Menoth is known by many names—the Lawgiver, the Lawbringer, the Creator of Man, the Hunter of the Wurm, Wallmaker, the Masked Giant. In the last few decades, Menoth has returned in force to Immoren, revealing his anger over neglect and igniting the fires of zealotry. Now Menoth has sent incarnations of divine power to fight in his stead. These figures appear amid shrouds of fire and auras of light to inspire soldiers of the Great Crusade and reassure them that they will not be abandoned in their hour of need.
Mercenary - This model will work for Protectorate, or Khador.
Partisan [ Protectorate ] - When included in a Protectorate army, this model/unit is a Protectorate model/unit instead of a Mercenary model/unit.
Animosity [ Morrowan or Thamarite ] - This model cannot be part of an army that includes Morrowan or Thamarite models.
- Immunity: Fire
- Ashen Veil - This model has concealment. Living enemy models without Immunity: Fire suffer -2 to attack rolls while within 2" of this model.
- Divine Inspiration - This model gains an additional die on melee attack and melee damage rolls. Discard the lowest die of each roll.
- Divine Manifestation - This model is not a living model, cannot become knocked down, and never suffers Blind. Opponents cannot take control of this model.
- Fuel for the Flames - When a model suffers a fire damage roll while within 5" of this model, add +2 to the roll.
- Righteous Fury - When one or more friendly Faction warrior models are destroyed by an enemy attack while in this model's command range, this model gains +2 STR & ARM for one round.
- Soul Ward - Enemy models cannot gain soul tokens from friendly models destroyed within this model's command range.
- Swift Vengeance - If one or more friendly warrior models were destroyed or removed from play by enemy attacks while within 5" of this model during your opponent's last turn, during your Maintenance Phase this model can advance 3" and make one basic melee attack.
Thoughts on the Menite Archon
New model - This article is a Work In Progress
This model has only recently been released/spoilered, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.
Please don't delete this warning unless you (1) have played several games with the final rules (games with CID rules don't really count) and (2) you've reviewed this article and it mostly(★) matches your experiences.
(★) Bearing in mind that other editors may make suggestions you don't think are the "best" but that doesn't make them "wrong". Don't delete stuff just because you disagree with it, please.
See also Category: Recent Release and Category: Recent Change.
Menite Archon in a nutshell
The Menite Archon is the more offensive of the Archons, a straight-up beater who wants to fly into things and punish them. The Menite Archon forsakes a shield for an additional melee weapon, and its package synergizes with the general strengths of Menoth, ie: lighting things on fire. The Menite Archon wants to get into the thick of things and threaten a variety of models, while also being fairly difficult for your opponent to remove, which is helped by it's superior boxes, immunities, and Ashen Veil.
2 of its abilities require models to die near it. Your opponent will often choose to focus attacks at the Archon first for this reason, but given its stat line that isn’t an awful problem to have.
Combos & Synergies
- Cyrenia - He feat gives it extra DEF and she can cast Dash on it, giving it +1 SPD and Flight+Parry, meaning it can lay down the hurt where ever necessary. With Positive Charge it will hit even harder as well. She is probably the best caster in the faction for it.
- Initiates of the Wall - Its main weakness is that it's very easy to shoot. Initiates will protect it from said shooting via Shield Guard
- Harbinger - Crusader's Call speeds it up and while she cannot Martyr the Archon, she can martyr his initiate body guards.
- Vladimir3 - Can also cast Dash and runs a very mean Judicator by giving it either Infernal Machine or Hand of Fate that the Archon can buff further.
- Anything that does fire damage (such as Hand of Silence, Flameguard Cleansers, Judicator) and, by extension, any caster that already tends to take fire damage troops (such as Malekus, Feora and her pet jack Hand of Judgement).
- Anyone that can increase its DEF, such as Cyrenia's feat and Rock Wall, Harbinger's Awe, or the Exemplar Warder's Bodyguard ability. Combined with its decent DEF score, Ashen Veil, and immunity to Knockdown and Blind, it should be fairly resilient against living enemy models.
- If you can place the Archon just right, its Ashen Veil can provide a quasi DEF buff to other models vs living melee attackers. Although few Menoth models have high DEF, an extra +2 can push it to reasonable numbers.
- Good models to do with this are the Paladins, especially Initiates of the Order of the Wall, as they'll be DEF 17 against living charging models and can Shield Guard shots aimed at the Archon.
- This strategy can also work with Durst's Bulwark spell for his warjacks, and the Archon can take advantage of his feat and Deceleration.
- Reznik2 can turn them into pure murder machines, boosting their threat range with Boundless Charge and increasing the amount of infantry they'll kill with his feat.
- In Llaelese Resistance it is able to provide Fuel For the Flames for Thorn Gun Mages and the Blockader, and you can add two fire-y units from Protectorate too.
- MacBain likes tough, capable solos for his feat, and the Menite Archon definitely qualifies as one. Since it can't be knocked down, it'll be free to activate the next turn. However, taking the Menite Archon in the Resistance theme locks you out from both the Morrowan and Thamarite Archons, which might be too high a price.
Drawbacks & Downsides
- It's not immune to Shadowbind or Stationary, and the only way to protect it from the latter is the Covenant of Menoth.
- If taken in the Llaelese Resistance theme, it will lock you out of taking Morrowan and Thamarite models, such as the other available Archons, Ragman. or Ashlynn.
- Fuel for the Flames does not discriminate between friendly and enemy models - keep the Archon away from your models without fire immunity, if the enemy also has fire-based weaponry. This can be a disaster in the Crucible Guard match-up where the Vulkan can strip Fire immunity from something, or against Legion where the Archangel can add a further +2 to fire damage rolls.
Tricks & Tips
- Since it's immune to Fire, feel free to spray it with Fire-type sprays to either clear jams or set up ideal spray angles.
- You can't use Dispel and Thresher in the same Combat Action. If you're going after buffed targets, figure out if you want more attacks or better attacks before you commit to a charge.
Other Faction models
| Mercenary Index (Edit)
| Units, Solos, & Battle Engines
| Warcaster attachments
Doctor Stygius -
Madelyn Corbeau -
| Lesser Warlocks
|| Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
| Non-character Units
Cephalyx Mind Bender -
Cephalyx Mind Slaver -
Cephalyx Overlords -
High Shields -
Artillery Corps -
Forge Guard -
Idrian Skirmishers -
Kayazy Assassins -
Kayazy Eliminators -
Legion of Lost Souls -
Ogrun Assault Corps -
OoI Resolutes -
OoI Vigilants -
Precursor Knights -
Press Gangers -
Sea Dog Pirates -
Deck Gun -
SH Cannon -
SH Halberdiers -
SH Cavalry -
SH Mortar -
SH Riflemen -
SH Volley Gun -
Tactical Arcanist Corps -
Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) -
Special WA: Morrowan Battle Priest (Morrow units)
| Character Units
Croe's Cutthroats -
Cylena Raefyll & Nyss Hunters -
Blythe & Bull -
Herne & Jonne -
Lady Aiyana & Master Holt -
Lynus & Edrea -
The Commodore Cannon -
The Devil's Shadow Mutineers
| Non-character Solos
Cephalyx Agitator -
Death Archon -
Gobber Tinker -
Menite Archon -
Morrowan Archon -
Ogrun Bokur -
Powder Monkey -
SH Arcanist -
SH Ironhead -
SH Gunner -
Swamp Gobber River Raider
Thamarite Advocate -
Thamarite Archon -
| Character Solos
Alten Ashley -
Anastasia Di Bray -
Balthazar Bamfist -
Black Bella1 -
Black Bella2 -
Bloody Bradigan -
Bosun Grogspar -
Brun Cragback & Lug -
Captain Crawtooth -
Colbie Sterling, Captain of the BRI -
Dahlia Hallyr & Skarath -
Dirty Meg -
Doc Killingsworth -
Doctor Stygius -
First Mate Hawk -
Flugwug the Filcher -
Glyn Cormier, Illuminated One -
Grand Master Gabriel Throne -
Harlan Versh, Illuminated One -
Harlowe Holdemhigh -
Hermit of Henge Hold -
Hutchuk, Ogrun Bounty Hunter -
Kell Bailoch -
Lanyssa Ryssyl, Nyss Sorceress -
Lord Rockbottom -
Major Harrison Gibbs -
Master Gunner Dougal MacNaile -
Orin Midwinter, Rogue Inquisitor -
Raluk Moorclaw, the Ironmonger -
Rhupert Carvolo, Piper of Ord -
Rorsh & Brine -
Rutger Shaw, Professional Adventurer -
Savio Montero Acosta -
Saxon Orrik -
Sergeant Nicolas Verendrye -
Stannis Brocker -
Taryn Di La Rovissi, Llaelese Gun Mage -
Thor Steinhammer -
Underboss Vizkoya -
Viktor Pendrake -
Weird Wendell -
Wrong Eye & Snapjaw
| Battle Engines
Hammerfall Siege Crawler -
| Independent Warjack
Malvin & Mayhem
| Theme Forces (Edit)
| Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
|This index was last updated: 2021.03
Rules Clarification: : Partisan (Edit)
(Click Expand to read)
|Which Faction am I?
- Most of the time, Partisans are "friendly Faction models" only to other Mercenary models (or Minion models).
- If they're taken in their Partisan faction, though, they stop being a "friendly Faction model" to Mercenary models and start being a "friendly Faction model" to that Partisan Faction.
- If a Partisan unit can get a special attachment from their Partisan Faction (for instance a Soulless Escort or Trollkin Sorcerer) then they can only get that attachment when they're in the Partisan Faction. They can't take it when working as a regular Mercenary. (Locked thread)
- When taken in their Partisan Faction, they can't have a Ranking Officer attached.
- If you have a Partisan caster, you must choose whether your army is a Mercenary force or a [Partisan Faction] force. What warjacks the caster can take are then limited by your choice.
- Partisan casters can be taken in [Partisan Faction] theme forces. Refer to the main rulebook.
- Partisan casters can be fielded in multiple-caster games. (Locked thread)
See also the Category: Partisan for what happens if you mix and match Partisan casters and Merc casters in multi-caster games.
Partisans & Theme Forces (Edit)
- Since Partisans are Mercenary/Minion models, there are two ways you can add them to a theme force:
- If they are on the list of allowed models, then you can take as many as you want, plus another Mercenary unit/solo.(Infernal Ruling)
- They can be explicitly allowed (for example: Cephalyx in Black Industries or Kayazy in Jaws of the Wolf).
- They can be implicitly allowed (for example Scourge of the Broken Coast allows "living Cryx models" and Partisan Cephalyx fit that criteria). (Infernal Ruling)
- If the Partisan isn't on the list of allowed models, it does use up your "Up to one mercenary" slot, and you can only take one.
- Whether you used option 1 or 2 above, once they're in your theme force they count as a Faction model and so:
- They can be taken as a Requistion Option (if they fit the Requistion description).
- For example Eiryss1 can be taken as a free solo in the Legion of Dawn theme. (Infernal Ruling)
- They will get any theme benefit that they fit the description for.
- For example Storm Division gives all Cygnar models Immunity Electricity, so Partisan Mercs in that theme get immunity too.
- For example Nemo4's Mechaniks get Reposition  in Heavy Metal. (Infernal Ruling)
Rules Clarification : Animosity (Edit)
- When using the Specialist or ADR rules in a Steamroller format, your entire list and the specialists must be a single legally fieldable force (even though you're not fielding it all at once).
Rules Clarification: : Flight (Edit)
(Click Expand to read)
- Flight doesn't ignore:
- Impassable terrain and hazardous terrain
- Templates that stay in play and do damage to models moving through them (such as a Scather).
- Free strikes.
- Trampling with a flying model (Edit)
- Flight allows you to trample "over" medium- and larger-bases.
- Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
- Unless, of course, you have an exception like Blade Rush.
- Flight on a Cavalry model (Edit)
- Although you can move over obstacles/models while charging, if you want to stop and make Impact Attacks while you fly "over" models you need to stop in a legal position. You can't make Impact Attacks while your flying horse is on top of obstacles, models, etc.
- Charging through models (Edit)
- You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
- Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
- Your melee range only extends to your front arc. Refer to the latest errata.
- You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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)
Rules Clarification : Ashen Veil and/or Swarm (Edit)
- The concealment bonus and the attack roll penalty stack with each other. If a living model targets you with a gun/spell, and they're within 2" of you, they effectively suffer -4 to the attack.
- The attack roll penalty applies to all types of attacks.
- The attack roll penalty applies even if the enemy model is trying to target something completely different.
Rules Clarification : Divine Inspiration (Edit)
- Discard Die (Edit)
- The dice must be discarded - you can't keep it even if you want it for a critical hit.
- For instance: if you discard "the lowest die", need 6+ to hit, and roll a 3, 3, and a 4 ... then you must discard one of the 3s, and you'll end up with a non-critical hit with the 3 + 4.
Rules Clarification : Divine Manifestation (Edit)
- Archons are not living models, but neither are they constructs, undead, etc. They're just ... archons.
Rules Clarification : Fuel for the Flames (Edit)
- Fuel for the Flames applies to friendly and enemy models.
- It applies to continuous fire damage, too.
Rules Clarification : Righteous Fury - None yet. (Edit)
Rules Clarification : Soul Ward (Edit)
- Soul Ward overrides "collects the soul regardless of proximity" abilities (such as Dark Fire).
- The model being destroyed has to be in your CMD range. The location of the enemy model itself is irrelevant - they could stand inside your CMD range, and destroy something outside your CMD range, and not be affected.
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".
- 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)
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.")
Rules Clarification : Dispel (Edit)
- Dispel can't be used versus upkeeps that are not "on" a model/unit (such as Rock Wall, Void Gate, etc), because you can't "hit" them.
- Because Dispel causes spells to expire on a hit, it will prevent spells that trigger on a hit from triggering at all.
- For instance, the defensive animus Spiny Growth causes any model that hits the target to suffer d3 damage. This damage will not occur if it's hit by a Dispel weapon.
- 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 : Chain Weapon - None yet. (Edit)
Rules Clarification : Grievous Wounds (Edit)
- GW prevents "repairs" as well as "heals".
- It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.
- Does not affect models with the Massive rule.
Rules Clarification : Thresher (Edit)
- Thresher is a special attack. If you make additional attacks, they will be a single basic attack (you cannot buy additional special attacks).
- Thresher is optional.
- All attacks generated are Special Attacks.
- Thresher will hit friendly models.
- Simultaneous melee attack (Edit)
- There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all
of these abilities: [Show/Hide]
- To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
- The attacks are simultaneous.
- If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
- You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
- In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
- If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect them until all MMA are resolved.
- If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. IF the charge target survives the spell, then you get to make a charge attack vs it.
- If your MMA is simply tied to your weapon, though, then note that only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
- Triggering other abilities
- Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
- Other abilities, though, can be triggered off every attack in the MMA.
- Most of these ones only trigger off a basic melee attack, so don't stack with Thresher. But if your MMA is basic, things might get a bit complicated with these abilities:
- If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
- If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)