Sovereign Tristan Durant

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Sovereign Tristan Durant
Protectorate Warcaster

Stepping out of the shadows and after his time learning his craft, Tristan Durant has been promoted to the forefront of the fight against the heathen. His insight and undertsanding of the enemy has made him a valued commander both by the leadership of the faith and those who follow him for the glory of Menoth.

Basic Info[edit]

DEF 14
ARM 16
HP 15
WJP +28
See also How to Read the statblock


  • Veritas - 2" reach, P+S 12 melee weapon.
    • Damage Type: Magical - This weapon deals Magical damage.
    • Critical Dispel - When critically hit with this weapon, upkeep spells and animi on the model/unit immediately expire.


  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • True Sight - This model ignores cloud effects when determining LOS. This model also ignores Stealth.
  • Field Marshal [True Sight] - Warbeasts/warjacks in this model's battlegroup gain True Sight.

Feat : Prayers of War[edit]

Each warjack currently in his CTRL range and in his battlegroup gain 1 focus. Also, Tristan gains 1 focus per battlegroup warjack currently in his CTRL range, up to his maximum allowed.


Chasten - Cost 2, 8" range, POW 12

If the spell damages a model, enemy upkeeps & animi on it expire.

Cleansing Fire - Cost 3, 8" range, 3" AOE, POW 14

Deals Fire Damage, and on a Critical hit it inflicts Continuous Fire.

Hand of the Creator - Cost 3

Every friendly Faction model in Tristan's CTRL range heals 1d3. Can only be cast once per activation.

Inviolable Resolve - Cost 2, 6" range, Upkeep

Friendly Faction model/unit gains +2 ARM and they cannot be moved by a push or slam. Doesn't work while out of formation.

Manifest Destiny - Cost 3, Target SELF

While in the caster's control range, models in its battlegroup roll an extra die on all melee attack and melee damage rolls, then discard the lowest. Manifest Destiny lasts for one turn.

Thoughts on Sovereign Tristan Durant[edit]

Sovereign Tristan Durant in a nutshell[edit]

Tristan is an odd caster with quite a deep toolbox:

  • He has an excellent spell for his battlegroup (Manifest Destiny), and a feat tied to it.
  • He has tools to play the war of attrition with multi-wound models (Inviolable Resolve and Hand of the Creator).
  • He has de-buffing abilities (Field-Marshal:True Sight plus Chasten).

The problem is that he can't have it all at once in a regular, 75 pts game. Balancing between a large battlegroup and the rest of your army will be the greatest challenge when playing him.

His field marshal ability is also a bit iffy. It gives you edge against lists which rely on cloud walls to stop charges (Trencher smoke with Haley3 or with the Llaelese Resistance, Jarl, The King of Nothing, etc). Theoretically it also helps you out against stealthy lists - however, reliable shooting jacks in the Protectorate's arsenal are extremely limited. On the flip side, it allows you spell arcing with no regard to Stealth or clouds, as both you and your arc nodes ignore Stealth.

In general, Durant2 is a somewhat fragile caster, who likes to hang back, and support his force from the backfield by arcing spells forth, and loading up his battlegroup on a crucial turn.

Maximising his feat and spells[edit]

Feat thoughts[edit]

Durant's feat allows him to fully fuel his warjacks for one turn (assuming he has no upkeeps or doesn't want to cast Manifest Destiny). This will generally allow you to get the maximum output out of your workhorse warjacks. Don't try to allocate fully to all your warjacks - try to maximize the extra resources you've been given. Having Focus aids like Wracks and Vassals can help get peak efficiency out of your battlegroup.

Additionally, the extra Focus gained from the feat can allow him to get a spell assassination in, although it's probably not worth it due to low odds against everyone but the squishiest of warcasters/warlocks. You can also use some of the extra Focus to camp and protect him better.

Spell thoughts[edit]

  • Chasten - Cheap enough to be cast multiple times on feat turn and the benefit of removing enemy upkeeps. It may be worthwhile keeping an Arc Node around to keep the threat deep into the enemy lines.
  • Cleansing Fire - Typical caster ranged AOE spell with reasonable POW and possibly setting things on fire.
  • Hand of the Creator - Mass healing is always useful. Be careful though, this is best used to keep a damaged battlegroup active and hitting hard by repairing crippled systems. It can also help keep solos and medium based infantry alive, but it's main use is likely to be keeping key, but badly wounded, 'jacks in the fight.
  • Inviolable Resolve - Useful buff spell to make any infantry screen more durable, or simply make an already tough 'jack even tougher to remove, for example the Templar gets to levels of ARM that make it hard to remove while still hitting hard - enough to make Khadoran clamjacks weep in jealousy.
  • Manifest Destiny - This is Tristan's go-to spell. It just makes his battlegroup hit more often, and hit harder. It is hard to imagine playing him without this spell active.

Typical Army & Strategy[edit]


Durant's strategy is to push up the field with his warjacks and keeping them functional with Hand of the Creator. Once his battlegroup is in position, he'll feat, cast Manifest Destiny, and hopefully land a crippling blow on the opponent. He's mainly a backline warcaster due to his stats and mediocre combat ability. If worst comes to worst he can go into melee (Manifest Destiny works on him as well) and not be a total limp noodle, but he's certainly no Kreoss2 or Thyra when it comes to combat.


Tristan will want to be taking more 'jacks than usual for a typical Protectorate caster, to maximise his spells and feat. Seven is the ideal for trying to 'live the dream' on his feat turn. But more typically will be 4-6 'jacks and likely a mix of heavies and lights and suitable support and a little bit of infantry to help cover what the 'jacks can't. The warjacks in his battlegroup too are likely to primarily be melee orientated, but probably the best builds are those taking a variety of 'jacks. Some of the favoured choices are:

  • Templar - With its shield and a good target for Inviolable Resolve this 'jack will be difficult to remove and likely to be around to keep hitting after some suitable healing from Hand of the Creator. As a Shield Guard it can help keep Tristan alive, as he marginally on the weaker side in terms of survivability.
  • Guardian - Tristan will like an arc node, but he doesn't rely on one, so this heavy has good melee range and hits hard as well as providing Tristan with a way to cast Chasten deep into the enemy.
  • Reckoner - While only having one initial melee attack, it is a powerful one and the Reckoner's gun is always useful in closing with the enemy, it rounds out a battlegroup of diversity well, and can help mark a high DEF/stealth target via its Flare.
  • Castigator - Two open fists are always useful for board control and the combustion ability can assist in clearing out infantry, which Tristan definitely needs.
  • Vanquisher - Similarly the Vanquisher provides some infantry clearing and a second ranged option, while still being able to close with the enemy and hit hard.
  • Crusader - As a cheap beatstick it will likely often see service for a caster who wants a larger battlegroup and is getting pushed for points. It is solid and cheap and if your enemy is spending resources on removing it, it is resources not being spent removing more specialised elements of your army.
  • Dervish - A very effective light 'jack, and with parry it is a very good target for a Vassal of Menoth's Enliven ability, able to walk away without free strikes after being hit. Its sidestepping ability means it can get deeper to annoy the enemy or do well in clearing infantry. At its good price/performance ratio it is always worth considering.
  • Repenter - A perennial solid light 'jack. The spray adds some extra ranged options and infantry clearing, i.e. increases the diversity of his battlegroup, and another 'jack to approach that magic number of seven for a relatively inexpensive price. While Tristan prefers melee orientated warjacks, thischeap ranged options to deal with infantry on the approach. In melee the Repenter brings a Chain weapon to also get past infantry cowering behinds shields/shieldwalls.
  • Revenger - If you can't afford a Guardian for an Arc Node, then a Revenger may be worth considering for that flexibility that Tristan thrives on.


There is a temptation to take Exemplar Cinerators or better yet Exemplar Bastions who can be healed via the Exemplar Bastion Seneschal and the hand of the Creator to stay alive. This can work, but it is an expensive option and with only 5 hit boxes these days, it's not necessarily a good option. Flame Bringers are surprisingly robust and may work well - if they already have not run out of his CTRL range and so can be healed via his spell and keep on much longer than the enemy would like.

It is likely Tristan will not have a lot of infantry with him, but a unit that can increase its armour and jam up the enemy heavies can help give him options, and so Temple Flameguard are definitely worth considering.


It almost goes without saying that you will not be leaving home with Tristan without a Choir of Menoth and most likely two min units. Additionally, given two of his important spells are not cheap, a Hierophant or a Wrack or two may help alleviate his focus burden. A Vassal of Menoth or two also aid in focus distribution to the 'jacks and as mentioned above help Dervishes become really tricksy things to pin down.

Drawbacks & Downsides[edit]

  • No movement buff for his army - speed bumps, SPD de-buffs and rough terrain patches can be a real pain in the back.
  • Expensive spells, plus a bias toward a large(r) battlegroup can leave you focus strapped, and vulnerable to tricks that increase casting COST (Arcane Suppression, Lamentation, etc).
  • A FOCUS-related feat is pretty vulnerable to counter-feats and abilities, which mess with FOCUS and allocation:
    • Sevvy1's feat can greatly decrease the effectiveness of yours, dropping you to FOCUS 5, while simultaneously stopping spell casting and arcing (but not buying extra attacks, or allocating)
    • Garryth shuts down spellcasting and focus spending altogether
    • Disruption won't allow jacks to gain FOCUS from whatever source
    • Morghul1's feat will stop your jacks spending their accumulated FOCUS.
  • An in-between caster with contested position on every side:
    • As a battlegroup caster, Amon is superior in the faction.
    • As a support and de-buff caster Kreoss2 has a more straightforward play-style, and is less dependent on his battlegroup.
    • As an attrition caster, he is no match for the Testament of Menoth

Tricks & Tips[edit]

  • If you happen to play against Reznik1, remember that your jacks under his feat can still collect focus both from power-up and Prayers of War, as none of them are allocations.



  • Originally released 2016.06
  • He's a "graduated" Junior, released back in MK 2 as a solo with other named Junior Warcasters.

Theme Forces[edit]

Themes for any & all casters (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

Solos Allegiant - Champion of the Wall - Deliverer Arms Master - Exemplar Warder - Exemplar Bastion Seneschal - Exemplar Errant Seneschal - Hierophant (Attached) - Knights Exemplar Seneschal - Paladin of the Order of the Wall - Reclaimer Gatekeeper - Vassal Mechanik - Vassal of Menoth - Wrack
Elias Gade - Hand of Silence - Gravus - Vilmon - Durant1 - Nicia - Pyrrhus - Severius0 - Covenant
Battle Engines & Structures Vessel of Judgment (BE) - Shrine of the Lawgiver (Structure)
Theme Forces
The Creator's Might - Exemplar Interdiction - The Faithful Masses - Guardians of the Temple
Refer to Who Works for Whom and/or Category: Protectorate of Menoth Mercenary
This index was last updated: 2019.02

Rules Clarifications[edit]

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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 : 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)

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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. Note that the attack is not over until you finish step 14 of the attack sequence (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 rectangle zones and flags by himself.
    • However, to control a circular zone, the entire unit needs to be within the circle.
  • 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.
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Rules Clarification : True Sight      (Edit)

  • You only ignore clouds for LOS. Models can still get the concealment bonus, trigger Prowl, etc from clouds. (Infernal Ruling)
  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has True Sight and one does not. There are examples on the Category:Channeler page.
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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)

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Rules Clarification : Chasten      (Edit)

  • 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)
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Rules Clarification : Cleansing Fire      (Edit)

  • On a critical hit, all models in the AOE suffer continuous fire, otherwise none do.
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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.

Rules Clarification : Hand of the Creator - None yet. (Edit)
Rules Clarification : Inviolable Resolve - None yet. (Edit)

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Rules Clarification : Hand of Fate and/or Manifest Destiny and/or Signs & Portents     (Edit)

  • This buff affects any damage roll that is caused by a model, not just normal attacks. For instance, it can affect the damage roll when a Berserker explodes via Unstable. (Infernal Ruling)
  • 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.