CONVERGENCE OF CYRISS

Author: Nick Hintz

Going into Mark 3, Convergence is almost entirely unchanged from Mark 2, which makes you wonder if that was the intention from the start.  Almost all models are identical to what they were before, with a few exceptions. So there is much less learning Convergence players will have to do in the next edition, as the faction is pretty much the same. 

That said, Convergence is better than ever. With the toning down of other powerhouse options from other factions and Convergence remaining the same, they are getting better by comparison. But Convergence also got some major rule changes that help:

  • Induction now has a 3 focus limit, so you can run infinite number of warjacks, if properly spaced, at full capacity every turn.
  • All warjacks got a minimum of 1” reach, including ours!
  • Warcasters can get even more involved than ever before. With the Corollary and change to induction, you can run as many jacks as you want and still cast all your spells and camping 2-3 focus is no longer feels the same as sitting on nothing.

I will pick 3 casters I think have the most going for them in Mark 3 but all our casters are going to be competitive, it just depends on the meta which ones are top.

Fun thing to consider; at the start of Mark 3, everyone is likely going to be playing large battle groups.  You could say this is the “Prime” time to bring a Prime Axiom to drag heavies around.


Iron Mother Directrix

  • Iron Mother
    • Prime Axiom
    • Assimilator
    • Monitor
    • Corollary
  • Clockwork Angels x3
  • Optifex Directive
  • Steelsoul Protector
  • Algorithmic Dispersion Optifex

Mama has gained a lot from the edition change. She can now fully power a gunline of jacks and never have to tax her own focus pool since they can easily pass a couple focus down through the entire battlegroup. Pre-measuring also makes the value of Fire Group much greater, and Tactical Supremacy makes it is vastly easier to kite with your guns. If people run infantry, Iron Mom has the tools to blow them away with Shrapnel Swarm and the battlegroup's ranged options. The Clockwork Angels add another element of hit-and-run guns.


Father Lucant

  • Lucant
    • Prime Axiom
    • Inverter
    • Corollary
  • Obstructors x2
  • Enigma Foundry x2
  • Optifex Directive
  • Steelsoul Protector
  • Algorithmic Dispersion Optifex

Lucant got nerfed going into Mk 3, plain and simple. Deceleration is no longer what it once was, and Discontinuity is not purification.  That said, both spells are still good, and Lucant himself is still solid. He still brings both a damage buff and accuracy buff in Positive Charge, protects his army with Deceleration and Watcher, and is hard to kill with natively high armor, Field Marshal[Shield Guard], Deceleration, and his feat. Lucant can be built almost any way you want and it works out for him except ranged heavy. RAT 3 is not going to win games.

Forge Master Syntherion

  • Syntherion
    • Prime Axiom
    • Cipher
    • Monitor
    • Modulator
    • Corollary
    • Diffuser
  • Optifex Directive
  • Algorithmic Dispersion Optifex x2

Syntherion didn’t really change at all in MK 3, which makes him better in every way. Magnetic Hold still maintains that a model/unit cannot charge, so we now have better crippling grasp in faction than Cryx. Warjacks all got better and he ran them the best with reasonable MAT and RAT, Auto Repair, Hot-Shot for boosted ranged attacks, Reconstruct for increased durability, and Synergy for accuracy and damage buffs. Synergy now caps at +3, but this is a small price to pay for all the other changes. Add in his feat to grant free charges and Dual Attack and you've got a scary caster at ranged or melee. You cannot go wrong with the Forge Master.

Hello, World!