This week’s Convergence of Cyriss blog turns the spotlight on vectors.

As I discussed in last week’s blog, we knew early on the tone of the faction would be set within the battlegroup. While we hit on the idea of vectors and Convergence warcasters having a very unique relationship, deciding what the vectors would look like and the specific role each would play on the tabletop took months of discussion and fine-tuning.

In the end, we devised three very distinct flavors of vectors: light vectors, heavies that walk, and heavies that hover.

The light vectors—the Diffuser, Galvanizer, and Mitigator—bring a host of utilitarian abilities designed to support other vectors and troops within the Convergence army. The Galvanizer is the first warjack in any faction with the ability to repair other ‘jacks, while the Diffuser increases the mobility of the Convergence army by marking targets for melee annihilation.

The Mitigator is perhaps my favorite among the lights. Its razor bola may not look impressive at first glance: RNG 7 AOE 3 POW – , but it is certain to alter the course of many battles thanks to Quake and the new ability Puncture (which declares all enemies hit by this attack automatically suffer 1 damage point).

The first of the heavy vectors are the four-legged walkers. These will form the mainstay of many Convergence battlegroups, being exceptionally durable and armed with a brutal array of weaponry. Though relatively slow, the Cipher, Monitor, and Inverter are all but impossible to knock down and each boasts formidable melee power. While the Cipher carries a hull-mounted servipod mortar, this weapon is more about supporting the army’s advance than actively dealing damage. Instead, this vector relies on its pair of P+S 18 piston spikes to turn the enemy into scrap. The Monitor takes on the role of ranged support, literally sawing enemies in half with its ellipsaw flinger. This vector also has True Sight, so nothing is safe from its wicked ammunition.

Despite the utility and power of the Cipher and Monitor, it’s the Inverter that has become my personal favorite. Its macropummeler is powerful enough to make even a closed Devastator shake in its boots. That’s right; we’re talking about a P+S 20 attack with Knock Down; the Inverter isn’t messing around. Though the macropummeler can only be used once per round due to Discharge, whatever isn’t initially turned to scrap will be after a few follow-up attacks from its meteor hammer.



The last of the vectors are the heavies that hover. Though not as durable as the walkers, the Assimilator, Modulator, and Conservator boast Pathfinder and a higher SPD. The Assimilator’s rendering claw allows it to repair itself when it destroys an opposing construct, which is especially fun when going up against Skorne Immortals or Circle Orboros Woldstalkers. Thanks to a pair of bucklers, the Conservator boasts the highest ARM of any of the vectors so far, and Hand of Vengeance will make your opponent regret every kill he racks up.

As always, I’ve saved my favorite for last: the Modulator. At only 6 points, the Modulator is the cheapest heavy in the Convergence arsenal. While it may not have the hitting power of its fellow heavy vectors, a pair of emitter surge ranged attacks can wreck havoc on opposing infantry. Being the fiendish player I am, it’s the Modulator’s Plasma Nimbus ability that really brings it home, dishing out a POW 10 electrical damage roll to anyone foolish enough to hit it with a melee attack.

Of course, astute readers might notice I left out one rather large contender in the vector category. But I think such a colossal piece of the Convergence army deserves a blog all its own.

’Til next time!