Editing
Warmachine/Tactics/Protectorate of Menoth
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Warjacks=== As mentioned above, Protectorate warjacks tend to be slow, but surprisingly durable, and bring a lot of Fire weapons to the table. Sprays and blasts are extremely common among these 'jacks, but, again as above, Menite 'jacks tend to have subpar MAT and RAT, with strictly average DEF and ARM on top. They can put in a lot of work for you, but be sure to keep them buffed if you want to do any real damage. ====Light Warjacks==== *'''Dervish:''' A cheap light with access to either two attacks of middling strength or one really big hit with Combo Strike. A little bit of mobility once it gets stuck in with Sidestep means that it can shift to get another model in melee range, or get out of the way to let something else charge what it charged. Most often seen in an Amon Ad-Raza list, these little assholes can build up the Synergy chain very quickly, but generally aren't used in large numbers by other warcasters. *'''Devout:''' Protectorate warcasters tend to be squishy and vulnerable to assassination runs, and the Devout is designed explicitly to play bodyguard. It can intercept ranged attacks intended for your warcaster, and anybody trying to get close will have to try and force their way through a surprisingly durable little 'jack with Reach and Shield to take its ARM up to a solid 18. It can also render your warcaster immune to enemy spells so long as you have it base-to-base. It's solid, it's cheap, and it mitigates one of Menoth's most pronounced weaknesses. The Devout is plainly awesome. *'''Purifier:''' The most burny light warjack to date. It's dual flails set everything on fire. If it hits something enough times it sets everything else on fire. When it walks into base-to-base with something it sets it on fire. Who let Feora near the blueprint table? For only five points it will undoubtedly find it's place in some lists as something that runs up the table to light every enemy model it can reach on glorious, holy, fire. *'''Redeemer:''' Most famous for its application in the pKreoss "pop'n'drop" ranged assassination technique, this relatively expensive light can put out up to 3 small AOEs, even though they are Inaccurate, for an unbuffed RAT 1, at HUGE range and dealing some very serious damage. Very popular with any list can can produce a knockdown effect at range (pKreoss, eeKreoss with Force Hammer, etc), and also commonly seen bonded to eFeora for 3 continuous fire AOEs to fuel her feat. The pop'n'drop is done as such: 1) load up the Redeemer with 3 focus. 2) sing Hymn of Battle on the Redeemer. 3) Pop feat on enemy caster; all screening models and the caster are knocked down (thus DEF5) and the screening models don't block LOS. 4) Demolish the caster with POW14's from up to 16" away. Follow up with Reckoner or Vanquisher shots if you need moar dakka. This can also be done with Deliverers, but Redeemers have the distinct advantage of not sucking. They are, however, extremely focus-hungry if you want them to be able to hit the broad side of a barn. *'''Repenter:''' A very cheap flamethrower with legs. Has a very good ranged weapon, but is kinda slow, not very durable, and is probably best for solo hunting or setting fire to lots of people. *'''Revenger:''' One of 3 arc nodes in faction, this is by far the cheapest. Its shield is also worthy of mention, as when it his someone with the shield, or is hit by an enemy attack, the enemy is bumped 1" backwards. Really trolly when a fully loaded jack charges it, hits it once and is bumped back. Because of this, it can be surprisingly survivable, and it's generally the best option for an arc node (unless you're pSevvy, in which case you'll probably take the Blessing of Vengeance as your primary node, and maybe one of these on the side). *'''Vigilant:''' A seldom used light jack, the Vigilant has two shields, putting him up to ARM21 as a light. He's quite pillow-fisted, but Daughters of the Flame like him for blast immunity, and he can toss around other light jacks with his two open fists. ====Heavy Warjacks==== *'''Castigator:''' A nifty 8pt heavy that is unfortunately outshone by our other 8pt choices. Has two open fists with Continuous Fire, and a special attack that causes a POW 12 damage roll and Continuous Fire effect to anything within reach distance of him. eFeora could potentially get some use out of this warjack, but still... there is vanquisher. *'''Crusader:''' Simple, straightforward, cheap, effective. The Crusader clocks in at an extremely affordable 6 points, making it one of the cheapest heavy 'jacks the Protectorate can field. For those 6 points, you get a straightforward, solid beatstick of a heavy. The Crusader brings with it a giant fucking club with which to beat things into paste. Its mace swings at P+S 18, which means that, with a Choir backing it up, it's going to put the serious hurt on anything unlucky enough to get into melee with it. It also brings an Open Fist for added utility, though most of the time you're going to be spending any focus on boosting and buying mace swings. The aforementioned straightforwardness is also its biggest weakness, however; while it's a real danger in melee, it's often going to have issues getting there due to its low speed and complete lack of any special abilities. *'''Guardian:''' Clocking in at 9 points, this is the only heavy jack in the Protectorate with an arc node, which is awesome. Unfortunately, it's of debatable use, since it's so goddamn huge and easily gets caught up in infantry blocks. The moment it gets engaged, that arc node becomes useless, which means that you basically just dropped 9 points for a slightly weaker Crusader. The Revenger is almost always a better arc node option. His Spear has critical that lets you throw the enemy, which can be useful to get enemies into positions or clear of charge lanes. Specifically those annoying Tough units that refuse to die. He is also little sturdier than regular heavy 'jack with more hitpoints. Nevertheless, unless you have list that can make use of this jack's arc node and pitches, it's usability is questionable. *'''Reckoner:''' The Protectorate's best non-character jack, and only 8 points! He has a great big stick to beat people with, but his utility comes from Ashen Veil and his Condemner flaregun. Ashen Veil grants him Concealment, putting him at effective DEF 12, and causes living enemy models within 2" to have -2 to attack rolls. His flaregun really seals the deal though. POW 15 with the Choir's buff, Critical Fire, Assault (so you can fire it during a charge) and if it hits, applies a -2 DEF debuff to enemies for the entire turn, making them a sitting duck for other attackers. On top of that, his giant bat swings at an intensely terrifying P+S 17, making him even more terrifying than the Crusader on the charge. Flat-out one of the best ways to destroy heavy 'jacks in the game. He's in just about every Menoth list ever, and there are reasons for that. *'''Templar:''' Another 8pt heavy beatstick. P+S 17 Reach flail, a Shield, and the Beat Back rule to push deeper into enemy lines. Slow but powerful. The main downside of taking a Templar is that you aren't taking a Reckoner instead. *'''Vanquisher:''' The last of the Protectorate's 8 point heavies, and the only one generally considered to be as good as the Reckoner for the cost. Its flail is far from awful, but let's be perfectly clear here: you take the Vanquisher for its Flame Belcher. POW 14, 4" AOE, Continuous Fire. Yeah. And that's ''without'' factoring in the buffs you'll be pouring onto it. This thing absolutely wrecks whatever you point it at, ''especially'' if what you point it at is infantry. The only real issue is that it only gets one shot per turn, but this is easily fixed by having a Vassal tag along with it for regular injections of Ancillary Attack. *'''Sanctifier:''' 9 points for a mediocre heavy, the Sanctifier is pretty cool but rarely used. It brings a magical P+S 17 Reach weapon, takes away Incorporeal from enemies within 5", and most importantly, vacuums up your friendly units' souls and converts them to focus. Run it up behind some Temple Flameguard, and watch as it uses their souls for fuel the next turn and scraps something. A solid choice in troops-heavy armies, or armies with low FOC (like Silent Bob and Silent ToM) - but once again, if you're taking one of these, you're not taking a Reckoner or Vanquisher instead. ====Colossals==== *'''Judicator:''' Basically a gigantic Redeemer mixed with a pair of Repenters. It needs a lot of support to keep it protected and pumping out those rockets, but it's certainly far from a bad choice, and forms the centerpiece of a good number of Menite armies - mostly because the sheer number of AOEs it puts out means it's basically capable of leveling a city. *'''Revalator:''' Revelator is like two gigantic Vanquishers. That means Revalator is inherently more awesome. It is one of the few models in Menite arsenal that see through Stealth and it's nipple cannons remove stealth from models that it hits. It's main 2 guns are POW15 4" with 10 RNG. Models directly hit get 4" plate under them for 1 round, causing fire continous effect and POW12 roll if you end activation within or enter the AOE. If Judicator is capable of levelling a city, Revalator is capable of burning it. ====Character Warjacks==== *'''Avatar of Menoth:''' God's own personal robot. Unlike other 'jacks, the Avatar can't be part of a battlegroup, and actually doesn't have a Cortex subsystem at all, so it couldn't be allocated focus even if you did find a way to attune it to a 'caster - but that's fine, since it gets 2-4 focus each turn, straight from Heaven itself. It's huge, it's tanky as seven kinds of hell, it swings even harder than the Crusader, and it can spend focus to vacuum in unfortunate enemy models. Whatever you point it at is going to die. It clocks in at an eye-popping 11 points, but you get what you pay for. *'''Blessing of Vengeance:''' Old Man Severius's personal arc node. Its Affinity with Sevvy gives a +2 to the damage rolls - ''all'' of them, which is especially important for Ashes to Ashes - of the first spell arc'd through it every turn, which turns Severius' blasting spells from "annoying" to "AVADA KEDAVRA". Otherwise, it's functionally identical to the Revenger, save for the addition of Bushwhack, which lets him take his combat action before his move action. Useful to stab something and then back up to let spells arc through him. Practically mandatory in any pSevvy list, but generally not included in anything else. *'''Blood of Martyrs:''' Thyra's personal angerbot. Has two swords, gains Sidestep when in Thyra's Battlegroup, and is pretty cool overall. Not much to look at normally, but fielded alongside Thyra it's a murder death machine that can take a long, nonlinear path to some juicy bits and murder them. Blood of Martyrs suffers from the relative slowness in most Thyra lists (and those lists are the only ones that field BoM) and lack of reach can mean that in order to get the most out of this 'jack you need to calculate your moves carefully, and in some scenarios slow down the rest of the battlegroup to let BoM keep up. Choir is mandatory to take with BoM since P+S 16 is not much to write home about, but if he get his vengeance proc up and choir gives him Battle-hymn buff, BoM suddenly becomes rapetrain with MAT 10 and P+S 20. Because of this, all opponents who know of the BoM will take caution not to kill allies close to him. One thing to note as well is that because of the side step and immunity to free strikes, you should use Trample with BoM to clear paths over swathes of medium-defence infantry for free *'''Fire of Salvation:''' Kreoss's personal Crusader. Gains +1 SPD and Continuous Fire on the mace, as well as a MAT increase. 9 points, required for most of Kreoss's theme lists, and a freaking expensive model. Worth every penny, though. He has Vengeance, so if stuff dies around him, he can make a full advance and smack something during the Maintenance Phase. He finds his home in Kreoss2's excellent Theme List, Crusaders of Sul, where he's often the only 'jack. *'''Hand of Judgement:''' Feora once decided that there can never be enough fire. So she comissioned Hand of Judgement: a massive heavy warjack that spews fire, sets everything on fire and if said everything is on fire, it also charges for free. 10 points, but with good e/pFeora synergy and good MAT and SP8 POW14 flamer that gets boosted attack rolls when in feora's control area. In faction that likes bling, fire and everything on fire, Hand of Judgement is so iconic that you might as well buy it even if you're not going to play it. *'''Scourge of Heresy:''' Reznik's personal smiter 'jack. Has a HUGE melee damage potential, gains bonus dice to hit and damage on things with upkeeps on them (hello, Arcane Shielded Stormwall!) but suffers from low threat range, no Reach, and having this huge crosshair right on his boilerplate. He can also negate spells cast near him, and by far his scariest ability is the ability to ignore focus points overboosting a caster's shield. If you get him within 0.5" of a caster, they die horribly, but good luck getting him there. ====Battle Engines==== *'''Vessel of Judgment:''' A giant reliquary pulled by a single man, because labourjacks are for heretics. It uses its own health, of which is has plenty, to boost attacks and perform miracles. It can push enemy models beyond Reach range (and also set them on fire, because this is the Protectorate.), let killed friendly models make one last advance and attack before being taken off the table, or it can shut down nearby continuous effects and animi. Essentially it's a giant toolbox both senses of the word. It doesn't fit in every list, but has plenty of potential for both board control for both clearing light infantry with Admonisher, heavier targets with a boosted POW 15 and plenty of scenario play with the push miracle. It's recommended to have at least one dedicated mechanik for it to repair it's health, because it will go down quickly once it starts boosting and using miracles.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information