Mercenary Cephalyx Monstrosity
The cephalyx are masters of transforming flesh, crafting killing machines of meat and bone to fight their battles. The Warden protects the frailer bodies of the cephalyx by taking blows in their stead or smashing away foes.
- Head Plate - 1" reach, P+S 14 melee weapon.
- Buckler - This 'weapon' has an integral buckler that gives the model a cumulative +1 ARM bonus. The bonus doesn't apply if the weapon is crippled or if the damage originates in your back arc.
- Hard Head - This model can add this weapon's POW to its head-butt and slam power attack damage rolls.
- Mecha Fist (x2) - 1" reach, P+S 14 melee weapons.
- Monstrosity - This is a creature transformed into a killing machine that shares many of the same rules as warjacks - Most notably being big and stompy.
- Eyeless Sight - This model 1) ignores cloud effects when determining LOS, 2) always ignores concealment and Stealth, and 3) never suffers Blind.
- Follow Up - When this model slams an enemy model, immediately after the slam is resolved this model can advace directly toward the slammed model, up to the distance the slammed model was moved.
- Grand Slam - This model can make slam power attacks without spending focus or being forced. Models slammed by this model are moved an additional 2".
- Shield Guard - When a friendly model within 3" is directly hit by a non-spray ranged attack, this model can be directly hit instead.
Thoughts on Warden
Warden in a nutshell
The Warden is a shield guard and slamming monstrosity, and comes close to being a light with delusions of grandeur
Combos & Synergies
- Cephalyx Agitator - the agitator makes the monstrosities hit harder
- Cephalyx Overlords because anatomical precision is a great way of giving focus to monstrosities
- Exulon Thexus - the ability to slam and follow up is really helped by telekinesis to allow it to line up slams before it attacks.
Drawbacks and Downsides
- Terrible baseline stats
- Unaugmented it hits more like a light than a heavy.
Tricks and Tips
- Cut it with Cephalyx for focus
- If you want to keep it alive screen it with drudges. Monstrosities are not good at surviving charging enemies in melee for all they have a lot of damage boxes.
- Charge it up and let it slam. Don't expect it back.
Who can control this Monstrosity
Monstrosities must be controlled by a Cephalyx warcaster. Thus, to include them in your force, you first need to find a Cephalyx 'caster that works for your force.
To fit in a theme force, not only does this model need to fit but its controller needs to fit too. With that in mind, this model can be taken in:
Other Mercenary models
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 : Hard Head (Edit)
- You can add the POW even if the weapon system is crippled.
- Hard Head doesn't get applied to collateral damage, because that is a separate type of roll. Refer page 45 of the mini rulebook.
Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
- See the Throw article for a recap of the core Throw rules.
- When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws.
- If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
- A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
- Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. The Infernals are currently checking it.
Rules Clarification : Monstrosity (Edit)
- Although they share many rules with warjacks, monstrosities are most definitely not warjacks. They are unaffected by stuff that interacts with warjacks (such as Jack Hunter giveing +d6 damage vs warjacks).
Rules Clarification : Eyeless Sight (Edit)
- A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
- This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
Rules Clarification : Follow Up (Edit)
- If the target is killed by the slam damage, Follow Up cannot trigger because there is no model to move toward left on the table. (Infernal Ruling)
- If you slam your target through smaller-based models, then you can only advance as far as those models - you can't walk through them.
- Refer also to the clarifications about Slamming.
Rules Clarification : Grand Slam - None yet. (Edit)
Rules Clarification : Shield Guard (Edit)
- Shield Guard doesn't work vs spells.
- Since Shield Guard specifies "opponent's turn", it can't be used against stuff that shoots in your own turn (such as Watcher or Counterblast).
- The Shield Guard does not necessarily need to be in the attacker's LOS or range.
- The Shield Guarder is always hit even if they have an ability that makes them automatically get missed, such as Stealth. (Automatically missing is determined earlier in the timing sequence than the Shield Guard moving the hit.) (Infernal Ruling)
- You shift all effects onto the shield guard, including stuff that triggers on "when this attack hits".
- When you use Shield Guard vs an AOE attack, the template moves too. Because, with reference to Apdx A, the hit 'moves' at Step 6 and the template placement is determined at Step 7.
- Shield Guard doesn't work vs Point Blank attacks. Because Point Blank attacks are melee attacks that are made using a ranged weapon.
- On the other hand, it will work vs Gunfighter attacks.