High Paladin Dartan Vilmon
Protectorate Paladin Character Solo
A devotee of one of the Protectorate's most ancient orders, the Order of the Wall, Dartan Vilmon embodies the noblest aspects of his faith and serves as a defender of his people in their time of greatest need.
- Censure - 1" reach, P+S 14 melee weapon.
- Righteous Vengeance - If a friendly Faction model dies within 5" of this model, next turn this model gets a free 3" move and melee attack during the maintenance phase.
- Elite Cadre [Paladin of the Order of the Wall] - Friendly Paladin of the Order of the Wall models gain Righteous Vengeance (as above).
- Shield Guard - Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary.
- Stone-and-Mortar Stance - This model can forfeit either its Normal Movement or Combat Action to gain +5 ARM and immunity to knockdown.
Thoughts on High Paladin Dartan Vilmon
High Paladin Dartan Vilmon in a nutshell
High Paladin Dartan Vilmon is the cheapest Shield Guard in the Protectorate of Menoth (competing with the Devout and the Templar). He also hits hard, is tough, and turns fellow paladins into viable models. To gain full benefit, you need to bring him together with at least one other paladin, making it effectively 10+ point investment.
Combos & Synergies
Drawbacks & Downsides
- He's flimsy for a shield guard.
Tricks & Tips
- Try to run turn 1 - then shield guard from in Stone & Mortar stance before charging into the fray.
- Makes a good shield guard for the Harbinger who can martyr to save him.
Other Protectorate models
Rules Clarification : Champion & Vilmon
- The Champion of the Order of the Wall is, in fact, a Paladin of the Order of the Wall and so will benefit from Vilmon's Elite Cadre. (Infernal Ruling)
Rules Clarification : Weapon Master - None yet. (Edit)
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 : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum (Edit)
- Vengeance moves do not have to be towards an enemy model.
- You can choose to not move, but still get the attack. One is not conditional on the other.
- When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
- If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
- Vengeance is not an activation. It does not prevent the unit from activating and acting normally later in the turn.
- Stationary and knocked down models may not perform Vengeance moves nor attacks.
- Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
- Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
- If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
- But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
Rules Clarification : Elite Cadre (Edit)
- Elite Cadre bonuses persist even after the model dies.
- Elite Cadre bonuses can apply to teammates in multiplayer games.
Rules Clarification : Shield Guard (Edit)
- Shield Guard doesn't work vs spells.
- Since Shield Guard specifies "opponent's turn", it can't be used against stuff that shoots in your own turn (such as Watcher or Counterblast).
- The Shield Guard does not necessarily need to be in the attacker's LOS or range.
- The Shield Guarder is always hit even if they have an ability that makes them automatically get missed, such as Stealth. (Automatically missing is determined earlier in the timing sequence than the Shield Guard moving the hit.) (Infernal Ruling)
- You shift all effects onto the shield guard, including stuff that triggers on "when this attack hits".
- When you use Shield Guard vs an AOE attack, the template moves too. Because, with reference to Apdx A, the hit 'moves' at Step 6 and the template placement is determined at Step 7.
- Shield Guard doesn't work vs Point Blank attacks. Because Point Blank attacks are melee attacks that are made using a ranged weapon.
- On the other hand, it will work vs Gunfighter attacks.
Rules Clarification : Stone-and-Mortar Stance - None yet. (Edit)