Dawnguard Destors

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Retribution Dawnguard Cavalry Unit

The elite cavalry of the Dawnguard, destors thunder across the battlefield to smash apart enemy lines or bring down heavily armored foes. Armed with lance cannons designed specifically for their order, the destors can soften an enemy from afar with unerring blasts from their weapons and then finish the job with a crushing cavalry charge. Many times it is the thundering hooves of a destor charge that deliver victory for the Retribution.

Basic Info[edit]

Dawnguard Destors
Dawnguard Destors
DEF 13
ARM 17
HP 5
Base 50mm
Unit Size 3/5
Cost 12/20 4 points each
See also How to Read the statblock

Weapons & Attacks[edit]

  • Lance Cannon - 10" range, POW 12 gun
  • Lance - 2" reach, P+S 14 melee attack (charge only)
    • Lance - This weapon can only be used to make charge attacks.
  • Mount - 0.5" reach, POW 12 mount attack

Special Abilities[edit]

  • Assault - This model may make a ranged attack as part of its charge.
  • Cavalry - All Cavalry come with a stack of standard special rules, most notably Impact Attacks and auto-boosted charge attacks.
  • Gunfighter - This model can use its ranged weapons even while in melee, but when it does so it can only target models it's in melee with. It can even make ranged attacks after charging.
  • Quick Work - When this model destroys one or more enemies with a melee attack during its Combat Action, immediately afterwards it can make a free 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.

Thoughts on Dawnguard Destors[edit]

Dawnguard Destors in a nutshell[edit]


Combos & Synergies[edit]


Drawbacks and Downsides[edit]


Tricks and Tips[edit]

  • There is a lot of confusion about their melee range, between the Lance, Gunfighter, and Impact Attack rules. Refer the Rules Clarifications section (bottom of the page) for a full breakdown.

Changes from Mk II[edit]

  • Lance Cannon is now RoF 1
  • Lost Unyielding and Dual Shot
  • Gained Quickwork and Reposition
  • Mount POW increased
  • Lance POW Increased



Originally released in Forces of Warmachine: Retribution of Scyrah (November 2009)

Theme Forces[edit]

  • None yet

Retribution of Scyrah Models[edit]

Retribution of Scyrah - Faction models (Edit)

Warcasters etc.
Warcasters Rahn1 - Vyros1 - Vyros2 - Elara2 - Garryth1 - Issyria1 - Kaelyssa1 - Ossyan1 - Ravyn1 - Thyron1 - Helynna1
Warcaster attachments Sylys Wyshnalyrr (Retribution) - Madelyn Corbeau (Mercenary)
Other Controllers Elara1 (BGC) - Sentinel Scyir - Artificer
Light warjacks Aspis - Chimera - Gorgon - Griffon
Heavy warjacks Banshee - Daemon - Hydra - Manticore - Phoenix - Sphinx
Discordia - Hypnos - Imperatus
Colossal Hyperion - Helios
Units, Solos, & Battle Engines
Units Destors - Invictors - Sentinels - Heavy Rifle Team - Swordsmen - Battle Mages - Electromancers - Halberdiers - Riflemen - Infiltrators - Strike Force Stormfall Archers
Nyss Hunters
Special: Eiryss3 (CA) - Soulless Escort (WA)
Solos Arcanist Mechanik - Destor Thane - Sentinel Scyir - Ghost Sniper - Artificer - Magister - Houseguard Thane - Lys Healer - Assassin - Soulless Voidtracer
Eirrys1 - Eiryss2 - Elara1 - Issyen - Narn - Nayl
Battle Engines Arcantrik Force Generator

Retibution of Scyrah - Mercenary/Minion models (Edit)
Units Lady Aiyana & Master Holt
Solos Dahlia Hallyr & Skarath - Lanyssa Ryssyl, Nyss Sorceress - Madelyn Corbeau, Ordic Courtesan
Retribution of Scyrah - Theme Forces (Edit)
Forges of War

Rules Clarifications[edit]

Destors & Melee Range

  • When you charge, your melee range becomes 2" regardless of whether you use the Lance attack or your Gunfighter attack to resolve the Charge Attack.
  • Immediately after your charge attack is resolved (whether Gunfighter or Lance), your melee range reduces back to 0.5". (Infernal Ruling)
  • Lance doesn't apply to Impact Attacks.

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.

Rules Clarification : Assault      (Edit)
There is a long and detailed breakdown on the Assault page. The short version, though, is:

  • Assault occurs immediately after Step 5 of the Activation Sequence in Apdx A (or after Step 6 for a unit with Assault). (Infernal Ruling)
  • With a unit you need to move all models, then do all Assault attacks, then start charge attacks. (Infernal Ruling)
  • You may not use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
  • If you fail your charge, you may not use "any time" abilities between 'finishing Assault attack' and 'activation ends'. (Infernal Ruling)
  • See the Assault page for more corner-case scenarios, like Drag + Assault and Countercharge vs Assault.

Rules Clarification : Cavalry      (Edit)

  • Refer to the Cavalry page - the list was too long to repeat here.

Rules Clarification : Gunfighter      (Edit)

  • Refer to the Gunfighter page - the list was too long to repeat here.

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

Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. Click here for a detailed explanation
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended.
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)