Vice Scrutator Vindictus

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Vice Scrutator Vindictus
Protectorate Scrutator Warcaster

No Menite alive is as concerned for the fate of heathen souls as Vice Scrutator Vindictus. Where others among the Protectorate see only a faceless sea of heretics, Vindictus sees potential devotees of the True Faith. Where others preach with words, Vindictus communicates with agony. The holy zealots who follow this unforgiving priest fight with the strength of fanatics and martyrs, adding to their own numbers with each strike. Vindictus travels far from the Protectorate’s borders, raising armies loyal to the Lawbringer and turning them against any of their countrymen foolish enough to resist the will of Menoth.

Basic Info[edit]

Vindictus1
Vindictus
SPD 6
MAT 6
DEF 15
ARM 16
FOCUS 6
HP 16
WJ Points +29
See also How to Read the statblock

Weapons[edit]

  • Lawgiver - 1" reach, P+S 12 melee weapon.
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Blessed - Attacks with this weapon ignore spells & animi that add to the target's DEF or ARM.
    • Death Toll [Holy Zealot] - When this weapon boxes a living enemy warrior model during this model's Combat Action, remove that model from play and add one Grunt to a friendly small-based Holy Zealot unit in this model's command range. Place the Grunt in formation and in this model's command range. The Grunt must forfeit its Combat Action the turn it is put into play.
  • Solace - 1" reach, P+S 12 melee weapon.
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Chain Weapon - This weapon ignores Buckler, Shield and Shield Wall.
    • Death Toll [Holy Zealot] - When this weapon boxes a living enemy warrior model during this model's Combat Action, remove that model from play and add one Grunt to a friendly small-based Holy Zealot unit in this model's command range. Place the Grunt in formation and in this model's command range. The Grunt must forfeit its Combat Action the turn it is put into play.

Abilities[edit]

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Call to Sacrifice (Holy Zealot) - If this model is disabled by an enemy attack, you can choose a non-disabled friendly Holy Zealot model within 5" of this model to be destroyed. If another model is destroyed as a result of Call to Sacrifice, remove 1 damage point from this model.

Spells[edit]

Admonition - Cost 2, 6" range, Upkeep

Target a model in the caster's battlegroup. If an enemy model advances & ends its movement within 6" of that model, it can immediately advance up to 3" ignoring free strikes, but then Admonition expires.

Defender's Ward - Cost 3, 6" range, Upkeep

Friendly Faction model/unit gains +2 DEF & ARM.

Immolation - Cost 2, 8" range, POW 12

Does fire damage. Also, on a critical hit, it inflicts continuous fire

Penitence - Cost 3, 8" range, Upkeep

When target friendly Faction model/unit is damaged by an enemy attack, the attacker suffers 1 point of Fire Damage.

True Path - Cost 3

For one turn, Vindictus and friendly Faction warrior models/units starting their activation in his control range gain +2" for their Normal Movement and Pathfinder.

Feat - Divine Protection[edit]

For one round friendly Faction warrior models in Vindictus' control range can't be targeted by charges, slams, enemy spells, or non-magical ranged attacks.


Thoughts on Vice Scrutator Vindictus[edit]

Vice Scrutator Vindictus in a nutshell[edit]

Vindictus has a respectable denial and attrition game. He should be considered as your #1 choice when playing into enemy gunlines, or fast, hard hitting melee brawlers, like Doom Reavers, or Nyss Swordsmen. His spells help him and his army to stay alive, and navigate through the roughest terrain with ease.

Thoughts on his feat[edit]

Vindictus' biggest selling point is his feat. It's like Swamp Pit on a bigger scale - shutting down most of the shooting, and thwarting enemy attempts to land the alpha strike on your lines. As there are still a couple of ways to bypass his feat (see Drawbacks), it is crucial to know the threat ranges and attack vectors of your enemy. Watch out for units standing outside your feat zone too, as they can be targeted by sprays and AoE or spells with secondary damages like electro-leaps.

Thoughts on his spells[edit]

  • Admonition - It can be either a life-insurance on Vindictus, or a second-level threat for your opponent's close combat troops under your feat. As they cannot charge you, and must walk up on your lines, they will think twice to do that against a jack under Admonition.
  • Defender's Ward - an excellent defensive spell, found on many Protectorate casters
  • Immolation - a somewhat lackluster, but sufficiently cheap zap.
  • Penitence - This upkeep is a step-child of your Mk2 feat. You may want to cast it onto your own jamming troops, before launching them toward your opponent jamming units. They will either have to remove them with other units, committing excessive resources, or suffer the free strike from them upon ignoring them, or get the damage for destroying them. Either way, it is a boon for you. It also spells doom for single wound shooting units, trying to bring down your charging infantry.
  • True Path - Vindictus and his army will rarely, if ever going to be hindered by rough terrain patches, or spells, like Inhospitable Ground, or Rift.

Army[edit]

  • Daughters of the Flame - an excellent jamming unit, which really benefits from both Penitence and Defenders Ward.
  • Holy Zealots - not only because of Call to Sacrifice, but also because you can actually replenish their losses, if you get stuck in. Their rock-bottom DEF also makes them a tempting target for Penitence.
  • Exemplar Bastions or Exemplar Cinerators - they are slow, vulnerable to speed debuffs and shots from afar - that is all mitigated by Vindictus and Bastions with DEF15 on charge can be nasty surprise. They are also good unit to hide behind.
  • Rhupert nothing is more annoying, than damaging a squishy infantry under Tough, who walks it off, but you are getting killed by Penitence. Combine it with Protectorate's anti-knock down solos, or ability to give your front line +4 def against shooting together with higher ARM to protect from blast damage. He can also save you a lot of FOC if you only need pathfinder for only one unit. What's not to like?
  • Knights Exemplar These guys can really punch a hole in almost anything, especially when accompanied by Knights Exemplar Officer, Vindi can address both of their weak points by increasing their threat range from 9" to 11" and gives them reliable pathfinder, he can also bring their defensive capabilities from unimpressive 12/15(17) to 14/17(19) (especially good to keep UA alive) or just shut most ways to damage them for a turn.
  • Allegiant of the Order of the Fist Vindi can offset his lack of pathfinder, makes him move in more reasonable (for Protectorate anyway) speeds while in stance or can just turn him into fire and forget missile. He can also make him DEF20 while in stance, not as useful as it may sound but often hilarious.

Drawbacks, Downsides, & Bad Match-Ups[edit]

  • His melee game is strictly average, as well as his defense stats
  • His feat does not stop melee attacks outside charge, special attacks and many of the power attacks (Trample, Headbutt, Powerstrike or Throws). Spells, like Explosivo, also help bypassing his feat completely.
  • Lots of upkeep and expensive spells with an average focus pool - he is vulnerable to upkeep hate, as well as anti-magic tactics
  • No offensive boost for your army or for him

Tricks & Tips[edit]

  • Watch out for damages, that don't trigger Penitence, like, collateral damage, or electro leaps.

Other[edit]

Trivia[edit]

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 - 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]

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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.")
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Rules Clarification : Blessed and/or Creator's Wrath     (Edit)

  • Blessed ignores buffs even if they're not directly on the target. For instance, Haley3's Temporal Distortion spell gives a DEF buff to everyone within 5" ... and Blessed ignores it. (Locked thread)
  • You only ignore the DEF/ARM buff if the spell directly adds to the stat. A spell which instead grants a separate non-spell ability, and the ability gives a DEF/ARM buff, would not be ignored. (Infernal Ruling)
    In this ruling, Blessed does not ignore the DEF from Ashen Veil, because the DEF bonus comes from Concealment, and not the spell itself.
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else].
    • For example, the spell Cloak of Ash grants concealment, and models with concealment gain +2 DEF. You would not ignore this DEF bonus.
    • For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.
  • The Mk3 Blessed icon resembles the old Mk2 Magical Weapon icon. Do not get them confused.
  • This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).
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Rules Clarification : Death Toll      (Edit)

  • There is no limit to how many models you can create simultaneously. For instance, if you have Death Toll on an AOE weapon, then you can create one grunt for each model killed in the AOE.
  • You don't need LOS to the models you are putting into play.
  • You can trigger the RFP even if there is no valid unit for you to add a Grunt to. (Infernal Ruling)

Rules Clarification : Chain Weapon - None yet. (Edit)


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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.


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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 argus 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).
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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.
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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Call to Sacrifice      (Edit)

  • This ability is optional.
  • This ability will be blocked by "anti-heal" effects (such as Grievous Wounds or Entropic Force).
  • This ability will not trigger if the model is disabled by damage rolls not coming from an ennemy attack (like Electro Leap, a continuous effect, or a friendly attack).


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

* What does trigger Admonition
    • Admonition triggers off any advance, not just in-activation stuff. You could even trigger your Admonition off an enemy's Admonition!
    • Standing still but changing facing is an advance.
  • What doesn't trigger Admonition
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • You don't have to trigger Admonition the first time an enemy moves nearby - you can save it until it best suits you. (Infernal Ruling)

  • Countercharge vs. Admonition (etc) ( Edit )
    • You can trigger Countercharge during your own activation - if a model with Admonition (or similar) uses it to (try to) move away.
      • You move, they trigger admonition and move, you trigger countercharge off their admonition-move.
    • In this scenario you may boost Countercharge attacks and trigger only-during-activation effects (such as Critical Shred & Sustained Attack) exactly as if you were in your activation (because you are).
    • Also, you can potentially get two charge attacks (one for your normal charge, one for the counter charge).
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.

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

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Rules Clarification : Immolation      (Edit)

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

Rules Clarification : Penitence - None yet. (Edit)
Rules Clarification : True Path - None yet. (Edit)