Greylord Ternion

From Battle College
Jump to: navigation, search

Khador Greylord Unit

Fluff text (copy from PP gallery)

Basic Info[edit]

Greylord Ternion
Greylord Ternion.jpg
SPD 6
MAT 5
M.A. 7
DEF 13
ARM 13
CMD 7
HP 1
Unit Size 3
Cost 7 2.3 points per model
See also How to Read the statblock

Weapons and Attacks[edit]

Special Abilities[edit]

  • Immunity: Cold - This model does not suffer cold damage.
  • Magic Ability [ 7 ] - This model can use its Combat Action to cast spells. Offensive spells are a (★ Attack) and friendly spells are a (★ Action).
    • Blizzard (★ Action) - RNG 5". Place a 3" AOE cloud centered on target friendly Faction model. The AOE remains centered on the model even if it moves. It lasts for one round or until the target model dies.
    • Frostbite (★ Attack) - 8" Spray, POW 12 Cold Damage (as well as Magical Damage).
    • Ice Cage (★ Attack) - 10" range, POW 10 attack.
      Each time a target without Cold Immunity is hit by this spell it suffers a cumulative -2 DEF penalty for one turn and, if hit three times in one turn, it is made stationary for one round.


Thoughts on Greylord Ternion[edit]

Comparison to Mk2[edit]

Pretty much the same

Greylord Ternion in a nutshell[edit]

A toolbox unit, providing a variety of tools to aid the rest of your army.

Combos & Synergies[edit]

  • They work well with anyone who wants a DEF bonus vs ranged and magic attacks.
    • Really low DEF models (like Man-O-War) not so much, because it won't make much difference to the enemies maths, but a target with base DEF around the DEF 12-13 mark is the "sweet spot", as you'll push them up to effective DEF 14-15 which is a lot harder to hit.

Drawbacks & Downsides[edit]

  • Support unit through-and-through. They're not gonna be holding up a big nasty unit, and they will die to a concentrated attack.
    • They're essentially Blizzard-on-a-stick. If you move forwards to try and make use of their offensive spells, chances are you'll be dead next turn.

Tricks & Tips[edit]

  • The clouds stay centred on the model even if they move, so activate the Ternions first before running the models up the board.


Other[edit]

Trivia[edit]

Originally released in Warmachine: Escalation (2004)

Theme Forces[edit]

  • None yet

Other faction models[edit]

KhadorLogo.jpg
(Edit)
Battlegroups
Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2
K
H
A
D
O
R
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
Ranking Officer CA : Koldun Kapitan Valachev
Solos Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Yuri
Battle Engines Gun Carriage
 
Theme Forces
Winter Guard Kommand - Legion of Steel - Jaws of the Wolf
Merc khador.jpg

(Edit)

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

Requires a 2+ caster game

K
H
A
D
O
R
M
E
R
C
E
N
A
R
I
E
S
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 - 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]

Rules Clarification : Magical Damage      (Edit)

  • 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)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can 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)

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.)

Rules Clarification : Blizzard - None yet. (Edit)
Rules Clarification : Frostbite - None yet. (Edit)

Rules Clarification : Ice Cage      (Edit)

  • Models with Immunity Cold can be damaged by this attack, they just ignore the DEF penalties.
  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.