Revelator

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Template:Protbox Template:4P

The consecrated colossals of the Protectorate of Menoth are towering masterpieces of faith and war. The Revelator strips away the obscuring magic of profane casters and scorches the earth to leave nothing but ashes behind.

Basic Info

Template:Infobox-Model

Template:Warjack

Template:Colossal

Abilities

Weapons

Conflagrator (×2)
File:Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
10 1 4 15 Left + Right one each
Light Bringer (×2)
File:Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
14 1 Template:- 12 Left + Right one each
Fist (×2)
File:Sword icon.jpg  RNG   POW   P+S   LOCATION 
2 3 21 Left + Right one each

Theme Forces


Thoughts on Revelator

Revelator in a nutshell

The Revelator is your toolbox colossal, with a bit of board controlling potential on its main guns, and some nice added utility in the form of Stealth removal for your army. Menoth artificers removed the flame throwers along with the rocket pods, and duct-taped 2 Vanquisher-like main guns, and 2 Reckonereqsue cannons. Thus, the Revelator's overall firepower equals of a large battlegroup, all by itself. Thanks to Feretory, it can remove Stealth from crucial opposing models to the rest of your army. It is also a great addition to your list in a Menoth mirror-match, as Passage from your opponent's Choir means nothing.

Combos & Synergies

Usual caveat for things that enhance warjacks:

Special mention to Amon, who can buff speed, attack and ARM on the colossal. Fortify offers a nice big area, where you can defend your troops from knock down effects and pushes. However, he still prefers his battlegroup to include multiple warjacks for pulling off Synergy chains, and more jacks mean more "free" focus from Power-up.

  • Malekus is currently the main bastion of Revelator. His feat makes all his ranged attacks more damaging (extra dice is extra dice) and can grant him extra (albeit unboostable) attack and his pet jack Eye of Truth provides him with blessed weapons. Between Malekus, sevy0 and ever-present Choir you can get three POW18 and two POW15 shots with 3d6/4d6 damage rolls. Oh,and anything that passes Burning Ground area will get whacked for additional 12+3d6 damage which is high enough to wipe out most light infantry on anything but most meager rolls but can potentially threaten already wounded jacks/beasts with that risk of finishing off key system/spiral.

Drawbacks & Downsides

  • Very low DEF, great starting point for electro leaps, Spine Bursts, and the like.
  • Light Bringer will remove Stealth from only a single model in a unit. It's strong enough to kill most of the squishier targets outright, so the rest of your army still have to shoot against Stealth on such models.
  • While more expansive, Revelator is vastly outshined by Judicator thanks to the dice skew by Reliquary. This is even more prevalent in case of casters with Hand of Fate.

Tricks & Tips

  • Basic order-of-activation advice: shoot with the Light Bringer first against a heavy with Stealth, then with the Conflagrators to prevent auto-miss (if S system is out).
  • Burning Ground requires direct hit on enemy models. Aim for low DEF targets to trigger the AoE, which might potentially deter lighter models lingering nearby.

Other

Trivia

  • The rules were published in Warmachine: Reckoning (2015), but it didn't go into production until much later (2017.11)

Other Protectorate models

Template:Index Menoth

Rules Clarifications

Template:RC Fire Damage Template:RC Burning Ground Template:RC Fire Beacon Template:RC Open Fist

Template:RC Colossal Template:RC Warjack Template:RC Construct Template:RC Pathfinder Template:RC Feretory