Feora, Priestess of the Flame
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For years the Priestess of the Flame has been preparing her temple for war; she was instrumental in reshaping the Temple Flameguard into a true fighting force. A devoted, ambitious, and intense woman, Feora leads from the front, entering the fray with righteous satisfaction to lay the purification of flame upon the wicked. At such times, Menoth answers her prayers with his holy fire.
- 1 Basic Info
- 2 Thoughts on Feora, Priestess of the Flame
- 3 Other
|See also How to Read the statblock|
- Flamethrower (x2) - 8" spray, POW 12 guns.
- Truth - 0.5" reach, P+S 13 melee weapon.
- Consequence - 0.5" reach, P+S 13 melee weapon.
- Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
- Veteran Leader [Flameguard] - While in this model's command range, other friendly Flameguard models gain +1 to attack rolls.
- Immunity: Fire - This model does not suffer fire damage, nor the continuous fire effect.
Feat - Scorched Earth
Continuous fire is applied to all enemy models in her control range.
- Blazing Effigy - Cost 3, 8" range, non-offensive spell
- Enemy models within 2" of target friendly Protectorate warjack take a POW 13 fire damage roll.
- Engine of Destruction - Cost 2
- The caster gains +2 SPD, +4 STR, and +4 MAT for one turn.
- Hex Hammer - Cost 2, Upkeep
- Enemy spellcasters take d3 damage if they declare a spell while in Feora's control. If this damage kills them, their spell doesn't take effect.
- Ignite - Cost 2, 6" range, Upkeep
- Affected model/unit gains +2 to its melee damage rolls and Critical Continuous Fire on its melee attacks.
- Immolation - Cost 2, 8" range, POW 12
- Wall of Fire - Cost 2, Upkeep
- Place a wall template anywhere completely within the caster's control range. The template can't touch a model, obstruction, or obstacle. 1) A model suffers a POW 12 fire damage roll and continuous fire if walks around in the template. 2) Models within the template gain concealment.
Thoughts on Feora, Priestess of the Flame
Feora, Priestess of the Flame in a nutshell
The name says it all: she is good at setting things on fire, through her feat, spells, and flamethrowers. She can also buff herself to be a monster in melee. She has a useful toolbox of spells, and can deal with a variety of situations.
A good caster for a newcomer to the game/faction. She has few synergies or subtleties for the player to master in order to use her effectively and she can be run easily with a wide variety of warjacks and units. The Hand of Judgment is a natural choice to use with her, but is not required and she could run any Protectorate 'jacks. The only caveat is to not be overconfident and be tempted to do too much work with her in the early game.
Maximising her feat and spells
Her feat can be incredible when used right, or an exercise in frustration. Do not rely on it as a way to win with Feora1. It is most useful early in the game for setting enemy infantry on fire and killing 2/3 of them, but lucky rolls by your opponent could mean only a handful get removed. Take the kills and have a plan to deal with the rest. Enemy casters who get set on fire in MK 3 are not going to slowly burn to death with unlucky extinguish rolls, but it does mean they get a little less focus to use against you, or camp. So it is best used against infantry, especially armies with high defence, low armour warriors.
- Blazing Effigy - Good for clearing out infantry near her warjacks, which of course hurts them even more if cast onto Hand of Judgment (or if he is nearby!). Not a spell that will always be used - but good against high defence troops that are threatening to cost more resources to remove another way.
- Engine of Destruction - A good spell, especially towards the end of the game, when Feora needs to get work done. However, it can be a bit of a trap in the early game, as while she has rather good defence and armour stats, she shouldn't be up front and centre killing enemies. The SPD buff is useful though for getting her where you need her to be, any time in the game.
- Hex Hammer - A situationally useful spell. Enemy warcasters/warlocks won't really be put off by this spell, and solos too could take the hit, but single wound enemy troops who cast spells such as Druids of Orboros will not be happy.
- Ignite - A very useful attack buff. This will probably be upkept all the time. A useful spell to cycle - i.e. upkeep on one unit/warjack/etc, activate them to take advantage of it, then activate Feora to cast it on another unit/warjack/etc (or herself!), then activate that unit. The Critical Fire is a nice bonus - if you can remember it! Of course, just as with Reznik1 this spell combined with Engine of Destruction means she will be hitting like a truck.
- Immolation - Ranged attack spell like most casters have, of course hers does Fire Damage and Continuous Fire.
- Wall of Fire - Useful for annoying enemy infantry and one of the few board control spells/abilities available in the Protectorate. It also grants concealment for models within it (in this case just touching the wall, unlike for things such as forests or clouds where a model has to be completely within to gain the benefit). However, many of the Protectorate models with Fire Immunity also already have Ashen Veil which grants concealment, and so the usefulness of this feature of the spell is a little diminished in MK 3. But she can help her own survivability by casting a Wall of Fire, walking in to it, and gaining a boost to her defence against most ranged attacks and spells.
Typical Army & Strategy
On paper she looks like a caster that wants to get up and kill things. This is true, but not too early in the game, she (and her epic form) have the highest defence/armour combination in the faction and almost the highest in the whole game (only one or two models can better her combined total). But she still needs to be protected to get into the fight or to score in scenarios. With Engine of Destruction and topped with Ignite on herself her rather average MAT becomes something rather special and she can hit enemy casters fairly reliably often without boosting to hit. Two flamethrowers are also good, but she should only use these from reasonable safety as her average RAT do not make them reliable, and she usually wants to be casting spells or powering her battlegroup rather than boosting to hit enemies with her flamethrowers.
Perhaps the biggest boon to her feat and abilities is the Hand of Judgment. The Hand's Fuel for the Flames helps make those fires she has set even hotter, and therefore more damaging. Also the Hand can charge models suffering Continuous Fire for free, so she can use her feat to set on fire what needs to be hit by the Hand of Judgment, who hits like a truck anyway. Additionally (yes there is more), the Hand of Judgment is bonded to her when in her battlegroup and gains boosted ranged attack rolls. With the change to the Vassal of Menoth losing Ancillary Attack in Mk 3 this means only one spray a turn, but any focus on the Hand can be spent on boosting damage or kept by Feora herself. The question is if you are taking Feora1 why are you not taking the Hand of Judgment?
She is a little focus starved even with the Power Up rules for warjacks and she likes to be casting her spells, so an attached Hierophant may help with her upkeep spells and her spell ranges, and a Wrack or two may also provide her with an extra focus when she needs it.
Her Veteran Leader [Flameguard] ability, means of course any Flameguard units in her CMD hit more accurately. This is likely to benefit Temple Flameguard or Flameguard Cleansers the most, as they are more likely to be close to her through the game. Daughters of the Flame and Flame Bringers are fast moving and soon far away either running up the flanks or already deep into enemy lines attacking them from behind. The bonus to attack rolls is relatively minor, and the models benefitting need to be fairly close to her so she could be run just as easily with no Flameguard units at all in her army. But bear it in mind when it comes to choosing between a Flameguard unit and a non-Flameguard one to include in her list.
Otherwise she is a fairly flexible caster who can support her army a little with Ignite but can be run with more or fewer warjacks or infantry. The army is there to get Feora to the fight, not the other way around.
Drawbacks & Downsides
- Her big thing, setting the world on fire, is useful mostly against infantry. Infantry of course dominated Mk2 but are an endangered species in Mk3. About the only thing she does that isn't specialised in anti-infantry work is Ignite.
Tricks & Tips
- She has a 11.5" threat range with Engine of Destruction. Truth and Consequence kill most casters stone cold dead.
Comparison to Mk2
Very similar to her Mk 2 incarnation. She has benefited from Power Up as she likes to keep focus for herself as opposed to fuelling a large army of warjacks. She can take more 'jacks now, one of which will almost certainly be her character 'jack, the Hand of Judgment.
Originally released in Warmachine: Escalation (2004)
Themes for any & all casters (Edit)
- The Creator's Might - (Article) (Category)
- Exemplar Interdiction - (Article) (Category)
- The Faithful Masses - (Article) (Category)
- Guardians of the Temple - (Article) (Category)
Other Protectorate models
| * 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)