Like all WARMACHINE and HORDES models, Axis began as a concept brief. From our first internal discussions about the Convergence, we knew not all of its members would have made the transition from human to clockwork bodies. We wanted our warcasters to represent a balance between those who had given up their mortal form and those who hadn’t yet. Axis was to be one of our living warcasters. Here’s a look at part of the original concept brief for Axis:
C'est le nouvel insider à propos D'Axis le gars aux marteaux, on apprend donc qu'il fait partie des gars encore équipés de leur corps vivant.
“The Enforcer is an arcane mechanik absolutely devoted to the Convergence, but the Constellation has not yet approved him to transfer his consciousness to a clockwork construct. This warcaster is devoted to the service of the Iron Mother. This guy is a cold, inhuman machine (more than most of the actual machines, that is).”
L'Exécuteur est un mécamancien absolument dévoué à la Convergence, mais la Constellation n'a pas encore approuvé le transfert de sa conscience dans un construct mécanique. Ce warcaster est dévoué au service de la Mère d'Acier. C'est une machine inhumaine et froide ( plus que la plupart de ceux qui sont des machines.
When discussing where Axis fits within the Convergence, it became clear he is the faction’s unstoppable force. A true front-line leader, Axis doesn’t bother himself with moral quandaries or flashy strategies. He is a sledgehammer employed when blunt-force destruction, rather than surgical precision, is required.
Quand il a été discuté du rôle d'Axis, ils ont décidé d'en faire un truc pas du tout dans la dentelle, un vrai caster de première ligne qui frappe comme un mulet.
His armor is particularly suited to his direct approach to war, and it was while designing this engine of unstoppable power that we hit upon Axis’ most iconic feature: his twin warhammers. These mighty weapons, named Action and Reaction, are connected over his arms and shoulders and wholly replace his hands. After all, what purpose do hands serve in battle beyond gripping a weapon? The Harmonic Enforcer wields these enormous warhammers with ease, raining down heavy blows with the steady pacing of a metronome as energy is transferred back and forth between them. Each warhammer boasts Beat Back and Double Strike, turning Axis into an absolute wrecking ball capable of fourteen attacks at P+S 16 when he uses his feat Circumpotence.
Son armure est conçue dans ce but, ses marteaux s'appellent Action et Réaction et sont des cyber-prothèses. Chaque marteau a beat back et double strike, sous circumpotence il est capable de 14 attaques POW 16....
Axis’ predilection for straightforward devastation extends to his battlegroup. With MAT 7 and RAT 2, Axis’ vectors aren’t going to spend much time shooting. As such, Axis prefers hard-hitting, melee-centric vectors like Ciphers, Inverters, and Conservators (whose Shield Guard ability helps deliver him safely into the thick of things).
Il est conseillé de jouer des ciphers, inverters et conservators avec lui.
His spell list also plays to his direct approach. Unstoppable Force gives his entire battlegroup Bulldoze, while Onslaught grants Pathfinder to friendly Faction models that begin a charge in his control area. Combined with Axis’ feat, this gives his force a frightening degree of mobility.
Il peut lancer unstoppable force qui file buldoze au BG, et onslaught qui file pathfinder aux copains dans sa ZDC.
But the ability that truly defines Axis has to be Field Marshal [Counter Charge]. It can be a strain on oppenents to factor in the threat vector of just one or two models with Counter Charge; trying to consider an entire battlegroup of potential Counter Charges is absolutely mind-bending. While it can take serious practice to maximize this potential, a canny player can completely shut down his opponents with careful positioning.
Mais sa vraie marque de fabrique c'est field marshal: counter charge...Son field marshall fonctionne sur le BG.