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| =Basic Info= | | =Basic Info= |
− | {| class="wikitable" style="width: 300px; float:right;" | + | {{Infobox-Model |
− | |- | + | | name = {{PAGENAME}} |
− | ! colspan=3 |'''{{PAGENAME}}'''
| + | | image = 32108_Revelator_WEB.jpg |
− | |-
| + | | base = Huge |
− | |rowspan=99|[[File:32108_Revelator_WEB.jpg|250px]] | + | | spd = 5 |
− | |-
| + | | str = 18 |
− | | style="width: 30%;"| '''SPD''' | + | | mat = 6 |
− | | style="width: 20%;"| 5 | + | | rat = 5 |
− | |- | + | | def = 8 |
− | | '''STR''' || 18
| + | | arm = 19 |
− | |- | + | | cmd |
− | | '''MAT''' || 6
| + | | hp = 60 |
− | |- | + | | cost = 37 |
− | | '''RAT''' || 5
| + | | fa = 2 |
− | |- | + | }} |
− | | '''DEF''' || 8
| + | |
− | |- | + | ===Abilities=== |
− | | '''ARM''' || 19
| + | * {{Colossal}} |
− | |- | + | * {{Warjack}} |
− | | '''HP''' || 60 | + | * {{Construct}} |
− | |- | + | * {{Pathfinder}} |
− | | '''Cost''' || 37 | + | * {{Feretory}} |
− | {{SBE}} | |
− | |}
| |
| | | |
| ===Weapons === | | ===Weapons === |
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| ** {{Open Fist}} | | ** {{Open Fist}} |
| | | |
− | ===Abilities=== | + | ===Recent Changes=== |
− | * {{Colossal}}
| + | 2018.07 Exemplar Errata |
− | * {{Warjack}}
| + | * Gained +1 SPD (to match the changes to the [[Judicator]]). |
− | * {{Construct}}
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− | * {{Pathfinder}}
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− | * {{Feretory}} | |
| | | |
| =Thoughts on {{PAGENAME}}= | | =Thoughts on {{PAGENAME}}= |
Revision as of 20:44, 28 July 2018
Protectorate Colossal Warjack
The consecrated colossals of the Protectorate of Menoth are towering masterpieces of faith and war. The Revelator strips away the obscuring magic of profane casters and scorches the earth to leave nothing but ashes behind.
Basic Info
Revelator |
Missing Info |
|
COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Huge |
SPD |
5 |
STR |
18 |
MAT |
6 |
RAT |
5 |
M.A. |
N/A |
DEF |
8 |
ARM |
19 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
60 |
F. Field |
N/A |
|
|
|
|
WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
2 |
UNIT SIZE |
N/A |
COST |
37 |
N/A |
N/A |
|
|
|
|
N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
|
Abilities
Weapons
- Conflagrator (x2) - 10" range, 4" AOE, POW 15 guns.
- Light Bringer (x2) - 14" range, POW 12 guns.
- Fist (x2) - 2" reach, P+S 21 melee weapons.
Recent Changes
2018.07 Exemplar Errata
- Gained +1 SPD (to match the changes to the Judicator).
Thoughts on Revelator
Revelator in a nutshell
The Revelator is your toolbox colossal, with a bit of board controlling potential on its main guns, and some nice added utility in the form of Stealth removal for your army. Boasting the same melee prowess as the Judicator (Sans Reliquary), its ranged firepower is much more significant. Menoth artificers removed the flame throwers along with the rocket pods, and duct-taped 2 Vanquisher-like main guns, and 2 Reckonereqsue cannons. Thus, the Revelator's overall firepower equals of a large battlegroup, all by itself. Thanks to Feretory, it can remove Stealth from crucial opposing models to the rest of your army. It is also a great addition to your list in a Menoth mirror-match, as Passage from your opponent's Choir means nothing.
Combos & Synergies
Usual caveat for things that enhance warjacks:
- The true-and-tested trio of Choir, Vassal Mechanik, and Vassal of Menoth
- The Deliverer Arms Master allows it to launch its Conflagrator shots beyond screening models. This can become especially important against certain armies, since due to Feretory models with Stealth can block its LOS.
- Anyone who can further enhance its ARM (Defender's Ward, Inviolable Resolve and the like).
- Battlegroup and force multipliers (Incite, Brand of Heresy, Crusaders' Call, Manifest Destiny, Eye of Menoth, etc.)
- Universal de-buffs (Death Sentence)
- Speed Buffs (Redline, Escort)
Special mention to Amon, who can buff speed, attack and ARM on the colossal. Fortify offers a nice big area, where you can defend your troops from knock down effects and pushes. However, he still prefers his battlegroup to include multiple warjacks for pulling off Synergy chains, and more jacks mean more "free" focus from Power-up.
Drawbacks & Downsides
- Very low DEF, great starting point for electro leaps, Spine Bursts, and the like.
- Light Bringer will remove Stealth from only a single model in a unit. It's strong enough to kill most of the squishier targets outright, so the rest of your army still have to shoot against Stealth on such models.
Tricks & Tips
- Basic order-of-activation advice: shoot with the Light Bringer first against a heavy with Stealth, then with the Conflagrators to prevent auto-miss.
- Burning Ground requires direct hit on enemy models. Aim for low DEF targets to trigger the AoE, which might potentially deter lighter models lingering nearby.
Other
Trivia
Theme Forces
Template:Menoth NCW
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 : Burning Ground (Edit)
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Templates that do damage ( Edit) [Show/Hide]
- Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
- A hazard is a terrain element
- Damage from a hazard template is never considered to be from the model or weapon/spell that put it into play. So hazards never gain special rules of the weapon/spell (such as a Damage Type or Poison), nor does it gain special rules of the model (such as Hand of Fate).
- Damage from a non-hazard template is considered to be from the model that put it in play. So non-hazards do get stuff like Hand of Fate. (Infernal Ruling)
- Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance)
- Damage from a non-hazard is also not from an attack. Instead it will be a Special Action (Covering Fire), or a "instead of making an attack, place a template" (Creeping Barrage), or etc.
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- Damage templates from spells is complicated:
- (Infernal Ruling)
- Spells that leave templates that are not hazards (such as Razor Wall) do Damage Type: Magical.
- Spells that leave templates that are hazards (such as Breath of Corruption) follow the rules for hazards, which are most likely not magical damage but it varies by the hazard.
- The initial damage when you place the template, if any, is Damage Type: Magical.
- For example, Breath of Corruption's initial POW 12 corrosion damage roll is Damage Type: Magical in addition to Damage Type: Corrosion. But the hazard that is put into play from Breath of Corruption is not Damage Type: Magical, just Damage Type: Corrosion.
-
- By default, when you put a template into play it doesn't do damage to models they overlap. The exceptions are templates that are created by an AOE weapon, and templates that explicitly say they do damage when they're placed.
- A model which is "placed" also counts as "entering" an area, so the template will damage any one who teleports/spawns into it, too.
- If two templates are overlapping, a model that enters them will take two points of damage.
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Rules Clarification : Fire Beacon - None yet. (Edit)
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Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
- Throw ( Edit )
- See also the Throw article for a recap of the core Throw rules.
- If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
- Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
- Incorporeal vs Slammed/Thrown models ( Edit )
- Incorporeal models cannot be moved by someone trying to slam them.
- Slammed models can move through Incorporeal models.
- If they have enough movement to get past them, no dramas.
- If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
- If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
- For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
- The same logic applies to Throws.
- Collateral Damage
- Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
- It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
- It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
- It doesn't matter if the attacker has crippled weapon systems or aspects.
- Throw - Power Attack
- When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
- If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
- A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
- Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
- Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
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Rules Clarification : Colossal (Edit)
Huge Base (Edit)
- But this bonus doesn't apply to slams triggered by normal attacks (such as Critical Smite or the Hurricane's Thunder Charge ability).
Also, simply being on a huge base triggers a bunch of rules scattered throughout the rulebook, click to read them. [Show/Hide]
From the 2020.02 edition of the core rules (Edit)
- Fields of Fire
- Page 37 A huge-based model’s front arc is marked on its base. Its front arc is further divided into two 90° fields of fire. These fields of fire determine which models a huge-based model can target with its weapons, depending on the location of those weapons. Weapons located on a huge-based model’s left side (L) can be used to target only models in its left field of fire, and weapons located on its right side (R) can be used to target only models in its right field of fire. Weapons with locations “S,” “H,” or “—” can be used to target models in either field of fire. If any part of a model’s base is on the line separating the left and right fields of fire, the model is considered to be in both fields of fire.
- Concealment, Cover, LOS
- Page 49 Concealment & Cover - Huge-based models never gain the DEF bonuses from concealment or cover.
- Page 60 Clouds - Cloud effects do not block line of sight to huge-based models.
- Page 87 Forests - Forests do not block line of sight to huge-based models.
- Huge-Based models in melee
- Page 54 - Huge-based models never gain the Target in Melee DEF bonus.
- Page 65 - Combined Ranged Attacks cannot target a model in melee unless it has a huge base.
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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)
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Rules Clarification : Feretory (Edit)
- When you ignore Stealth you must ignore both aspects: both the "auto-missing" and also the "intervening model" part.
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