Venator Reivers

From LOS Warmachine University
Jump to: navigation, search
Skorne Logo.jpg

Venator Reivers
Skorne Unit
Officer & Standard Bearer
Command Attachment

Mk4 icon.png
Prime
This model is available in one Prime Army, Army of the Western Reaches. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

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

Venators have mastered the unique firearm called the reiver. These horrific weapons fire bursts of iron needles that shred their targets. With a lethal swarm of concentrated fire, Venators tear into the most imposing targets, making them among the most valued specialists in the Army of the Western Reaches.

Having risen to prominence in the lowest of warrior castes, the venator reiver officer yearns to prove his caste as fanatically devoted to the Skorne cause as any other. When leading units of their brethren into battle, the venator reiver officer and standard bearer keep their venators in tight formation, increasing the range and lethality of their gas-driven weapons. Such units can shred an enemy warbeast with as little as a single volley.

Basic Info

Venator Reivers
Missing Info
Venator Reivers.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT 5
RAT 5
M.A. N/A
DEF 13
ARM 13
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE 6 / 10 +2CA
COST 8 / 13 +3CA
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Leader, Grunts, & Officer
    • CRA symbol.jpg Combined Ranged Attack
    • Combined Arms - When this model misses an attack roll for a combined ranged attacks, it can reroll that attack roll. Each attack can be rerolled only once as a result of Combined Arms.
  • Officer only
    • He has +1 MAT, RAT, and 5 hitpoints
    • Officer symbol.jpg Officer
    • Extended Fire [ Minifeat ] - This model can use Extended Fire once per game at any time during its unit's activation. This activation, the ranged weapons of models in this unit gain Snipe. (Snipe - An attack with a weapon with Snipe gains +4 RNG.)
    • Tactics: Reposition [3"] - Models in this unit gain Reposition [3"]. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.)
  • Standard only
    • Standard Bearer - While this model is within 5" of its unit commander, the unit commander gains +2 CMD.
    • Take Up - If this model is destroyed, you can choose a Grunt in this unit within 1" of it to be destroyed instead. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.

Weapons

  • Leader, Grunts, & Officer
    • Reiver - 12" range, POW 10 ranged weapon
      • Burst Fire - Gain +1 to damage rolls with this weapon against medium-based models, and +2 to damage rolls against large- and huge-based models.
    • Sword - 0.5" reach, POW 3, P+S 8 melee weapon
  • Standard
    • Sword - 0.5" reach, POW 3, P+S 8 melee weapon

Theme Forces


Thoughts on Venator Reivers

Command Attachment

Venator Reivers in a nutshell

Venator Reivers are a no-nonsense shooting unit. They have guns with a decent range and surprising amount of stopping power and shoot things dead. Without the UA they are POW 12 vs heavies and, given a reroll is worth effectively +2 to hit then a pair of them are a single RAT 9 attack. It's excellent and versatile.

As with all infantry in winds of death they will really struggle if engaged in melee, savvy opponents are likely to run to engage you simply because their chances of hitting and hurting are so low. You need to be keeping the enemy at arms length wherever possible.

The Officer and Standard Bearer in a nutshell

The officer provides two extra abilities, both good. The first is Extended Fire - which either provides an extra turn of shooting or an extra turn of aiming. For a shooting unit an extra turn of usefulness is awesome. Reposition allows them to shoot then hide behind things to drive off return fire. And you get this for the bargain price of little more than replacing one normal venator with the stanard.

Combos & Synergies

The Reivers are just on the cusp of being able to hurt heavies or mangle infantry. Just a small buff or debuff is all it takes to really polish this. Caster Combos

  • Lord Arbiter Hexeris Black Spot can allow an amazing amount of work - kill an infantry model in the target unit then take a pot-shot. Or kill and "waterfall" with a CRA with a second model.
  • Dominar Rasheth - a 2 point ARM debuff can make all the difference for two person CRAs - and the feat turns things into a shooting gallery.
  • Lord Tyrant Hexeris - a 3 point one is better.
  • Lord Assassin Morghoul - and here comes Mortality and Blind.
  • Beast Master Xekaar - more Mortality and a feat.
  • Tyrant Xerxis - Can let them shoot through your screening troops. Very handy. Can also increase their threat range with his battle plan when he's not making a unit lethal in melee with his other battle plan.

Other Combos

  • Venator Dakar - the Dakar's Veteran leader gives them a higher chance of hitting. As Reivers like to CRA, this really only helps if they want to kill infantry. Usually they like combining their shots on enemy heavy's though.
  • Mortitheurge Willbreaker - offers the unit tough and even more rerolls for a bargain cost.

Drawbacks & Downsides

  • Bottom drawer RAT for shooting things by a ranged unit unless using CRA.
  • Terrible in melee

Tricks & Tips

  • The Unit Attachment gives them a 22" threat range. Either useful for drawing first blood or (rarely) for an assassination on a careless enemy. It's basically an extra turn of shooting.
  • A two person CRA is effectively RAT 9 against anything DEF 15 or less. Very nice for solo hunting.
  • A two person CRA aimed at a heavy with any sort of ARM debuff (or just aimed at a Warpwolf or flyer) does significant damage.
  • The Unit Attachment lets them move, shoot, then hide behind something solid.
  • Remember Burst Fire. But it still doesn't give them a POW in the teens - they need to CRA to scratch heavies.


Other

Trivia

  • Venator means "hunter" in latin.
  • Released way back in Primal Mk1 (2006)

Other Skorne models

Skorne Logo.jpg       Skorne Index       (Edit)
Battlegroup & Similar
Warlocks Hexeris1 - Hexeris2 - Jalaam1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Rasheth1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (Lesser Warlock) - Makeda0 (Lesser Warlock)
Lesser

Agonizer - Aradus Scarab - Reptile Hounds - The Terrorizer

Light Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm
Heavy

Aradus Sentinel - Aradus Soldier - Archidon - Chiron - Bronzeback Titan - Despoiler - Molik Karn - Rhinodon - Tiberion - Titan Cannoneer - Titan Gladiator - Titan Sentry

Gargantuans Desert Hydra - Mammoth
Units, Solos, & Battle Engines
Units

Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - Legends of Halaak - Nihilators - Paingiver Beast Handlers - Paingiver Bloodrunners - Praetorian Ferox - Praetorian Karax - Praetorian Keltarii - Praetorian Swordsmen - Tyrant Commander & Standard Bearer - Venator Catapult Crew - Venator Flayer Cannon Crew - Venator Reivers - Venator Slingers

Solos

Abidan the Keeper - Ancestral Guardian - Aptimus Marketh - Extoller Novitiate - Extoller Soulward - Hakaar the Destroyer - Immortal Vessel - Makeda0 - Mortitheurge Willbreaker - Paingiver Bloodrunner Master Tormentor - Paingiver Task Master - Tyrant Rhadeim - Venator Dakar - Void Spirit - Zaadesh1

Battle Engines Siege Animantarax - Supreme Guardian
Theme Forces
Disciples of Agony - Masters of War - The Exalted - Winds of Death
Minions
Refer to Who Works for Whom and/or Category: Skorne Minion
This index was last updated: 2021.11

Rules Clarifications

Rules Clarification : Burst Fire and/or Volume Fire - None yet. (Edit)

RC symbol.png

Rules Clarification : Combined Ranged Attack      (Edit)

  • CRA cannot target models in melee ... unless the target is a huge-based model or the attacker has War-Tempered.
  • If you give the attack-leader a buff to their attack (such as Guidance) then that buff applies to the combined attack (even though the other participants don't have the buff). (Locked thread)
  • Assault & CRA (Edit)
    • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)


RC symbol.png

Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
RC symbol.png

Rules Clarification : Extended Fire      (Edit)

RC symbol.png

Rules Clarification : Snipe      (Edit)

  • Although Snipe the spell and Snipe the Attack Type are two different "sources", they are multiple instances of the same effect. As such, they're not cumulative. Refer to the "Rule Priority" section of the core rulebook.
  • Snipe does not affect the range of weapons that use the Spray template, or one's which have RNG = CTRL.
  • 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)
RC symbol.png

Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
 
  • Granted [ Vengeance ]
    • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
    It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
    It is not "If you get damaged, you get Vengeance next turn."
    • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)

Rules Clarification : Combined Arms - None yet. (Edit)

RC symbol.png

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.


RC symbol.png

Rules Clarification : Standard Bearer      (Edit)

  • If the Officer dies, the Standard Bearer can give the CMD bonus to the Leader model.
RC symbol.png

Rules Clarification : Take Up      (Edit)

  • If you use Take Up the attacking model cannot trigger anything that needs the attacker to "Destroy" a model (such as Alpha Hunter, Killing Spree, Berserk, etc). Although the model that was attacked reached the Destroyed step of the timing sequence, Take Up negates that entirely. (Infernal Ruling)


Wrench symbol.png

Note to Editors
To edit the CA's tagged abilities, Click here