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Nyss Raptors hunted from atop their swift and sure-footed ulk long before the rise of Everblight. Now these killers ride ahead of their approaching Legion comrades to tear apart enemy flanks with flashing swords, wreck formations with precision bow-fire, and let their blighted steeds enthusiastically slash and impale with their massive antlers.
Basic Info
| Blighted Nyss Raptors |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Large |
| SPD |
9 |
| STR |
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| MAT |
6 |
| RAT |
7 |
| M.A. |
N/A |
| DEF |
14 |
| ARM |
15 |
| CMD |
9 |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
N/A |
| THRS |
N/A |
| HP |
5 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
2 |
| UNIT SIZE |
3 / 5 |
| COST |
9 / 15 |
| 3 each |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Abilities
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Cavalry
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Pathfinder
- Reposition [5"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 5", then its activation ends.
Weapons
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| Nyss Longbow
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RNG
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ROF
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AOE
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POW
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12
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1
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-
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10
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- Poison - Gain an additional die on this weapon's damage rolls against living models.
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| Nyss Claymore
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RNG
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POW
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P+S
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1
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4
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10
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| Mount
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RNG
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POW
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0.5
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12
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Theme Forces
Recent changes
2021. October
Thoughts on Blighted Nyss Raptors
Blighted Nyss Raptors in a nutshell
The Raptors are the Legion's light cavalry, and exemplify the faction's main traits: they are fast, nimble, fragile, and excel in hit-and-run warfare. With built-in Pathfinder a nearly unmatched SPD stat and a 5" Reposition, they can outmanoeuvre most other units on the table. Clever use of use cover and terrain is necessary for their success on the table, as their large base makes it extremely difficult to screen them.
Their card may not have a lot of special rules and text on it, but don't discount Raptors. They are among some of the best cavalry models in the game.
Combos & Synergies
Raptors are being featured in the Children of the Dragon and the Ravens of War theme. The former gives their warlock Tactician, giving them much more freedom of movement in regards to friendly troops.
- Hellmouth - Their presence in Ravens, a couple of Grotesques and Blightblades, and the extreme mobility of the Raptors will enable you to mount pressure on the battlefield from many directions at once.
- Occultation turns up the threat and survivability of the Raptors to 11. Consider Vayl2, Rhyas and The Twins for this spell.
- With Rhyas and Dash, they will be up in the enemy's zone in no time, and can rain their arrows up to 22" away in the first turn. Her feat also provides them with some crazy movement shenanigans on top of another P+S10 Weapon Master attack.
- Bethayne1 - Blood Thorn ups the POW on all of their weapons, even their mount and impact attacks and against a Disintegrated target that's a +4 damage swing. Deceleration makes them harder to shoot at.
- All incarnations of Lylyth have a place for raptors - though only Lylyth 3 keeps the safe from shooting (and even so, only when they are close to her), the other incarnations' spells/feats make them a worthy choice as they both can benefit their accuracy and damage output.
- Thagrosh1 can both offer them protection with Fog of War, and extra hitting power with Draconic Blessing if you commit them to melee.
- Annyssa costs the price of 2.3 Raptors, but can give crucial bonus for to hit rolls with her veteran leadership, and is a competent solo in her own right.
- Blight Archons also provide veteran leader and are actually worth the points you spend on them, so they function perfectly well without Annyssa.
- Turn Raptors into excellent jamming models under Fyanna2's feat turn. With Iron Flesh and her feat they'll take a lot of extra effort to remove. When they charge in melee with Fury on them, they can be P+S13 Weapon Masters with an effective POW 15 impact attacks.
- Kryssa1 - can give them extra protection with Ashen Veil and significantly up their melee damage output. On a Feat turn with Ignite on the unit they can hit with POW 14 impacts followed by P+S 15 weapon master charge attack!
Drawbacks & Downsides
- Expensive light-cavalry with typical resilience of its class - boosted POW10 shots can reliably kill them. Stealth makes them so much better.
- Against non-living enemies their ranged game is strictly average.
- Even with Weapon Master, they do not really threat heavy targets on their own.
- They lack Assault, thus half of their damage potential is wasted when in charge range.
Tricks & Tips
- Mind their 1" melee range, especially if you want to make impact attacks. With careless positioning and some unlucky rolls they might even end up killing each other before they could deliver their charge attack.
Other
Trivia
Released in Hordes: Evolution (2007)
Other Legion models
Rules Clarifications
Rules Clarification : Poison - None yet. (Edit)
Rules Clarification : Weapon Master - None yet. (Edit)
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Rules Clarification: : Cavalry (Edit) (Click Expand to read)
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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.
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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.
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