Grand Scrutator Severius

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Protectorate Logo.jpg Grand Scrutator Severius

Protectorate Scrutator Warcaster

Severius lives to battle the enemies of his faith. He brings a commanding presence and undeniable genius to the battlefield, and his warjacks come alive with the same fervour as his converts. While age may have withered the warcaster and stolen his former strength, what he lacks in bodily prowess he makes up for with divine power. When he speaks the Litany of Menoth in battle, he can instantly silence the blasphemous sorceries of his enemies.

Basic Info

Severius1
Missing Info
Grand-Scrutator-Severius.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR 5
MAT 4
RAT N/A
M.A. N/A
DEF 14
ARM 14
CMD 9
ESSENCE {{{essence}}}
FOCUS 8
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Eye of Menoth - While in this model's CTRL range, friendly faction models gain +1 to attack and damage rolls.
  • Sacred Ward - This model can't be targeted by enemy spells.

Weapons

  • Staff of Judgement - 2" reach, P+S 13 melee weapon.

Spells

COST RNG AOE POW DUR OFF


Ashes to Ashes

3 8 (★) 10 - Yes
If target model is hit, the d3 nearest enemy models within 4" of it suffer a POW 10 fire damage roll. These additional damage rolls are not considered to have been caused by an attack. Ashes to Ashes damage rolls are simultaneous.
Death Sentence

2 8 - - Upkeep Yes
Friendly Faction models can reroll attacks that miss the target enemy model/unit.
Defender's Ward

3 6 - - Upkeep -
Target friendly Faction model/unit gains +2 DEF & ARM. Models are not affected while out of formation.
Immolation

2 8 - 12 (Fire) - Yes
This spell deals fire damage. Also, on a critical hit, models hit suffer continuous fire.
Influence

2 10 - - - Yes
Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one basic attack, then Influence expires. A model can be affected by Influence only once per turn.
Vision

2 6 - - Upkeep -
When target friendly Faction model is directly hit by an attack, you can choose to have it suffer no damage roll, then Vision expires.

Feat : Divine Might

While in Severius' CTRL range, enemy models 1) cannot cast spells, 2) cannot be used to channel spells, and 3) enemy warcaster/warlock models suffer -2 FOCUS and FURY.

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Tip !

  • The third part of Severius' feat only affects warcasters and warlocks; not Battlegroup Controllers, Lesser Warlocks, or Haley3's time echoes.
  • FOCUS and FURY (in capital letters) refers to the model's stat. Focus and Fury (in lowercase) refers to the current number of focus/fury points a model has on them.
  • Unlike warbeasts, a caster that has tgeir FOCUS/FURY stat drop lower than their current focus/fury points doesn't make those points disappear.

Theme Forces

Thoughts on Severius1

Severius1 in a nutshell

Severius is the epithome of support casters, not only in the faction, but perhaps in the game too. His defining traits are:

  • Eye of Menoth, a rule which could be translated as an army-wide Veteran Leader for Menite models. Now, +1 to hit and damage may not look like much, but it can seriously swing the bell curve to your favour, even before counting any additional bonuses.
  • He has the second highest FOC stat after The Harbinger of Menoth, enabling him to stay well back, which he has to do, since...
  • ...he has the so-called "old man stats" (aka. victim stats), the sad combination of a DEF14/ARM14. That means, even half-arsed assassination attempts may prove very dangerous on him.

He has very strong denial tricks, especially against lists which rely on magic. If you can keep him behind and safe, he is a very rewarding caster.

Feat thoughts

Severius1 is the natural predator of any caster and warlock out there, especially for those that need to cast spells to be effective. There are numerous casters with assassination potential, but only a handful of them can achieve it without their full stock of resources, and postponing spell casting. Butcher3, all versions of Caine, Stryker2, and so on are all available targets. Denying Flashing Blade, Teleport, Velocity and the like is a devious plan. Even casters, who are lingering behind may have to spend their resources wisely. Usually, players leave 1 or 2 FOCUS/FURY on their casters for camp, and to fend off assassination. Divine Might robs that amount of resource from them, and they need to divert it from elsewhere, or remain susceptible for assassinations. Hordes' beasts are also locked out of their animi, so if they rely on certain spells to be effective like Submerge (and Star Crossed) for Wrong Eye and Snapjaw they are likely out of luck. It is also quite good to preemptively counter-feat warlocks and casters, who could cast spell(s) for free (Sloan, Vayl2, Feora3, etc.) under their feat.

Unlike Garryth's feat, casters and locks can still spend FOCUS/FURY for reinforcing power field, transfer damage, allocate focus to their jacks, buy additional attacks, heal themselves or their monsters, and so on. However, this feat will decrease their CTRL area too (save for a very few examples, like Butcher2), denying a whole lot of things from power up to forcing, to transferring damage.

Spell thoughts

  • Ashes to Ashes - Menoth's answer to Cygnar's Chain Lightning, it fill s the same role - chaff infantry killing. Don't be afraid to cast it onto your own - preferably fire immune - jacks to kill jamming models.
  • Death Sentence - the name speaks for itself; you should tag a critical target with it as soon as possible, preferably through an arc node.
  • Defender's Ward - one of the finest defensive buff in the Menite arsenal; defending your most valuable units through advance, and prolonging their survival in melee too.
  • Immolation - an OK ZAP, suitable for incorporeal hunting, but the faction in whole is no short on Magical weapons.
  • Influence - can have fun with it, if you happen to have the spare focus for it. Don't forget, as the model is under your CTRL, it is affected by Eye of Menoth.
  • Vision - life insurance either for you, or for a valuable model in your army. Especially useful against quality gunlines.

Drawbacks & Downsides

  • His "old man" stats mean that he dies very easily to anything that can get to him.
  • Anti-magic and upkeep hate can cause him bad time.

Tricks & Tips

  • Learn how to use arc nodes. He's pure support.
  • Bond between the casters and their character beasts/jacks provide their respective bonuses only if the model is in their CTRL area. If they get outside this area due to your feat, they'll lose a bunch of cool rules, like Ashen Veil, Shield Guard, special ammo types, extra movement, and so on.

List-Building Tips

Strategy

Severius is a denial caster, who revels in trolling the opponent. Though he is pretty squishy, direct spell assassinations can be forgotten, thanks to Sacred Ward (though he can still be caught in an AoE/Spray's area, which target another model, or secondary hits from spells like Chain Lightning, or Eruption of Spines). His feat can really force the opponent to play forward, as Divine Might will severely decrease their CTRL area - which can be annoying for a FOC6 caster, and crippling for FURY5 warlocks. This usually leads to either attrition or scenario victory.

Theme Thoughts

Long story short, Severius can handle it all. There's hard to find anything that doesn't get a helping hand from the Priest King. With his Eye of Menoth ability he can take any unit, jack, solo, or even battle engine and make them hit a little more often and a littler harder.

A Hierophant and the Book are always nice support tools available in most themes, to tame his spells' cost and to fend off pop & drop tricks.

Battlegroup

Blessing of Vengeance is his pet warjack that he can take in any theme.
  • Due to the very fragile nature of him, an arc node is mandatory in his list. Perhaps even two, as enemies will try to dispatch them ASAP:

Other

Trivia

  • This man is well over 80 years old.
  • He is one of the three original Protectorate casters, released in Warmachine: Prime (2003)

Other Protectorate models

Protectorate Logo.jpg       Protectorate Index       (Edit)            
Battlegroup & Similar
Warcasters

Amon - Cyrenia - Durant2 - Durst - Feora1 - Feora2 - Feora3 - 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
Light

Blessing of Vengeance - Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant

Heavy

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
Units

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

Solos

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
Mercenaries
Refer to Who Works for Whom and/or Category: Protectorate of Menoth Mercenary
This index was last updated: 2019.05

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:  : 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. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. 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.)
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • 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
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat 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)
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.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • 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 (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • 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 : Eye of Menoth - None yet. (Edit)

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Rules Clarification : Sacred Ward and/or Spell Ward     (Edit)

  • Sacred/Spell Warded models can still be affected by spells. For instance, CTRL area spells, AOE that deviate, and/or sprays that target a nearby non-warded model.


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Rules Clarification : Ashes to Ashes      (Edit)

  • The original attack is not fire damage.
  • Spells that "arc" (Edit)
    • For spells that cause damage to "leap" or "arc" to adjacent models (Chain Lightning, Eruption of Spines, Ashes to Ashes, etc) ...
    • The damage is from a spell, so it is magical damage. (Infernal Ruling)
    • Steamroller flags are models, and so are eligible to be leaped to/from (although they won't be damaged by the spell). (Infernal Ruling)
      • Check whether your spell specifies "enemy model" or just "model", because as of Steamroller 2017 flags are not enemy or friendly.

Rules Clarification : Death Sentence - None yet. (Edit)
Rules Clarification : Defender's Ward - None yet. (Edit)

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Rules Clarification : Immolation      (Edit)

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Rules Clarification : Fire      (Edit)

  • 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)
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Rules Clarification : Influence      (Edit)

Taking Control of an Enemy Model   [Show/Hide]
  • General
  • Taking control of a model means it is now friendly to you, and will immediately be engaged by it's erstwhile allies.
    • This will limit your ability to make ranged attacks.
    • If you get to make an advance with the controlled model, this can allow the original owner to take free strikes against his own model. He doesn't have to take these, of course.
  • The controlled model does not have a proper Activation, so stuff like Chain Strike won't apply.
  • You can use abilities on the controlled model, as long as they're not restricted to "during its activation" or "during its Combat Action". For example, you can use Mental Force. (Infernal Ruling)
  • Buffs and effects:
    • The controlled model counts as a "friendly model" and will benefit from any buffs that your own models are handing out (such as Mark Target), (assuming the controlled model meets the criteria for the buff).
    • If your opponent is the same faction, then the controlled model will count as a "friendly faction model" and even more buffs are potentially available (such as Veteran Leader).
    • If you have an ability that is "take control of an enemy then make an attack", and that model has an ability that triggers after making an attack (such as Death Toll), then (most) such abilities won't work. Because you must recheck the trigger conditions for Death Toll at the time of resolving it, and the friendly/enemy criteria are no longer valid.
  • Theme abilities:
    • If a model gains an ability via a Theme Force rule, and then the opponent takes it over, it keeps the theme ability. (Infernal Ruling)
  • Movement
  • You can advance a model into an area and force them to take damage (like an acid cloud, or a Razor Wall template), but they only take damage once per advance (ref Prime rulebook pg 65). Thus you cannot keep moving them micro-millimetres in and out of said area to inflict infinite damage.
  • The model is friendly while under your control, so you can't force free strikes by walking it past your own models. You can, however, walk it past your opponent's models and politely ask if they want to take free strikes against their own model.
  • Melee Attacks
  • Models with the Gunfighter advantage can make attacks as they normally would if the ability controlling them allows for basic attacks (e.g., Influence). Note that other "take control" abilities only allow for melee attacks, such as Seduction and Bone Shaker (Gunfighter attacks are ranged attacks).
  • Point Blank attacks cannot be made with temporarily controlled models, as Point Blank is only allowed 'during activation.'
  • Controlled models do not receive back strike bonuses, because you can only get that bonus during your normal activation.
  • With reference to the attack sequence (appendix A) your control of the model doesn't expire until after Step 14. So you can potentially trigger abilities like Snacking (Step 11.4).
    • As long as it's not limited to "during combat action" or "during activation".
  • Destroying the Controlled model
    If the model is destroyed or RFP'd while under your control (for instance you walked it into a hazard), this has two consequences:
  1. It is considered to be under your control at the moment it is taken off the table:
    • Your opponent can't reave fury off a warbeast destroyed this way, because it is an enemy warbeast when it is taken off the table.
    • Your opponent can't trigger stuff that depends on a "Friendly model" being destroyed (such as Righteous Vengeance).
    • You can't trigger stuff that depends on an "Enemy model" being destroyed (such as Cull Soul).
  2. It returns to the original owner once it's off the table:
    • Your opponent can use Spirit Bond to get fury from the dead warbeast.
    • Your opponent can use Return To Play abilities to get it back on the table (assuming it wasn't RFP'd).
  • Taking control of an enemy Trooper (member of a unit)
  • A trooper you take control of becomes an independent model. Thus:
    • It will not benefit from any bonuses that it gets from its comrades (such as Gang, Shield Wall, etc).
    • It will not benefit from any bonuses that rely on the trooper being "in formation" (such as Granted and Tactics abilities).
    • Spells on a unit are considered to be on the "unit", not on the "models that make up the unit". So a controlled trooper will not benefit from any spells on the unit.
    • If you take control of the last survivor of a unit then the "unit" ceases to exist for the duration of the control. This means that any spells on the "unit" will expire. Woo, free dispel!
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Rules Clarification : Vision      (Edit)

  • You ignore damage, but not any effects that trigger on "hit". For instance a Quake will still cause knockdown and a Star Strike will still set you on fire.
  • You can't ignore attacks which do a fixed amount of damage instead of a damage roll, such as Sniper or Needle.