Prime This model is available in one Prime Army, The Thornfall Alliance. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.
Note that the rest of this page is about the model's Mark III rules.
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Tribal nomads native to the Bloodstone Desert, the efaarit are a hardy race of talented survivalists. Atop their belligerent bletcher mounts, efaarit scout teams cross even the most punishing terrain to outflank an enemy. Precise fire from their powerful hunting rifles can bring down even massive warbeasts, as these scouts target joints and gaps in their adversaries’ armor with prodigious accuracy.
Basic Info
Efaarit Scouts |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Large |
SPD |
9 |
STR |
{{{str}}} |
MAT |
6 |
RAT |
7 |
M.A. |
N/A |
DEF |
14 |
ARM |
14 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
5 |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
2 |
UNIT SIZE |
N/A |
COST |
4 |
N/A |
N/A |
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|
N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Minion - This model will work for Circle, Skorne, and Trollbloods.
Abilities
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Cavalry
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Pathfinder
- Marksman - When this model damages a warjack or warbeast with a ranged attack, choose which column or branch suffers the damage.
- Reposition [5"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 5", then its activation ends.
Weapons
- Heavy Hunting Rifle - 12" range, POW 7 gun
- Armor-Piercing - When calculating damage from this weapon, halve the base ARM stat of models hit.
- Mount - 0.5" reach, POW 10 horse attack
Theme Forces
Minions
Other Factions
- As a Minion solo, this model can be hired in a bunch of other Faction's themes. Refer to #Other Theme Forces.
Thoughts on Efaarit Scouts
Efaarit Scouts in a nutshell
The Efaarit Scout is a fast moving run-and-gun sniper, able to put a few points of damage into a heavy or kill a solo with a single shot.
Combos & Synergies
- Farrow Slaughterhousers love having someone doing some damage for them
- Another scout, or any other long range attacker, so that they can disable a warbeast/warjack's system in one turn.
- The Efaarit Scout is the one of the most expensive models you can get for free in The Thornfall Alliance.
- Helga1 likes them as backstops on her feat turn.
Drawbacks & Downsides
- The rifle itself don't have a very long range. The reposition should leave you safe from most melee attackers, but not from most ranged units.
- Despite AP, it doesn't do a lot of damage overall.
- Rather fragile. Use their mobility to convince your opponent to look elsewhere.
Tricks & Tips
- Efaarit are speedy enough to often get in the back of your opponent. That's useful both for the backstrike bonus and to protect them.
- Efaarit are best used to remove solos, unit supports, or finish system rather than to do raw damage.
- Since the Efaarit has a mount weapon, but no regular melee weapon, charges are a bit weird:
- You can declare a charge, and make Impact Attacks during the charge movement.
- If you make a successful charge, you can't attack the charge target. Because you can't use the Mount as a charge attack on turns you charge (as per the cavalry rules) and you can't use your rifle when you charge.
So instead you do nothing with your Combat Action except stare balefully at your charge target, then Reposition away.
- If you don't charge, you can use the Mount weapon to make an initial melee attack (as per the cavalry rules).
Other
Trivia
Released in Hordes: Exigence (2014)
Other Theme Forces
Circle Orboros (Edit)
Skorne (Edit)
Trollbloods (Edit)
Other Minion models
Rules Clarifications
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Rules Clarification: : Cavalry (Edit) (Click Expand to read)
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Mount Weapon
- Although the core rulebook specifies mount weapons have 0.5" range, this doesn't "overwrite" models that have a longer mount range listed on their card. (Infernal Ruling)
- Mount Weapons are melee weapons. (Infernal Ruling) This means:
- Mount Attacks can benefit from any buffs that affect "melee weapons" (such as Acidic Touch and Elasticity) or "melee attacks" (such as Battle Lust).
- Mount Weapons can be used to make free strikes.
- If the model doesn't have any regular melee weapon (such as the Gun Carriage) then it does have a melee range, can engage enemy models, and can make free strikes; anyway.
- Despite being a melee weapon, you cannot use a Mount's special attack on the same activation you charge. (Infernal Ruling)
- Exception: If you have Trampling Hooves, because that allows you to make charge attacks with your mount when you charge.
- Mount attacks will trigger "Melee attack" stuff like Battle Wizard.
- You can purchase additional attacks with your Mount Weapon. (Infernal Ruling)
Impact Attacks - Movement
- Impact Attacks "pause" your charge move, and as such don't normally trigger "ends an advance" abilities (such as Countercharge).
- The exception is if your Impact Attacks include your charge target, then you have to end the charge movement and turn to directly face the charge target before rolling any dice. In this case, stuff like Countercharge will get triggered before you get to roll your Impact Attacks.
- You cannot "pause" in an illegal position to carry out Impact Attacks. For instance: a Pathfinder cavalry model pausing halfway over an obstacle; a flying cavalry model pausing while it 'overlaps' other models; or any cavalry model pausing halfway through an Incorporeal model.
Impact Attacks - The attack(s)
- You resolve stuff that occurs "after the attack is resolved" (such as Battle Wizard) before continuing with your charge movement.
- If you have an ability that boosts your "first" melee attack (such as Stir the Blood), then only one attack will be boosted even though you're making multiple simultaneous attacks.
- If you choose to make any impact attacks, you make all attacks against all models in the Mount's melee range (even friendly models).(Infernal Ruling)
- Impact Attacks cannot be boosted, refer core rulebook.
- You cannot buy additional attacks while resolving Impact Attacks. Additional attacks can only be bought during your Combat Action, after resolving your initial melee attack(s) / special melee attack.
Impact Attacks - Other
- You cannot use "any time" abilities while resolving Impact Attacks. Because Impact Attacks occur during movement; and you can only use 'any time' abilities before moving or after moving, but not during movement. (Infernal Ruling)
- Exception: If your Impact targets 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.
Cavalry unit
- If you have a unit of Cavalry, charge them and do impact attacks, remember you interrupt movement to do impacts, but you have to resolve all movements before doing any charge attacks. So for example it would go:
- Cavalry model A charges enemy X, and contacts model M. Stop and make impact attacks against M. Then continue movement to X.
- Cavalry model B charges enemy Y, and contacts model N. Stop and make impact attacks against N. Then continue movement to Y.
- Cavalry model C charges enemy Z, and contacts model O. Stop and make impact attacks against O. Then continue movement to Z.
- Resolve model A's charge attack vs X, B's vs Y, and C's vs Z. (This can be done in any order, as per normal)
Other interactions
- Cavalry model with no melee weapon
- If you have a Mount weapon but no regular Melee weapon (such as the Efaarit Scout), you can still declare a charge. (Locked thread)
- You can make Impact Attacks along the way.
- Once you get to the charge target, however, you can't make a melee attack against it. Because you can't use the mount weapon for a charge attack, due to the way the Cavalry rules are written. (Unless you have a rule like Trampling Hooves.)
- If you don't charge, the mount attack can be used as an initial melee attack.
- Countercharge & Cavalry ( Edit )
- A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
- 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.
- Flight on a Cavalry model (Edit)
- Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
- Gunfighter & Cavalry ( Edit )
- A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
- You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
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Rules Clarification : Marksman and/or Precision Strike (Edit)
- These abilities do not get around Retribution Force Fields. The attacker's ability assigns it to a column, and Force Field reassigns it.
- Versus a Colossal or Gargantuan, you don't get to choose which grid is damaged. That is still governed by which Firing Arc the attacker is standing in.
- Attacker chooses column vs Defender chooses column (Edit)
- When both the attacker and defender have an ability that lets them choose the column that gets damaged, the attacker gets to choose. (Infernal Ruling)
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Rules Clarification : Reposition (Edit)
- Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
- End of Activation (Edit)
- You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
- Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
- Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
- You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
- If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
- For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
- See also the training article: LPG - End of Activation.
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