Grand Scrutator Severius

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Protectorate 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]

DEF 14
ARM 14
HP 16
WJP +28
See also How to Read the statblock



  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Eye of Menoth - Friendly faction models gain a small buff to attack/damage rolls while in range.
  • 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.


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.
  • Death Sentence - COST 2, Range 8", offensive upkeep. Attack rolls against target enemy model/unit can be rerolled.
  • Defender's Ward - COST 3 RNG 6 upkeep spell that grants a friendly faction model/unit +2 DEF & ARM.
  • Immolation - Cost 2, 8" range, POW 12 fire damage.
On a critical hit it inflicts continuous fire
  • Influence - Cost 2, Range 10 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 RNG 6 Upkeep spell that lets a single Faction model choose to ignore the damage from a single enemy attack, then it expires.

Thoughts on Grand Scrutator Severius[edit]

Grand Scrutator Severius in a nutshell[edit]

Severius has Eye of Menoth. He's always going to have a place. He can be shot off the table, but with some cover, he's much more survivable. Also, he can be bad into kill box scenarios. However, his feat forces an opponent to play further forward to project power. That makes Severius gunline an interesting counterplay.

Severius1 has something for everyone and can support his army in many ways and his feat can keep the opponent honest. Keep him safe and let him make his army fight just better.

Maximising his feat and spells[edit]

Feat thoughts[edit]

Severius1 is the natural predator of casters that need to cast spells to be effective. An example is Butcher3. He needs to cast Flashing Blade to get the maximum effect of his abilities. Another is a teleport caster. They can't teleport out once that get within the control area. It's a devious trap.

New to Mk 3 is the focus and fury reduction of his feat. This actually shrinks the control area of casters, so you might end up with some interesting choices. it could make beasts frenzy at the periphery of their casters control, either because they are newly out the control area, or because the reduced focus stat means that the caster can leach less fury. Same with focus, you might reduce the control area of a caster to an extent where they are out of control at the beginning of their turn.

This makes Severius a caster who can really force an opponent to move forward. Imagine a split scenario with 2 zones and a FOC 6 caster for example, trying to bridge the gap and contest both zones. Severius shuts that down; they have a lower focus/fury for turn and can't threaten nearly the area.

Don't forget that reducing the enemy focus/fury also hinders their ability to hit with spells should they move out of your control area, or use an arc node.

Spell thoughts[edit]


Typical Army & Strategy[edit]


Severus is basically a brawling beat down caster. He makes his army hit harder and more accurately with Eye of Menoth, has a couple of defensive upkeeps and one offensive one - and no significant control. Beat the enemy until they stop moving.


This guy can handle it all. Ive never found anything that didnt get a helping hand from our Priest King. With his Eye of Menoth ability he can take any unit, jack, solo, or even our battle engine and make them hit a little more often and a littler harder. That said he likes arc nodes - the Revenger, his personal Blessing of Vengeance, or the heavy Guardian

Drawbacks & Downsides[edit]

  • His "old man" stats mean that he dies very easily to anything that can get at him.
  • Because he should play so far back he's a lot weaker against anything with anti-magic or that strips upkeeps.

Tricks & Tips[edit]

  • Learn how to use arc nodes. He's pure support.

Comparison to Mk2[edit]

Severius' changes from Mk2 are, arguably, an improvement.

  • His signature spell in Mk2 (Eye of Menoth) became a passive ability saving him some focus each turn.
  • The *Action Convert changed to become the spell Influence.
  • His feat dropped in how much focus it removes, but gained the ability to affect fury, which means he can now affect Hordes, and can be a good match up into those lists.
  • Ashes to Ashes a key spell of his, is slightly cheaper but only now affects d3 not d6 further targets.



  • 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]

Protectorate generic themes (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 - 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
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 : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon such as arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer latest errata).
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. They're 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 intrepreted as "immune to damage that doesn't include Damage Type: Magical" (not as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification:  : Warcaster      (Edit)
Warning: This is a long one.

  • General
    • Your CTRL area is double your current focus statistic, not however many focus points you currently have.
    • 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 : Eye of Menoth      (Edit)

  • Placeholder

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)

  • The original attack is not fire damage.
  • The additional damage rolls are caused by a spell, so can damage Incorporeal models.

Rules Clarification : Death Sentence      (Edit)

  • Placeholder

Rules Clarification : Defender's Ward      (Edit)

  • Placeholder

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)

  • The rules clarifications about taking control of a model are a bit long-winded and we didn't want to repeat them here. Refer to the Influence page itself for a complete list.

Rules Clarification : Vision      (Edit)

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