Exemplar Cinerators

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Exemplar Cinerators
Protectorate Unit
Command Attachment

Emboldened from the wounds inflicted by the impure, Exemplar Cinerators move ahead of their brothers in arms, the Bastions, to breach enemy ranks with flame and steel. Cinerators channel the agony of their wounds into holy rage and are armed with ancient blades and shields passed down from fallen Knights through the centuries. An unquenchable flame flickers across the blade, blazing white-hot when wielded in battle.

Cinerator officers lead their brethren knights to the sound of ceaseless praise to the Creator of Man. These prayers are drawn from passages of the Litany of Fire, which exhorts the faithful to shun impure acts and can itself unravel the spells of enemy sorcerers. These cinerators urge their charges to march up the field with shields interlocked, all the while craving the moment when they can plunge their burning swords into the flesh of an unworthy foe.

Basic Info

Exemplar Cinerators
Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
M.A. N/A
DEF 11
ARM 17
ESSENCE {{{essence}}}
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE 3 / 5 +1 CA
COST 8 / 13 +5 CA
3.5 each
Warcaster 1
the Statblock


  • Entire unit
    • Vengeance - During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.
    • Fire Imm symbol.jpg Immunity: Fire
  • Officer only
    • He has +1 MAT & CMD and 3 additional damage boxes.
    • Officer symbol.jpg Officer
    • Defensive Formation [ Minifeat ] - This model can use Defensive Formation once per game at any time during its unit's activation. This activation, models in this unit currently in formation gain Reposition [5"]. Additionally, at the end of this activation any previous orders this unit was issued expire and this unit is affected by the Shield Wall order. (Reposition [5"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 5", then its activation ends.)
    • Shield Wall (Order) - Until the start of their next activation, each affected model gains +4 ARM while B2B with another affected model in its unit. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.
    • Tactics: Take Down - Models in this unit gain Take Down. (Take Down - Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.)


Theme Forces

Recent Changes

No changes since 2018.07

Thoughts on Exemplar Cinerators

Command Attachment

Exemplar Cinerators in a nutshell

Exemplar Cinerators are a solid front line unit and good choice if you're using flamethrowers. Although only SPD 4, Vengeance can help them get up the field faster than Bastions; it also potentially gives them a greater volume of attacks as well. To maximize their survivability and speed, you'll want to take their Command Attachment. While they have second lowest damage output of all exemplars (errants have lower, but you don't take errants to murder heavies), they are still POW11 weapon masters so they can wreck the enemy's day as a second line unit and they provide perfect walking bunker for a lot of casters (just watch out for blast damage, especially if you play low ARM casters like Sevy).

Thoughts on the CA

The Cinerator Officer brings a plethora of utility options to the Cinerators. Through his Shield Wall order, the Cinerator can become a very durable multi-would unit. Combined with the other defensive abilities of the protectorate arsenal this unit can become very difficult to dislodge from scenario zones. Also his mini feat allows them to shield wall even after a run or charge (which isespecially good on a unit with SPD4), another popular trick is to just walk them up and then reposition (as it covers more ground than running, especially fun with casters that can speed them up and/or Gravus).

Tactics: Take Down is another utility piece to add to the many options of the unit, especially against list that collect tokens from their units or run a lot of tough models like Trolls.

Combos & Synergies

  • They like ARM buffs (as even with DEF buffs, most things will have no problem hitting them), Inviolable Resolve seems to be the best as it limits the options then enemy has for getting them out of zone or getting rid of their shield wall bonus.
  • Grand Scrutator Severius, High Exemplar Kreoss or Vice Scrutator Vindictus give them Defenders Ward. Additionally, Vindictus' feat can keep them safe from melee, spells, and non-magical shooting.
  • Cyrenia provides an ARM buff via Inviolable Resolve, and Rock Wall makes them harder to dislodge; when combined with her feat and behind the wall, they reach a respectable DEF of 15 in melee and 17 against shooting. Granting them Reposition 3" via her Battle Plan also speeds them up. You can also use the movement from her feat to keep the shield wall bonus for longer during the enemy turn, move them to the key areas (so they still still contest/block LOS etc) or position them for better vengeance.
  • Thyra can provide a plethora of buffs; Occultation to stop them from getting shot, Silence of Death to increase their POW, and Carnage to make them MAT 9. Her feat gives them additional non-linear movement as well.
  • At SPD 4, Cinerators will appreciate any SPD buff that can be provided, such as Dash from Cyrenia, True Path from Vindictus, and Crusader's Call from Harbinger. Gravus can also give them Desperate Pace, which stacks with the previously mentioned spells.
  • Rhupert Carvolo, Piper of Ord gives them Tough or Pathfinder.
  • Use them as targets with Vanquishers or any other model with Fire attacks when facing high DEF/low ARM and let the fire burn them the Menoth way.
  • Grand Exemplar Kreoss gives them Tough, can bump up their ARM with Inviolable Resolve while hiding behind them and can get them up to 3 attacks each between his feat and Vengeance.
  • High Exemplar Gravus grants them immunity to stationary and knockdown while in his command range.
  • The Shrine of the Lawgiver can resurrect them. Although the returned models can't make any attacks, they *can* move and attack from Vengeance during the Maintenance Phase, since those attacks don't happen during their combat action.
  • While High Executioner Servath Reznik can hide behind these guys as he is tough enough to eat a couple of leaps or blasts, they can clear a chaff in front of him and then get out of way. Also they benefit a lot from ignite.
  • Exemplar Cinerators potentially have a threat of 16" with the following combo: Vengeance provides them 3" non-linear movement following damage on the unit, Thyra1's feat provides them 2" placement and High Exemplar Gravus provides them 2" movement from Desperate Pace. Combined with Pathfinder from Rhupert Carvolo, Piper of Ord or Saxon Orrik, this combination provides them a non-linear threat range not limited by rough terrain.

    Llaelese Resistance    

  • Lieutenant Crosse, Resistance Fighter can use them to ask the opponent really difficult to answer questions. Among Pathfinder from the theme, Tough and +3 ARM through Dauntless Resolve, Feign Death and Repo 3 from Gibbs, Mini feat and Vengeance, Ghostly and feat induced stealth and Lifebound Devil Dogs to screen, they actually get into the fight despite SPD 4. Once they are there your opponent has an ARM 24 Tough unit to deal with, only to realize that Major Harrison Gibbs will just heal them up after they have taken damage, another full unit of Cinerators or Vengers is waiting behind them, as well as 3-4 angry Nomads and Crosse himself will probably be loaded up with souls if enough Devil Dogs died.
  • Ashlynn d'Elyse can make good use of a unit of Cinerators, though the Officer is essential. She has Quicken, which not only buffs them to DEF 13 against ranged attacks, but also gives them an extra 2" of SPD. This extra SPD, combined with the Defensive Formation mini-feat and Vengeance, allows them to get across the table surprisingly fast, while sacrificing none of their survivability and actually making them slightly harder to hit with guns. They are a useful, tough unit for her that put out a decent amount of damage and bring a Remove From Play effect in the form of Take Down.

Drawbacks & Downsides

  • Because of their heavy armor, they're slow and can accidentally block friendly models from passing.
  • If they bunch together for Shield Wall, they're easier targets for effects such as sprays and AoEs with the Ice Cage effect.

Tricks & Tips

  • Utilize the threat with Vengeance. If you can force your opponent to either focus on the Cinerators or ignore them because Vengeance will cause mayhem in his/her ranks, you'll be at an advantage
  • Because Cinerators are immune to fire damage, you don't have to worry of hurting them with friendly fire from Fire damage shooting (like Cleansers and Vanquishers). Use this rule to your favour!



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

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Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
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Rules Clarification : Defensive Formation      (Edit)

  • Defensive Formation doesn't actually issue/receive a Shield Wall Order, it just causes the whole unit to be affected. This means two things:
    1. It doesn't interact with stuff which works on issuing/receiving orders (such as Rebuke or the Pandemonium Arcana).
    2. Models out of formation will also gain Shield Wall.
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • End of Activation (Edit)
    • Some end-of-activation abilities explicitly state your activation ends as part of resolving the ability, and some don't. Either way, you can never do anything extra during or after triggering an end-of-activation ability. You cannot cast spells, purchase additional attacks, use a mini-feat, etc.
    • If you start resolving an end-of-activation-movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • For units: if any model in the unit starts resolving the unit's end-of-activation-movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
    • If you have more than one end-of-activation ability, you have to choose which one to resolve, then your activation ends and you cannot use the other one.
    • See also the training article: LPG - End of Activation.
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Rules Clarification : Shield Wall      (Edit)

  • You don't need to have the entire unit in B2B to get the bonus. Even just two models in B2B will give it to each other. Which way they're facing doesn't matter, either.
  • You can still get Shield Wall while knocked down.
  • Shield Wall works against all damage except damage originating in your back arc.
    • If a damage roll doesn't have an origin point (such as Scather, Old Witch1's feat, continuous fire, etc) then by definition it can't originate in your back arc, and you'll get your bonus vs it.
    • It won't work vs stuff that "leaps" off models in your back arc, such as Electro Leap. (Locked thread)
  • If you start the game in Shield Wall, it will expire when you activate the unit. It doesn't let you run and be in Shield Wall on turn 1.
  • Since models move in straight lines, it impossible to keep two models B2B while advancing. Thus you cannot benefit from Shield Wall while moving through acid clouds etc.
    • Unless you have something that lets you move through models, like Tactician.
  • Orders affect unit attachments, even if that attachment doesn't have the order on their card (such as a Soulless Escort benefiting from the Shield Wall order). (Infernal Ruling)
  • You get your Shield Wall bonus vs continuous fire in the Maintenance Phase. Shield Wall doesn't expire until the unit activates. (Locked thread)
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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
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Rules Clarification : Take Down      (Edit)

  • If you have Take Down innately, then the RFP is not optional.
  • If you have Take Down granted by a theme force benefit, then the RFP is optional.
    This way you can let the target progress from "boxed" to "destroyed" and thus trigger something different (like Cleave).
  • Technically the theme benefit doesn't actually grant models Take Down, it just gives them a rule with almost the exact same wording as Take Down.

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

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • Vengeance is not an activation. It does not prevent the model/unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Units only
    • Out of formation models cannot make Vengeance moves nor Vengeance attacks.
      However if the unit commander uses their movement to bring the Grunts back into formation, then they can move and attack.
    • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
    • If you manage to spawn new models during the Maintenance Phase (such as with Reconstruction or Blood-Bound) then those new models can also make Vengeance attacks. (Infernal Ruling)
    • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
      • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
      • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
  • Triggers
    • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
    • If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)

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