The first of the various servitors to be concepted were the Accretion Servitors. Used in the foundries and workshops of Convergence temples, these constructs are designed for repair. While not capable of making extensive repairs like the Galvanizer, it’s a mistake to underestimate the power of the Bodge ability—especially given how many of these little guys you can bring to the table. While the Accretion Servitor would be a welcome addition to any WARMACHINE faction, their inclusion in an army whose primary troops are also repairable constructs is absolutely amazing. Throw in a new special action called Strip, which allows the Accretion Servitor to deal 1 point of damage to the column of your choice to an enemy warjack in base-to-base contact, and the Accretion Servitor is a cheap support solo with some serious impact in the mid- to late-game.
On the other end of the spectrum is the Elimination Servitor. These vicious constructs stalk the battlefield with their short-range spike projectors, which feature the new Puncture ability. Perfect for dealing with high-ARM troops like Iron Fangs or Praetorian Karax, the real value of the Elimination Servitors is in the threat they can pose to your opponents squishy support solos. Thanks to the Pathfinder ability inherent to all servitors, Elimination Servitors can sweep up the sides of the battlefield or use blocking terrain like forests to spring carefully orchestrated ambushes on the enemy.
The aptly named Attunement Servitors don’t deal any damage themselves, but the Flare ability on their lumichem ampules is a major boon to every Convergence force. The weapon’s 4˝ AOE and short range mean complete misses are pretty rare. Like the rest of the servitors, Attunement Servitors are cheap and numerous enough that sacrificing one or two to ensure the AOE hits an important target is a worthwhile trade.
The Reflex Servitors are my favorite servitors. These aggressive, floating mines’ primary purpose is to cause your opponent’s hair to grey early. Counter Charge combines with their self-sacrificing weapon ability Detonation to bring some serious hurt in the form of a POW 14, AOE 4 blast during your opponent’s turn. Even if they miss their target, the guaranteed POW 7 blast damage is still enough to make low-ARM troops have second thoughts about getting within 6”. As icing on this exploding birthday cake, Dig In keeps them safe from premature detonation at the hands of your opponent’s ranged troops.