Allegiant of the Order of the Fist

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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
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 14
ARM 12
ESSENCE {{{essence}}}
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • AD symbol.jpg Advance Deployment
  • Parry symbol.jpg Parry
  • Tough symbol.jpg Tough
  • Shifting Sands Stance - During its activation, this model can forfeit its Normal Movement or Combat Action to gain +4 DEF. If an enemy attack misses it at any time except while advancing, after the attack is resolved this model can make a full advance. Shifting Sand Stance lasts for one round.
  • 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.


  • Punching Gauntlet (x2) - 0.5" reach, P+S 9 melee wepaons.

Theme Forces

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 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.



Released in Warmachine: Legends (2008)

Other Protectorate models

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

Amon - Cyrenia - Durant2 - Durst - Feora1 - Feora2 - Feora3 - Feora4 - 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

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


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

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


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
Refer to Who Works for Whom and/or Category: Protectorate of Menoth Mercenary
This index was last updated: 2020.01

Rules Clarifications

Rules Clarification : Weapon Master - None yet. (Edit)

RC symbol.png

Rules Clarification : Advance Deployment      (Edit)

  • Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)

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.