Nicia, Tear of Vengeance

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Protectorate Flameguard Character Solo

The widow of a proud Menite soldier, Nicia hopes only that by the time she meets her own inevitable, bloody death she will have killed enough unbelievers to join her husband at Menoth’s side. This peerless Daughter of the Flame strides through battle with lethal grace and speed, each movement gauged to bring her within striking distance. Even as she cuts through one foe, she fells another with cannon fire, wheeling her blade around for another kill. Few enemies have witnessed Nicia's murderous devotions and lived.

Basic Info[edit]

Nicia, Tear of Vengeance
DEF 15
ARM 13
HP 5
Cost 5
See also How to Read the statblock


  • Sword Cannon - 10" range, POW 12 gun.
  • Blade - 2" range, P+S 10 melee attack.
    • Weapon Master - When attacking with this weapon, add an additional die to its damage rolls.


  • Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
  • Parry - This model cannot be targeted by free strikes.
  • Acrobatics - This model can advance through other models if it has enough movement to move completely past their bases. This model ignores intervening models when declaring its charge target.
  • Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
  • Quick Work - When this model destroys one or more enemy models with a melee attack during its Combat Action, immediately after the attack is resolved it can make one basic ranged attack.
  • Rapid Strike - This model can make one additional melee attack each Combat Action.
  • Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.

Thoughts on Nicia, Tear of Vengeance[edit]

Nicia, Tear of Vengeance in a nutshell[edit]

A ninja-assassin widow of the Protectorate Nicia can cause a lot of headache for your opponent. Not geared for protracted frontline combat or going toe to toe with heavies, she is adept at sneaking up on your enemy's flanks, and strike where it hurts the most. Depending on your play style you can go after solos or over-extended infantry formations, kill them, then sprint back to safety. Or you can go all-in, charge into the heart of the enemy for a juicy target, and hope that you can sprint away. In either case Acrobatics and Parry will allow you to ignore any enemy screening models.

Combos & Synergies[edit]

Direct support on solos compared to units is usually wasted, unless you absolutely positively want to pull off an assassination run with Nicia. Force multipliers are still the best on her:

  • Feora1 - Veteran Leader bonus plus Ignite usually end up in quite telling strikes.
  • Feora3 - Incite is self evident, and you can set fire to quite a few models under her feat.
  • Kreoss1 and kreoss2 - both incarnations' feat are universal MAT fixers.
  • Boundless Charge - either from Durst or Reznik2 can give much needed pathfinder. Vindictus' True Path is also a honourable mention.
  • Harbinger - Crusader's Call and an occasional Guided Hand helps you on the attack, while Martyrdom will keep Nicea safe, if a spiked blast damage roll would bring her down before hitting the enemy lines.
  • Rhupert - another Pathfinder source, who can also occasionally hand out Tough.

Drawbacks & Downsides[edit]

  • No Pathfinder on a close combat solo is an insult for any believer of the True Law.
  • Without Assault, her ranged abilities will often be wasted.
  • MAT7 and ARM13 are plain average stats for a combat solo.
  • If she doesn't kill and Sprint away, she will be dead in no time.
  • Not suited to hurt heavies on her own.

Tricks & Tips[edit]

  • Just like with Rhyas, enemies within 12" are not safe from your blade.
  • If there are countercharging models near your intended target, try to end your move in their back arc. They cannot charge what they cannot see.



Originally released in the Warmachine: Wrath expansion (2011)

Theme Forces[edit]

Other Protectorate models[edit]

Protectorate Logo.jpg       Protectorate Index       (Edit)            
Battlegroup & Similar
Warcasters Durst - Cyrenia1 - Feora1 - Feora2 - Feora3 - Severius1 - Severius2 - Amon - Reznik1 - Reznik2 - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Harbinger - Reclaimer1 - Reclaimer2 - Durant2 - Thyra - Vindictus
Warcaster attachments Hierophant - Madelyn Corbeau (Mercenary)
Other Warjack Controllers BGC Durant1 - Severius0
Marshals Bastion Seneschal - Reclaimer Gatekeeper
Light Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant
Blessing of Vengeance
Heavy Castigator - Crusader - Guardian - Indictor - Reckoner - Sanctifier - Templar - Vanquisher
Avatar of Menoth - Blood of Martyrs - Eye of Truth - Fire of Salvation - Hand of Judgment - Scourge of Heresy
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: 2019.04

Rules Clarifications[edit]

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

RC symbol.png

Rules Clarification : Acrobatics      (Edit)

  • 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.
RC symbol.png

Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.
RC symbol.png

Rules Clarification : Quick Work      (Edit)

  • If you're still engaged in melee when Quick Work triggers, you won't be able to make the ranged attack.
  • Quick Work specifies "Combat Action" so doesn't work with Impact Attacks or out-of-activation attacks

Rules Clarification : Rapid Strike - None yet. (Edit)

RC symbol.png

Rules Clarification : Sprint and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
  • You can't purchase additional attacks after the move, because you can only buy attacks during your Combat Action and by definition "the end of your activation" happens after "your Combat Action".
  • Differences
    • With Sprint, you cannot trigger other abilities that also occur "at the end of activation" (such as Reposition), because Sprint includes the phrase "and then its activation ends". Click here for a detailed explanation
    • Run & Gun doesn't have this restriction.
    • Run & Gun won't trigger if you RFP the model, but Sprint will.