House Vyre Electromancers
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House Vyre Electromancers |
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. |
Not content to stand idly by as their myrmidons march to war, House Vyre has recently deployed its own seasoned electromancers. Arcanists trained for years under the tutelage of House Vyre’s most accomplished battle mages, electromancers have done much to further the house’s cause. The voltaic energies forced through their staves lash the battlefield with manipulated storms that arc deadly electrical surges from one target to the next. Warjacks collapse beneath overloaded systems, and scores of infantry fry where they stand.
Basic Info
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Abilities
Weapons
- Inducer Bolt - 10" range, POW 12 ranged attack
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Damage Type: Electricity
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Damage Type: Magical
- Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
- Energy Leak - When a warjack is hit by this weapon, it suffers a cumulative -1 penalty to its focus limit for one round. Models that cannot suffer Disruption are immune to Energy Leak.
- Lightning Generator - When a model is directly hit with a basic attack made with this weapon, lightning arcs from the model hit to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the lightning arc.
- Pulse Fire - When a model is hit with this weapon, it suffers d3 damage rolls instead of one.
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- Storm Inducer - 2" reach, P+S 10 melee attack
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Damage Type: Magical
- Cortex Damage - When a warjack is hit by this weapon, it suffers 1 damage point to its first available Cortex system box.
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Weapon Attachment
House Vyre Electromancers may have up to 3 Soulless Escorts added to them. The escort's info has been omitted from this article for brevity.
Theme Forces
- Defenders of Ios. House Vyre Electromancers gain Reposition [3] in this theme.
Thoughts on House Vyre Electromancers
House Vyre Electromancers in a nutshell
Look! Cygnar Stormcallers with pointy ears!
The House Vyre Elecromancers, or e-mancers for short, are a ridiculously efficient unit for their price point. Their main shick is clearing chaff, which they are excellent at due to Lighting Generator and Pulse Fire, but they can also go after light and heavy warjacks with energy leak or cortex damage and leave them without the resources necessary to do their jobs. Add in Repo 3", which the get as a theme benefit from the only theme they are in, and thus might as well be printed onto their card, and you have a stellar unit for 5 points. Running them at max FA is heavily encouraged.
Combos & Synergies
- Kaelyssa can apply stationary with her ROF 3 runebolt cannon, after wards you can destroy their cortices to prevent shaking.
- Same goes for Goreshade4 with his feat.
- They could always do with the extra range from Ravyn's Snipe.
- Rahn can protect them from stray blasts and make it easier for them to hit enemies.
- Ossyan's feat and Fortune can help them hit and deal devastating damage on feat turn (3d3 POW 12's with an additional die of damage will can put a serious dent in most lights).
- Arcantrik Force Generator - Momentum and Cortex Damage is always a fun combo to take a heavy out of the game for a turn.
Drawbacks & Downsides
- Mainly anti infantry and anti warjack tech. Beefy hordes and Cygnar will make them look silly.
- They don't really kill warjacks, just mess them up for someone else to kill them.
- Also like the Stormfall Archers, they die easy... real easy, and their shorter range doesn't help. They have gained Reposition 3" in theme, however.
- But unlike the Stormfall Archers, what they can achieve is often predicated by the roll of a d3.
Tricks & Tips
- Place them behind a huge base to protect them and give them a node to electroleap off of early game, this will help clear low ARM jammers.
- Remember that all three of their melee attacks need to hit against most jacks to kill the cortex, knock 'em down to help them out.
Other
Trivia
- Released in Warmachine: Reckoning (2015)
Other Retribution models
Rules Clarifications
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Rules Clarification : Electricity (Edit)
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Rules Clarification: : Magical Damage (Edit) |
* 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)
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Rules Clarification : Attack Type and/or Arcane Savant (Edit)
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Rules Clarification : Energy Leak (Edit)
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Rules Clarification : Lightning Generator (Edit)
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Rules Clarification : Pulse Fire (Edit)
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Rules Clarification : Cortex Damage (Edit)
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