Protectorate of Menoth

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CommandBook Menoth.jpg

Overview[edit]

The Protectorate is an upstart desert nation of religious crusaders southeast of Cygnar from which it declared independence. The Protectorate worships the creator god of mankind, Menoth and demands strict adherence to the True Law which he gave to mankind. It is a belligerent and aggressive nation able to contend with its larger neighbors thanks to the indomitable faith of their people.

Led by their clergy, the devout and devoted populous of the Protectorate has marched to war to return humanity to its true allegiance. Too many centuries of adherence to heresies has lead to the current sad state of affairs, and only the burning, undiluted flame of the True Law can preserve mankind and restore the proper course of civilisation. Blessed by Menoth's divine mandate and empowered by his holy fire, the nation marches to a war not of conquest but of redemption, one not fought for the aggrandisement of the few but for the salvation of all. The humans of Western Immoren will remember and embrace their true master, or they will burn.

Glory to Menoth! Death to the infidels!

Protectorate for Beginners[edit]

The Protectorate is about faith, fire and denial. The faction has more models that can set things on fire than all the other factions combined. The faction also has more models that are immune to fire. Also a number of models and abilities are related to the power of faith, from the bolstering hymns of the choir empowering the warjacks, to gathering the souls of the faithful who have fallen in battle to gain more attacks or protections. Traditionally the Protectorate has been one of denial (stopping your enemy from doing what he wants) and synergy (layering abilities and buffs and unit/model combinations to hit harder and more effectively), though while this role of synergy/denial is not as strong as in previous editions it is still significant.

Warcasters A wide range of warcasters are available in the faction, and few are complex to understand, but the best ones for a beginner to consider are:

  • Malekus, The Burning Truth - The new battlebox caster, and is likely the first caster most beginners will experience. He epitomises many of the flavors of the Protectorate: fire, denial and synergy. He can get more work done from his battlegroup with Open Fire, and can buff attacks from warriors or warjacks using Ignite.
  • High Allegiant Amon Ad-Raza - A caster who loves to run lots of warjacks. Through his Synergy spell he can make them hit harder and more accurately in combat getting better and better as each warjack activates, he also makes them move faster and has a very fast style of play that hits hard.
  • High Exemplar Kreoss - A caster who was the main battlebox caster in Mk 2. His feat to Knockdown enemies is very powerful, and with a good amount of focus he can spend it on a good size battlegroup, or using his very strong anti-magic spells to limit what the enemy caster can do.
  • Grand Scrutator Severius - An all-round support caster who can help his army, in many ways and make it fight better. He one of the most vulnerable of the Protectorate casters, and is unlikely to be picking a fight with the enemy caster, but his high amount of focus means he can take plenty of warjacks if needed and control them safely from the back.

Warjacks The Protectorate warjacks are not particularly advanced, tough, or fast; but they tend to be inexpensive, have good armour, and hit very hard - even more so when granted a boost from Hymn of Battle from the Choir of Menoth. None of the warjacks stand out as being especially preferred for beginners, though the character warjacks are all worth considering investing in as your army grows. The 'jacks you take depends on your warcaster. For example, Malekus likes fire, so the Hand of Judgment, Vanquishers and Repenters work well with his abilities. Severius1 also likes to take hisfavoured character 'jack: Blessing of Vengeance as Severius1 does like to take an arcnode, often a Revenger if the Blessing of Vengeance is not available.

But good warjacks for a beginner get familiar with are: The Crusader - a solid and very cheap heavy warjack with no fancy extras, which Amon can make even better with Synergy and a speed increase; the Castigator - is also cheap and with two open fists useful for making throws and can set nearby infantry alight. Even the star warjack of Mk2: the Reckoner; while not quite as amazing as it was before, still is a sturdy heavy that can hit hard, shoot hard, and debuff the enemy. The Templar is a good dark horse to consider as it's Shield Guard ability to protect key models or the caster, and the beatback on its weapon can generate opportunities or ways to score in scenarios that opponents haven't considered. For light warjacks, the Repenter is a solid utility light with a decent spray and chain attack that makes enemy shield walls tremble, the Vigilant is literally a mobile roadblock that your caster can lurk behind and be harder to hit by enemy spells or gunfire, the Dervish is fast accurate and can move into good positions with his Side Step, and not to forget the Devout a shield guard for when you don't want or can't afford a Templar, which also helps keep your caster safe from spells..

Units The Protectorate has both large units of the faithful who are not particularly skilled but try to overwhelm with numbers such as Holy Zealots and Deliverer Skyhammers, and elite troops who are highly skilled in combat (such as Daughters of the Flame) and often are weaponmasters too, able to hit very hard in combat (such as Knights Exemplar). While there are troops with ranged attack abilities, the Protectorate favours melee combat over gunlines, and the ranged units tend to support the combat ones in a more combined-arms approach. Special mention should go to the Choir of Menoth. These faithful priests are present in nearly every Protectorate army. Their hymns are vital to help protect the warjacks from spells or ranged attacks, or to increase their melee or ranged damage.

Theme Forces[edit]

Tip lightbulb.png

Tip !
If you're a new player, you should probably go read the What are Theme Forces? article.

Models allowed in The Creator's Might   (Edit)  
This list was last updated: 2018.10

Warcasters

  • All Protectorate warcasters

Warjacks

  • All non-character Protectorate warjacks
  • Avatar
  • Other character warjacks can be taken, but only if they're in their bonded model's battlegroup.

Units

Solos

Battle Engines

Structures

Mercenaries

  • One solo
  • One unit
This is the Protectorate's warjack-centric theme.
Models allowed in The Faithful Masses   (Edit)  
This list was last updated: 2018.07

Warcasters

  • All Protectorate warcasters

Warjacks

  • All non-character Protectorate warjacks
  • Avatar of Menoth
  • Other character warjacks can be taken, but only if they're in their bonded model's battlegroup.

Units

Solos

Structures

Mercenaries

  • One solo
  • One unit



(★) Because Idrians are specifically allowed in this theme, they don't use up your Mercenary slot.

This theme is full of cheap infantry, and paladins. It's like a civilian militia plus nutjobs.
Models allowed in Guardians of the Temple   (Edit)  
This list was last updated: 2018.07

Warcasters

  • All Protectorate warcasters

Warjacks

  • All non-character Protectorate warjacks
  • Character warjacks can be taken, but only if they're in their bonded model's battlegroup.

Units

Solos

Structures

Mercenaries

  • One solo
  • One unit
This theme deals in the Flameguard. These are specialized troops that each serve a specific purpose.
Models allowed in Exemplar Interdiction   (Edit)  
This list was last updated: 2018.07

Warcasters

  • All Protectorate warcasters

Warjacks

  • All non-character Protectorate warjacks
  • Fire of Salvation
  • Other character warjacks can be taken, but only if they're in their bonded model's battlegroup.

Units

Solos

Battle Engines

Structures

Mercenaries

  • One solo
  • One unit
Exemplars, as the name would imply, are Protectorate's most highly-trained and well-equipped troops.

Models[edit]

Last Updated: 2018.10

Unreleased Models[edit]

Warcasters[edit]

Amon1 High Allegiant Amon Ad-Raza
Cyrenia1 High Exemplar Cyrenia
Durant1 Refer to Protectorate solos, below
Durant2 Sovereign Tristan Durant
Durst1 Anson Durst, Rock of the Faith
Feora1 Feora, Priestess of the Flame
Feora2 Feora, Protector of the Flame
Feora3 Feora, The Conquering Flame
Harbinger1 The Harbinger of Menoth
High Reclaimer1 The High Reclaimer
High Reclaimer2 Testament of Menoth
     
Kreoss1 High Exemplar Kreoss
Kreoss2 Grand Exemplar Kreoss
Kreoss3 Intercessor Kreoss
Malekus1 Malekus, The Burning Truth
Reznik1 High Executioner Servath Reznik
Reznik2 Servath Reznik, Wrath of Ages
Severius0 Refer to Protectorate solos, below
Severius1 Grand Scrutator Severius
Severius2 Hierarch Severius
Thyra1 Thyra, Flame of Sorrow
Vindictus1 Vice Scrutator Vindictus
Vladimir-1 Vladimir Tzpesci, Champion of the Old Faith (Not tournament legal)

Warjacks[edit]

Light

Character Light

Colossal

Heavy

Character Heavy

Battle Engines & Structures[edit]

Units[edit]

Character Units

Ranking Officers

Solos[edit]

Character Solos

Deep Lore[edit]

General[edit]

Unknown eons ago, Menoth created mankind. Tossed into a world dominated by hardier species (trollkin, ogrun) and more sophisticated cultures (dwarves), humanity needed help. Menoth provided that in the form of divine power, holy fire, and the beginnings of civilisation. Then He went back to hunting the Devourer Wurm, the primordial divinity of chaos and the wilderness. Only uncompromising adherence to Menoth's True Law stood between humans and the howling horrors beyond their stout walls, and the Menite priest-kings zealously enforced this law while carving out a place for their people in Immoren. After millennia of victory and order the barbarian Orgoth conquered Immoren and overturned the True Law. The oppressed people abandoned Menoth for the heretical Church of Morrow and its uplifting philosophies, displacing Menoth's loyal followers and reducing them to a minority in the civilization they had built.

After centuries of violent clashes and persecutions the visionary Visgoth Sulon called all Menites to migrate to the eastern half of the city of Caspia, a place that had been a haven for the Menite minority. Before a jubilant crowd of thousands Sulon took the title of Hierarch over the faithful. The Cygnaran military attempted to disperse the believers, but their interference sparked riots. The conflict spiraled into the First Cygnaran Civil War, which ravaged the kingdom for two years. Sulon was killed in the war and the Menites ultimately compromised for peace. The Protectorate of Menoth was established as a homeland for the Menites but was under the authority of the Cygnaran crown. The Menites were forbidden weapons and were made to pay taxes to Cygnar. Over a century the faithful bided their time, amassing wealth and secret armories as they trained for war. When Cygnar and Khador clashed, Hierarch Voyle declared a great crusade to retake Immoren. After driving off Cygnaran attempts at invasion Menite forces penetrated the walls of Caspia but were ultimately thrown back after the death of Voyle. Severius was named Hierarch and he directed the Menite armies to crusade north in Llael, the battleground of Khador, Cygnar, and Cryx. The Protectorate is a small and upstart nation, but its people have fought the armies of the old Iron Kingdoms and emerged victorious. The Protectorate of Menoth is independent and resurgent, and crusades to reclaim the world for their god with fire and faith.

Fanmade Lore wikis[edit]

These are two fanmade wiki sites dedicated to the lore of Warmachine and Hordes.

Official Short Stories[edit]