Allegiant of the Order of the Fist

From LOS Warmachine University
Jump to: navigation, search
Protectorate Logo.jpg Allegiant of the Order of the Fist

Protectorate Solo

Disdaining weapons and wearing little armour, these expert pugilists effortlessly evade rifle fire, deflect enemy blades, and counterattack with a series of rapid kicks and punches. By the time a monk reaches the vaunted rank of allegiant, he has fused his faith with unwavering discipline and absolute self-control to become one of the most dangerous weapons in the Protectorate arsenal.

Basic Info

Allegiant of the Order of the Fist
Missing Info
AllegiantoftheOrderoftheFist.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR
MAT 7
RAT N/A
M.A. N/A
DEF 14
ARM 12
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 3
N/A
N/A
FA
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
  • Parry - This model cannot be targeted by free strikes.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Shifting Sands Stance - The Allegiant can forfeit either its Normal Movement or Combat Action to gain +4 DEF. Also, if an enemy misses it, the Allegiant can make a full advance.
  • Side Step - When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.
  • Steady - This model cannot become knocked down.

Weapons

  • Punching Gauntlet (x2) - 0.5" reach, P+S 9 melee wepaons.
    • Weapon Master - When attacking with this weapon, add an additional die to its damage rolls.

Theme Forces

  • Other Factions
    • Hearts of Darkness. Allegiant of the Order of the Fist can only go in this theme if Feora is leading the army. It becomes an Infernal model/unit in this theme.

Thoughts on Allegiant of the Order of the Fist

Allegiant of the Order of the Fist in a nutshell

A cheap combat solo that moves fast and hits hard. Warjacks may not tremble at the monk's approach, but nearly everything else will.

He is either fast (when you're not using the Stance) or obnoxious to remove (when you are using the Stance), often making your opponent expend more resources than his point cost may seem to warrant.

He is excellent at mopping up infantry, fearlessly heading deep into enemy territory, and also great at contesting or holding scenario pieces. He is also good at hunting enemy solos.

The Allegiant has a wide utility in almost any Protectorate list, and for his very economical price he is worth taking whenever you can. In fact take two!

Combos & Synergies

  • Slow moving models. If you have a fast army they'll leave the Allegiant in their dust.

Drawbacks & Downsides

  • At MAT 7 and effective POW 12 the Allegiant is not terribly destructive.
  • Any anti-infantry tech that doesn't have to roll to hit (e.g. Electro-Leaps or blast damage) are likely to kill the Allegiant.
  • The Allegiant is surprisingly slow because he wants to Stance every turn.
  • Out of stance he's a walking casualty (but this can be worth it if it lets you charge and kill an expensive solo)

Tricks & Tips

  • The Allegiant normally doesn't get to attack if in stance, and if not in stance is basically a casualty. So draw the enemy onto you.
  • Walk into the way of enemy jacks/beasts; the allegiant is really annoying to remove.
  • If you're not already in Combat, use your Stance and move into melee with an enemy - even if that enemy isn't a particularly worthwhile target. You'll have the option next turn of either attacking, side-stepping, and stancing again; or stancing then walking away (eating a low-risk free strike) to move into melee with someone more worthwhile.
  • He works better when alone - your opponent's best move is often to ignore the Allegiant and kill everything around him. You don't get anything "out" of your Stance if you're not being attacked, so make the monk the only thing in range that can be attacked!
  • His high DEF when in Stance means most opponents won't target him unless they have a way to boost. Subsequently if the troops in front of the monk can't boost, feel free to get nice and close to them.

Other

Trivia

Released in Warmachine: Legends (2008)

Other Protectorate models

Protectorate Logo.jpg       Protectorate Index       (Edit)            
Battlegroup & Similar
Warcasters

Amon - Cyrenia - Durant2 - Durst - Feora1 - Feora2 - Feora3 - Harbinger - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Reclaimer1 - Reclaimer2 - Reznik1 - Reznik2 - Severius1 - Severius2 - Thyra - Vindictus

Warcaster attachments Hierophant - Madelyn Corbeau (Mercenary)
Other Warjack Controllers BGC Durant1 - Severius0
Marshals Bastion Seneschal - Reclaimer Gatekeeper
Light

Blessing of Vengeance - Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant

Heavy

Avatar of Menoth - Blood of Martyrs - Castigator - Crusader - Eye of Truth - Fire of Salvation - Guardian - Hand of Judgment - Indictor - Reckoner - Sanctifier - Scourge of Heresy - Templar - Vanquisher

Colossal Judicator - Revelator
Units, Solos, Battle Engines, & Structures
Units

Choir of Menoth - Daughters of the Flame - Deliverer Sunburst Crew - Deliverer Skyhammers - Exemplar Bastions - Exemplar Cinerators - Exemplar Errants - Exemplar Vengers - Flame Bringers - Flameguard Cleansers - Holy Zealots - Idrian Skirmishers - Initiates of the Wall - Knights Exemplar - Temple Flameguard - Visgoth Juviah Rhoven & Honor Guard
Ranking Officer CA: Attendant Priest

Solos

Allegiant of the Order of the Fist - Champion of the Order of the Wall - Deliverer Arms Master - Exemplar Warder Elias Gade - Exemplar Warder - Exemplar Bastion Seneschal - Exemplar Errant Seneschal - Hand of Silence - Hierophant - High Exemplar Gravus - High Paladin Dartan Vilmon - Initiate Tristan Durant - Knights Exemplar Seneschal - Menite Archon - Nicia, Tear of Vengeance - Paladin of the Order of the Wall - Pyrrhus, Flameguard Hero - Reclaimer Gatekeeper - Scrutator Potentate Severius - The Covenant of Menoth Vassal Mechanik - Vassal of Menoth - Wrack

Battle Engines & Structures Vessel of Judgment (BE) - Shrine of the Lawgiver (Structure)
Theme Forces
Exemplar Interdiction - Guardians of the Temple - The Creator's Might - The Faithful Masses - Warriors of the Old Faith
Mercenaries
Refer to Who Works for Whom and/or Category: Protectorate of Menoth Mercenary
This index was last updated: 2019.05

Rules Clarifications

Rules Clarification : Weapon Master - None yet. (Edit)
Rules Clarification : Advance Deployment - None yet. (Edit)
Rules Clarification : Parry - None yet. (Edit)
Rules Clarification : Tough - None yet. (Edit)

RC symbol.png

Rules Clarification : Shifting Sands Stance      (Edit)

  • The free move triggers at step 13. You might still be hit by an AOE, electro-leaps, etc before getting a chance to step away.
RC symbol.png

Rules Clarification : Side Step      (Edit)

  • You can't trigger Side Step by hitting friendly models.
  • You can't trigger Side Step from additional attacks that you buy, or out-of-activation attacks (such as free strikes).
  • If you have multiple initial attacks, you have to step after each one. You can't "save up" all your side steps then get a single big 4" or 6" move.
RC symbol.png

Rules Clarification : Steady      (Edit)

  • Steady models are still susceptible to other effects of knock-down attacks (if there are any).
    • For example, a steady model hit with a Head butt won't be knocked down but will take damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.