Eiryss, Mage Hunter Commander
Eiryss is a special type of CA that can be attached to any small-based Mage Hunter unit (currently the only such units are the Mage Hunter Infiltrators, Mage Hunter Strike Force, and the Spears of Scyrah). |
Eiryss, Mage Hunter Commander |
After years of hunting human spellcasters and gathering intelligence on the armies of mankind as a mercenary, Eiryss has returned to her proper place as one of the foremost leaders of the Retribution. Now she takes to the field leading other mage hunters, inspiring them to feats of incredible bravery and peerless precision while lending her own deadly skills to rid the world of humanity’s blasphemy against Scyrah.
Contents
Basic Info
- Attachment [ Mage Hunter ] - This model can be added to a small-based Mage Hunter unit.
Eiryss3 BASE Small SPD 7 MAT 7 RAT 9 DEF 16 ARM 12 CMD 9 HP 5 FA C COST 6 Understanding
the StatblockAbilities
- Officer
- Pathfinder
- Stealth
- Arcane Hemorrhage - When this model hits another model with an attack, the model hit loses d3 focus, fury or essence points on it, and upkeep spells it cast immediately expire.
- Granted: Reposition [3"] - While this model is in formation, models in its unit gain Reposition [3"]. (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.)
- 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.
- Tactics: Advance Deployment - Models in this unit gain Advance Deployment.
Weapons
- Crossbow - 12" range, POW 10 ranged weapon.
- Crossbow Blade - 0.5" reach, P+S 7 melee weapon.
- Blessed - As above
- Weapon Master - As above
- Saber - 0.5" reach, P+S 7 melee weapon.
- Blessed - As above
- Weapon Master - As above
Thoughts on Eiryss, Mage Hunter Commander
This section of the article is deliberately blank. Refer to the articles on Mage Hunter Infiltrators, Mage Hunter Strike Force, or Spears of Scyrah instead.
Other
Trivia
- Released in the Warmachine: Vengeance expansion (2014)
Other Retribution models
Rules Clarifications
Rules Clarification : Blessed and/or Creator's Wrath (Edit)
- Blessed ignores spell buffs even if they're not directly on the target. (For example, Haley3's Temporal Distortion spell is cast on Haley and gives a DEF buff to everyone within 5". Blessed ignores it on everyone, not just on Haley.) (Locked thread)
- You only ignore the DEF/ARM buff if the spell directly adds to the stat (for example Arcane Shield gives +3 ARM).
- Whereas a spell which grants an ability, and the ability gives a DEF/ARM buff, would not be ignored by Blessed (for example Cloak of Ash gives a model concealment, and concealment gives +2 DEF).
- (Infernal Ruling)
- If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else]. (For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.)
- This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).
Rules Clarification : Weapon Master - None yet. (Edit)
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.
- A Ranking Officer can't do this, though.
- 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.
Rules Clarification : Pathfinder (Edit)
- Pathfinder (Edit) - Pathfinder does not apply to involuntary movement (pushes & slams). (Infernal Ruling)
Rules Clarification : Stealth (Edit)
- Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
- You can target them with a charge.
- You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
Rules Clarification : Arcane Hemorrhage (Edit)
- Anti-Upkeep vs a unit (Edit)
- If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
- It doesn't matter if the target is in formation or not. (Locked thread)
- However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)
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 : 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.
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.
- Unless you have a special rule that lets you shoot while in melee (such as Gunfighter). (Infernal Ruling)
- 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)
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 : Advance Deployment (Edit)
- Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)
Note to Editors
Because this page is also used as a template, if you edit it you'll find it full of "includeonly" and "noinclude" code.