Greylord Forge Seer

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Greylord Forge Seer
Khador Man-o-War Greylord Solo

More than just craftsmen, Forge Seers also take to the battlefield alongside the warjacks they help create. These Greylords apply their knowledge of magic and mechanika to imbue the weapons of warjacks with the power needed to cut down unnatural foes who are more than flesh and steel. Clad in Man-O-War armor, Greylord Forge Seers charge into battle with the hiss of steam in their ears and the chill of winter at their fingertips.

Basic Info[edit]

Greylord Forge Seer
Greylord Forge Seer WEB.jpg
DEF 10
ARM 16
HP 8
Cost 4
See also How to Read the statblock



  • Immunity: Cold - This model does not suffer cold damage.
  • 'Jack Marshal - All 'jack marshals share the same set of special rules, which basically amount to: This model is not a warcaster but may control a warjack.
  • Battle Wizard - Once per turn during its activation, when this model destroys one or more living enemy models with a melee attack, it can use one of its Magic Abilities for free afterwards.
  • Drive :Dark Sigils - While in the Forge Seer's command range, warjacks under it's control gain Blessed and Magical Damage on their melee and ranged weapons.
  • Magic Ability [ 7 ] - This model can use its Combat Action to cast spells. Offensive spells are a (★ Attack) and friendly spells are a (★ Action).
  • Repairable - This model can be repaired as if it were a construct.

Thoughts on Greylord Forge Seer[edit]

Recent Release icon.jpg

Recent Release
This model/theme has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Feel free to remove this warning if you, personally, have a good level of gameplay experience with the model, have reviewed this article, and either you A) agree with the content 100% or B) for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.

Greylord Forge Seer in a nutshell[edit]

The Forge Seer is Khador's second jack marshal (after the Man-o-War Kovnik ) - and can empower whichever jack he controls. He's a legitimate way of dealing with incorporeal models and has some useful spells.

Combos & Synergies[edit]

At 4p the Forge Seer can either be taken as a solo or as a Jack marshal depending on whether or not you will make good use out of Dark Sigils. Ranged Jacks are a good choice for him to marshal as magic shots help deal with incorporeal models and have interesting options by combining Empower and Jack Marshal abilities:

  • Empower + Hurry: A free charge with +2 to hit and 1 focus for another attack or a boost is almost the same millage you get out of a fully allocated heavy with 3 focus normally from your caster.
  • Empower + Crush: An additional melee attack and all your melee attacks get +2 POW, and 1 focus left over; that's the potential for 3 POW 19 swings from a Destroyer, or 3 POW 21's and a POW 17 from a Juggernaut.
  • Empower + Take Aim: +2 to hit due to aiming and +2 damage makes most of our Jacks effective RAT 6 and increases the POW of our already strong guns. 1 Focus either boosts to hit or damage based on your intended target.

Drawbacks & Downsides[edit]

Even though the Forge Seer is somewhat survivable with ARM 16 and 8 boxes, he will still die should he be overextended. Make use of his CMD 7 (Highest CMD on any Empower model to date) to keep the Forge Seer well back, only moving him forwards once it is safe to do so. Once his marshaled Jack is dead is the time to use his combat ability, not before.

The Forge Seer's are competing directly with Malakov for the position of alternate Jack support from our caster, Malakov is better at running his personal Jack but the Forge Seer's have the option to Empower other Jacks as well. By contrast Khador can now field all 3 of these models at the same time with casters who do little for their battlegroups completely relieving the focus burden if you like.

Tricks & Tips[edit]

  • He is especially helpful against Cygnar in two ways, providing one of the few methods of countering Disruption, as well as one of the few sources of Blessed weapons in faction for dealing with Arcane Shield among other buffs.
  • A ranged jack under his drive can help you to deal with pesky, contesting solos with Incorporeal.



Originally released 2017.03

Theme Forces[edit]

Other faction models[edit]

Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2
Warcaster attachments War Dog (Khador) - Madelyn Corbeau (Mercenary) - Reinholdt (Mercenary) - Wyshnalyrr (Mercenary)
Other Controllers Malakov1 (BGC) - Man-o-War Kovnik (Marshal) - Greylord Forge Seer (Marshal)
Heavy warjacks Berserker - Decimator - Demolisher - Destroyer - Devastator - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Spriggan
Beast-09 - Behemoth - Black Ivan - Drago - Ruin - Torch
Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Great Bears of the Gallowswood - MOW Atanas & Standard
Ranking Officer CA : Koldun Kapitan Valachev
Solos Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Sofya - Yuri
Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Korps - Jaws of the Wolf - Legion of Steel - Winter Guard Kommand - Wolves of Winter
Merc khador.jpg


Mercenary Battlegroups
Warcasters Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten - Magnus1 - Magnus2

Requires a 2+ caster game

Other Controllers Mini-casters Brun Cragback & Lug - Rorsh & Brine
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Khador army depends entirely on which mercenary is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
Mercenary Units, Solos, & Battle Engines
Units High Shields - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps
Alexia1 - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Bradigan - Eilish Garrity - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gorman - Gudran - Harlan - Hutchuk - Bailoch - Rockbottom - Dougal - Orin - Ragman - Raluk - Rorsh & Brine - Rutger - Saxon - Sergeant Nicolas - Stannis - Thor
Battle Engines Hammerfall Siege Crawler
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr

Rules Clarifications[edit]

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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.")

Rules Clarification : Cold - None yet. (Edit)

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Rules Clarification : 'Jack Marshal      (Edit)

  • Marshals can take character jacks (unlike in Mk2). (Closed thread)
  • Although they never get the Power Up bonus, a marshaled warjack can gain focus via other means (such as Accumulator, Empower, Spirit Harvester, etc).
    • They can do this even after the Marshal dies and they become autonomous (unlike in Mk2).
  • 'Jack Marshal & Ranking Officer (Edit)
    • If a Ranking Officer joins a unit with the 'Jack Marshal ability, then they can still only take Mercenary warjacks - they don't gain access to Faction warjacks. (Infernal Ruling)
    • They can control that mercenary warjack as normal, even though they're technically no longer the same faction as the jack. (Infernal Ruling)
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Rules Clarification : Battle Wizard      (Edit)

  • Cavalry Battle Wizards can trigger it from their Mount Attacks. (Infernal Ruling)
  • This does not, however, allow them to trigger it twice in the same turn. (Infernal Ruling)
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Rules Clarification : Drive      (Edit)

  • If the Drive is on an Officer model, and that model dies, then the new unit commander does not inherit the Drive.
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Rules Clarification : Magic Ability      (Edit)

  • Almost every magic ability cannot be used on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Using a Magic Ability counts as a spell, for effects such as Spell Ward, Witch Hunter, etc.
  • Unlike with warcasters/warlocks, using a Magic Ability is not an "any time" ability. This means:
    • You must complete your movement before you use a MA.
    • You cannot make ranged or melee attacks on the same turn you use a MA.
    • You cannot use a MA on the same turn you charge.
    • (Unless, of course, the rules for the specific MA you're using say you can.)
  • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
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Rules Clarification : Empower      (Edit)

  • A warjack can benefit from Empower multiple times.
  • A warjack cannot go over its normal focus limit (which is 3 for most jacks) as a result of Empower. Refer to the Cortex rules.
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Rules Clarification : Hoarfrost      (Edit)

  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
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Rules Clarification : Winter's Wind      (Edit)

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Rules Clarification : Freezer      (Edit)

  • Despite the odd wording, stuff that happens "at the end of activation" (such as Sprint and Reposition) still occurs during the activation. This means it happens before Freezer triggers.
    • So someone can advance towards you, attack you, then Sprint away and not be affected by Freezer.
  • Freezer won't affect models that move out-of-activation (such as Countercharge and Vengeance).
  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.

Rules Clarification : Repairable - None yet. (Edit)