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.
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Some Greylord neophytes with the proper aptitude are chosen to serve as outriders and act as messengers and scouts for the order. When called to action, these young mounted Greylords race across the battlefield to unleash devastating spells on Khador’s foes. They wield the icy winds of the north to protect the Motherland’s forces and cripple any who oppose her. Wherever they ride, winter follows.
Basic Info
Greylord Outriders |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Large |
SPD |
9 |
STR |
5 |
MAT |
5 |
RAT |
N/A |
M.A. |
6 |
DEF |
13 |
ARM |
15 |
CMD |
9 |
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 |
3 or 5 |
COST |
9 or 16 |
3 to 3.2 each |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Abilities
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Cavalry
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Immunity: Cold
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Pathfinder
- Battle Wizard - Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
- 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.
- 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.
- Snow-Wreathed - This model has concealment.
Weapons
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Rune Axe
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RNG
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POW
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P+S
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1
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5
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10
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Mount
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RNG
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POW
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0.5
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10
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Spells
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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Frostbite
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(★ Attack)
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8" Spray
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-
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12 (Cold)
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Yes
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Models hit suffer a POW 12 cold damage roll.
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Winter's Wind
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(★ Action)
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5
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Round
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No
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Target friendly Faction model with Immunity: Cold. If the model is in range, it gains Freezer. Winter's Wind lasts for one round.
- Freezer - When an enemy model without Immunity: Cold ends its activation within 2" of a model with Freezer, the enemy model becomes stationary for one round.
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Theme Forces
Thoughts on Greylord Outriders
Greylord Outriders in a nutshell
Outriders are your fast, spell-slinging light cavalries. With near-unparalleled mobility in the faction they can provide crucial magic support for the rest of your army, and flank the unwary enemy. Reaching the enemy will never be a problem for your "spray ponies". Unfortunately, they have two major drawbacks: they are fragile (for their cost), and they're not great at hitting. Patching one or both of those weaknesses will help you get the most out of the unit.
Outriders have some awkwardly mediocre stats. Magic Attack 6 is pretty low, especially since at POW 12 their preferred targets will be light infantry (usually with DEF 13+). The good news is, since Frostbite uses spray to attack, it can ignore a whole lot of defensive measures (Stealth, Concealment, Cover, Target in Melee, and intervening models) and will likely have a chance to hit multiple models. Spells and abilities that either buff the MA or POW of the Outriders or debuff the DEF/ARM of their targets will dramatically improve their output.
Winters's Wind is your less often used trick. Since you have few models with Cold Immunity who can keep up with you, this spell will mostly target your unit members. It is mainly used to prevent the enemy from "jamming" you (running into melee to pin you down) and/or cause order-of-activation issues to the enemy - especially for ranged units.
Since they permanently gain concealment, they can stride through the battlefield with less care to the terrain patches, compared to other factions' light cavalries. Make no mistake though; they are still as fragile as other light cav. Boosted blast damages can hurt, while boosted POW10 attacks will likely bring them down. They cost as much as heavy cavalry, so they are everything but cannon fodder. For this reason, they also take defensive buffs well.
They're not a melee unit, but it's still worth looking for opportunities to charge. As cavalry models, they get boosted charge attack rolls, so even their pitiful MAT 5 can still hit dodgy targets, and boosted POW 10 will kill single-wound infantry. Then with Battle Wizard, they can cast another spell: either a Frostbite further into enemy lines, or a Winter's Wind to discourage pursuers as you use Repo 5" to position them where you want.
Combos & Synergies
Considering their mobility, plus the lack of arc nodes in the faction, Outriders will quite often need to work on their own. Still, a little help can really make the difference:
- The Wolves of Winter theme gives Apparition to two of your units. If you don't want to put it on your Doom Reavers, Outriders can get an insane threat distance right from the first turn.
- Zerkova2 - If you want eZerkova, you want a group of Outriders for sure. Swift, mobile arc nodes? Got you covered. Boosted Spray attacks? Occult Whispers is the key. Cutting a swathe through the ranks of light/medium infantries? Use her feat to get 2 sprays in a turn, combined with Reposition.
- Vladimir1 - Because they're so fast, it can be difficult keeping the unit within range of Signs and Portents. But if you do, they will get a lot more work done.
- Vladimir2 - They are an excellent Hand of Fate target, since you can put it on them before they run up the field and just upkeep it all game. They're also good targets for his feat, which lets them even get work done in melee.
- Vladimir3 - Beside his feat and Hand of Fate, Dash is worth consideration too. With it, you can cast Frostbite up to 18" away, or simply gallop 10" forward, cast Winter's Wind upon you, then Reposition into the back of the enemy, with no free strikes to worry about.
- Sorscha1 - Either her feat or Freezing Grip will help set up a high-DEF unit for some devastating sprays.
- Old Witch 2 - Scourge can knock down light targets to be hit by the sprays, or Curse of Shadows can prep harder targets to be hurt by them.
- Irusk1/Irusk2 - You cannot Battle Lust Doomreavers, but you can Battle Lust Outriders, which makes Battle Wizard much more likely to go off. For Irusk1 they are also a good Iron Flesh target, bringing them up to ARM 17 and ARM 21 against blasts.
- Malakov2 - The have an easy time getting around for Backstabs, even more so with Parry from the feat. Just remember Throat Cutter is RNG 5", so he needs to get close to them before they go in.
- Koldun Lord - If you stay in his Leadership bubble, which is easier said that done, they gain Prowl, which Snow Wreathed turns into Stealth. He can also set them up to damage harder targets with Brittle Frost.
- Hermit - If he can catch up with them, Telemetry or Master of Ruin give them +2 to attack rolls with the spray, or +2 to damage rolls with everything. Outriders love buffs!
Drawbacks & Downsides
- Vulnerable to anti-magic tricks
- Expensive, costs ALMOST as much as the Uhlans, with way less resilience and close-combat potential.
- Winter's Wind can be negated by Sprint or Reposition, and won't trigger on out-of-activation movements, like Admonition or Countercharge.
Tricks & Tips
- They have magic axes. Don't forget that when incorporeal models try to pass your lines.
- You can target your own unit members with Frostbite, if you can't target the enemy, and don't have to worry about the damage.
- It's cheaper to take a min unit not a max unit.
Other
Trivia
Released in the Warmachine: Vengeance expansion (2014)
Other Khador models
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* 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: : 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 : Cold - None yet. (Edit)
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Rules Clarification : Battle Wizard (Edit)
- A Battle Wizard doesn't have to kill a model to cast a spell. They can instead skip making melee attacks and use their Combat Action to cast a spell.
- Cavalry Battle Wizards can trigger it from their Mount Attacks. (Infernal Ruling)
- This does not, however, allow them to trigger it twice in the same turn. (Infernal Ruling)
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Rules Clarification : Magic Ability (Edit)
- 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.
- 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.
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Rules Clarification : Frostbite - None yet. (Edit)
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Rules Clarification : Winter's Wind (Edit)
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Rules Clarification : Freezer (Edit)
- You can reapply Freezer turn after turn, because stationary models still have to activate.
- If the model that has Freezer doesn't move away or get killed, the next turn the stationary model is forced to activate, does nothing, ends its activation still within the Freezer effect, and will be made stationary again.
- Despite the odd wording, stuff that happens "at the end of activation" (such as Sprint and Reposition) occurs during the activation. So those things happen before Freezer has a chance to trigger.
- For instance an enemy can advance next to the Freezer model, attack it, then Sprint away and not be affected by Freezer.
- Freezer won't affect models that end an out-of-activation move in the Freezer range (such as Countercharge and Vengeance).
- Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
- 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.
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Rules Clarification : Snow-Wreathed - None yet. (Edit)
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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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