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Master Necrotech Mortenebra & Deryliss
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Master
Cryx
Cygnar
Khador
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Protectorate of Menoth
Retribution of Scyrah
Convergence of Cyriss Necrotech Mortenebra - Cryx Warcaster
Mercenaries Master Necrotech Mortenebra, an architect of Cryx’s war industry, has emerged from the
Four Star Syndicate smoke and soot to lead her ‘jacks to war. Surrounded by dozens of constructs, the children
Highborn Covenant of her twisted science, and accompanied by her specially designed skarlock thrall
Puppet Masters
Deryliss, Mortenebra has brought a new kind of nightmare to the mainland and spread
Searforge Commission
Talion Charter the darkness of necrotite smoke over the kingdoms of men.
Basic Info
Statistics
Note: Due to IP rights, BattleCollege has to be deliberately vague with stat values.
Mortenebra Deryliss
Circle Orboros
Legion of Everblight SPD Average Average
Skorne MAT Average Low
Trollbloods DEF Good Decent
Minions
ARM Good Average
Blindwater Congregation
Thornfall Alliance CMD Average Average
Focus Average N/A
Base size Medium Small
Mortenebra has a fairly typical "Iron Lich" stats, but due to her habit of spending all her
focus and playing mid-forward, she sometimes feels more fragile than she actually is. She
Newbie Page comes with reduced warjack points, probably because of the free personal Skarlock (who is
relatively fragile).
Faction Overview
General Strategies
Scenario Play Feat - Recalibration
While within Mortenebra's control area, friendly faction models are allowed to re-roll attack
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Tournament Analysis While within Mortenebra's control area, friendly faction models are allowed to re-roll attack
Army List Builders and damage rolls. This can stack with other re-roll abilities.
Army List Archive
Theme Forces Weapons and Attacks (Mortenebra)
Glossary of Abbreviations Scavengers (x2)- Mid P+S melee weapons. They can shred infantry and that's about
it.
Magical Weapon - This weapon can damage incorporeal models.
Reach - This weapon has increased melee range.
Rules for Editors
How can I help? Weapons and Attacks (Deryliss)
How to Edit Mechano-Claws - Fairly pathetic melee weapons, that are only slightly more likely to
Donate damage infantry models than a normal Skarlock's claws.
Other
Battle College MK II Project Special Abilities (Mortenebra)
Rules Clarifications Warcaster - All warcasters come with a stack of standard special rules - most
Mk I Archive notably being awesome.
Terrain Archive Cull Soul - This model gains a Soul Token if a living model within 2" is destroyed.
During your next Maintenance phase, after focus replenishment but before focus
allocation, each Soul Token is replaced with a Focus token. This can take you over
your normal Focus limit.
Interface - While in B2B with a warjack, that warjack can spend focus on Mortenebra
as though the focus were already on it.
Pathfinder - This model isn't hindered by rough terrain or obstacles.
Repair (★Action) - If this model passes a skill check, it can repair d6 damage boxes
on a friendly warjack in B2B. Certain non-warjack models can also be repaired, as
detailed in their special rules. Mortenebra uses her (★Action) and needs to roll 10 or
less to perform a repair.
Steady - This model cannot be knocked down. How exactly do you intend to knock
down something with so many legs?
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Terror - Enemies in melee with this model must immediately pass a Command Check
or flee.
Undead - This model is not a living model and never flees.
Spells
Doom Spiral - A low cost offensive spell. If it damages a warjack that is part of a
battlegroup, the controller suffers d3 damage.
Jump Start - Warjacks in this model's battlegroup immediately shake knock down
and/or stationary, and they may change their facing as well. Jump Start does not
affect models that were knocked down on your own turn.
Overrun - When target battlegroup model disables an enemy model, a model in the
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caster's battlegroup may make a full advance and then this spell expires. This spell
can be cast once per turn and lasts until the end of the turn.
Spectral Steel - An upkeep spell that gives target warjack in the caster's battlegroup
a bonus to ARM and Ghostly. (Ghostly - This model can move through
terrain/obstacles without penalty. This model ignores free strikes.)
Terminal Velocity - All warjacks currently in the caster's CTRL area and battlegroup
gain: 1) Can charge, slam, or trample for free; 2) Boosted melee attack rolls vs living
enemy models; and 3) +2" movement when declaring a charge or slam vs a living
enemy model.
Void Gate - An expensive offensive spell with a medium-sized AOE. Enemy models
within the AOE cannot channel spells, be allocated focus or be forced. The AOE
remains in play as long as the upkeep is paid.
Mortenebra in a nutshell
Mortenebra is a 'jack caster, through and through. All her spells and abilities are designed
to let her push bonejacks and helljacks to the limit. While she does benefit from having
units around, her best lists will focus on having a number of 'jacks to use. She is pretty
fragile and should never risk putting herself near the front lines unless you can guarantee
the killing blow will fall before the end of your turn. Her offensive spells are useful but not
stellar, so her focus is usually better spent on Terminal Velocity, Overrun and Spectral Steel.
With the crazy amounts of hitting power made available by her spell list you should always
have a number of helljacks on the table when using Mortenebra. In most cases they all work
by casting Terminal Velocity and watching the enemy numbers end up greatly reduced in
the blink of an eye.
Each roll from her feat can only be re-rolled once due to Recalibration, but that doesn't stop
it from stacking with other re-roll abilities like the Withershadow Combine's Puppet Master.
This feat mainly allows you to rely on math and not worry about poor dice rolls at a crucial
moment. Remember that you can re-roll successful rolls in hopes of getting a critical hit.
Doom Spiral is not a bad spell for its cost, but you generally want to be spending
your focus on her other spells. but be aware that it's less than guaranteed against
tougher targets. Best cast against light 'jacks.
Jump Start is a great counter to Knock Down-heavy armies. Otherwise, you'll
probably never need to cast it.
Overrun is a fantastic spell, as it lets you setup surprise assassination vectors. It
can even be used to move Mortenebra.
The ARM boost from Spectral Steel is nice but the real benefit is Ghostly. Even
though this spell can be up-kept between turns, you will probably be hot-swapping
it between models as and when you need to activate them.
Terminal Velocity is what makes her a 'jack caster. Free charges and power attacks?
Yes please. And the bonuses just get better vs living models. Combined with
Overrun, this spell provides some pretty unforgiving threat ranges. The more
warjacks you take with Mortenebra, the greater focus efficiency you'll get out of
Terminal Velocity. Because attacks against living models are boosted, every focus
used to buy an attack against a living model can be worth double what you are
paying for it.
While the high cost of Void Gate is difficult to justify, there are situations where
some players clump their infantry together whether it is behind cover or in an
attempt to capture an objective with a unit. If an arc node can get close enough and
the enemy is huddled together, capitalize on their mistake, drop a bomb on them.
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the enemy is huddled together, capitalize on their mistake, drop a bomb on them.
Maintaining the field is rarely worth it.
Mortenebra's general strategy is to cast Terminal Velocity every turn, use Overrun to
maneuver a 'jack into a good assassination place, and Ghostly so they can ignore free
strikes on their way in. Allocate extra focus to 'jacks as they need it to buy additional
attacks. When picking her up as a caster, it is worth rereading the rules and mechanics of
the various power attacks. Keep slams, headbutts, and throws in mind. Ask yourself
whether a knock down or a throw would be a better move than a straight up attack. Don't
limit your strategy by not using every tool at your disposal.
Generally, though, the first question you need to ask yourself is: Do you feel like tiering,
punk?
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Bane Thralls, as mentioned above, bring an ARM debuff that your 'jacks can utilise.
Bane Riders are expensive, but self-sufficient and relatively durable, and re-rolls on
Impact Attacks is great.
Satyxis Raiders and Satyxis Blood Witches (with corresponding UAs/solos) are both
self-sufficient units with multiple attacks.
Bile Thralls could potentially be useful, for the inevitable "A swarm of infantry
surround my 'jack and killed it, but now they're all clumped up around the wreck"
situation
There is zero point taking an Iron Lich Overseer with Mortenebra - it's a 'jack marshal so her
spells won't work on its 'jacks.
Theme Force(s)
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edit
Mortenbra's Theme Army - Infernal Machines
Originally presented in Forces of Warmachine: Cryx.
A normal Master Necrotech Mortenebra army may be made up from any options normally
available to Cryx. A theme or tier list is more restricted, and the units needed to unlock the
special abilities of Chill of Death are as follows:
Requirement Benefit
Army uses only models/units that are Necrotechs gain FA bonus for
Tier among those listed above. each warjack in the army.
1 Scrap Thralls gain deployment
bonus
Tier Army includes two or Warwitch solos Helljacks gain Stealth for the first
2 round of the game.
Tier Army does not include units Helljacks cost less.
3
Tier Battlegroup includes four or more Larger deployment zone
4 helljacks
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down the field fast while (if you get first turn) not getting shot to pieces makes for a list that
is almost unique to the faction. You always want to go straight to T3 since the first two
bonuses are not that potent by themselves, and will probably get T4 almost by accident. All
the jack choices for out of theme hold true, you just get the heavies cheaper, so will
probably end up leaning towards running mostly heavies. Deathjack is close to an auto
include to help keep Spectral Steel and Overrun on the correct targets, as well as being one
of the hardest hitting jacks in cryx, but as with all characters keep in mind other lists and
character restrictions.
Other
Trivia
Sculptor: Jeff Grace
SPECIAL NOTE: Mortenebra is probably the single most infuriating model in the
game to assemble. Pinning the pieces is ineffective because they are already so
small. The best approach is to use light amounts of glue and start with the bottom
row of legs and move up the model, placing the Scavengers and her head last. The
use of a needle nose pliers is highly recommended.
Nickname(s): Morty
edit
Cryx Index
Warcasters Asphyxious1 - - Asphyxious2 - -
Asphyxious3 - - Deneghra 1 - - Deneghra
2 - - Deneghra3 - - Goreshade1 - -
Goreshade2 - - Goreshade3
Mortenebra - - Scaverous - - Skarre1 - -
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Skarre2 - - Sturgis2 - - Terminus - -
Venethrax - - The Witch Coven
Warcaster attachment: Skarlock Thrall
Warjacks - Deathripper - - Defiler - - Helldiver - -
Light Nightwretch - - Ripjaw - - Scavenger - -
(Bonejacks) Shrike - - Stalker
Cankerworm
Warjacks – Corruptor - - Desecrator - - Harrower - -
Heavy Inflictor - - Leviathan - - Reaper - - Seether
(Helljacks) - - Slayer
Barathrum - - Deathjack - - Erebus - -
Malice - - Nightmare
Warjacks - Kraken - - Sepulcher
Colossals
Units Bane Knights - - Bane Thralls - - Bane
Riders - - Bile Thralls - - Black Ogrun
Boarding Party - - Bloodgorgers - -
Cephalyx Overlords - - Cephalyx Mind
Slaver & Drudges - - Mechanithralls - -
Necrosurgeon & Stitch Thralls - -
Revenant Cannon Crew - - Revenant
Crew of the Atramentous - - Satyxis
Blood Witches - - Satyxis Raiders - -
Soulhunters
Blackbanes - - Withershadow Combine
Solos Bloat Thrall - - Iron Lich Overseer - -
Machine Wraith - - Necrotech & Scrap
Thralls - - Pistol Wraith - - Satyxis Raider
Captain - - Soul Trapper - - Warwitch
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Siren
Bane Lord Tartarus - - Captain
Rengrave - - Darragh Wrathe - - General
Gerlak Slaughterborn
Journeyman Warcaster: Aiakos, Scourge
of the Meredius
Battle Wraith Engine
Engines
edit
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warjacks/warbeasts (in addition to the
Mercenary Warcasters listed above):
Raluk Moorclaw - - Wrong Eye &
Snapjaw
Mercenary Press Gangers - - Sea Dog Deck Gun Crew
Units - - Sea Dog Boarding Crew (UA) (WA) - -
Steelhead Halberdiers - - Steelhead Heavy
Cavalry - - Steelhead Riflemen
Croe’s Cutthroats - - Nyss Hunters - -
Boomhowlers - - The Devil's Shadow
Mutineers
Mercenary Ogrun Bokur - - Swamp Gobber River
Solos Raiders
Bloody Bradigan - - Bosun Grospar - -
Doc Killingsworth - - Hawk - - Gorman
Di Wulfe - - Gudrun the Wanderer - -
Lord Rockbottom - - Madelyn Corbeau -
- Dougal MacNaile - - Orin Midwinter - -
Ragman - - Raluk Moorclaw - - Saxon
Orrik - - Stannis Brocker - - Rorsh &
Brine - - Sergeant Nicholas - - Wrong
Eye & Snapjaw
Mercenary None yet (as of July 2015)
Battle
Engines
Rules clarifications
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Recalibration
You have to re-roll the entire dice roll, not just the crappy low die.
Models need to be on the table to gain the reroll bonus. Things which do damage by
exploding may or may not gain the benefits, depending on when they are removed
from the table vs when the attack/damage is resolved.
Example 1, Bloat thralls and Scrap thralls say "Centre an AOE and remove
this model from play. Models in the AOE suffer X damage" so they don't get
the reroll bonus because damage is resolved after removing the model.
Example 2, Bile thralls say "Everything is hit and suffers X damage. After
attack is resolved remove this model from play" so they do get the bonus.
Doesn't work for the D3 damage from 'Doom Spiral,' because that is not a "proper"
damage roll.
Interface
If a warjack is in base-to-base with Morty, then it can use any focus that is "on"
Mortenebra exactly as if it was "on" itself.
Interface does not work in reverse - Morty can not use focus that is "on" warjacks to
cast spells, etc.
Please refer to the Spell Slave page itself for its clarifications - it has such a long list
that we didn't want to repeat it here.
Overrun edit
Overrun won't trigger if you kill someone with collateral damage (such as a slam or
throw).
You cannot trigger Overrun in the middle of an attack - for instance if you are
Thresher-ing, then you must complete all attack rolls and all damage rolls, before
triggering Overrun.
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Once Overrun is triggered, you may move any model in the battlegroup (it doesn't
have to be the one the Overrun spell was on).
Forfeiting movement
A model moved by Overrun spell can still forfeit it's movement during its
normal activation.
A model affected by a "must forfeit it's movement during its normal
activation" effect (such Death Chill) can still move via Overrun. (Knocked
down models, obviously, can't Overrun because Knockdown has additional
restrictions).
If a model forfeits its movement for the aiming bonus, it can still move via
Overrun, and will still retain the aiming bonus even after this movement.
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This spell cannot be dispelled by Hex Blast (etc) at all.
Pathfinder edit
Pathfinder helps you move through shallow water, but not deep water.
Pathfinder does apply on out-of-activation advances. But it doesn't apply to
involuntary movement (i.e. when you're pushed).
A warjack that stands up via Jump Start can still forfeit movement to aim and etc
during their normal activation. Basically, it's as if you were never knocked down at
all.
Jump Start does not allow you to shake Blind or Shadow Bind.
Privateer Press, Iron Kingdoms, The Witchfire Trilogy, WARMACHINE, HORDES, Warcaster, Warjack, Cygnar, Khador, Cryx, Menoth, Protectorate of Menoth,
Protectorate, Trollblood, Circle Orboros, Legion of Everblight, Skorne, Full Metal Fantasy™, Steam Powered Miniatures Combat, Monstrous Miniatures Combat and
all other character names, their distinctive likenesses, and faction symbols are property of Privateer Press, Inc. and © 2000-2014 Privateer Press. Some text and
images presented here are the property of Privateer Press, Inc. Used with permission.
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