Indictor

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Protectorate Logo.jpg Indictor

Protectorate Heavy Warjack

Covered in holy script and able to channel the divine power of Menoth’s clergy through its arc node, the Guardian is a walking icon of the Creator’s might. It is one of the most versatile weapons in the Protectorate’s arsenal, and its presence inspires the faithful to righteous fury. Sanctified and blessed to serve as the bane of profane spellcasters, the imposing Indictor is a bastion of spiritual power against which the foes of the Protectorate must tremble in fear.

Basic Info

Indictor
Missing Info
Indictor Protectorate.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 4
STR 11
MAT 7
RAT N/A
M.A. N/A
DEF 10
ARM 19 / 21 (★)
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 32
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE N/A
COST 13
N/A
N/A
(★) 21 when you include the Shield bonus
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.

Abilities

  • Construct symbol.jpg Construct
  • Consecration - While within 6" of this model, enemy models cannot cast, channel, or upkeep spells.
  • Sacred Ward - This model cannot be targeted by enemy spells.

Weapons

Banisher
Sword icon.jpg  RNG   POW   P+S 
1 6 17
Shield
Sword icon.jpg  RNG   POW   P+S 
1 2 13

Theme Forces

Recent Changes

2021.10 Mega Update

  • -1 points cost

Thoughts on Indictor

Indictor in a nutshell

The Indictor, like its fellow shield jack the Templar is a slow jack with defensive and offensive tech and a shield - indeed these two jacks can be swapped out, one for the other as they cost similar amounts and have related roles.

The Indictor shines over the Templar vs hordes armies with his increased Mat allowing him to trade vs naturally higher def models like the Warpwolf and Neraph additionally vs hordes armies you can deny the use of animi.

The Indictors key weakness over the Templar, is that the Templar has value before it gets near the action with shield guard. To offset this you really need a caster who can speed up this plodding warjack.

Combos & Synergies

  • The Indictor is a real "Know your Enemy" jack - weak except against forward playing casters (preferably melee casters) - but against some, especially Lord Commander Stryker and Orsus Zoktavir, The Butcher Unleashed it can be worth its weight in gold to shut down their assassinations.
  • The Indictor likes any caster that can give it speed.
  • Durst - Boundless Charge & Hallowed Avenger get over its speed issue, his feat and bulwark capitalise on its defensiveness.
  • Vladimir3 - In warriors of the old faith already has a way to prevent a ranged assassination (so needs shield guard less) and can mitigate all of the speed issues associated with the Indictor.
  • Amon - No one polishes warjacks like Amon and Blessed + Synergy means there is very little that the Indictor can’t hurt.
  • the Choir of Menoth help all warjacks, but being able to say no to spells & non magic ranged attacks at the same time pretty much guarantees the Indictor will survive until melee without and caster support.

Drawbacks & Downsides

  • In roughly 80% of games the Templar is simply going to be more useful. Longer reach, Shield Guard, Beat Back, and Chain Weapon beats Blessed, +1 Mat and a conditional anti magic bubble - shooting is more likely than nearby enemies casting spells given how slow it is.
  • Blessed is a situational buff available in 1 theme already, spell ward is also fairly meh in a faction that has Choir of Menoth

Tricks & Tips

  • Look for the opportunity to destroy all the opponent's upkeeps.
  • Don't forget that A beast forcing for animus is casting a spell
  • Spellcasting units and solos often have shorter ranges than warlocks and warcasters

Other

Trivia

Released in Warmachine: Vengeance (2014)

Other Protectorate models

Protectorate Logo.jpg       Protectorate Index       (Edit)          
Battlegroup & Similar
Warcasters

Amon - Cyrenia - Durant2 - Durst - Feora1 - Feora2 - Feora3 - Feora4 - Harbinger - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Reclaimer1 - Reclaimer2 - Reznik1 - Reznik2 - Severius1 - Severius2 - Thyra - Vindictus

Warcaster attachments Hierophant - Madelyn Corbeau (Mercenary)
Other Warjack Controllers BGC Durant1 - Severius0
Marshals Bastion Seneschal - Reclaimer Gatekeeper
Light

Blessing of Vengeance - Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant

Heavy

Avatar of Menoth - Blood of Martyrs - Castigator - Crusader - Eye of Truth - Fire of Salvation - Guardian - Hand of Judgment - Indictor - Reckoner - Sanctifier - Scourge of Heresy - Templar - Vanquisher

Colossal Judicator - Revelator
Units, Solos, Battle Engines, & Structures
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 - Initiates of the Wall - Knights Exemplar - Temple Flameguard - Visgoth Juviah Rhoven & Honor Guard
Ranking Officer CA: Attendant Priest

Solos

Allegiant of the Order of the Fist - Champion of the Order of the Wall - Covenant1 - Covenant2 - Deliverer Arms Master - Exemplar Warder Elias Gade - Exemplar Warder - Exemplar Bastion Seneschal - Exemplar Errant Seneschal - Hand of Silence - Hierophant - High Exemplar Gravus - High Paladin Dartan Vilmon - Initiate Tristan Durant - Knights Exemplar Seneschal - Menite Archon - Nicia, Tear of Vengeance - Paladin of the Order of the Wall - Pyrrhus, Flameguard Hero - Reclaimer Gatekeeper - Scrutator Potentate Severius - Vassal Mechanik - Vassal of Menoth - Wrack

Battle Engines & Structures Vessel of Judgment (BE) - Shrine of the Lawgiver (Structure)
Theme Forces
Exemplar Interdiction - Guardians of the Temple - The Creator's Might - The Faithful Masses - Warriors of the Old Faith
Mercenaries
Refer to Who Works for Whom and/or Category: Protectorate of Menoth Mercenary
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

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)
RC symbol.png

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.")
RC symbol.png

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

  • Blessed ignores spell buffs even if they're not directly on the target. (For example, Haley3's Temporal Distortion spell is cast on Haley and gives a DEF buff to everyone within 5". Blessed ignores it on everyone, not just on Haley.) (Locked thread)
  • You only ignore the DEF/ARM buff if the spell directly adds to the stat (for example Arcane Shield gives +3 ARM).
Whereas a spell which grants an ability, and the ability gives a DEF/ARM buff, would not be ignored by Blessed (for example Cloak of Ash gives a model concealment, and concealment gives +2 DEF).
(Infernal Ruling)
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else]. (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.)
  • 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).


RC symbol.png

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)

Inert warjacks

  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.

Rules Clarification : Construct - None yet. (Edit)
Rules Clarification : Consecration - None yet. (Edit)

RC symbol.png

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.