Revenger

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Revenger

Protectorate Light Warjack

The primary function of the Revenger is to channel a warcaster’s divine power, which protects the faithful and consumes heretics in the cleansing fires of Menoth’s wrath. These warjacks are critical to the Lawgiver’s crusades, and their armament is designed to keep the Revenger in the fight long after other warjacks would fall. The sturdy repulsor shield is inlaid with powerful runes that rebuke enemies and hurl them away from the Revenger, where they can be cut down with the warjack’s heavy polearm.

Basic Info[edit]

Revenger
Revenger
SPD 5
STR 9
MAT 6
DEF 12
ARM 17
HP 26
Cost 10
See also How to Read the statblock

Weapons[edit]

  • Repulsor Shield - 0.5" reach, P+S 11 melee attack.
    • Shield - This 'weapon' is a shield that provides a cumulative +2 ARM bonus. The bonus doesn't apply if the weapon is crippled or if the damage originates in your back arc.
    • Repel - An enemy model hit during your activation is pushed 1" away. An enemy that attacks this model in melee from its front arc is pushed 1" away.
  • Halberd - 2" reach, P+S 13 melee attack.
    • Powerful Charge - This models gains +2 to hit on charge attacks with this weapon.

Abilities[edit]

  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy.
  • Construct - This model is a construct and is not a living model.
  • Arc Node - This model can channel spells cast by its controlling Warcaster.

Thoughts on Revenger[edit]

Revenger in a nutshell[edit]

It's the light arcnode for the Protectorate. Killing stuff is just extra gravy. Repel and long range help keep it's arc node useful and sets it up for enhanced charges.

Combos & Synergies[edit]

  • Any warcaster that wants to arc spells
  • Grand Scrutator Severius - Casting Vision on a Revenger ensures that its shield arm will survive a hit and push the enemy back. This can potentially space an enemy out of melee range to avoid extra primary/additional attacks, as well as give you space to move away in your next turn if desired and utilize the arc node.

Drawbacks & Downsides[edit]

  • Blessing of Vengeance is a character Revenger that gains Defensive Strike, Shield Guard, a useful bond with Severius, and a point of MAT for three points.

Tricks & Tips[edit]

  • Run the thing around for back strikes, whether from its own attacks or as an arc node.
  • Its 2" reach with the halberd and repulser shield make a decent "get in the way" 'jack.
  • The 2" range of its halberd means its harder to scoot around as it may get a free strike if your opponent isn't paying attention. It is also great at sneaking a stab or two in between the other models in a fight.
  • The shield gives it the same armor value as Menoth's heavies. Plus, the Repel special ability lets this light 'jack survive longer than it should. Basically if a heavy 'jack charges in and hits it, the attacker could be pushed back far enough that it is no longer in melee range, thereby wasting any excess focus or fury.

Other[edit]

Trivia[edit]

Theme Forces[edit]

Themes for non-character warjacks (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 - 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

(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]

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Rules Clarification : Shield and/or Buckler     (Edit)

  • The only time you lose the Shield bonus is when the weapon is crippled, or if the attack originates in your back arc. (Infernal Ruling)
    • In other words, you still get the Shield bonus while knocked down or stationary.
  • You don't get the Shield bonus vs stuff originating in your back arc. This includes stuff that "leaps" off models in your back arc, such as Electro Leap. (Locked thread)
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Rules Clarification : Repel      (Edit)

  • A model that starts in B2B with you will end exactly 1" away after the Repel, so their 1" melee weapons will still be in range. Similarly for 2" melee weapons and being repelled twice.
Push     (Edit)      
  • Pushed models do not change their facing.
  • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
  • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
  • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
  • Pushed models suffer the effects of anything they move through (such as acid clouds).
  • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
    • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
    • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
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Rules Clarification : Powerful Charge      (Edit)

  • If you declare a charge but move less than 3", then the attack doesn't count as a "Charge Attack" and you won't get the bonus.
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Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Rules Clarification : Construct - None yet. (Edit)

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Rules Clarification : Channeler and/or Arc Node     (Edit)

  • You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
    • If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS.
  • You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
    • If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the DEF bonus.
  • Since Stealth has both a LOS component (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed); this can lead to some non-intuitive interactions between channeling and stealth when either the caster or channeler is able to ignore stealth.
    We've put a bunch of examples on the Category:Channeler page.