Feora, Protector of the Flame

From LOS Warmachine University
Revision as of 01:29, 11 May 2020 by Juckto (talk | contribs)

Jump to: navigation, search
Protectorate Logo.jpg Feora, Protector of the Flame

Protectorate Warcaster

Once a woman of naked ambition, she has been humbled and exalted by her travails in the besieged city of Sul. She has rallied her followers in the defense of the sacred sites, and leads them to feats of bravery and sacrifice as they fight to forestall Cygnar's invasion. Filled with righteous power, she marks a line in the streets of Sul with a wall of all-consuming fire, and she has reconciled with old rivals to hold this city for Menoth.

Basic Info

Feora2
Missing Info
FeoraProtectoroftheFlame.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 7
MAT 7
RAT 5
M.A. N/A
DEF 15
ARM 17
CMD N/A
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock
  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat : Wildfire

  1. Feora gains 1 focus point for each enemy model currently in her control range suffering the Fire continuous effect and can immediately give that focus to warjacks in her battlegroup that are in her control range.
  2. Feora can then remove the Fire continuous effects from any number of models in her control range. For each Fire continuous effect Feora removes, choose one model in her control range to suffer the Fire continuous effect.
Tip lightbulb.png

Tip !
Feora can exceed her FOCUS stat with her feat. Warjacks cannot have more than 3 focus due to the Cortex rule (refer the core rulebook).

Abilities

Weapons

Spells

COST RNG AOE POW DUR OFF
Cleansing Fire

3 8 3 14 (Fire) - Yes
Cleansing Fire deals fire damage. On a critical hit, models hit suffer continuous fire.
Convection

2 10 - 12 - Yes
When Convection destroys a living enemy model, you can give 1 focus point to a warjack in the spellcaster's balttlegroup that is in its control range.
Escort

2 SELF Control - Upkeep No
Warjacks in the spellcaster's battlegroup beginning their activations in its control range gain +2" movement when advancing as part of their Normal Movement. The spellcaster gains +2 ARM while one or more warjacks in its battlegroup are within 3" of it.
Firestarter

2 6 - - Upkeep No
Target a model in the spellcaster's battlegroup. That model's melee and ranged weapons gain the Fire continuous effect.
Fire Step

2 SELF (★) - - No
Enemy models currently within 2" of the spellcaster suffer a POW 13 Fire Damage roll. After the damage is resolved, place the spellcaster completely within 3" of its current location. Fire Step can only be cast once per activation.

Theme Forces

Recent Changes

2019.06 Infernal Release

Thoughts on Feora2

Feora2 in a nutshell

Feora is the Protectorate's fast jack caster, able to flambé infantry and able to move her entire battlegroup pretty fast thanks to Escort - with the Choir of Menoth they brawl pretty well.

Maximising her feat and spells

Feora is trickier to manage that she seems at first. She is the kind of caster that specially needs her feat to be maximized. In order to maximize her feat, you will need:

  1. Continuous fire damage weapons or abilities that reliably set models on fire. Firestarter can help with this.
  2. Enemy models that are likely to surivive the intial attack of your fire weapons. If they die to the initial attack they will have no use for the feat. Aim for warjacks/beasts, heavy infantry or solos that can survive the flames before the feat is used
  3. Enemy models that are within the CTRL range of Feora by the time the feat is cast.
  4. Pay attention for abilities such as Fire immunity (those models should obviously be removed from your "things to set alight" list) and abilities, feats and spells that could increase the survivability of enemy units, so they can survive your flaming weapons long enough to grant you focus.

Don't forget the second part of the feat. It allows you to transfer continuous fire status between models allowing you to help killing solos difficult to hit or infantry that is securing a key area, etc. You can can also fire on your own warjacks to aim those flamer templates and transfer the continuous fire to an enemy model

Drawbacks & Downsides

  • In Mk3 there just isn't that much infantry for Feora to set on fire. The High Allegiant, on the other hand, has a much more target-rich environment.
  • In general, Feora compares unfavorably to Amon. Feora only grants a somewhat situational offensive benefit for up to two warjacks a turn and Escort, while Amon has Mobility and Synergy; his feat also doesn't rely on having the enemy's models on fire.
  • Lists with easy access to army-wide fire immunity (Kallus2, Horgle2, etc) will not be scared of your tricks.

Tricks & Tips

  • It's generally better to burn low-to-mid ARM targets since Fire doesn't do much damage vs high-ARM jacks/beasts.
    • But a few high dice rolls can still chip away at their hitpoints so don't be afraid to spread the fire token love around to the big guys if you've no better targets on your feat turn.
  • It's not a terrible idea to take some chaff infantry with low DEF, and burn them on your feat turn to generate fire tokens that you can then transfer to the enemy. On one hand it can be wasted points, on the other hand it can let you reliably put fire tokens on otherwise un-hittable targets.


List Building Advice

Strategy

Her main method of winning is by caster assassination or by attrition. Due to the wording of Feora's feat, in the first method (assassination) Feora does not require the focus obtained to be distributed between warjacks, so she can keep all the focus and start slinging spells (Convection) either directly or through a well positioned arc node, until the enemy caster dies.

Her second method is attrition. Thanks to her Caustic Presence ability, all but the most heavily armored enemy models will be slowly but surely be dying to the flames until only the enemy caster is left. You just need to make sure you set aflame those models and destroy the rest.

Feora's army can be built around her feat and how you are going to use it. If you want to win through scenario objectives, one part of her army should be setting things on fire (activating before she uses her feat) and the other (Jacks, mostly) will be receiving the focus obtained from her feat (so they activate after the feat is cast). For the first part you will require units like Flameguard Cleansers for example or cheap jacks like the Repenter. For the second part you will require jacks that with lots of attacks, preferably powerful ones. They don't require to set things on fire but it is recommended.

If you want to win through spell assassination, one or more arc nodes (Revenger, Guardian) are highly recommended. To get more focus you can also include some Wrack solos.

Theme Thoughts

The best theme to take her in is probably Creator's Might because she can bring two Judicators between which she can cycle Fire Starter and Hand of Judgemnt without penalty and still bring all the support she needs.

  • Covenant of Menoth can Reposition to safety in this theme, which is great because as a high def caster all about setting things on fire, Feora really likes all of their buffs.
  • Exemplar Warder - A resident Shield Guard is always a good thing for a caster that ahs to play far forward, even if she can be DEF17/ARM19
  • Choir and Severius0 - Feora herself has no accuracy or damage buffs, these guys do.

Battlegroup

Hand of Judgment is her pet warjack that she can take in any theme.
  • Judicator and Revelator with Feora both set the world on fire.
  • And for that matter so does a Redeemer (Guide me O thou great...)
  • Hand of Judgment is her pet warjack that she can take in any theme. It makes fire more dangerous and has an autoboosted large spray.

Other

Trivia

Released in Warmachine: Superiority (2006)

Other Protectorate models

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

Amon - Cyrenia - Durant2 - Durst - Feora1 - Feora2 - Feora3 - Feora4 - 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 - Covenant1 - Covenant2 - 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 - 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: 2021.11

Rules Clarifications

RC symbol.png

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)
RC symbol.png

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.")


RC symbol.png

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. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "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).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When 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.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • 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
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability 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.


RC symbol.png

Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

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.
  • 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 not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • 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).
RC symbol.png

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.
RC symbol.png

Rules Clarification : Caustic Presence      (Edit)

  • Caustic Presence trumps abilities/spells that make continuous effects expire, because "cannot expire" trumps "expires."

Rules Clarification : Righteous Flames - None yet. (Edit)


RC symbol.png

Rules Clarification : Cleansing Fire      (Edit)

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

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)
RC symbol.png

Rules Clarification : Convection      (Edit)

  • A warjack can benefit from Convection multiple times.
  • A warjack cannot go over its normal focus limit (which is 3 for most jacks) as a result of Convection. Refer to the Cortex rules.

Rules Clarification : Escort and/or Battle Host - None yet. (Edit)

RC symbol.png

Rules Clarification : Firestarter      (Edit)

  • Since it only applies to weapons, it won't affect Power Attacks.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
RC symbol.png

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)

Rules Clarification : Fire Step - None yet. (Edit)