Vassal of Menoth

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Protectorate Logo.jpg Vassal of Menoth

Protectorate Solo

Mk4 icon.png
Prime
This model is available in two Prime Armies, Final Interdiction and Temple Guardians. 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.

The unclean sorcerous technology of warjacks is forbidden to most who serve the Protectorate, but the ruling Synod has sanctioned the collection of wizards and mechaniks known as the Vassals to sully their souls with the power necessary to construct the weapons of modern war. Mostly captured from foreign lands, the Vassals sometimes take the field and lend direct arcane support to the warjacks they helped fashion to subjugate their former countrymen.

Basic Info

Vassal of Menoth
Missing Info
VassalofMenoth.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR 5
MAT {{{mat}}}
RAT N/A
M.A. 6
DEF 12
ARM 12
CMD 3
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE N/A
COST 2
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Iron Sentinel - While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot become knocked down.
  • Magic Ability [ 6 ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.

Weapons

  • Unarmed - This model has no weapons.

Spells

COST RNG AOE POW DUR OFF
Arcane Bolt

(★ Attack) 12 - 11 - Yes
This spell has zero special effects.
Empower

(★ Action) CMD - - - No
Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack also gains 1 focus point.
Enliven

(★ Action) CMD - - Round No
Target friendly Faction warjack/warbeast. If the warjack/warbeast is in range, the next time it suffers damage from an enemy attack while it is not advancing, immediately after the attack is resolved the warjack/warbeast can make a full advance, then Enliven expires. Enliven lasts for one round.

Theme Forces


Thoughts on Vassal of Menoth

Vassal of Menoth in a nutshell

The Vassal of Menoth helps the focus management/disruption of your jacks with Empower, and helps their survivialability/maneuverability with Enliven. Although he has a magic attack, with no way to boost the roll it's really not a real threat.

In every theme you can take 2 Vassals as a Req option and honestly if you are going War jack heavy you should honestly consider using this to your advantage. 2 free solos offer a good way of contesting objectives as well as dishing out all of the support listed above.

Combos & Synergies

  • He's a warjack support solo, so he works well with any warcaster that likes to take a bunch of jacks. Oh hello Mk3, didn't see you there. What's that you say? That's every warcaster now? Ok.
  • Enliven stacks nicely with Amon's ability to give Parry and Steady. You can take one punch on the chin, then walk away without suffering a free strike.
  • Durst likes a big Battlegroup but doesn’t have to focus for it. Deceleration helps them on the approach and they will likely die and trigger Righteous Vengeance at some point.
  • The Dervish is probably the best jack to enliven because it's immune to free strikes.

Drawbacks & Downsides

  • He is effectively 2 points for one extra focus a turn. Enliven sounds good on paper but it doesn't ignore free strikes so doesn't save you from melee. Also Enliven has to be used the next time the warjack is damaged or not at all. You can't save it for later.
  • Victim stats - unless he has Iron Sentinel even an Electro Leap will kill him.
  • Short range on his CMD-based abilities.
  • Priority target

Tricks & Tips

  • You can use Enliven defensively to extricate your warjack from a fight in the following turn. Or you can use it offensively to jam your warjack even deeper into the enemy lines after it gets hurt.
  • When using Enliven defensively, remember to leave an escape route behind your jack; don't move the Vassal up B2B with jack and box it in.


Other

Trivia

Released in Warmachine: Legends (2008)

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 : Unarmed      (Edit)

  • Since this model has no weapons it does not have a melee range.
    • This means it can't engage other models, declare charges, or make free strikes
    • Also it can't gain abilities that require a melee range (such as Ragman granting this model Dark Shroud).
  • However, other models that do have melee weapons can engage this model. So this model can still gain the "target in melee" shooting bonus.

Rules Clarification : Iron Sentinel - None yet. (Edit)

RC symbol.png

Rules Clarification : Magic Ability      (Edit)

  • Combat Action
Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
  • You must complete your movement before you use a MA.
  • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
  • You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
  • You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
  • You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Non-Combat Action
There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
  • Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
  • Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
  • Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
  • Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.


RC symbol.png

Rules Clarification : Empower and/or Recharge     (Edit)

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

Rules Clarification : Enliven      (Edit)

  • You can't "save" Enliven, you must use it or lose it the first time the warjack is damaged. It lacks the "you can choose to move" wording like, say, Watcher has.
  • Since the attacking model is the "active player", Enliven is resolved at Step 13 of the Timing Sequence.
  • Your Enliven movement can trigger enemy abilities, such as Countercharge.
  • If an enemy takes control of the warjack on a "hit" (such as the Machine Wraith) then you can't trigger Enliven. Because by the time you get to the "damage" step of the Timing Sequence it's one enemy model attacking another enemy model. (Infernal Ruling)