Prime Axiom

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Convergence Colossal

The colossals of the Convergence of Cyriss inspire awe and fear among the armies of the Iron Kingdoms. To confront these machines is to behold the inevitability of the Great Work and the terrifying power made possible by the guiding hand of Cyriss. The weapons of the Prime Axiom are designed to rip through screening troops, dismantle warjacks, and send servitors deep into the heart of battle. The Prime Conflux is a true wonder of design, able to convert latent atmospheric energies into electricity before unleashing them in a torrent of destruction.

Prime Axiom
STR 17
MAT {Special}
RAT {Special}
ARM 20
HP 58
Cost 38

Weapons and Attacks[edit]

  • Accelespiker - Range 13, POW11, ROF5 ranged weapon.
  • Tow Cable x 2 - Range 11, POW none, ROF1 ranged weapon. (it does damage via Puncture)
    • Puncture - A model hit by this weapon automatically takes 1 point of damage.
    • Drag - If this weapon damages an enemy, you can push it closer and then make a free melee attack against it.
  • Drill Vice x2 - 2" range, P+S21 melee weapon. It can pulverize 'Jacks and infantry alike.
    • Open Fist - This warjack/warbeast may make Throw Power Attacks.
    • Sustained Attack - During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.

Special Abilities[edit]

  • Colossal - Colossals are giant warjacks, even bigger and stompier. They all share a stack of standard special rules.
  • Vector - A vector is a specialised type of warjack. It is big and stompy, as normal, but swaps out the Cortex for an Induction Node. Also its MAT & RAT is always equal to its controller's.
  • 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.
  • 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.
  • Launch Servitor - At any time in its activation, this model can place a servitor Solo completely within 2".

Thoughts on Prime Axiom[edit]

Prime Axiom in a nutshell[edit]

Prime Axiom is a salvation to all Convergence players, yet a scourge to everyone else. It is the most-feared-Gargossal in entire game, and in MKIII, the Prime Axiom is still a nefarious death-dealing machine. You can expect to see the Prime Axiom in nearly every Convergence army, most of the time scrapping jacks and dragging people around.

Combos & Synergies[edit]

Prime Axiom is the best weapon convergence has, mainly because it has synergy with almost every 'Caster in convergence.

  • Forge Master Syntherion : Hot Shot to make Axiom's accelespiker hit like a primary weapon, yet firing 5 shots in one activation. Synergy brings the Axiom's punch to stellar levels. On top of that, Magnetic Hold to make axiom charge even farther. His feat? well, 11-attacks in one activation plus bought extras, including charging, anyone?
  • Axis, The Harmonic Enforcer : Due to his low RAT, Axiom isn't a great fit with Axis. Still, Axis' feat and Iron Aggression helps Axiom, making it hit with extreme precision, triggering Sustained Attack, which is enough to scrap a colossal.
  • Iron Mother Directrix : Fire group makes Axiom's already terrifying drag attacks into something more. Domination can further extend that range and her decent ranged attack can clear out pesky infantry to give a clear drag-line. When feated, Axiom can hit almost everything by itself, including casters. When you want Axiom to be a ranged nightmare She's the caster you need.
  • Father Lucant, Divinity Architect : Makes Axiom nearly invincible. Moreover, the colossal itself becomes a gigantic shield guard. Lucant's average RAT is enough to drag key 'Jacks to dismantle, and in melee Axiom hits almost like Axis. Lucant-Axiom duo were a well-known MKII tournament combination, and that has stayed the same in MKIII.
  • Aurora, Numen of Aerogenesis : Pretty much the only caster with no synergy. Aurora's tricks are giving bonus movement outside of normal movement, which Colossals can't benefit from. The feat does help it, but its not much.
  • Mitigator - Even Axis' colossal won't have problems hitting a knocked-down target
  • Attunement Servitors - to help drag in high def stuff, like warpwolves

Drawbacks & Downsides[edit]

  • It outshines the competition a little too much

Tricks & Tips[edit]

  • Know which enemy models can't be dragged.


Comparison to Mk2[edit]

Nothing much changed, but reworks on Induction node makes Prime Axiom even more threatening. Oddly, the biggest changes are the ones in the basic rules:

  • Pre-measure - now, both you and your enemy can calculate the threat range by the millimetre
  • ROF - you don't have to spend focus any more to get all shots of the Accelespiker
  • Removal of head- and weapon-lock power-attacks - jacks and beasts now cannot grab each other to resist dragging


  • Some (jealous) people call it 'Angry Fridge'.

Theme Forces this is a member of[edit]

Themes for any-and-all Vectors (Edit)

Other Convergence models[edit]

Convergence Logo.jpg


Warcasters Aurora, Numen of Aerogenesis - Axis, The Harmonic Enforcer - Father Lucant, Divinity Architect - Forge Master Syntherion - Iron Mother Directrix & Exponent - Eminent Configurator Orion
Light Corollary - Diffuser - Galvanizer - Mitigator
Heavy Assimilator - Cipher - Conservator - Inverter - Modulator - Monitor
Colossals Prime Axiom - Prime Conflux
Units, Solos, & Battle Engines
Units Clockwork Angels - Eradicators - Obstructors - Optifex Directive - Perforators - Reciprocators - Reductors

Special CA [Any Unit] : Transverse Enumerator

Solos Accretion Servitors - Algorithmic Dispersion Optifex - Attunement Servitors - Elimination Servitors - Enigma Foundry - Reflex Servitors - Steelsoul Protector
Battle Engines Transfinite Emergence Projector & Permutation Servitors
Theme Forces Mercenaries
Destruction Initiative - Clockwork Legions Eilish Garrity, the Occultist

Rules Clarifications[edit]

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

  • They don't have one.
  • They're immune to all effects that specify "cortex" - for instance, the spell Domination.
  • They're not immune to disruption. You cannot allocate or induct to a disrupted Vector.

Interface Node and Induction

  • A Vector can induct any number of times, to any number of Vectors, as long as it has focus to spend.
  • You can induct to the same Vector repeatedly, if you want.
  • You cannot go over the normal focus limit as a result of Induction. Refer to the Interface Node rules in the core rulebook.
  • You can induct to a Vector that has already activated. Although the only tactically-wise target is the Corollary.
  • Anything which prevents a model 'gaining' focus will prevent a Vector receiving focus via Induction.
  • When a Vector spends a focus to charge/run/slam/trample, it does so before movement. So you need to resolve Induction from its original position, not its final position.
  • A Vector doesn't need to be in its caster's CTRL range to give/receive focus via Induction.
  • Warcasters can't Induct or be Inducted to.
  • Unlike with normal warjacks, when a Vector has its Interface Node crippled it doesn't lose the focus currently on it.
    • It can't spend the focus or gain any more while the Node's crippled, but if you repair the Node then you can start spending again. And a Corollary with a crippled Node can still use Power Transfer to give focus away.
  • You can't spend focus to buy attacks (and Induct the focus) if no one is in your melee range. (Infernal Ruling)


  • Vectors use your warcaster's current RAT/MAT.
  • So, for things which affect RAT/MAT directly (such as Deneghra1's feat):
    • If your warcaster is affected, then all of your Vectors are affected.
    • If your Vector is affected, then it simply doesn't care.
  • And for things which affect your attack roll (such as Positive Charge)
    • There is no interaction between the caster and Vectors for 'attack roll' bonuses.
    • If your warcaster is affected, then your Vectors don't care
    • If a Vector is affected, then that Vector is affected (but not other Vectors)
  • And for things which affect other stats (such as -2 SPD, STR, etc)
    • Vectors work the same as normal models for all other stats. There is no special interaction between caster and Vectors in that regard.

Some MAT/RAT examples

  1. A caster has a MAT 6 and RAT 4.
    All Vectors in its battlegroup are MAT 6 and RAT 4
  2. In that same battlegroup, a Vector is affected by the Coven's feat (affected models suffer -2 RAT & MAT).
    That Vector remains MAT 6 and RAT 4.
  3. In that same battlegroup, the caster is affected by the Coven's feat.
    All Vectors become MAT 4 and RAT 2.

Rules Clarification : Construct - None yet. (Edit)

Rules Clarification : Launch Servitor      (Edit)

  • It cannot place Ionization Servitors (due to the spawned rule) or Exponent Servitors (since they are part of a Warcaster unit and not Solos).