Feora, Priestess of the Flame

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Protectorate Warcaster

For years the Priestess of the Flame has been preparing her temple for war; she was instrumental in reshaping the Temple Flameguard into a true fighting force. A devoted, ambitious, and intense woman, Feora leads from the front, entering the fray with righteous satisfaction to lay the purification of flame upon the wicked. At such times, Menoth answers her prayers with his holy fire.

Basic Info[edit]

Feora1
Feora1.jpg
SPD 6
MAT 6
RAT 5
DEF 15
ARM 17
CMD 9
FOCUS 6
HP 16
WJP +31
See also How to Read the statblock

Weapons[edit]

  • Flamethrower (x2) - 8" spray, POW 12 guns.
    • Continuous Fire - A model hit by this attack is set on fire. A model on fire suffers a POW 12 fire damage roll in Maintenance phase of owner's turn until the fire expires.
    • Damage Type: Fire - This weapon does fire damage.
  • Truth - 0.5" reach, P+S 13 melee weapon.
  • Consequence - 0.5" reach, P+S 13 melee weapon.

Abilities[edit]

  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Veteran Leader (Flameguard) - While in this model's CMD range, other friendly Flameguard models gain +1 to attack rolls.
  • Immunity: Fire - This model does not suffer fire damage, nor the continuous fire effect.

Feat - Scorched Earth[edit]

Continuous fire is applied to all enemy models in her control range.

Spells[edit]

Enemy models within 2" of target friendly Faction warjack take a POW 13 fire damage roll.
The caster gains +2 SPD, +4 STR, and +4 MAT for one turn.
Enemy spellcasters take d3 damage if they declare a spell while in Feora's control range. If this damage kills them, their spell doesn't take effect.
  • Ignite - Cost 2, 6" range, Upkeep
Affected model/unit gains +2 to its melee damage rolls and Critical Continuous Fire on its melee attacks.
Does fire damage. Also, on a critical hit, it inflicts continuous fire
Place a wall template anywhere completely within the caster's control range. The template can't touch a model, obstruction, or obstacle. 1) A model suffers a POW 12 fire damage roll and continuous fire if walks around in the template. 2) Models within the template gain concealment.


Thoughts on Feora, Priestess of the Flame[edit]

Feora, Priestess of the Flame in a nutshell[edit]

The name says it all: she is good at setting things on fire, through her feat, spells, and flamethrowers. She can also buff herself to be a monster in melee. She has a useful toolbox of spells, and can deal with a variety of situations.

A good caster for a newcomer to the game/faction. She has few synergies or subtleties for the player to master in order to use her effectively and she can be run easily with a wide variety of warjacks and units. The Hand of Judgment is a natural choice to use with her, but is not required and she could run any Protectorate 'jacks. The only caveat is to not be overconfident and be tempted to do too much work with her in the early game.

Maximising her feat and spells[edit]

Feat thoughts[edit]

Her feat can be incredible when used right, or an exercise in frustration. Do not rely on it as a way to win with Feora1. It is most useful early in the game for setting enemy infantry on fire and killing 2/3 of them, but lucky rolls by your opponent could mean only a handful get removed. Take the kills and have a plan to deal with the rest. Enemy casters who get set on fire in MK 3 are not going to slowly burn to death with unlucky extinguish rolls, but it does mean they get a little less focus to use against you, or camp. So it is best used against infantry, especially armies with high defence, low armour warriors.

Spell thoughts[edit]

  • Blazing Effigy - Good for clearing out infantry near her warjacks, which of course hurts them even more if cast onto Hand of Judgment (or if he is nearby!). Not a spell that will always be used - but good against high defence troops that are threatening to cost more resources to remove another way.
  • Engine of Destruction - A good spell, especially towards the end of the game, when Feora needs to get work done. However, it can be a bit of a trap in the early game, as while she has rather good defence and armour stats, she shouldn't be up front and centre killing enemies. The SPD buff is useful though for getting her where you need her to be, any time in the game.
  • Hex Hammer - A situationally useful spell. Enemy warcasters/warlocks won't really be put off by this spell, and solos too could take the hit, but single wound enemy troops who cast spells such as Druids of Orboros will not be happy.
  • Ignite - A very useful attack buff. This will probably be upkept all the time. A useful spell to cycle - i.e. upkeep on one unit/warjack/etc, activate them to take advantage of it, then activate Feora to cast it on another unit/warjack/etc (or herself!), then activate that unit. The Critical Fire is a nice bonus - if you can remember it! Of course, just as with Reznik1 this spell combined with Engine of Destruction means she will be hitting like a truck.
  • Immolation - Ranged attack spell like most casters have, of course hers does Fire Damage and Continuous Fire.
  • Wall of Fire - Useful for annoying enemy infantry and one of the few board control spells/abilities available in the Protectorate. It also grants concealment for models within it (in this case just touching the wall, unlike for things such as forests or clouds where a model has to be completely within to gain the benefit). However, many of the Protectorate models with Fire Immunity also already have Ashen Veil which grants concealment, and so the usefulness of this feature of the spell is a little diminished in MK 3. But she can help her own survivability by casting a Wall of Fire, walking in to it, and gaining a boost to her defence against most ranged attacks and spells.

Typical Army & Strategy[edit]

Strategy[edit]

On paper she looks like a caster that wants to get up and kill things. This is true, but not too early in the game, she (and her epic form) have the highest defence/armour combination in the faction and almost the highest in the whole game (only one or two models can better her combined total). But she still needs to be protected to get into the fight or to score in scenarios. With Engine of Destruction and topped with Ignite on herself her rather average MAT becomes something rather special and she can hit enemy casters fairly reliably often without boosting to hit. Two flamethrowers are also good, but she should only use these from reasonable safety as her average RAT do not make them reliable, and she usually wants to be casting spells or powering her battlegroup rather than boosting to hit enemies with her flamethrowers.

Army[edit]

Perhaps the biggest boon to her feat and abilities is the Hand of Judgment. The Hand's Fuel for the Flames helps make those fires she has set even hotter, and therefore more damaging. Also the Hand can charge models suffering Continuous Fire for free, so she can use her feat to set on fire what needs to be hit by the Hand of Judgment, who hits like a truck anyway. Additionally (yes there is more), the Hand of Judgment is bonded to her when in her battlegroup and gains boosted ranged attack rolls. With the change to the Vassal of Menoth losing Ancillary Attack in Mk 3 this means only one spray a turn, but any focus on the Hand can be spent on boosting damage or kept by Feora herself. The question is if you are taking Feora1 why are you not taking the Hand of Judgment?

She is a little focus starved even with the Power Up rules for warjacks and she likes to be casting her spells, so an attached Hierophant may help with her upkeep spells and her spell ranges, and a Wrack or two may also provide her with an extra focus when she needs it.

Her Veteran Leader [Flameguard] ability, means of course any Flameguard units in her CMD hit more accurately. This is likely to benefit Temple Flameguard or Flameguard Cleansers the most, as they are more likely to be close to her through the game. Daughters of the Flame and Flame Bringers are fast moving and soon far away either running up the flanks or already deep into enemy lines attacking them from behind. The bonus to attack rolls is relatively minor, and the models benefitting need to be fairly close to her so she could be run just as easily with no Flameguard units at all in her army. But bear it in mind when it comes to choosing between a Flameguard unit and a non-Flameguard one to include in her list.

Otherwise she is a fairly flexible caster who can support her army a little with Ignite but can be run with more or fewer warjacks or infantry. The army is there to get Feora to the fight, not the other way around.

Drawbacks & Downsides[edit]

  • Her big thing, setting the world on fire, is useful mostly against infantry. Infantry of course dominated Mk2 but are an endangered species in Mk3. About the only thing she does that isn't specialised in anti-infantry work is Ignite.

Tricks & Tips[edit]

  • She has a 11.5" threat range with Engine of Destruction. Truth and Consequence kill most casters stone cold dead.

Comparison to Mk2[edit]

Very similar to her Mk 2 incarnation. She has benefited from Power Up as she likes to keep focus for herself as opposed to fuelling a large army of warjacks. She can take more 'jacks now, one of which will almost certainly be her character 'jack, the Hand of Judgment.


Other[edit]

Trivia[edit]

Originally released in Warmachine: Escalation (2004)

Theme Forces[edit]

Themes for any & all casters (Edit)

Other Protectorate models[edit]

MenothLogo.jpg
(Edit)
Battlegroups
Warcasters Durst - Feora1 - Feora2 - Feora3 - Severius1 - Severius2 - Amon - Reznik1 - Reznik2 - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Harbinger - Reclaimer1 - Reclaimer2 - Durant2 - Thyra - Vindictus
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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 - 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 - Guardians of the Temple - Exemplar Interdiction
Merc menoth.jpg

(Edit)

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

Requires a 2+ caster game

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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 : 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 Helio's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.

Rules Clarification : Magical Damage      (Edit)

  • 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)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can 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:  : Warcaster      (Edit)
Warning: This is a long one.

 
  • General
    • 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.
Restrictions on "Any Time" abilities (Edit)
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. 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).
    2. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. 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).
    4. 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).
  • Units
    • 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)
  • 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.


Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argii can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • 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).

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.

Rules Clarification : Veteran Leader      (Edit)

  • The bonus doesn't normally apply to the model giving out the buff, because it (normally) specifies "other models within ...".
  • Although if you have two models giving out the buff, then they can give it to each other. (Locked thread)

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 Helio's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.

Rules Clarification : Blazing Effigy - None yet. (Edit)
Rules Clarification : Engine of Destruction - None yet. (Edit)
Rules Clarification : Hex Hammer - None yet. (Edit)

Rules Clarification : Ignite      (Edit)

  • Since Ignite buffs "melee attacks" (and not "melee weapons") it will also affect Mount Attacks, Power Attacks, and various 'make a melee attack' abilities like Point Blank.

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 Helio's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.

Rules Clarification : Immolation      (Edit)

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 Helio's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.

Rules Clarification : Wall of Fire      (Edit)

  • The size of the wall template is 0.75" by 4".
  • The wall template is not a wall. It does not provide cover/concealment to models within 1" the same way regular wall terrain (linear obstacle) does. (Infernal Ruling)