Exemplar Vengers

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Revision as of 20:38, 22 March 2019 by 66.153.1.228 (talk) (Combos & Synergies)

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Protectorate Exemplar Cavalry Unit

The powerful and relentless Exemplar vengers stand among the deadliest warriors of the Protectorate. They ride into battle on war-bred Idrian stallions to disintegrate enemy lines with their lances before drawing blades to finish any left standing. Vengers are fueled by their faith, and their Oath of Brotherhood conveys the pains of their brothers. Each drop of spilled venger blood inspires the survivors to fight harder.

Basic Info

Exemplar Vengers
Missing Info
ExemplarVengers.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 8
STR {{{str}}}
MAT 7
RAT N/A
M.A. N/A
DEF 12
ARM 18
CMD 9
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE 3 / 5
COST 12 / 20
4 each
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Weapons

  • Blessed Lance - 2" reach, P+S 15 melee weapon (for charges only).
    • Magical dam symbol.jpg Damage Type: Magical
    • Blessed symbol.jpg Blessed
    • Lance - This weapon can only be used to make charge attacks. This weapon's RNG 0 unless it charges. When this model charges, this weapon becomes RNG 2 until the charge attack is resolved.
  • Sword - 0.5" reach, P+S 10 melee attack (for non-charges only).
    • Weapon Master symbol.jpg Weapon Master
    • Close Combat - This model cannot make an initial attack with this weapon during an activation in which it charged at least 3".
  • Mount - 0.5" reach, POW 12 mount attack.

Abilities

  • Cavalry symbol.jpg Cavalry
  • Battle-Driven - When one or more models in this unit are damaged by an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round.
  • Error: Use {{Reposition 3}} or {{Reposition 5}} instead.

Recent Changes

2018.07 Exemplar Errata

  • Gained +1 STR and ARM

Thoughts on Exemplar Vengers

Exemplar Vengers in a Nutshell

Fast moving and hard hitting, especially when hurt, the Exemplar Vengers are just about everything you would expect from heavy cavalry.

Combos & Synergies

  • Intercessor Kreoss - the leader of the Exemplar Vengers has Elite Cadre Divine Inspiration for them.
  • Anyone with a DEF/ARM buff. They are already pretty tough and can usefully be made even tougher. Casters with Defender's Ward, Inviolable Resolve or Ashen Veil are your best friends.
  • Exemplar Bastion Seneschal, his Tactician bonus can be crucial for setting up charge lanes.
  • Thyra loves fast, hard hitting models, and she often needs some extra punch for heavier targets. Her feat can give crucial extra inches to your charges. Stealthed unit of heavy cavalry can be back breaker for certain armies (their high ARM makes them damn tough customers for blast damage and there's not that much things with two legs that can out charge cavalry), or she can buff them to a glorius POW17(19) lance
  • The Harbinger of Menoth - If you lost your last hit box on a model, you can negate it with Martyrdom, and still trigger Battle Driven. Crusaders' Call, and Guided Hand ensures a solid alpha strike and/or gives her solid mobile bunker (ARM20 after first shot and 5HP each combined with martyrdom can make it hard to get LOS on her)
  • Rhupert - don't bank on Battle Driven to get the Pathfinder for your charge. Better to have a plan B, and he can also give your Vengers Tough against strong gunlines.
  • High Exemplar Cyrenia can buff their ARM with resolve, can get their DEF to 14 on her feat turn and can provide wall either to block charges of for some additional protection (so theoretically DEF18 cavalry is a possibility), between her feat and dash, you can get effectively up to 4" threat range increase. IF you manage to pull a battle plan on them, under Last words, you'll get another POW12 WM attack in. With Positive Charge and Severius 0, they can hit at POW 18, if they're damaged, they'll be charging POW 20's!

Drawbacks and Downsides

  • All the inherited drawbacks of the heavy cavalry class: they are big and expensive targets.
  • Anything, that will deny charges, will take away the edge of their attack, and once bogged down in melee, they hit as hard as a regular infantry.
  • Without the bonus from Battle Driven, terrain can mean serious problem, if you did not bring another source of Pathfinder.
  • Battle Driven will only trigger on enemy attack damage. Covering fire templates, collateral damages, electro leaps, corrosion or fire effects can all hurt your models without providing extra ARM.

Tricks & Tips

  • Watch for simultaneous attacks, like sweeps or Chain Lightning. You won't get Battle Driven's ARM bonus, until all damage rolls are being resolved.
  • Battle Driven can force your opponents to make tough choices. Leave them unscratched to deny bonus for their charges, or go all-in on destroying them, before they can reach your lines, and hit like a ton of bricks?


Other

Trivia

Originally released in Warmachine: Superiority (2006)

Theme Forces

Other Protectorate models

Protectorate Logo.jpg       Protectorate Index       (Edit)          
Battlegroup & Similar
Warcasters

Amon - Cyrenia - Durant2 - Durst - Feora1 - Feora2 - Feora3 - Feora4 - Harbinger - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Reclaimer1 - Reclaimer2 - Reznik1 - Reznik2 - Severius1 - Severius2 - Thyra - Vindictus

Warcaster attachments Hierophant - Madelyn Corbeau (Mercenary)
Other Warjack Controllers BGC Durant1 - Severius0
Marshals Bastion Seneschal - Reclaimer Gatekeeper
Light

Blessing of Vengeance - Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant

Heavy

Avatar of Menoth - Blood of Martyrs - Castigator - Crusader - Eye of Truth - Fire of Salvation - Guardian - Hand of Judgment - Indictor - Reckoner - Sanctifier - Scourge of Heresy - Templar - Vanquisher

Colossal Judicator - Revelator
Units, Solos, Battle Engines, & Structures
Units

Choir of Menoth - Daughters of the Flame - Deliverer Sunburst Crew - Deliverer Skyhammers - Exemplar Bastions - Exemplar Cinerators - Exemplar Errants - Exemplar Vengers - Flame Bringers - Flameguard Cleansers - Holy Zealots - Idrian Skirmishers - Initiates of the Wall - Knights Exemplar - Temple Flameguard - Visgoth Juviah Rhoven & Honor Guard
Ranking Officer CA: Attendant Priest

Solos

Allegiant of the Order of the Fist - Champion of the Order of the Wall - Covenant1 - Covenant2 - Deliverer Arms Master - Exemplar Warder Elias Gade - Exemplar Warder - Exemplar Bastion Seneschal - Exemplar Errant Seneschal - Hand of Silence - Hierophant - High Exemplar Gravus - High Paladin Dartan Vilmon - Initiate Tristan Durant - Knights Exemplar Seneschal - Menite Archon - Nicia, Tear of Vengeance - Paladin of the Order of the Wall - Pyrrhus, Flameguard Hero - Reclaimer Gatekeeper - Scrutator Potentate Severius - Vassal Mechanik - Vassal of Menoth - Wrack

Battle Engines & Structures Vessel of Judgment (BE) - Shrine of the Lawgiver (Structure)
Theme Forces
Exemplar Interdiction - Guardians of the Temple - The Creator's Might - The Faithful Masses - Warriors of the Old Faith
Mercenaries
Refer to Who Works for Whom and/or Category: Protectorate of Menoth Mercenary
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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 : 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).
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Rules Clarification : Lance      (Edit)

  • If you declare a charge but move less than 3", then it doesn't count as a charge attack and you can't use your Lance.
  • If you kill your charge target with an Impact Attack, then you "lose" your Lance attack. (Infernal Ruling)
  • Your melee range is 2" for the entire charge move, which can be relevant for Dug In models.

Rules Clarification : Weapon Master - None yet. (Edit)

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Rules Clarification : Close Combat      (Edit)

  • If you declare a charge but move less than 3", then it doesn't count as a charge attack and you can use this weapon.
  • You can purchase additional attacks, make free strikes, etc with this weapon regardless of whether you charged or not.


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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

  • Impact Attacks "pause" your charge move, and as such don't normally trigger "ends an advance" abilities (such as Countercharge).
    • The exception is if your Impact Attacks include your charge target, then you have to end the charge movement and turn to directly face the charge target before rolling any dice. In this case, stuff like Countercharge will get triggered before you get to roll your Impact Attacks.
  • You cannot "pause" in an illegal position to carry out Impact Attacks. For instance: a Pathfinder cavalry model pausing halfway over an obstacle; a flying cavalry model pausing while it 'overlaps' other models; or any cavalry model pausing halfway through an Incorporeal model.

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 cannot be boosted, refer core rulebook.
  • You cannot buy additional attacks while resolving Impact Attacks. Additional attacks can only be bought during your Combat Action, after resolving your initial melee attack(s) / special melee attack.

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 flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
  • 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.

Rules Clarification : Battle-Driven - None yet. (Edit)

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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)
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.