Greylord Adjunct

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Khador Logo.jpg Greylord Adjunct

Khador Greylord Solo - (Warcaster Attachment)

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

Note that the rest of this page is about the model's Mark III rules.

The Greylords Covenant has long served the Khadoran Army by assisting in the detection and education of warcasters, knowing the best methods to unleash their arcane powers. Adjuncts are specially trained arcanists assigned to directly lend support to warcasters on the battlefield. In addition to their elemental mastery of cold, an adjunct can help sustain a warcaster’s powers, extend their reach, and unravel incoming mystical assaults.

Basic Info

Greylord Adjunct
Missing Info
Greylord Adjunct.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT 5
RAT N/A
M.A. 6
DEF 13
ARM 13
CMD 7
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 1
UNIT SIZE N/A
COST 3
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Attached - Before the start of the game, attach this model to a friendly Faction warcaster for the rest of the game. Each Faction warcaster can have only one model/unit attached to it.

Abilities

  • Cold Imm symbol.jpg Immunity: Cold
  • Arcane Assist - If its warcaster is in this model's command range during your Control Phase, the warcaster can upkeep one spell without spending focus.
  • Magic Ability [ 6 ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
  • Spiritual Conduit - While its warcaster is in this model's command range, when the warcaster casts a spell and is the point of origin for the spell, the spell gains +2 RNG.

Weapons

Mechanikal Sword
Sword icon.jpg  RNG   POW   P+S 
1 4 9

Spells

COST RNG AOE POW DUR OFF
Blizzard

(★ Action) 5 3 - Round No
Choose a friendly Faction model within 5˝ of this model. Center a 3˝ AOE cloud effect on the chosen model. The AOE remains centered on the model for one round. If the chosen model is destroyed or RFP'd, remove the AOE from play.
Frostbite

(★ Attack) 8" Spray - 12 (Cold) - Yes
Models hit suffer a POW 12 cold damage roll.
Guidance

(★ Action) CMD - - Turn No
Target friendly model. If it is in range, it gains Eyeless Sight and its weapons gain Damage Type: Magical for one turn.

Theme Forces


Thoughts on the Greylord Adjunct

Greylord Adjunct in a Nutshell

The Greylord Adjunct is focused on arcane support of his army as well as his warcaster. His primary support spell Guidance is a much-awaited way for Khador to have wider access to Magical damage type weapons, while also giving an option for anti-cloud walls. In addition, Khador warcasters are often focus starved, so as long as your 'caster has at least one upkeep spell that you want to keep out, it might be worth 3pts just for the extra focus every turn.

Combos & Synergies

Casters

  • Malakov2 - he is all about his new Discombobulate spell, so Guidance and +2" RNG are great for him.
  • Sorscha1's feat depends on LOS to work, but with Guidance's help nothing will stop you from freezing a bunch of Trenchers to death who thought to be safe behind their cloud walls.
  • Zerkova1 can gain 17" range on her Hex Blast with him and her lens.
  • Zerkova2 can make him cast twice on feat turn.
  • Old Witch1 not only appreciates the increased spell range, but the Adjunct's Blizzard spell is an easy way to trigger her Prowl ability and grant her Stealth (or cast it on Scrapjack for the same reason). Stacking Guidance with Weald Secrets makes the target model ignore clouds, concealment, cover, stealth, incorporeal and Hymn of Shielding at the same time, which can come in handy.
  • Irusk2 appreciates a free upkeep since he has a few useful upkeep spells like Solid Ground and Fire for Effect. The latter combines well with Guidance - Eyeless Sight, Magical Damage and boosted attack and all damage rolls on a Destroyer or Victor can be spectacular.

Non-casters

  • Ranged solos or warjacks, so you can Guide them to shoot through clouds. Especially good with a high volume of ranged attacks or Arcing Fire, e.g. Victor.
  • Guidance is "Friendly", not "Friendly Faction", so it can be used on powerful ranged mercenary models like the Thamarite Archon.
  • The Koldun Lord gives him Prowl, keeping him much safer from stray shooting while benefiting from concealment.

Drawbacks & Downsides

  • A pure support model - Although he has offensive abilities, using his spray or sword leaves him exposed (and the sword is only P+S 9 to boot).
  • Competes with the cheaper War Dog, which to be fair isn't much of an issue as they do very different things. But if you like the doggo you'll be sad.
  • Very similar to Sylys, and some spell-focused 'casters would prefer the extra spell attack/damage dice to the Adjunct's abilities. On the plus side, the Adjunct doesn't take your mercenary solo spot in a theme, and eyeless sight is a good buff for any spellcaster, too.

Tricks & Tips

  • He has a POW 12 spray. If he survives until late game and there is no one else left for him to support, use him to kill some fools before he dies.


Other

Trivia

  • Released at LVO (2019.02)

Other Khador models

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

Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev1 - Karchev2 - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2

Warcaster attachments

Khador: War Dog - Greylord Adjunct
Mercenary: Madelyn Corbeau - Reinholdt - Wyshnalyrr

Other Warjack Controllers

"Junior" Warcasters: Malakov1 - Sorscha0
'Jack Marshals: Man-o-War Kovnik - Greylord Forge Seer

Heavy Warjacks

Beast-09 - Behemoth - Berserker - Black Ivan - Decimator - Demolisher - Destroyer - Devastator - Drago - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Ruin - Spriggan - Torch

Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units

Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Great Bears of the Gallowswood - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Atanas & Standard - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Ranking Officer CA : Koldun Kapitan Valachev

Solos

Bulkhead - Fenris - Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Jozef - Koldun Lord - Malakov1 - Manhunter - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Markov - Sofya - Sorscha0 - Ol' Grim - Underboss Vizkoya - War Dog - Widowmaker Marksman - WG Artillery Kapitan - Yuri1 - Yuri2

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Korps - Flame in the Darkness - Jaws of the Wolf - Legions of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Mercenaries
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

Rules Clarification : Attached      (Edit)

  • Attached models are not (normally) part of the warcaster's/warlock's battlegroup. (Infernal Ruling)
(You need the Companion rule to become part of the battlegroup).
  • Thus, attachments are not affected by battlegroup-only effects such as Energizer (unless they're a Companion).

Rules Clarification : Cold - None yet. (Edit)

RC symbol.png

Rules Clarification : Arcane Assist and/or Arcane Support     (Edit)

  • Arcane Assist: The caster needs to be in the support model's CMD range.
  • Arcane Support: The support model needs to be in the caster's CTRL range.
RC symbol.png

Rules Clarification : Magic Ability      (Edit)

  • Combat Action
Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
  • You must complete your movement before you use a MA.
  • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
  • You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
  • You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
  • You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Non-Combat Action
There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
  • Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
  • Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
  • Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
  • Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.

Rules Clarification : Blizzard - None yet. (Edit)
Rules Clarification : Frostbite - None yet. (Edit)

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Rules Clarification : Guidance      (Edit)

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Rules Clarification : Eyeless Sight      (Edit)

  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
  • Blind vs Eyeless Sight (Edit)
    • If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
    • Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.
  • Anti-Cloud abilities vs Burning Earth (Edit)
If you make a piece of terrain "Burning Earth" it counts as a cloud effect in addition to it's original type. This has 2 odd rulings:
  1. If any part of the terrain piece is "hit" by an ability that makes clouds expire (such as Gale Winds) then the entire terrain piece is taken off the table. (Infernal Ruling)
  2. If a model can ignore clouds but not the original terrain type, they don't ignore the terrain. For instance if you have a burning forest, then Eyeless Sight can't see through the forest. (Infernal Ruling)
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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.")

Rules Clarification : Spiritual Conduit - None yet. (Edit)


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.")