Vyros, Incissar of the Dawnguard

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Retribution Logo.jpg Vyros, Incissar of the Dawnguard

Retribution Dawnguard Warcaster

The Retribution of Scyrah has no greater champion than Vyros of House Nyarr. The leader of the Dawnguard rides to war astride his powerful warhorse Solarys, his hunting hawk circling overhead. Through her eyes he sees the battlefield unobstructed, allowing Vyros to direct his army rapidly to close gaps in the line or capture critical ground, ensuring he is never outmaneuvered in battle.

Basic Info

Vyros2
Missing Info
Vyros2.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 8
STR 7
MAT 8
RAT 6
M.A. N/A
DEF 15
ARM 18
CMD 10
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 18
F. Field N/A
WJP +27
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
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 : Tide of War

When one or more friendly Faction models is destroyed or RFP'd by an enemy attack while in Vyros's control range at any time except while advancing, immediately after the attack is resolved a friendly Faction model in Vyros' control range can advance 3". Tides of War lasts for one round.

Abilities

  • Cavalry symbol.jpg Cavalry
  • Bird's Eye - While in this model's control range, models in its battlegroup ignore cloud effects, forest terrain, and intervening models when determining LOS.
  • Quick Work - When this model destroys one or more enemy models with a melee attack during its Combat Action, immediately after the attack is resolved it can make one basic ranged attack.
  • Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
  • Veteran Leader [ Dawnguard ] - While in this model's command range, other friendly Dawnguard models gain +1 to attack rolls.

Weapons

  • Extremus Cannon - 10" range, POW 12 ranged attack
    • Magical dam symbol.jpg Damage Type: Magical
    • Reload [1] - This model can spend 1 focus point to make one additional ranged attack with this weapon during its Combat Action.
  • Extremus - 2" reach, P+S 14 melee attack
  • Mount - 0.5" reach, POW 12 mount attack

Spells

COST RNG AOE POW DUR OFF
Deceleration

3 SELF Control - Round No
While in the spellcaster's control range, friendly Faction models gain +2 ARM against ranged and magic attacks. Deceleration lasts for one round.
Easy Rider

3 SELF Control - Turn No
The spellcaster and friendly Faction models beginning their activation in its control range gain Pathfinder. Easy Rider lasts for one turn.
Lock the Target

2 10 - 10 (★) Yes
A model damaged by Lock the Target cannot run, charge, make slam power attacks, or be placed for one round.
Synergy

2 SELF Control - Upkeep No
While in the spellcaster's control range, models in this model's battlegroup gain a +1 cumulative bonus on melee attack and melee damage rolls for each other model in the battlegroup that hit an enemy model with a melee attack this turn while in the spellcaster's control range. This cumulative bonus cannot exceed +3.
Twister

2 10 3 10 Round Yes
The AOE is a cloud effect that remains in play for one round.

Theme Forces

Thoughts on Vyros2

Vyros2 in a nutshell

It seems Vyros got crankier and needed a horse so that he could fully realise his uppitiness. He scowled on foot... he shouts from horseback.

Vyros2 is a more focused battlegroup caster than Vyros1 thanks to Synergy, not needing warriors to be effective, but then, he is also more personified as the commander of the Dawnguard, and makes the elite Dawnguard even more elite if they're close by.

Feat thoughts

Previously, a model could only move once, but the distance went down and multiple moves were made possible. This means that feat allows for two things: non-linear assassination threats (very viable with a long reach jack like a Griffon backed up by Lanyssa); stacked attrition equalisers (as in, manoeuvring battlegroup or Sentinels for retaliation against mid-activation or already activated enemy elements, usually heavies or other high value models, and in Legions of Dawn, this can extend the threat range of the coming Vengeance moves from the nigh obligatory Dawnguard Sentinels).

It does take a somewhat dab hand to be able to take full advantage of this feat, since it sacrifices models for position, though but well worth it when mastered.

Spell thoughts

The signature part of his spell list chimes with his general outlook (personified in his feat) of ever advancing. Deceleration cast in turns one and two let his army get to the fight in more or less one piece and Synergy ramps his battlegroup hitting power.

The rest of his spell list is rather underwhelming, unfortunately. Easy Rider is dictated by terrain, but can be situationally useful, if expensive. The remaining two spells remain somewhat maligned among players to the extent that 'I cast Twister with INTENT' was briefly a meme and it is still a surprise to hear players report casting Lock the Target. The reasons for this are two-fold. Firstly, at FOC 6 and low POW, the spells are unlikely to hit and/or damage their intended targets without boosts or outside help. Sylys can help, but the points/free solo spot are better spent elsewhere, and a cloud wall is just too impractical for their lack of reliability (at least from a source such as Twister). Secondly, any spare focus Vyros has, he will camp, being the large target that he is, or allocate to his battlegroup, hungry buggers as they are.

So the SOP is to cast Deceleration and upkeep Synergy from turn 1.

Drawbacks & Downsides

  • He's big and likes shouting "look at my horse!".
  • He isn't the best at combat mostly because he'll just get tied up, so unless you have no other choice keep him back and make some pop shots.

Tricks & Tips

  • To maximise your Quick Work attacks, try to charge into a group of knocked down enemies (so that you're not engaged).
    • Quick Work doesn't trigger on Impact Attacks, because they're outside your Combat Action.


List Building Advice

Strategy

    Light-jack spam    

Thank you oh great pirates at privateer press for Helios the savior of the Griffin swarm. Yes the swarm is still a thing, but it might not be as efficient as a Sphinx swarm due to the new cap on Synergy. The reason Helios works is because of his nifty little ability to drop one focus to give one to every happy jack in your army that is within 3" of him.

    Dude spam    

If you really want you can go solider spam well good news you can! The downside is that Synergy becomes much less useful and your jacks become way more precious and valuable rather than just your kids toys you can break and not feel bad.

Theme Thoughts

    Defenders of Ios    

  • House Vyre Electromancers - If you are planing on bringing lots of heavies or a colossal the Electromancers become a highly effective clearing unit. By shooting your jacks in the back you can ensure that their Lightning Generator shots will always land, mitigating the low armour but high defence jammers that your jacks can have trouble dealing with efficiently. Don't try this with Griffons, even with Deceleration up their armour is low enough in the back arc you risk causing significant damage.

    Forges of War    

The default and easier to adapt to list coming from Mk2, the source of the Flock of Griffons that wasn't Una2. Sturdy light jacks with long reach and easy Synergy generators, the Griffon Spam remained a fixture of Retribution archetypal box skew lists. But there is an alternative.

  • House Shyeel Arcanists have gotcha covered if three Arcanists not quite enough Empowering for you and you feel Vyros2 is Focus strapped and Power Up ain't doing it for you? Producing even more Empower and contribute to up to a whopping 9 additional focus fuel his battlegroup.

    Legions of Dawn    

This theme leverages most of what's on Vyros' card, namely Veteran Leader. Surrounded by light jacks, but this time Harpies & Sirens, the main offensive output comes from the Dawnguard (usually two units of Sentinels), but don't underestimate a fully beefed up Siren which can hit well above its weight range when it needs to.

  • Dawnguard Invictors - High accuracy and damage shooting. Clear out charge lanes, soften up beasts/jacks, hunt support pieces, they are useful in every game and if the worst happens they can always feed the feat.
  • Dawnguard Sentinels - Deceleration helps to deliver them, and having Weapon Masters that accurate is borderline unfair. Expensive and less flexible then Invictors, but their damage output is unrivaled and demands attention, taking fire away from the rest of the list.

    Support models - Various themes    

  • Arcanist Mechanik - Three is almost an auto include with Vyros, every ability they bring is useful for a caster who likes his warjacks.
  • Lanyssa Ryssyl - Free charges and charging further are always good to have with a jack heavy list. The other abilities are less commonly used but being able to knock out a key model or remove pathfinder are potentially game winning when they come up.

Battlegroup

Imperatus is his pet warjack that he can take in any theme.
  • Griffon - The Griffon brings a combination of long distance, accurate charges and survivability that is hard to beat. Excellent way of building Synergy, with it maxed they are capable of killing squishier heavy beasts in an activation but don't quite match the output of dedicated heavies.
  • Sphinx - The Sphinx brings the punch of a heavy for a low price point (three Griffons is comparable to two Sphinx). They're tough, have a gun to get stuff done when you don't want to commit them, and once you tack on Synergy will break apart even the heaviest of armour.
  • Imperatus - Imperatus is still Vyros' best friend, having the highest damage output and being the most survivable of all the Retribution jacks, excepting the colossals. Watch out for Grievous Wounds denying his healing.
  • Manticore - For a little more then the Sphinx you lose out slightly in melee potential but gain a much better gun. Jack heavy lists traditionally have a weakness to Weapon Master infantry, and the Covering Fire wall helps to mitigate this.
  • Aspis - Vyros is a large based caster, and as a result hard to block line of sight to. The Aspis can save you from the worst guns out there for little investment. But under Forges theme, every jack gives him a Shield Guard.
  • Other jacks - Gorgons speed debuffing can help prevent melee engagements. Both the Banshee and Phoenix are good all round jacks, but Vyros does value their additional tools highly. When Helios is released expect it to show up frequently in jack spam lists.
  • With the release of the Vyre lights comes an interesting list build: Dawnguard theme with all the Sentinels; accompanied by a jack herd that is smaller than the usual spam quantities, but still enough to generate and exploit Synergy (a common combination is 3 Harpys and 3 Sirens offering a balance of guns and punching, all with lovely lovely Bird's Eye).

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 Vyros2, you might want to adjust the above list by Placeholder

Other

Trivia

Released in Warmachine: Colossals (2012)

Video Battle Reports

Other Retribution Models

Retribution Logo.jpg       Retribution Index       (Edit)
Battlegroup & Similar
Warcasters Elara2 - 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
Moros
Heavy Warjacks Banshee - Daemon - Hydra - Manticore - Phoenix - Sphinx
Discordia - Hypnos - Hemera - Imperatus
Colossal Hyperion - Helios
Units, Solos, & Battle Engines
Units Destors - Invictors - Sentinels - Heavy Rifle Team - Swordsmen - Arcanists - Battle Mages - Electromancers - Halberdiers - Riflemen - Infiltrators - Strike Force - Ryssovass Defenders - Stormfall Archers
Nyss Hunters - Spears of Scyrah
Special: Eiryss3 (CA) - Soulless Escort (WA)
Solos

Aelyth Vyr - Arcanist Mechanik - Destor Thane - 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 - Artificer - Magister - Houseguard Thane - Lanyssa Ryssyl, Nyss Sorceress Lys Healer - 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
Mercenaries
Units Lady Aiyana & Master Holt - Lynus Wesselbaum & Edrea Lloryrr
Solos

Dahlia Hallyr & Skarath - Eilish Garrity - Madelyn Corbeau, Ordic Courtesan - Void Archon

This index was last updated: 2020.01

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 : Reload      (Edit)

  • You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)
  • If you have (x2) of a weapon with Reload (such as Caine1), the special rule will only be written on the card once. But you can reload both weapons to the max limit. (Infernal Ruling)


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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)
(Click Expand to read)

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.
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Rules Clarification:  : Cavalry      (Edit)
(Click Expand to read)

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

  • You cannot "stop" in an illegal position to carry out Impact Attacks. For instance, halfway over a linear obstacle, or a flying cavalry stopping while it 'overlaps' other models, or stopping halfway through an Incorporeal model.
    • The reason is, you need to obey the rule "this model can advance through [stuff] if they have enough movement to move completely past it".
    • Stopping during your movement doesn't satisfy that rule, whether that's the "stop" at the end of the model's normal movement or the "stop" for impact attacks.
  • If your charge target is included in your Impact Attacks, then you need to turn and face it and end your movement before starting the attacks (refer rulebook, last paragraph of 'Impact Attacks').
    • As such, things which trigger at "End of Movement" (such as Admonition) will occur before your Impact Attacks.
    • On the other hand, if your Impact Attacks don't include your charge target, then you're interupting your movement to resolve them, and thus stuff like Admonition won't trigger.

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 - 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 you can move over obstacles/models while charging, if you want to stop and make Impact Attacks while you fly "over" models you need to stop in a legal position. You can't make Impact Attacks while your flying horse is on top of obstacles, models, etc.
  • 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 : Awareness and/or Bird's Eye     (Edit)

  • You only ignore clouds, forests, and models for LOS purposes. So, for instance, if you attack a model standing in a forest then it will still get concealment.
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Rules Clarification : Quick Work      (Edit)

  • If you're still engaged in melee when Quick Work triggers, you won't be able to make the ranged attack.
  • Quick Work specifies "Combat Action" so doesn't work with Impact Attacks or out-of-activation attacks
  • Attack-Generating Abilities (Edit)
    • From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
    • If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
    • If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)
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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)
    • Some end-of-activation abilities explicitly state your activation ends as part of resolving the ability, and some don't. Either way, you can never do anything extra during or after triggering an end-of-activation ability. You cannot cast spells, purchase additional attacks, use a mini-feat, etc.
    • If you start resolving an end-of-activation-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 moving, and after moving your activation has ended. (Infernal Ruling)
    • For units: if any model in the unit starts resolving the unit's end-of-activation-movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
    • If you have more than one end-of-activation ability, you have to choose which one to resolve, then your activation ends and you cannot use the other one.
    • See also the training article: LPG - End of Activation.
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Rules Clarification : Veteran Leader      (Edit)

  • Veteran Leaders don't give themselves the buff, because of the "other models within ..." clause.
    • Although if you have two models giving out the buff, then they can give it to each other. (Locked thread)
  • Some versions say "friendly" and some don't. Regardless, Veteran Leader only buffs friendly models. (Infernal Ruling)


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Rules Clarification : Deceleration      (Edit)

  • Deceleration works vs blast damage.
  • Deceleration works vs special effects on the gun/spell that cause "direct" damage. For instance, the Throw damage caused by the White Squall spell.
  • Deceleration doesn't work vs 'secondary' damage that is 'not considered to be an attack' (such as Electro Leap).
  • Deceleration doesn't work vs hazards that are put into play by spells/guns (such as the Stormwall's Covering Fire).
  • Deceleration doesn't work vs non-offensive spells that also do damage, such as Blazing Effigy. (Locked thread)
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Rules Clarification : Easy Rider      (Edit)

Rules Clarification : Lock the Target - None yet. (Edit)

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Rules Clarification : Synergy      (Edit)

  • Synergy is not retroactive. Synergy must be cast (or upkept from the previous cast) before any attacks will start adding to the bonus. (Infernal Ruling)
  • You gain +1 bonus per model that hits. Not +1 per attack that hits.
  • The Synergy bonus affects other battlegroup models. The currently active model doesn't benefit from any bonus that it earns.
  • Frenzy attacks can contribute to the Synergy bonus.
  • It is possible to earn Synergy bonuses during the opponent's turn, if they're letting you get lots of free strikes.
  • If you have lots of out-of-activation attacks (such as the aforementioned free strikes), you may create a bookkeeping nightmare thanks to the "only get bonuses from other model's attacks" rule. Good luck!

Rules Clarification : Twister - None yet. (Edit)