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===Units=== The soldiers of the Protectorate consists of a couple of primary groups. The elite Exemplars, the standing army of the Flameguard, various militia contingents, and support staff like priests and Vassal attachments just to name a few. The Protectorate arsenal seems primitive at first, using ballistas instead of cannons, and swords instead of rifles, but the tradeoff is buffs that turn many otherwise mediocre weapons to crazy levels of damage. *'''Knights Exemplar''' - The basic Exemplar unit. Six dudes armed with two-handed swords that hit really hard. When someone in the unit dies, the rest gain stat bonuses. Like all Exemplar units, they have the Weapon Master ability which makes each one hit like a freight train. <gallery> Knights exemplar classic.png Knights exemplar.jpg </gallery> **'''Knights Exemplar Officer''' - Command Attachment for the Knights Exemplar. The first confirmed female Exemplar. Besides being a combat powerhouse herself, she grants massive bonuses to her unit, boosting their already impressive damage output to obscene levels for one turn, and increasing their infantry meat grinder abilities by letting them move after scoring a kill. <gallery> Knights exemplar officer.jpg </gallery> *'''Exemplar Bastions''' - Some particularly badass Exemplars are selected to fight within Bastion armour, which is essentially unpowered [[Terminator]] armour. And Man O War think they're tough. Bastions are trained to "ignore the mundane needs of the body" and can fight for weeks without removing their armour. Their selection process consists of standing in a square for three days without food or water in the blazing desert sun carrying weights that could break lesser men. Those who persevere and aren't otherwise permanently damaged become Bastion trainees. On the table their currently pretty lackluster. They want to be all tough and damage soaking, but they're actually really squishy. Some people claim they've made them work, but most people agree that they need help. Avoid them unless you already own them and want to try them out. <gallery> Exemplar bastions.jpg </gallery> *'''Exemplar Cinerators''' - The offensive to the Bastion's defensive, the other flavor of units wearing Bastion armour. They're slightly more durable, and get to move and attack if a member of their unit suffers damage. They have good damage output but suffer from being very slow and still relatively easy to kill. They work well with casters like Vindictus who can speed them up and protect them. <gallery> Exemplar cinerators.png </gallery> *'''Exemplar Vengers''' - Exemplars riding hordes. They're powerhouses of a unit with good speed and damage output. They suffer from the ridiculously stupid Lance and Close Combat rules which prevents them from using their swords if they use their lances and their lances if they use their swords. The abilities need to be reworded entirely to function more logically, really. Overall they're not bad. Like many Exemplar units they benefit when units in their units suffer damage, which boosts their damage output, durability and gives them Pathfinder. <gallery> Exemplar vengers.jpg </gallery> *'''Exemplar Errants''' - Special ops Exemplars. They are Knights Exemplar who leave their two-handed swords at home to use simpler one-handed swords, shield and magical crossbows. From the glory days of being the hands down best unit in the Protectorate, they've been reduced to some kind of combined arms melee unit that doesn't really do either well. They've lost most of their former tricks and are pretty mundane now. Not bad, but there's way better options like Idrian Skirmishers. <gallery> Exemplar errants.png </gallery> **'''Exemplar Errant Officer & Standard''' - The Errant Command Attachment. Used to give them lots of good abilities, now doesn't as is kind of pointless. <gallery> Exemplar errant officer standard.jpg </gallery> All Exemplars, especially those wearing Bastion armor, have some of the finest [[pauldrons]] in the entire setting, rivalled only by [[Khador]] Man-O-Wars and Iron Fangs. *'''Attendant Priest''' - The Attendant Priest isn't a unit on it's own. It is a Unit Attachment for Mercenary units. It can be attached to small- or medium-based Mercenary units and provides various buffs like magical weapons or spell immunity to them. Most importantly, it makes the mercenary unit into a Protectorate unit when determining spells and other abilities. If you're running mercenary units, it's probably worth the points. <gallery> Attendant priest menoth.jpg </gallery> *'''Choir of Menoth''' - The signature auto-pick support unit for the Protectorate. This unit makes Protectorate warjacks go from so-so to Awesome. They do this by singing one of three hymns. The first gives warjacks a buff to both damage rolls, the second makes them immune to non-magical targeted ranged attacks, and the third makes them immune to targeted enemy spells. The drawback is a 'jack can only be affected by one hymn per turn, so you can't sing Battle for extra damage and then protect them from enemy ranged attacks in the same turn. The unit is dirt cheap and is a must have for any Protectorate player. Just be mindful to keep them safe, because, like most Protectorate support units, they're incredibly easy to kill. <gallery> Choir of menoth.jpg </gallery> *'''Deliverer Skyhammers''' - Militia armed with rocket launchers. They're painfully inaccurate, but can combine their shots to increase both accuracy and damage. However, they're only AOE 3. Generally considered the worst unit in the faction at the moment, despite Privateer Press' insistence that they're actually great. <gallery> Deliverer skyhammers.png </gallery> *'''Deliverer Sunburst Crew''' - Deliverers manning a ballista. The much better alternative to Deliverers, it actually has a chance to hit it's target and has excellent damage output and range. Two of these are less than the cost of a full unit of Deliverers. Recommended for any gunline. <gallery> Deliverer sunburst crew.png </gallery> *'''Holy Zealots''' - Militia armed with fire grenades and maces. The grenades are very short ranged with high damage, and the unit leader and use Prayers to buff the damage even further. They're supposed to be a cheap "quantity over quality" unit, but they're too short ranged to do much of use. <gallery> Holy zealots menoth.jpg </gallery> **'''Monolith Bearer''' - The Holy Zealot Command Attachment. Consists of a guy carrying a giant stone Menofix on his back. Once per game he can bring back all models in the unit that died the previous turn, which sounds good but really equates to 2-3 returned models most of the time. He makes the unit disproportionally expensive, so he might not be worth it. He also gives +4 ARM to the entire unit when a member of it dies, which also sounds great, until you realize that means they become ARM 16, which is still bad. <gallery> Monolith bearer.jpg </gallery> *'''Idrian Skirmishers''' - Cygnar initially put the Protectorate in the deserts to the east to protect the realm against the Idrian tribes, and as a way to prevent the Menites from growing too powerful in exile. Boy were they [[Rage|surprised]] when the Protectorate [[troll|converted]] [[Just as planned|them to their cause]]. One of the few Protectorate units with innate Pathfinder. They've got rifles and swords named Kopis, both with average P+S values. They're probably the best ranged unit we have, especially with Combined Ranged attacks to boost their accuracy and damage. Outshines Errants at the ranged game so hard the Exemplars might as well be painted black, and are only marginally less powerful in melee. <gallery> Idrian skirmishers.png </gallery> **'''Idrian Skirmisher Chieftain & Guide''' - Adds [[Conan the Barbarian]] to the Idrian Skirmishers. Allows the squad to make a ranged attack after which they must charge or run. He also gives the squad Combined Melee Attack, in addition to their innate Combined Ranged Attack. He also brings a Guide that gives the squad the Go To Ground and Huntsman rules, making the squad tougher and better at killing a certain enemy unit. <gallery> Idrian skirmishers chieftain guide.jpg </gallery> *'''Daughters of the Flame''' - An all-female organization within the Temple Flameguard specializing in agility and mobility over the static defense of the rank-and-file Temple Flameguard. They excel at running around and pricking enemy units to death. Their Anatomical Precision ability guarantees at least one damage per attack, of which each Daughter has two. They also have the Acrobatics ability, making them a pain to deal with on the battlefield. <gallery> Daughters of the flame.png </gallery> *'''Flame Bringers''' - Daughters on horses! Faster and more agile than their Exemplar counterparts, but not as tough or as hard hitting. <gallery> Flame bringers.jpg </gallery> *'''Temple Flameguard''' - The professional military of the Protectorate. They used to only guard holy sites, hence their name, but were then reformed by the Hierarchs to also be an active military contingent. Their primarily a defensive unit, having the Shield Wall order and wielding average P+S spears with Reach and Set Defense. Their Unit Attachment makes them awesome. <gallery> Temple flameguard.png </gallery> **'''Temple Flameguard Officer & Standard''' - Gives the Temple Flameguards Ranked Attacks, Terror and the Fire continuous effect to their spears. He also has a mini-feat that makes the Flameguards tougher and immune to knocked down and stationary. <gallery> Temple flameguard officer standard 1.jpg </gallery> *'''Flameguard Cleansers''' - Flameguard armed with flamethrowers. Immune to fire and can preform the Incinerate order, which makes a big AOE attack that lasts for one round afterwards. The go-to unit for burning swathes heretic infantry. <gallery> Flameguard cleansers.png </gallery> **'''Flameguard Cleanser Officer''' - Unit Attachment for the Flameguard Cleansers. He gives the unit the Bushwhack order and the mini-feat Scouring Flames, which increases the Cleanser's flamethrowers range but decreases the power. He can also make literally walls of fire. And he looks pretty cool. <gallery> Flameguard cleanser officer.jpg </gallery> *'''Visgoth Juviah Rhoven & Honor Guard''' - A support unit that can remove continuous effects and animi from nearby models, as well as giving a friendly Faction model the ability to ignore Stealth and cloud effects. the Visgoth can also remove one point of focus from nearby enemy models. His honor guard Gius and Cassian are two Exemplars with Blessed Magical Weapons with Reach. <gallery> Juviah rhoven.jpg </gallery>
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