Dawnlord Vyros

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Retribution Dawnguard Warcaster

Dawnlord Vyros views the military might of the new Retribution as a sword in his hands, one sufficient to sunder any obstacle. He has the loyalty of the Dawnguard and the volunteered assets of dozens of other houses. The Dawnlord has a reputation as a bold and forthright general who leads by example. Even pursuits such as falconry Vyros extends to applications in war, linking his mind to his hawk’s to look down from above and survey the battlefield.

Basic Info[edit]

DEF 15
ARM 17
HP 18
WJP +28
See also How to Read the statblock



  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • Bird's Eye - Battlegroup models in control range ignore clouds, forests and intervening models for line of sight.
  • Flank [Retribution Warjack] - This model gains +2 to hit and +d6 damage for melee attacks vs enemy models in the melee range of a friendly Retribution warjack.


Immediately after this attack is resolved, the caster can advance up to 2" for each enemy model destroyed by the attack.
Target friendly Faction warjack gains Righteous Vengeance. (Righteous Vengeance - If a friendly Faction model dies within 5" model, next turn this model gets a free 3" move and melee attack during the maintenance phase.)
Friendly Faction model/unit gains +2 ARM and they cannot be moved by a push or slam. Doesn't work while out of formation.
Battlegroup models gain +2 SPD and Pathfinder for one turn.
If the target is damaged it must forfeit either its movement or its action next activation, as its controller chooses.

Feat : Perfect Execution[edit]

While in his CTRL range, his warjacks gain Flank [friendly Faction warrior model]. Lasts for one turn.

Thoughts on Dawnlord Vyros[edit]

Dawnlord Vyros in a nutshell[edit]

Master of the combined arms approach, pVyros is a very strong support caster. He has excellent spells for both his battlegroup and for a selected unit in his army, and a feat, which incentives you to take both. His personal combat output is respectable close to his jacks due to Flank, but that should only be a backup plan when playing him. Bird's Eye gives huge advantage in SR2017 scenarios, as the centre is always dominated by a LOS blocking terrain piece, and quite often it will be a forest patch. Screening models mean nothing to your battlegroup (even if they're within 1" to each other, like in the case of Arcing Fire) and the more exotic defensive measures (smoke walls and the like) won't hold back your jacks either.

Feat thoughts[edit]

It requires careful coordination between your warrior models and your battlegroup to make the most out of it. Terrain can also hinder your movement, so fast units with Pathfinder are strongly advised. Finally, it is fairly obvious what you want: engage with your warrior models, so then you can charge in with your jacks. Watch out for traps your opponent might set up for you, including countercharges, out-of-activation movements like Admonition, or simply getting out of your melee range with Dodge and the like. Perfect Execution has the same built-in weakness, as Siege1's Breach: if you overstretch yourself, and try to catch all of the enemy's force in the bubble, your forces can spread thin, and the enemy can easily open up lines for retaliation. Try to get the most important pieces, possibly heavy hitters, and win through attrition.

Spell thoughts[edit]

  • Eliminator - Pretty restrictive on your FOCUS pool, and have quite corner-case applications. First, you want to move in for killing the enemy caster. Second, you want to extricate Vyros from a likewise threat. Third, you want Vyros to reach a scenario element for killing / scoring. And all three situation assumes that Mobility wouldn't take you far enough.
  • Hallowed Avenger - Ensure that the enemies will get your jack even faster into their faces, if they start killing your forces.
  • Inviolable Resolve - Your main support spell. Place it on a core infantry unit, especially if you expect pushing tricks, like in a Rahn mirror match, or against a Sons of the Tempest force. It also helps to anchor a key jack of yours into a zone, and keep it there.
  • Mobility - Your bread and butter spell. If you didn't cast it on turn 1, something odd is going on. Know your enemy's threat ranges though, it is really annoying, if you overcommitted yourself, and they jam up your lines.
  • Stranglehold - A somewhat odd zap; usually too weak to damage low DEF high ARM models without damage boost, and your FOCUS 6 is too low to reliably cast on low ARM high DEF models without attack boost. However, if you manage to land it on a target, who is knocked down, or stationary, that one is pretty much out of action for a turn (unless it can shake the above mentioned effects).


Vyros offers an extremely mobile battlegroup. Going first with Mobility will get even your slowest jack up to 21" from your table edge. Mount pressure early on the enemy, deliver an alpha strike to cripple the enemy force and get ahead on attrition using your feat.


Theme Forces:

  • Legions of Dawn - Durable infantry beside your Jacks, plus an extra 2" deployment zone, what's not to love? For example, the low speed on your Dawnguards. Your Mobility-enhanced battlegroup can get way ahead of the Dawnguard lines, making Flank difficult to happen. If you bring this force, a Scyir is a must for its Tactician, and strongly consider Cylena's Hunters to have someone triggering Perfect Execution in time.
    • Dawnguard Sentinels - They rarely reach the front faster than your jacks, but between Inviolable Resolve, Wall of Steel and Iron Zeal they can weather most of the things the enemy might throw at them on the advance.
  • Forges of War - When you don't want Hallowed Avenger to be triggered, protect your infantry with Shield Guard - who are sadly most likely to be Cylena again, and some Battle Mages. Though you get your jack support for free, enemy forces with even a half-decent anti-infantry capacity can ruin your day.
  • Defenders of Ios - This theme has some interesting choices. Advance moving Houseguard Halberdiers along with their Thane can walk up 21" in the first turn, in Shield Wall and a possible ARM 20. Under Inviolable Resolve enemies also cannot push them out of B2B, and their 2" reach also triggers your Flank bonus from afar.
  • Shadows of the Retribution - Ever wanted a battlegroup, who can keep up with your pointy-eared assassins? Well, Vyros' surely can! You also get access to strong melee solos, like the Mage Hunter Assassins, or Narn, who can dig deep into the enemy lines. Terrain is also rarely an issue for your troops. You may also want to consider adding Eiryss3 for Advance Deployment. Also, you can spare Inviolable Resolve on your troops, as the +2 ARM will hardly make any difference - even against blasts, the most common tool against them.

Other models:

  • Sylys - Any FOCUS strapped caster likes free upkeep and help with your offensive spells.
  • Hemera can tame the cost of his first arced spell, while the Chimera can take the job of a channeller for a meagre 8 points.
  • Imperatus - His character jack, with a respectable 13" threat range under Mobility. The free charge from the bond ensures a certain degree of protection against Disruption too, should an Arcanist Mechanik be too far away to help.
  • Hyperion and Helios - Shooting behind screening models with either the strongest gun on the game, or with a pushing cannon is not something you easily turn down.

Drawbacks, Downsides, & Bad Match-Ups[edit]

  • Things that counter charges (Polarity Shield, Vindictus' feat, etc), or running (Zerkova1's feat) will make the delivery of your feat extremely difficult
  • With all those great support spells he is short on FOCUS
  • Rough terrain can severely affect your army outside your battlegroup.

Tricks & Tips[edit]

  • Bird's Eye affects Vyros too - use it to charge through walls of smoke, forests, or simply let loose some Eliminator into casters, hiding behind their comrades.



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

Theme Forces[edit]

Other Retribution models[edit]



Warcasters Rahn1 - Vyros1 - Vyros2 - Elara2 - Garryth1 - Goreshade4 - Issyria1 - Kaelyssa1 - Ossyan1 - Ravyn1 - Thyron1 - Helynna1
Warcaster attachments Fane Knight Guardian (Retribution) - Sylys Wyshnalyrr (Retribution) - Madelyn Corbeau (Mercenary)
Other Controllers Elara1 (BGC) - Sentinel Scyir - Artificer
Light warjacks Aspis - Chimera - Gorgon - Griffon - Harpy - Siren
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 Arcanist Mechanik - Destor Thane - Sentinel Scyir - Ghost Sniper - Artificer - Magister - Houseguard Thane - Lys Healer - Assassin - Priest of Nyssor - Soulless Voidtracer

Aelyth Vyr - Eirrys1 - Eiryss2 - Elara1 - Issyen - Narn - Nayl - Lanyssa

Battle Engines Arcantrik Force Generator
Theme Forces
Defenders of Ios - Forges of War - Legions of Dawn - Shadows of the Retribution


Retribution Mercenary Models/Units
Units Lady Aiyana & Master Holt - Lynus Wesselbaum & Edrea Lloryrr
Solos Dahlia Hallyr & Skarath - Eilish Garrity - Madelyn Corbeau, Ordic Courtesan

Rules Clarifications[edit]

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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:  : Warcaster      (Edit)
(Click Expand to read)

  • General
    • 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)      
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • 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
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat 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)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • 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 : 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 : Flank      (Edit)

  • You can gain the Flank bonus vs knocked down/stationary models (refer to the latest Errata).
  • Melee range is measured from your front arc so you cannot trigger Flank on models in your back arc.
  • The target enemy doesn't need to be in the Flanker's LOS, just their melee range.
    • Most of the time if something is in your melee range then it is so close it's in your LOS too, and the difference is meaningless.
    • But if you have 2" reach and you're jammed up in B2B with a bunch of closely-spaced enemies, you'll find your LOS is blocked. In this case, you might be able to trigger Flank on an enemy model that is "hiding" behind that front row of jammers, even though you don't have LOS to it.
  • Flank is not tied to a specific weapon, so Mount attacks and Power Attacks can benefit as well.

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Rules Clarification : Eliminator      (Edit)

  • The advance you get is a single advance, not a series of 2" advances. As such, it only triggers "ends movement" abilities (such as Countercharge) once.
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Rules Clarification : Hallowed Avenger      (Edit)

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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
  • Vengeance is not an activation. It does not prevent the unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
  • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
    • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
    • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".

Rules Clarification : Inviolable Resolve - None yet. (Edit)

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Rules Clarification : Mobility      (Edit)

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Rules Clarification : Stranglehold      (Edit)

  • If a warbeast is hit by this spell and then frenzies, Stranglehold will expire during the Frenzy activation without achieving anything.