Lord Ghyrrshyld, the Forgiven

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Retribution Logo.jpg Lord Ghyrrshyld, the Forgiven

Retribution Vyre Warcaster

The warcaster once known as Goreshade was an eldritch, one of a strain of abominations who fed on the spiritual essence of others and consorted with the Nightmare Empire of Cryx. Now, Lord Ghyrrshyld has been restored by the goddess Scyrah and is filled with renewed purpose. While Ghyrrshyld does not speak of what happened to restore his body, he now fights against those who imperil Scyrah, and many speak of him as being filled with the goddess’ light.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
STR {{{str}}}
M.A. N/A
DEF 15
ARM 16
ESSENCE {{{essence}}}
HP 17
F. Field N/A
WJP 28
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock
  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat : Whispers of the Veld

  1. When an enemy model without Immunity: Cold destroys or RFPs one or more friendly models in Ghyrrshyld’s control range with a melee attack, the enemy model becomes stationary for one round after the attack is resolved.
  2. Additionally, when a friendly living Faction warrior model is destroyed by an enemy attack or collateral damage from an enemy attack while in Ghyrrshyld’s control range, Ghyrrshyld gains the destroyed model’s soul token.
  3. After Ghyrrshyld replenishes his focus during your next Control Phase, replace each soul token on him with 1 focus point, then Whispers of the Veld expires.
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Tip !
Goreshade needs to be the closest eligible model for soul collection.


  • Cold Imm symbol.jpg Immunity: Cold
  • Arcane Vortex - This model can immediately negate any spell that targets it or a model within 3" of it by spending 1 focus token. The negated spell does not take effect, but its COST remains spent.
  • Field Marshal [Arcane Vortex] - Warbeasts/warjacks in this model's battlegroup gain Arcane Vortex.



Dauntless Resolve

2 6 - - Upkeep No
Target friendly Faction warrior model/unit gains +3 ARM and Tough. Models are not affected while out of formation.
Freezing Mist

2 CTRL 3 - Round No
Place a 3" AOE cloud effect completely within the spellcaster's control range. While in the AOE, models without Immunity: Cold suffer -2 to their attack rolls. The AOE remains in play for one round.
Ghost Walk

2 6 - - Turn No
Target friendly Faction model/unit gains Ghostly for one turn.
Ghostly - A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. It cannot be targeted by free strikes.
Hand of Ice

2 8 - - Upkeep Yes
Target model/unit suffers –2 ARM unless it has Immunity: Cold.
Light of Wrath

3 8 4 13 (★) Yes
Models hit by Light of Wrath lose Stealth and suffer –2 DEF for one turn.

3 Control - - - No
Return one destroyed Grunt to a friendly Faction unit with one unmarked damage box. Place the returned Grunt in the spellcaster's control range, in formation, and completely within 3" of another model in its unit. The Grunt must forfeit its Combat Action the turn it is put into play.

Theme Forces

Recent Changes

No changes since 2018.09

Thoughts on Goreshade4

Ghyrrshyld in a Nutshell

I hope you like cold!

That's what Ghyrrshyld does, he freezes his opponents solid with his feat. He's a toolbox caster with anti-magic tech. He has an armor (Hand of Ice), defense (Light of Wrath) and accuracy (Freezing Mist) debuffs, coupled with a strong armor buff (Dauntless Resolve) that also grants tough. He assists delivering infantry and keeping them alive. The biggest trick with Ghyrrshyld is knowing which of these tools to use turn to turn.

Like many Retribution warcasters Ghyrrshyld wants to have One Big Turn, where he collects as many souls as possible to fuel a turn of high spell output. With the relative short range of his spells at least one arc-node is nearly a must when constructing his lists.

Armies that can grant themselves mass cold immunity can greatly blunt Ghyrrshyld's effectiveness.

Feat thoughts

Ghyrrshyld's feat can be highly disruptive, or provoke a meh moment from your opponent. The feat is best used on the turn before your opponent hits with his alpha. If your opponent is aggressive with his forces, you should be able to retaliate against a mostly stationary army. Alternately some opponents may simply try to wait the feat out, giving you the start of attrition.

Stationary stops models that have Killing Spree or Berzerk & Overtake type rules.

Beware of armies that can ignore stationary, or are cold immune.

Remove From Play effects will prevent soul collection and can hurt the turn after his feat.

Spell thoughts

  • Revive simply isn't often worth three focus, but can become relevant to bring back a grunt or two to mess up charge lanes.
  • Ghost Walk is worth using for Parry as well as for Pathfinder. So either use in on the approach to get through terrain, and then when the lines close to get through enemy models.
  • Dauntless Resolve goes on a unit that is by itself already fairly durable. It stacks marvelously with other buffs to survivability, too. Make the enemy fight for his points!
  • Hand of Ice should be arced through an Arc Node due to it's criminally short range.
  • Light of Wrath is the same as above. Also keep in mind that your node needs to be within 5" of the target if you want to strip Stealth, or else you'll miss. If you are not casting it for the DEF debuff, a House Guard Thane might be better at stripping Stealth for your shooty troops.
  • Freezing Mist is a decent, somewhat weak cloud wall. Positioning is key here, since the debuff also applies to your own troops.

Drawbacks & Downsides

  • Arcane Vortex means you need to leave Focus on your jacks. Other than the Hydra (and maybe the Chimera/Siren) this can be a waste, though Focus spent by them removes from being able to use their other abilities.
  • He's likes to play a little forward, but doesn't have a lot of defensive tech beyond his clouds. His personal melee output can be pretty scary. Just make sure you're ending the game.
  • He has problems fighting into lists with a lot of Cold Immunity and lists with a lot of Remove from Play effects.

Tricks & Tips

Play Ghyrrshyld aggressively. If you gain a lot of souls, you can sometimes angle for a spell assassination against unsuspecting casters.

List Building Advice


The redeemed Elven lord loves infantry his entire kit resolves around upping damage, movement and survivability, or he raises the fallen outright. As such you should look for already tough infantry and cavalry, deliver them savely and then outlast the enemy force.

Theme thoughts

    Legions of Dawn    

  • Dawnguard Sentinels are the perfect targets for his kit, going to faily high ARM levels under Dauntless Resolve and their minifeat. As Weapons Masters they also become scary with his damange buff.
  • Dawnguard Destors are also a valid, albeit more expensive and less numerous option to put Dauntless on.
  • Dawnguard Sentinel Scyir is of course great for his tactician bubble, especially if you want to bring Destors or the Dawnguard Trident.
  • Dawnguard Destor Thane If you bring Destors, consider him to make them even tougher with Unyielding.
  • House Shyeel Artificer hands out (pun intended) immunity to blasts, which comes in handy against high explosives. Buff stacking goes a long way with the Forgiven's forces, especially if he can Revive unit members, who will be immediatly affected by the buffs again, provided they're still active.
  • Imperatus and a Chimera fill his warjack points exactly.

    Defenders of Ios    

  • Ryssovass Defenders are the other great target for Dauntless, being already immune to knockdown under Defensive Line. Also Weapon Masters.
  • Aelyth Vyr: They, of course, want their designated solo around for Veteran Leader and Dying Breath. This is probably as close as you are going to get to a Nyss centric Retribution army, and Ghyrrshyld is a fluffy caster for it with his ice Magic and Nyssor's sword.
  • Priest of Nyssor provides quasi-Veteran Leader to the Defenders, unjams them and makes them immune to cold, which is a big deal, since it makes them immune to Freezing Mist's debuff.
  • Heavy Rifle Team, Stormfall Archers, Electromancers - Shooting goes very well with his ARM debuff and he can remove Stealth and buff hit chances with Light of Wrath.
  • House Ellowuyr Wardens - The hands down best target for Dauntles Resolve, making them ARM 21 before Unyielding. With Ghost Walk and Frezing Mist clouds you should be able to deliver them easily.
  • House Ellowuyr Warden Executioner - They make your wardens better and are absolute monsters in combat on their own.
  • Houseguard Halberdiers - If Nyss Ryssovass don't tickle your fancy, the Halberdiers are an as valid target for Dauntless Resolve and the rest of his support kit. Among Brutal Charge, their mini feat and Hand of Ice they also hit substantially hard.
  • Houseguard Thane If you chose to run Halberdiers over Defenders, they will call for a different module of support solos. Consider Lys Healers as above with Sentinels. The Thane provides a speed buff and strips Stealth as well. Under Desperate Pace and Ghost Walk, the Halberdiers will be able to charge something behind the enemy frontline, which will either catch your opponent off guard, or will influence his decision making when advancing.
  • Lanyssa Ryssyl Desperate Pace stacked with Hunters Mark adds 4" to the Halberdiers' charges. She also does not compete with Eiryss for your merc slot in this theme.

    Support models - Various themes    

  • Lys Healers are able to hand out no-knock down tough to his Sentinels or Halberdiers under Dauntless. They can also give it to Defenders, but they are already immune to knock down under Defensive Line. With Soul Ward, they also help ensure that Ghyrrshyld is the one to get any soul tokens, if the enemy is also able to collet them.
  • Arcanist Mechanik The absolute mainstays of any Retribution army is unsurprisingly also great for Ghyrrshyld. Especialls so since they hand out focus, which synergises with his Field Marshal.
  • Special mention to Ghost Snipers as well as Eiryss, Mage Hunter of Ios due to Deadly Shot. Since Ryssovass have Precision Strike you have an army full of targeted damage. No cortex or spirit column will be save from you!
    • That being said, they are great with or without Defenders, so you should probably take them regardless of your unit choices.
      • Eiryss's Diruptor Bolt is also of note, as it can strip the focus of a stationary jack, which in turn doesn't get to shake, rendering it effectively useless for a turn.
  • Scythe - She an absurdly good model and with Hand of Ice and Light of Wrath she becomes an absolute monster.


  • An Arc Node (either two Chimeras for the cheap node or a Phoenix for all round effectiveness).
  • The Hydra can, with its focus battery, make very good use of Goreshade's Field Marshal
  • Arcane Vortex is an other way for the Siren to use focus off activation (alongside Oracular Vision)

First Purchases

As of 2020.04 most veteran Retribution players agree that you should put pretty much the same group of models in every army list, regardless of caster. That group of models is:   [Show/Hide]
(Edit this list)
We go over why these models are so central to the army on the main Retribution page.

When you're running Goreshade4, you might want to adjust the above list by Placeholder



  • released 2017.04
  • The first model in the entire Warmachine/Hordes system to get a 4th incarnation, and the second one to change faction (Sturgis2 being the first, and and Caine3 not counting cause he's a Partisan).
  • Really petty... but he's the first caster without a single vowel in his given name. I mean, I know that Ret personal names tend to be 'y' based, but come on!

Video Battle Reports

Other Retribution models

Retribution Logo.jpg       Retribution Index       (Edit)
Battlegroup & Similar

Elara2 - Falcir1 - Garryth1 - Garryth2 - Goreshade4 - Helynna1 - Issyria1 - Kaelyssa1 - Ossyan1 - Rahn1 - Ravyn1 - Thyron1 - Vyros1 - Vyros2

Warcaster attachments Fane Knight Guardian (Retribution) - Sylys Wyshnalyrr (Retribution) - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Elara1 (BGC) - Sentinel Scyir ('Jack Marshal) - Artificer ('Jack Marshal)
Light Warjacks Aspis - Chimera - Gorgon - Griffon - Harpy - Siren
Heavy Warjacks

Aeternae - Banshee - Daemon - Discordia - Hemera - Hydra - Hypnos - Imperatus - Manticore - Phoenix - Sphinx

Colossal Hyperion - Helios
Units, Solos, & Battle Engines

Cyelna & Nyss Hunters - D Destors - D Invictors - D Sentinels - Heavy Rifle Team - H Halberdiers - H Riflemen - HE Swordsmen - HE Wardens - HS Arcanists - HS Battle Mages - HV Electromancers - MH Infiltrators - MH Strike Force - Ryssovass Defenders - Spears of Scyrah - Stormfall Archers
Special: Eiryss3 (CA) - Soulless Escort (WA)


Aelyth Vyr - Arcanist Mechanik - D Destor Thane - D Sentinel Scyir - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - Elara, Tyro of the Third Chamber (1) - Fane Knight Guardian - Fane Knight Skeryth Issyen - Ghost Sniper - Hermit of Henge Hold - HE Warden Executioner - HS Artificer - HS Magister - Houseguard Thane - Lanyssa Ryssyl, Nyss Sorceress Lys Healer - MH Assassin - Narn, Mage Hunter of Ios - Nayl - Priest of Nyssor - Scythe - Soulless Voidtracer

Battle Engines Arcantrik Force Generator - Dawnguard Trident
Theme Forces
Defenders of Ios - Forges of War - Legions of Dawn - Shadows of the Retribution
Refer to Category: Retribution of Scyrah Mercenary
This index was last updated: 2021.04

Rules Clarifications

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Rules Clarification:  : Magical Damage      (Edit)
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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 : Freeze      (Edit)

  • Remember Stationary only prevents what it says it does. Refer the page on Stationary for a refresher.

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Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)

  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • 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.

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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
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This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • As of 2020.08, I have lost track of how this is supposed to work and I'm giving up until it is sorted properly. Refer to this thread for the latest ruling and follow-up questions.

  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Cold - None yet. (Edit)

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Rules Clarification : Arcane Vortex      (Edit)

  • Mulg spends fury to use it, he is not forced for fury. (Infernal Ruling)
  • Arcane vortex can be used to counter spells with "Range: Self". (Infernal Ruling)
  • Some spells do not have a target, mostly CTRL area spells (such as Siege's Foxhole) but also some (★ Action) (such as Ragman's Death Field). These cannot be cancelled by Arcane Vortex. Infernal Ruling)
  • The "Cost" for non-warcaster models includes stuff like "using your special action" or "killing a Mind Bender Drudge."
  • Arcane Vortex triggers at step 3 of the spellcasting sequence. (Resolve effects that occur when a model is targeted by a spell.) (Infernal Ruling)
  • If a channeled spell is cancelled, it doesn't count as being channeled, so the channeler can't trigger stuff like Reaction Drive or Spell Martyr. (Infernal Ruling)
  • There are a couple of odd spells:
    1. (Primal Shock and Essence Blast) - Both these spells "Choose" model A, then gets to "Target" model B with an attack. In this case you can trigger Arcane Vortex only when model B is targeted.
    2. (Crevasse) - This spell attacks model A, then gets to use model A to make another attack vs model B. In this case you can trigger Arcane Vortex only when model A is targeted.
(Infernal Ruling for both of the above.)
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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)

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Rules Clarification : Dauntless Resolve      (Edit)
Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Freezing Mist      (Edit)

  • The penalty applies to both friendlies and enemies.
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Rules Clarification : Ghost Walk      (Edit)

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Rules Clarification : Ghostly      (Edit)

  • Ghostly doesn't let you move through other models, just terrain.
  • Ghostly doesn't let you ignore damage from hazardous terrain. (Infernal Ruling)

Rules Clarification : Hand of Ice - None yet. (Edit)
Rules Clarification : Light of Wrath - None yet. (Edit)

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Rules Clarification : Revive and/or Raise the Dead and/or Mockery of Life     (Edit)

  • These spells can be used on models with Spell Ward etc, because it doesn't actually 'target' anybody.

Return/Add to Play - Typical (Edit)

  • If you're returning/adding multiple models simultaneously, they are placed sequentially. Often this will let you leapfrog the "within 3" of [x]" requirement.
  • If you're adding models to a unit, then typically there is no limit and you can go over the unit's starting size. However, some abilities do have a limit (such as Stir the Dead)
    If you're returning models to a unit, then you're limited by how many there are in the "dead but not removed from play" pile.
  • If you're adding more models than you started with, then in a Tournament you must physically own the correct models - proxies are not allowed in tournaments. (Locked thread)

Return/Add to Play - Other Units (Edit)

  • "Return to Play" and "Add to Play" are quite simple if you only return models to your own unit (like Blood-Bound) or only return independent models (like Thagrosh1's feat). But if you're returning/adding models to other units, then click to read more.   [Show/Hide]
    • If you can return multiple troopers at once, they don't all have to be the same unit. Spread the love around.
    • Troopers must return to their original unit. Even if you have two units of the same type (such as two units of Convergence Eradicators) then you can't have 4 die from unit [A] and return them all to unit [B].
    • If your rule is something like "return d3 models to units within CMD range" (Old Witch3) then it is d3 models total, not d3 models to each and every unit.
    • If your rule is something like "spend 1 soul to return 1 Grunt" (Enigma Foundry) then it doesn't matter where the souls came from originally. Think of them like currency, in this case.
    • You can Return models even after a unit is reduced to just Attachments (Weapon or Command)
      • If your Return ability lets you return a Leader or Officer model, then they will immediately become the unit commander and redefine the "in formation" bubble.
      • If your Return ability only allows Grunts, then the Grunt will not be field promoted when he arrives.
        This means that, in the unusual scenario where the Leader model has different wargear to the Grunts (such as Cygnar Stormguard), then that wargear is effectively 'lost'.