Allegiant of the Order of the Fist

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Allegiant of the Order of the Fist

Protectorate Solo

Disdaining weapons and wearing little armour, these expert pugilists effortlessly evade rifle fire, deflect enemy blades, and counterattack with a series of rapid kicks and punches. By the time a monk reaches the vaunted rank of allegiant, he has fused his faith with unwavering discipline and absolute self-control to become one of the most dangerous weapons in the Protectorate arsenal.

Basic Info[edit]

Allegiant of the Order of the Fist
DEF 14
ARM 12
HP 5
Cost 3
See also How to Read the statblock


  • Punching Gauntlet (x2) - 0.5" reach, P+S 9 melee wepaons.
    • Weapon Master - When attacking with this weapon, add an additional die to its damage rolls.


  • Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
  • Parry - This model cannot be targeted by free strikes.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Shifting Sands Stance - The Allegiant can forfeit either its Normal Movement or Combat Action to gain +4 DEF. Also, if an enemy misses it, the Allegiant can make a full advance.
  • Side Step - When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.
  • Steady - This model can't be knocked down.

Thoughts on Allegiant of the Order of the Fist[edit]

Allegiant of the Order of the Fist in a nutshell[edit]

A cheap combat solo that moves fast and hits hard. Warjacks may not tremble at the monk's approach, but nearly everything else will. It is fast, and under its stance (which it is likely always using on the approach) very difficult to remove, without expending more resources than his point cost may seem to warrant. This usually means unboosted shots will rarely target the monk as they are most likely going to miss him, under his stance, and allow him to move up a lot closer to their front lines.

He is excellent at mopping up infantry, fearlessly heading deep into enemy territory, and also great at contesting or holding scenario objectives. He is also good at hunting enemy solos. The Allegiant has a wide utility in almost any Protectorate list, and for his very economical price he is worth taking whenever you can. In fact take two!

Combos & Synergies[edit]

  • Slow moving models - the Allegiant is a jammer who wants the enemy to come to you.

Drawbacks & Downsides[edit]

  • At MAT 7 and effective POW 12 the Allegiant is not terribly destructive.
  • Any anti-infantry tech that doesn't have to roll to hit (e.g. Electro-Leaps or blast damage) are likely to kill the Allegiant.
  • The Allegiant is surprisingly slow as if he runs or charges he can't use his stance
  • Out of stance he's a walking casualty (but this can be worth it to kill a less cheap solo)

Tricks & Tips[edit]

  • The Allegiant normally doesn't get to attack if in stance, and if not in stance is basically a casualty. So draw the enemy onto you.
  • Walk into the way of enemy jacks/beasts; the allegiant is really annoying to remove.
  • Try and engage enemies with your stance move if you get it - that gives you the flexibility to either stance/attack/sidestep or move/stance next turn.
  • He works better when alone - your opponent's best move is often to ignore the Allegiant, and if that flank can just kill everything else you don't get work out of your stance. You want to force your enemy to take attacks against him.



Originally released in Warmachine: Legends (2008)

Theme Forces[edit]

Other Protectorate models[edit]

Warcasters Durst - Feora1 - Feora2 - Feora3 - Severius1 - Severius2 - Amon - Reznik1 - Reznik2 - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Harbinger - Reclaimer1 - Reclaimer2 - Durant2 - Thyra - Vindictus
Warcaster attachments Hierophant (Protectorate) - Madelyn Corbeau (Mercenary)
Other Controllers Bastion Seneschal (Marshal) - Durant1 (BGC) - Reclaimer Gatekeeper (Marshal)
Light warjacks Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant

Blessing of Vengeance

Heavy warjacks Castigator - Crusader - Guardian - Indictor - Reckoner - Sanctifier - Templar - Vanquisher

Avatar of Menoth - Blood of Martyrs - Eye of Truth - Fire of Salvation - Hand of Judgment - Scourge of Heresy

Colossal Judicator - Revelator
Units, Solos, & Battle Engines
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 - Knights Exemplar - Temple Flameguard

Visgoth Juviah Rhoven & Honor Guard
Ranking Officer: Attendant Priest

Solos Allegiant - Champion of the Wall - Deliverer Arms Master - Exemplar Bastion Seneschal - Exemplar Errant Seneschal - Hierophant (Attached) - Knights Exemplar Seneschal - Paladin of the Order of the Wall - Reclaimer Gatekeeper - Vassal Mechanik - Vassal of Menoth - Wrack

Gravus - Vilmon - Durant1 - Nicia - Pyrrhus - Covenant

Battle Engines Vessel of Judgment
Theme Forces
The Creator's Might - Exemplar Interdiction - The Faithful Masses - Guardians of the Temple
Merc menoth.jpg


Mercenary Battlegroups
Warcasters Ashlynn - Bartolo - Damiano - MacBain - Durgen - Ossrum - Magnus1 - Magnus2

Requires a 2+ caster game

Other Controllers Mini-casters Gastone Crosse - Rorsh & Brine
Marshals Colbie Sterling - Dirty Meg - Rutger Shaw
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Protectorate army depends entirely on which mercenary 'caster is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
Mercenary Units, Solos, & Battle Engines
Units Horgenhold Artillery - Horgenhold Forge Guard - Ogrun Assault Corps - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Thorn Gun Mages
Captain Sam & the Devildogs - Croe's Cutthroats - Blythe & Bull - Herne & Jonne - Aiyana & Holt
Solos Alten Ashley - Anastasia - Bradigan - Grogspar - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gastone - Gorman - Bailoch - Rockbottom - Dougal - Orin - Rhupert - Rorsh & Brine - Rutger - Saxon - Sergeant Nicolas - Stannis - Taryn
Battle Engines None
Warcaster attachments Madelyn Corbeau

Rules Clarifications[edit]

Rules Clarification : Weapon Master - None yet. (Edit)
Rules Clarification : Advance Deployment - None yet. (Edit)
Rules Clarification : Parry - None yet. (Edit)
Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Shifting Sands Stance      (Edit)

  • The free move triggers at step 13. You might still be hit by an AOE, electro-leaps, etc before getting a chance to step away.
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Rules Clarification : Side Step      (Edit)

  • You can't trigger Side Step by hitting friendly models.
  • You can't trigger Side Step from additional attacks that you buy, or out-of-activation attacks (such as free strikes).
  • If you have multiple initial attacks, you have to step after each one. You can't "save up" all your side steps then get a single big 4" or 6" move.
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Rules Clarification : Steady      (Edit)

  • Steady models are still susceptible to other effects of knock-down attacks (if there are any).
    • For example, a steady model hit with a Head butt won't be knocked down but will take damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.