Prime This model is available in one Prime Army, Final Interdiction. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.
Note that the rest of this page is about the model's Mark III rules.
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One of the first warjacks developed by the Protectorate after the Cygnaran Civil War was the Crusader, a massive warjack boasting heavy armor and capable of crushing attacks. It has served as the foundation for several masterpieces of war. The Templar, for one, smashes enemies with overwhelming force from an unassailable position behind its thick shield. Of more recent production, the Vanquisher wields a great “blazing star” spiked ball in one hand and a flame belcher in the other. This weapon sends an oil-filled cannonball that bursts and ignites on impact.
Basic Info
Vanquisher |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Large |
SPD |
4 |
STR |
11 |
MAT |
6 |
RAT |
5 |
M.A. |
N/A |
DEF |
10 |
ARM |
19 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
32 |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
U |
UNIT SIZE |
N/A |
COST |
13 |
N/A |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.
Abilities
Weapons
- Flame Belcher - 10" range, 4" AOE, POW 14 ranged attack
- Blazing Star - 2" reach, P+S 16 melee attack.
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Chain Weapon
- Thresher (★ Attack) - This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range. Thresher attacks are simultaneous.
Theme Forces
Thoughts on Vanquisher
Vanquisher in a nutshell
The Vanquisher is a heavy warjack that does a line in infantry killing - it flambees them with a medium AoE or it threshes them with a large thresher attack.
After its rather large points reduction (-4) the Vanquisher went from being the worst warjck in the faction to... likely still being the worst warjack in the faction, because all the other jacks also were made cheaper and have significantly better stats than it does, while filling a niche that isnt already filled by light jacks at half the price.
Combos & Synergies
- The Choir of Menoth lets it put significant hurt on heavies and brings it's blast damage to effective POW 9.
- Grand Scrutator Severius can increase his accuracy and damage, both in melee and at range, by adding one to all rolls, MAT7 thresher is nice, MAT7 thresher that can also re-roll failed hits, ignores shields and can get up to POW19 with both Sevy and Choir of Menoth suddenly makes the Vanquisher very dangerous if your local meta favours infantry armies.
- Malekus - one of the Warjacks worth casting Open Fire on. Also his feat is very powerful with that gun.
- Reznik2 - The Vanquisher can utilize his feat both in melee with Thresher or at range with the AOE gun. Curse also helps with the terrible RAT, Boundless Charge makes it faster and Spell Pircer is great on guns.
Drawbacks & Downsides
- Low SPD4 and low gun range of 10" gives him relatively low threat range.
- MAT is mediocre for the thresher, RAT is mediocre for the gun.
- Easy to hit at DEF 10 and not that hard to take down in a world where most lists chew through Khador heavies (DEF 10, ARM 20) on the regular.
- if you just want an AOE gun to lob shells at troops with, use a Redeemer for 3 points less.
- For one point more you can get a Reckoner, which has Flare, Ashen Veil, +1 Speed, +1 POW on the mace and gun and +2" range on the gun. In return you give up thresher and AOE 4" on the gun; this trade is pretty much always worth it.
- When it come to infantry clearing, the Repenter cost half of what the Vanquisher does and its walk and shoot range is only 1" shorter than the Vanquishers, whole having all the benefits of the spray rule.
Tricks & Tips
- Remember that Thresher can let you hit multiple heavies at the same time.
- Remember that Thresher also hits friendlies.
- A hymn of battle and the chain weapon bonus gives him around a 58% chance of taking out a MoW Shocktrooper in a single swing with or without the shield wall order.
Other
Trivia
Other Protectorate models
Rules Clarifications
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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)
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Rules Clarification : Chain Weapon - None yet. (Edit)
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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]
- Targeting/Timing
- 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 effectively multiple separate attacks.
- If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (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 any tokens until all MMA are resolved.
- Charging
- 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 normal charge attack vs it.
- If your MMA is simply tied to your weapon, then 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, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
- Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
- 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)
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Rules Clarification : Warjack (Edit)
- The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
- Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
- A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
- Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)
Inert warjacks
- Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
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Rules Clarification : Construct - None yet. (Edit)