however if the caster does, all vectors do as well. They are also immune to effects and spells which require a cortex (Domination, cortex damage, etc.). They may still be disrupted, however.
- Modular chassis - each vector class has some distinctive traits. Lights (apart from the Corollary) have circular vision, the walking heavies (Cipher, Inverter, Monitor) are slow and Steady, the floating ones (Assimilator, Conservator, Modulator) are somewhat faster and have Pathfinder.
- Damage Grid - thanks to their unorthodox system layout, it takes a lot of damage to completely disable a system. Add the various repair-capable models, and you'll see why it is not a good idea for the enemy to leave many half-dead vectors around.
Units - like several other factions, you have access to tough, multi-wound troops. You also have three single wound infantry units, the Reductors, Obstructors and Clockwork Angels. The Enigma Foundry is a great way to increase their usefulness by bringing them back from the dead.
- Variable weapons - all of the multi-wound infantry have weapon abilities that let them adapt better to combat needs - for example, setting their spears for defense, or making a more powerful thrust with them on the attack.
- Constructs - apart from a few models, most Convergence units and vectors are constructs. Thus, most of the army is immune to things that effect living models. However, abilities that effect constructs, like Dismantle or Erosion, will be especially brutal.
- Repairs - Convergence has many sources of repair and since skill checks are gone, you can reliably restore lost boxes on your wounded models.
- Clockwork vessels - they are constructs, but also count as living models, in terms of soul collecting. Be on the lookout, as enemy models can also collect their soul tokens.
- Order of activation and synergies - As you have relatively few units, you must learn to master each and every unit's strengths and weaknesses, much more than with any other faction. An example: there are very few units with magic weapons, but your Optifex Directive can hand it to any friendly construct model.
- Odd values- most weapon ranges and pow's are odd, and are usually rounded up. For instance, instead of having range 10, pow 10 guns, they have range 11, pow 11 guns. With premeasuring, this means they can often be outside of enemy model's threat ranges, while being in range themselves.
- This is the only faction for which no Mercenaries or Minions will work. If you play a Cyriss army, you will be completely limited to in-faction models.
- The Puncture weapon trait is unique to Convergence. The Prime Axiom has Puncture coupled with its Drag ability, which practically guarantees it'll drag its target - which is why enemies fear coming near it.
- This is Convergence's vector-centric theme list, with models limited to pretty much just your battlegroup.
- This is Convergence's infantry-centric theme list, with no battle engine or servitors, and buffs for infantry.
Models and Units
- Aurora, Numen of Aerogenesis
- Axis, The Harmonic Enforcer
- Eminent Configurator Orion
- Father Lucant, Divinity Architect
- Forge Master Syntherion
- Iron Mother Directrix & Exponent Servitors
- Transverse Enumerator - Command Attachment [Any Convergence Units]
- Accretion Servitors
- Algorithmic Dispersion Optifex
- Attunement Servitors
- Elimination Servitors
- Enigma Foundry
- Reflex Servitors
- Steelsoul Protector
Cyriss is the goddess of logic and science, and the members of the Convergence are her devoted followers. The leaders of the Cult are inspired minds transferred into clockwork vessels, technologically wondrous mechanisms that can host human souls. For centuries, they hid in secret temples, called "forges." These temples are scattered and compete for control of mystical nexuses with forces like the Circle and Ios. One advantage the Cyrissists have gained is access to the nexuses under major human cities, gained by sharing a limited part of their incredible discoveries in exchange for protection and resources, filling hungry spirits like Nemo and Blaustvaya with new ideas which were but minor achievements for the ever-expanding Cult. Creation and discovery blend together in an unprecedented way. The Priests of the Maiden of Gears advance toward mechanical marvels like the Cipher Engine, a calculator that generates mathematical formula containing codes through which the goddess speaks to her servants, and the Constellation, a vast machine that hosts the souls of the most skilled scientists so they may work together in harmony without the hindrances of a physical body. Convergence is how they address the present time, considered the perfect moment to bring the Great Work to completion. Immoren will finally see the fruit of their endless striving for perfection and the dedication of thousands of the most creative minds to one single goal: destroy any who oppose the Mistress of Numbers, mechanize places of power to harness the raw energy of Caen, and change the face of the world forever.