The Harbinger of Menoth

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Protectorate Logo.jpg The Harbinger of Menoth

Protectorate Warcaster

The Harbinger of Menoth is a true prophet of the Temple of Menoth with the powers of a warcaster, and the leader of the Protectorate armies in the great crusade to reclaim western Immoren. Her divinity is so great she is perpetually floating, for her sacred form cannot touch the unclean earth.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
MAT {{{mat}}}
M.A. N/A
DEF 14
ARM 14
CMD 12
ESSENCE {{{essence}}}
HP 17
F. Field N/A
WJP +27
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock
  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat - Godhead

For one round, advancing enemy models that end their movement in the Harbinger's command range closer than they began suffer an unboostable POW 14 Fire Damage roll.


  • Awe - While in this model's command range, living enemy models suffer -2 to attack rolls.
  • Divinity - This model cannot become knocked down and never suffers Blind. Models do not gain back strike bonuses against this model.
  • Martyrdom - When a friendly living Faction non-warcaster warrior model in this model’s command range is disabled, this model can suffer d3+1 damage points to remove 1 damage point from the disabled model. This model cannot spend focus points to reduce this damage.




4 8 5 20 (★) - Yes
Reduce the POW of Cataclysm by 1 for each full inch between the target and the spellcaster. Blast damage only affects only enemy models. Cataclysm has no effect if the target is out of range.
Crusader's Call

3 SELF Control - Turn No
Friendly Faction models beginning a charge in the spellcaster's control range gain +2" movement. Crusader's Call lasts for one turn.
Guided Hand

2 6 - - Turn No
Target friendly Faction model/unit gains an additional die on each model’s next melee attack roll this turn.

4 SELF Control - - No
Continuous effects, animi, and upkeep spells in the spellcaster’s control range immediately expire.

2 10 - - Upkeep Yes
Target model/unit cannot give orders, receive orders, or make power attacks or special attacks.

Theme Forces

Recent Changes

2019.12 Dynamic Update

  • Martyrdom now inflicts d3+1 damage instead of d3. This increases her self-harm by 50% on average.

Thoughts on The Harbinger

The Harbinger in a nutshell

The Harbinger has an excellent toolbox for attrition, support, and denial tricks. Her fragile frame is helped by several special rules, and her unrivaled FOCUS stat gives her an enormous CTRL range. Since the Exemplar errata she also has the biggest command range in the entire game joint alongside each Infernal Master.

Harbinger is an interesting caster, that requires a lot of practice to fully master. On one hand she has an abundance of focus to play with, and nearly self-evident abilities. On the other hand, you can easily over-burden her, leaving vulnerable to retaliation.

Her personal combat abilities also represent duality. With a bunch of focus to spend, and auto-hitting attacks, she alone can clean up an impressive number of infantries and can bang up light warbeasts / warjacks pretty badly. With Crusader's call, her threat range is 11.5". On the other hand, her stats are truely one of a victim - leave her unaided in the field, with a drained focus pool, and she will die in no time.

Her most interesting rule is Martyrdom. It has obvious use on durable and/or multi wound models or important solos. Keeping the Allegiant of the Order of the Fist alive even after the enemy managed to put him down will be a source of frustration for them. However don't let it stop you from spending it on lowly Zealots, if that's what it takes to contest a zone in a scenario play. Thanks to her respectable CMD bubble Awe is an ideal defensive measure for her army and herself alike.

Feat thoughts

The Protectorate's version of the no-go zone. The damage is high enough to kill most single-wound models, even under Shield Wall, and seriously hurt multi-wound infantry. Heavier targets can enter relatively unpunished. The severe decrease in diameter demoted this feat from its alpha-strike / denial role to a board control / denial / defensive mixture. Now, you usually wait until mid-game to pop it, but it is still very effective in limiting your opponent's choices. Be on the lookout, as pushed or placed (or in extreme case, thrown or slammed) enemies can still enter to your control zone without taking damage.

Spell thoughts

  • Cataclysm: Don't be fooled by its absurd POW, most of the time you'll use it on targets so far away, that it will only hit with an average force.
    • Remember that even if you use an arc node to sling it forward, you still have to measure the distance between Harbinger and her target to determine the actual POW.
    • If you are getting a high POW attack you either survived a failed assassination, or moved in for an end-game assault.
    • Against low ARM targets it remains viable at longer ranges though - even at 15-16" a boosted blast damage will likely to claim Gun Mages and the like.
    • Blast damage affects only enemy models, so you can hammer foes in close combat with your troops with impunity (mind the target in melee bonus though).
  • Crusader's call: Use it on slow troops to make them get further with charge than with run. Use it on any other targets to boost their threat range. Assault-capable models are particularly nasty with this spell. See Army selection.
  • Guided hand: The Protectorate is full of with melee units, who are grateful for support, and several of them have critical effects on their weapons. See Army selection.
  • Purification: Her most hated spell by many opponents - made all the more effective by her CTRL zone. Can be the bane of upkeep dependant lists, like in the case of Absylona1 or Stryker1. Also, it can negate debuffs on your army, like Parasite or Crippling Grasp. As it cleans your own upkeep spells too, you might want to cast Rebuke only after this.
  • Rebuke: Beside the self evident benefits (blunt charges, or stop slams, head-butts for assassinations, and tricks with trample+reposition), do not forget about the orders. Losing "Press Forward" will bereft enemy units of run and charge (and thus, Assault). Also nullifies other orders, like "Cautious Advance", or "Shield Wall".

Drawbacks & Downsides

  • Large base with a fragile form - she needs to be hidden most of the time, which can be extremely difficult.
  • It is very easy to over-extend her, especially with excessive use of Martyrdom.
  • It is also very easy to get over excited with Cataclysm. Yes, it's POW gets that high, but she cannot afford to play that far up.
  • Change in focus camping severely dropped her resilience. Don't let her to be lit on fire.
  • Despite all her tricks, she is at the mercy of Menoth and the dice against long-ranged attacks. Bereft of focus, a minimum unit of Long Gunners with Dual Shot can end her.
  • Models with Fire immunity do not fear her feat, while undead and non-living models can enter her Awe-zone without suffering the effects.

Tricks & Tips

  • Though cannot be knocked down, she's still affected by stationary.
  • Pay close attention to which of spells/abilities work in her CTRL area vs her CMD area:
    • CMD: Awe, Martyrdom, and her feat.
    • CTRL: Crusader's Call & Purification

List Building Advice


The Harbinger has a very unique mechanic to help her army survive an extended engagement. Martyrdom will allow you to keep key pieces in scenario locations or keep opposing units engaged and help you win attrition games. Keep an eye on Her health though, its very easy for you to cut her too many times and leave her on just a few boxes left. Learn who to save and who to let pass onto Urcaen.

Theme Thoughts

    Exemplar Interdiction    

  • Exemplar Bastions - Above the mentioned support from The Harbinger, they are an excellent target for Martyrdom.
  • Exemplar Cinerators - Though not as resilient as Bastions, Martyrdom will still help them a lot. Vengeance triggers on damage and not death, so they will still get the attacks. Add in the new CA, and you can frustrate an enemy by having them finally get through that ARM21 shell, only to be saved by martyrdom.
  • Exemplar Vengers - they can use their blessed lances only in charge, so why not to ensure, they can use it from a greater distance?
  • Knights Exemplar - Trigger Battle Driven with damage; negate the damage with Martyrdom.
  • Exemplar Warder - offers similar role as Madelyn above, but in this case it is +2 DEF vs melee, not an immunity, but the parry might be useful for moving the Harbinger out of harm's way, plus he is a cheap Shield Guard that if he gets killed may come back via Inhuman Resolve (just like the Knight Exemplar Seneschal.

    The Faithful Masses    

  • Holy Zealots - Keep the bearer alive with Martyrdom to use Greater Destiny, and make their attack all the more accurate with Guided Hand.
  • Allegiant of the Order of the Fist - Shifting Sand Stance + Awe makes him nigh unassailable for enemy attacks within the Harbinger's CMD range. Remember to roll tough before Martyrdom.
  • Avatar of Menoth - Special mention, as it is not in her battlegroup. Combine the use of the Harbinger's feat with the Avatar's Menoth's Gaze to force enemies to move closer to the Avatar and take hits from Godhead.
    • Enemies can still choose to advance 0" and avoid the damage. But that's still a "win" scenario for you.
    • The Avatar is also available in the The Creator's Might theme.
  • Initiates of the Order of the Wall are three Shield Guards that can't be knocked down, pushed, or placed while base to base with one another, and are ARM 21 while doing so and all of them are alive. Not only do they keep ranged assassinations off the table, Harbinger can Martyr them to keep the entire unit alive and at high ARM for far longer than they'd be otherwise.

    Guardians of the Temple    

  • Temple Flameguard - charge even further, and increase the chance of the critical fire with Guided Hand. Awe + Set Defense is also rough on an enemy.
  • Flameguard Cleansers - add their officer, cast Crusaders' Call, activate Scouring Flames, and fry enemies up to 20" away.
  • Flame Bringers - Increased chance for critical Grievous Wounds is nice, even against warjacks, as it now counters repairs too.

    Support Models - Various themes    

  • Choir of Menoth - as you'll probably need focus elsewhere, any support on your warjacks will come handy.
  • She appreciates any help for her warjacks, so besides the Choir, you can hardly go wrong with a Vassal of Menoth, or a Vassal Mechanik.
  • Hierophant - pretty self-evident, use Martyrdom, then heal her back. When not healing, use Harmonious Exaltation to tame the cost of her very expensive spells.
  • Reclaimer Gatekeeper - Ashen Veil boosts her defense, while Future Sight helps her with focus management upon casting Cataclysm. As she likes infantry, there will be plenty of souls for the Reclaimers to collect anyway.
  • Wrack - Despite her absurd FOC, she wants to use pretty much all of it. Have some more. Cannot be Martyred, but her CTRL range allows for them to be placed behind your starting army.


  • Madelyn Corbeau- you surely want to keep melee assassins away from her. There's just one thing better, than getting a negative modifier upon your opponent's attack rolls - if they do not get attacks at all. Though this role can now be superseded by the Exemplar Warder in certain themes.
  • Rhupert Carvolo, Piper of Ord - a nice support for infantries, and can provide Tough, in case you don't want to risk more HP on Martyrdom.


With her awesome CTRL range, and huge focus pool you may want to stuff the list choke-full of with warjacks. However, even with Power-up, she has quite a few thing to do with her focus, and will rarely have it in excess to fuel more than a few jacks. Her below-average warjack points, and the lack of battlegroup-exclusive spells also steer you toward preferring quality over quantity; including a few, trusted peace into her battlegroup.

  • Devout - Shield Guard plus defence against spell attacks. Its DEF is only a tad-bit lower than the Harbinger's, so standing next to her, and attracting blast markers is not THAT terrible idea, as it normally is.
  • Vigilant - another defence measure, this time against blasts. Its Roadblock ability makes ranged assassination harder.
  • Want cheap beatsticks and/or ranged heavy hitters? Look for the Crusader, the Reckoner or the Vanquisher.



Video Battle Reports

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:  : 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 : Guided      (Edit)

  • Attacks which are out of range will auto-miss, even with Guided. Refer to Appendix A: Range is measured at Step 3, and Guided resolves at Step 4.
  • Guided does not 'get around' Stealth. Refer to "Attacks That Hit or Miss Automatically" in the main rulebook.

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Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)

  • 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)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.

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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • As of 2020.08, I have lost track of how this is supposed to work and I'm giving up until it is sorted properly. Refer to this thread for the latest ruling and follow-up questions.

  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Awe - None yet. (Edit)
Rules Clarification : Divinity - None yet. (Edit)
Rules Clarification : Martyrdom - None yet. (Edit)

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Rules Clarification : Cataclysm      (Edit)

  • Even if the Harbinger is not the point of origin (eg when you're using an arc node), the POW is still based on the distance between the target and the Harbinger.
  • If the spell is out of range, it does not auto-miss and deviate. Instead it has no effect.

Rules Clarification : Crusader's Call - None yet. (Edit)

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Rules Clarification : Guided Hand      (Edit)

  • Although Impact Attacks generate multiple attack rolls, Guided Hand will only buff the first roll you make. (Locked thread)
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Rules Clarification : Purification      (Edit)

  • Note that this spell will strip all friendly effects as well as enemy.
  • This spell is a "pulse", it only applies to models that are within the area at the time Purification is cast.
  • Against upkeep spells that put a template in to play (such as Rock Wall) then the template must be in the Purification area for you to get rid of it - the position of the caster is irrelevant.
  • Against upkeep spells that are target SELF and range CTRL (such as Fog of War) then the enemy caster must be in the Purification area for you to get rid of it - the position of models affected by the spell is irrelevant.
  • Anti-Upkeep vs a unit (Edit)
    • If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
    • It doesn't matter if the target is in formation or not. (Locked thread)
    • However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)

Rules Clarification : Rebuke - None yet. (Edit)