Vessel of Judgment
Protectorate Scrutator Battle Engine
Each Vessel of Judgment is a reliquary containing the sacred remains of one of the Menite priest kings of old and is capable of the most potent manifestations of Menoth’s power on Caen. The blazing fury of the Creator scourges infidels who venture too close, and the faithful who fall in battle around it can stave off death long enough to strike one last blow for their god.
- Divine Wrath - 12" range, POW 15 gun.
- Damage Type: Magical - This weapon deals Magical damage.
- Admonisher - When an enemy model is directly hit by an attack with this weapon, the d3 nearest enemy models within 4˝ of the model hit suffer an unboostable POW 10 magical damage roll.
- Reload  - This model can suffer d3 damage to make up to 1 additional ranged attack(s) with this weapon during its Combat Action. It can make one additional attack for each (N/A).
- Battle Engine - All battle engines share the same special rules, most notably being immune to a bunch of stuff. Click here for the long version.
- Construct - This model is a construct and is not a living model.
- Gunfighter - This model can use its ranged weapon(s) even while in melee, but with limitations. Click the link for the full rule.
- Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
- Immunity: Fire - This model does not suffer fire damage, nor the continuous fire effect.
- Destructive Power - This model can suffer 1 damage to boost an attack or damage roll. The damage is suffered after the attack is resolved.
- Holy Reliquary - The Vessel suffers d3 damage each time it uses one of the following miracles. The damage occurs before the miracle.
- Bonds of Faith – The Vessel can use this miracle once per turn at any time during its activation. Remove d3 damage points from other friendly Faction models in the Vessels's CMD range. Additionally, when this miracle is used, enemy upkeep spells and animi on models/units in the Vessels's CMD range immediately expire. A spellcaster can keep any of its upkeep spells in play by suffering d3 damage points per spell.
- Doors of Judgment - Once per turn when a friendly Faction living warrior model is disabled by an enemy attack (except while advancing) while in the Vessel's CMD range, the Vessel can use this miracle. The disabled model can immediately make a full advance and can make one basic attack, then the disabled model is destroyed. The disabled model can make this attack even while out of formation.
- Eruption of Faith - Once per turn at any time, the Vessel can cause a POW 12 Fire damage roll to enemy models within 2", apply Continuous Fire, and then push them 4" directly away from it in the order you choose.
No changes since 2017.04
Thoughts on Vessel of Judgment
Vessel of Judgment in a nutshell
The Protectorate Battle Engine has a nice gun for hurting heavies, toasting infantry, and provides some useful tricks. Admonisher is the Protectorate version of Lightning Generator, and unlike electro immune things, very few units are resistant to magic damage. Unfortunately, it only triggers upon hitting an enemy first, so not useful to unjam your heavies - but eliminating squishy support pieces, or fragile infantry standing close to some Girded heavy is always fun. Divine Wrath is a great gun, and it is boostable without spending focus. It is especially useful against Hordes and/or upkeep heavy armies, as Bonds of Fate can remove annoying enemy animi and upkeeps from every model in its respectable 10" CMD range, while leaving yours in place. Eruption of Faith is useful mainly when the enemy tries to jam your Vessel, while Door of Judgement can be a really nasty surprise for an unprepared enemy.
Combos & Synergies
There's a lot of models that can get a lot of work out of Doors of Judgement. You're looking for accurate, hard-hitting models such as:
A few models to repair the Vessel when it hurts itself:
- Vassal Mechanik fixes the Vessel when it hurts itself.
- Colbie Sterling. Probably only necessary if you're taking double vessels and need more repairs than just the full FA of Vassal Mechaniks.
- Kreoss1 - The Vessel can emulate Kreoss1's Purification (though in a smaller radius), and also under his feat it can hit reliably hit knocked-down enemies and trigger Admonisher.
Drawbacks & Downsides
- It's expensive for a support piece and not hurting heavies much. (Light infantry on the other hand should be very afraid).
- It eats its own HP to be effective - on a particularly bad turn you can lose up to 11 HP.
- You basically have to add the price of the repair solos to its cost to keep it working, while inflicting damage upon yourself.
- It is painfully slow, and anything that messes with your SPD, will make a sitting duck out of it.
- Range denial tricks will make it near-useless.
- Not a battlegroup member, so battlegroup feats and spells will not support it. Neither the Choir.
- Its abundant health boxes are deceiving - if you take too much damage, you won't have enough left to hurt yourself to support your army.
Tricks & Tips
- It's theoretically possible to have a last ditch win by using Doors of Judgement on your warcaster just as they are dying to counter-assassinate. Theoretically.
- It's almost always worth boosting both attack and damage rolls on any worthy target.
- Low DEF targets (knocked down heavies, super heavies or objectives) are all excellent targets for delivering Admonisher to weaker targets nearby.
Originally released in the Warmachine: Wrath expansion (2011)
Other Protectorate models
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.")
Rules Clarification : Admonisher (Edit)
- You cannot shoot a friendly model in the back to trigger this ability.
- This ability was errata'd to be unboostable (2017.06).
Not considered an attack
- The original attack and damage is definitely an attack, and triggers stuff normally. But the "secondary" damage works quite differently.
- The secondary damage is not an attack, so doesn't trigger stuff like Vengeance.
- The secondary damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
- The secondary damage is not from an attack, but it is damage from the original model. This has two implications:
- It's not an attack from a weapon so:
- it won't gain damage buffs from the weapon (such as Poison).
- it won't gain any Damage Types from the weapon. (Infernal Ruling)
- It is a damage roll from a model so:
Rules Clarification : Reload (Edit)
- You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)
- If you have (x2) of a weapon with Reload (such as Caine1), the special rule will only be written on the card once. But you can reload both weapons to the max limit. (Infernal Ruling)
Rules Clarification : Battle Engine (Edit)
- The main differences between battle engines and the other huge bases are:
- They can be placed, and they can move outside their Normal Movement (such as Dodge).
- They can benefit from Advance Deployment, Incorporeal, and Stealth.
- They can't make ranged attacks while in melee.
At least not by default; but many battle engines have Gun Platform, Dual Attack, or similar.
- Unlike Colossals and Gargantuans, your opponent can take control of your battle engine. There are very few such abilities that work on this model type, though.
- Huge Base (Edit)
- Coming on a huge base triggers a bunch of rules scattered throughout the rulebook. Click here for a summary of them.
- You can draw LOS from your Left arc to a target in your Right arc (and vice versa). See also this diagram
- Huge-based models get bonus distance on Power Attack Slams. But this bonus doesn't apply to slams caused by other means, such as Critical Smite or the Hurricane's Thunder Charge ability.
Rules Clarification : Construct - None yet. (Edit)
Rules Clarification: : Gunfighter (Edit)
(Click Expand to read)
- You cannot Aim if you start your activation in melee. (Infernal Confirmation)
- A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).
- Outside of melee
- If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
- In melee, but didn't charge
- If it didn't charge, it can target anyone it's "in melee" with.
- This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
- If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
- Charged into melee
- If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
- If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
- However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
- Other targeting notes
- Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee (although it may hit one accidentally, see "Missing" below).
- If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
- Gunfighter doesn't change the RNG of your gun, it just provides you an ability to use it while in melee and imposes some targeting restrictions.
- If you're affected by a debuff that reduces your RNG to 1", that will further limit who you can target.
- If you're affected by a debuff that reduces your RNG to 0", you cannot make attacks (refer 'Weapon Statistics', page 19 of rulebook).
- You use the Gunfighter's RAT for the attack roll.
- Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
- How the +4 DEF bonus for "being in melee" works with Gunfighters is:
- they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
- they never ignore it vs friendlies, because you cannot be in melee with a friendly target.
- Obviously, if the Gunfighter isn't actually in melee with the enemy target, then the Gunfighter rules don't apply. So they do get the +4 DEF bonus as if it were a normal ranged attack (because it is).
Missing the Attack Roll
- If you miss the attack roll then you need to randomly reassign the shot just like you would with a normal ranged attack shooting someone in melee. Because nothing in the Gunfighter rules say you ignore this part of the "Targeting a Model in Melee" (TMM) rules.
- Do not include the Gunfighter model itself in potential 'randomees' (because you can't target yourself, as per the 4th paragraph of TMM) (Locked thread)
- but do include models the Gunfighter is in melee with, and any friendly models that are in melee with them (as per the TMM rules).
- Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
- Once they do that you're in melee and your target selection is limited to just models in melee (as explained above).
Gunfighter + an AOE weapon
- If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
- If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.
Gunfighter + a spray weapon
- Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
- If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.
Units of Gunfighters
- If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
- Redirected attack:
- If they're still engaged, their initial attack (s) must be vs someone in their melee range.
- If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
- If they're unengaged, they are now free to shoot anyone within the gun's normal range.
- Gunfighter vs Point Blank (Edit)
- If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
- These two abilities are subtly different, but it's an important difference.
- Gunfighter allows you to make ranged attacks while in melee.
- Point blank allows you to make melee attacks with your ranged weapon.
- Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
- Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
- Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
- Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
- Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
- Gunfighter & Cavalry ( Edit )
- A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
- You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
- Gunfighter vs RNG modifiers (Edit)
- Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
- If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
- If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
- If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
- (Infernal Ruling)
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 : Destructive Power - None yet. (Edit)
Rules Clarification : Holy Reliquary (Edit)
Restrictions on "Any Time" abilities
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- 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).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- 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).
- 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)
Rules Clarification : Bonds of Faith (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)
Rules Clarification : Doors of Judgment (Edit)
- The "Judged" model is not RFP'd until their attack is fully resolved.
- This means that if your caster is killed then you can use Doors of Judgment on your warcaster, use the free attack to assassinate the enemy caster, and win the game as last man standing (just). (Locked thread)
Rules Clarification : Eruption of Faith (Edit)
- The damage from Eruption of Faith is unboostable. (Infernal Ruling)
Push - General
- Pushed models do not change their facing.
- Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
- Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
- You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
- Pushed models suffer the effects of anything they move through (such as acid clouds).
- If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
- However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
- In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)