Grand Scrutator Severius

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Protectorate Scrutator Warcaster

Severius lives to battle the enemies of his faith. He brings a commanding presence and undeniable genius to the battlefield, and his warjacks come alive with the same fervour as his converts. While age may have withered the warcaster and stolen his former strength, what he lacks in bodily prowess he makes up for with divine power. When he speaks the Litany of Menoth in battle, he can instantly silence the blasphemous sorceries of his enemies.

Basic Info[edit]

Severius1
Severius1
SPD 5
MAT 4
DEF 14
ARM 14
FOCUS 8
HP 16
WJP +28
See also How to Read the statblock

Weapons[edit]

Abilities[edit]

  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Eye of Menoth - While in Severius's CTRL range, friendly Faction models gain +1 to attack/damage rolls.
  • Sacred Ward - This model can't be targeted by enemy spells.

Feat : Divine Might[edit]

While in Severius' control range, enemy models 1) cannot cast spells, 2) cannot be used to channel spells, 3) enemy warcaster/warlocks suffer -2 FOCUS and FURY.

Spells[edit]

If this spell hits the target, the d3 nearest enemies within 4" suffer a simultaneous POW 10 fire damage roll. These extra damage rolls are not considered to have been caused by an attack.
Friendly Faction models can reroll attacks that miss the target enemy model/unit.
Friendly Faction model/unit gains +2 DEF & ARM.
Does fire damage. Also, on a critical hit, it inflicts continuous fire
  • Influence - Cost 2, 10" range, zero POW offensive spell
Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one basic attack, then Influence expires. A model can be affected by Influence only once per turn.
  • Vision - Cost 2, 6" range, Upkeep
When target friendly Faction model is directly hit by an attack, you can choose to have it suffer no damage roll, then Vision expires.


Thoughts on Grand Scrutator Severius[edit]

Grand Scrutator Severius in a nutshell[edit]

Severius is the epithome of support casters, not only in the faction, but perhaps in the game too. His defining traits are:

  • Eye of Menoth, a rule which could be translated as an army-wide Veteran Leader for Menite models. Now, +1 to hit and damage may not look like much, but it can seriously swing the bell curve to your favour, even before counting any additional bonuses.
  • He has the second highest FOC stat after The Harbinger of Menoth, enabling him to stay well back, which he has to do, since...
  • ...he has the so-called "old man stats" (aka. victim stats), the sad combination of a DEF14/ARM14. That means, even half-arsed assassination attempts may prove very dangerous on him.

He has very strong denial tricks, especially against lists which rely on magic. If you can keep him behind and safe, he is a very rewarding caster.

Feat thoughts[edit]

Severius1 is the natural predator of any caster and warlock out there, especially for those that need to cast spells to be effective. There are numerous casters with assassination potential, but only a handful of them can achieve it without their full stock of resources, and postponing spell casting. Butcher3, all versions of Caine, Stryker2, and so on are all available targets. Denying Flashing Blade, Teleport, Velocity and the like is a devious plan. Even casters, who are lingering behind may have to spend their resources wisely. Usually, players leave 1 or 2 FOCUS/FURY on their casters for camp, and to fend off assassination. Divine Might robs that amount of resource from them, and they need to divert it from elsewhere, or remain susceptible for assassinations. Hordes' beasts are also locked out of their animi, so if they rely on certain spells to be effective like Submerge (and Star Crossed) for Wrong Eye and Snapjaw they are likely out of luck. Unlike Garryth's feat, casters and locks can still spend FOCUS/FURY for reinforcing power field, transfer damage, allocate focus to their jacks, buy additional attacks, heal themselves or their monsters, and so on. However, this feat will decrease their CTRL area too (save for a very few examples, like Butcher2), denying a whole lot of things from power up to forcing, to transferring damage.

Spell thoughts[edit]

  • Ashes to Ashes - Menoth's answer to Cygnar's Chain Lightning, it fill s the same role - chaff infantry killing. Don't be afraid to cast it onto your own - preferably fire immune - jacks to kill jamming models.
  • Death Sentence - the name speaks for itself; you should tag a critical target with it as soon as possible, preferably through an arc node.
  • Defender's Ward - one of the finest defensive buff in the Menite arsenal; defending your most valuable units through advance, and prolonging their survival in melee too.
  • Immolation - an OK ZAP, suitable for incorporeal hunting, but the faction in whole is no short on Magical weapons.
  • Influence - can have fun with it, if you happen to have the spare focus for it. Don't forget, as the model is under your CTRL, it is affected by Eye of Menoth.
  • Vision - life insurance either for you, or for a valuable model in your army. Especially useful against quality gunlines.

Strategy[edit]

Severius is a denial caster, who revels in trolling the opponent. Though he is pretty squishy, direct spell assassinations can be forgotten, thanks to Sacred Ward (though he can still be caught in an AoE/Spray's area, which target another model, or secondary hits from spells like Chain Lightning, or Eruption of Spines). His feat can really force the opponent to play forward, as Divine Might will severely decrease their CTRL area - which can be annoying for a FOC6 caster, and crippling for FURY5 warlocks. This usually leads to either attrition or scenario victory.

Army[edit]

- Bring me everyone.
- What do you mean "everyone"?
- EVERYONE!


Ahem... Sorry. Long story short, Severius can handle it all. There's hard to find anything that doesn't get a helping hand from the Priest King. With his Eye of Menoth ability he can take any unit, jack, solo, or even battle engine and make them hit a little more often and a littler harder. Due to the very fragile nature of him, an arc node is mandatory in his list. Perhaps even two, as enemies will try to dispatch them ASAP: The Revenger, his personal Blessing of Vengeance, or the heavy Guardian may fit the task. Also, a Hierophant and the Book are always nice support tools to tame his spells' cost, and to fend off pop&drop tricks.

Drawbacks & Downsides[edit]

  • His "old man" stats mean that he dies very easily to anything that can get to him.
  • Anti-magic and upkeep hate can cause him bad time.

Tricks & Tips[edit]

  • Learn how to use arc nodes. He's pure support.
  • Bonds between the casters and their character beasts/jacks provide their respective bonuses only if the model is in their CTRL area. If they get outside this area due to your feat, they'll lose a bunch of cool rules, like Ashen Veil, Shield Guard, special ammo types, extra movement, and so on.

Other[edit]

Trivia[edit]

  • This man is well over 80 years old.
  • He is one of the three original Protectorate casters, released in Warmachine: Prime (2003)

Theme Forces[edit]

Themes for any & all casters (Edit)


Other Protectorate models[edit]

MenothLogo.jpg
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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 - 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

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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 : 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)
    • 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.")


Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

 
  • 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.
    • 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)      
  • "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. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. 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).
    6. 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).
  • 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
    • 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 : Eye of Menoth - None yet. (Edit)

Rules Clarification : Sacred Ward and/or Spell Ward     (Edit)

  • Sacred/Spell Warded models can still be affected by spells. For instance, CTRL area spells, AOE that deviate, and/or sprays that target a nearby non-warded model.


Rules Clarification : Ashes to Ashes      (Edit)

Rules Clarification : Death Sentence - None yet. (Edit)
Rules Clarification : Defender's Ward - None yet. (Edit)

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 : Influence      (Edit)

Taking Control of an Enemy Model       (Edit)    

General

  • Taking control of a model means it is now friendly to you, and will immediately be engaged by it's erstwhile allies.
    • This will limit your ability to make ranged attacks.
    • If you get to make an advance with the controlled model, this can allow the original owner to take free strikes against his own model. He doesn't have to take these, of course.
  • The controlled model does not have a proper Activation, so stuff like Chain Strike won't apply.
  • Buffs and effects:
    • The controlled model counts as a "friendly model" and will benefit from any buffs that your own models are handing out (such as Mark Target), (assuming the controlled model meets the criteria for the buff).
    • If your opponent is the same faction, then the controlled model will count as a "friendly faction model" and even more buffs are potentially available (such as Veteran Leader).
    • If you have an ability that is "take control of an enemy then make an attack", and that model has an ability that triggers after making an attack (such as Death Toll), then (most) such abilities won't work. Because you must recheck the trigger conditions for Death Toll at the time of resolving it, and the friendly/enemy criteria are no longer valid.
  • Theme abilities:
    • If a model gains an ability via a Theme Force rule, and then the opponent takes it over, whether it keeps that ability is ... being checked

Movement

  • You can advance a model into an acid cloud and force them to take damage, but they only take damage once per advance (ref Prime rulebook pg 65). Thus you cannot keep moving them micro-millimetres in and out of an acid cloud to inflict infinite damage.
  • The model is friendly while under your control, so you can't force free strikes by walking it past your own models. You can, however, walk it past your opponent's models and politely ask if they want to take free strikes against their own model.
  • If you enter into an area, the controlled model can suffer the effect of entering into the area only once per advance. It means you cannot yo-yo a Devastator in and out of a Razor Wall 36 times to deplete all its damage boxes.

Melee Attacks (Influence, Seduction, Bone Shaker, etc)

  • Normally the controlled model can't make Gunfighter attacks (because that would be a ranged attack, and most "take control" abilities only allow melee attacks).
  • Nor does it allow Point Blank attacks (Point Blank is only allowed 'during activation').
  • Controlled models can't get backstrike bonusses, because you can only get that bonus during your normal activation.
  • With reference to the attack sequence (apdx A) your control of the model doesn't expire until after Step 14. So you can potentially trigger abilities like Snacking (Step 11.4).
    • As long as it's not limited to "during combat action" or "during activation".

Destroying the Controlled model
If the model is destroyed or RFP'd while under your control (for instance you walked it into a hazard), this has two consequences:

  1. It is considered to be under your control at the moment it is taken off the table:
    • Your opponent can't reave fury off a warbeast destroyed this way, because it is an enemy warbeast when it is taken off the table.
    • Your opponent can't trigger stuff that depends on a "Friendly model" being destroyed (such as Righteous Vengeance).
    • You can't trigger stuff that depends on an "Enemy model" being destroyed (such as Cull Soul).
  2. It returns to the original owner once it's off the table:
    • Your opponent can use Spirit Bond to get fury from the dead warbeast.
    • Your opponent can use Return To Play abilities to get it back on the table (assuming it wasn't RFP'd).

Taking control of an enemy Trooper (member of a unit)

  • A trooper you take control of becomes an independent model. Thus:
    • It will not benefit from any bonuses that it gets from its comrades (such as Gang, Shield Wall, etc).
    • It will not benefit from any bonuses that rely on the trooper being "in formation" (such as Granted and Tactics abilities).
    • Spells on a unit are considered to be on the "unit", not on the "models that make up the unit". So a controlled trooper will not benefit from any spells on the unit.
    • If you take control of the last survivor of a unit then the "unit" ceases to exist for the duration of the control. This means that any spells on the "unit" will expire. Woo, free dispel!

Rules Clarification : Vision      (Edit)

  • You ignore damage, but not any effects that trigger on "hit". For instance a Quake will still cause knockdown and a Star Strike will still set you on fire.