Home > KvK > Grypon Lancer – Kislev Tank

Grypon Lancer – Kislev Tank

“In the dark days the savage hordes of Norsemen descended upon the fair plains of Kislev. Driven mad by the twisted Chaos gods, these men were laying waste to the country and moving through the Northern Wastes towards Erengrad. Frontiers outposts were overrun and their garrisons were massacred by the savages; Erengrad was facing a devastating tide. It was then that the famed Gryphon Legion rushed across the steppes to face the children of Chaos. As the thousands of savages descended upon the outskirts of Erengrad, the Gryphon Legion appeared on the eastern horizon. With dawn setting in, the sun light reflected off the Legion’s polished armor; it was as if a beacon of divine light had shone to give the city hope. Outnumbered at least ten to one, the Gryphon Legion charged forward to strike down the Chaos horde. Shining plate mail, wings bedecked with eagle feathers, leopard skins as cloaks. A sight to strike fear in the hearts of any. Against all odds the five hundred men of the Gryphon Legion charged forth to decimate the foes of Kislev and the carnage that ensued was deafening. This city’s existence is a testament to their valor.” Yuri Pavlov, Royal Historian of Kislev

Grypon Lancer

Archtype – Tank

Armor – Heavy

Weapon – Lance, Sword and Shield

Mechanic – Battlefield Valor

  • You charge into the battlefield and earn your valor with the blood of your foes. You have a meter of 0-100 Valor which will increase while in combat, this meter is divided into three portions: 0-50 is ‘Uncommon Valor’, 51-75 is ‘Exceptional Valor’, and 76-100 is ‘Heroic Valor’. Certain abilities can only be used once a certain degree of Valor has been achieved. Other abilities will exhaust your Valor. At Uncommon Valor your speed is increased by 2%, at Exceptional Valor your speed is increased by 3%, and at Heroic Valor your speed is increased by 5%.

Mastery Trees

  • Lance Formation – You have trained to punch through enemy lines and deal precise devastation.
  • Shield Formation – You have trained to hold your ground against the onslaught.
  • Gauntlet Formation – You have trained to beat your enemy down so your allies can kill them.

R1. Dagger Toss <Core Ability> A ranged attack that deals 21 damage to your enemy, and can severely wound them for 101 damage if hit from behind. 20AP, 1s Cast, No CD

R1. Shoulder Jab <Shield Formation> You thrust your weapon into your enemy’s shoulder causing them to hate you more. You deal ‘x’ damage and causes monsters to hate you more than normal. Requires Uncommon Valor. 30AP, Instant Cast, No CD

R2. Piercing Blow <Lance Formation> You drive your weapon into the enemy with the weight of your steed behind your thrust, ignoring 25% of your enemy’s armor and dealing ‘x’ damage. Requires Uncommon Valor. 35AP, Instant Cast, No CD

R3. Gored Thigh <Gauntlet Formation> You drive your weapon through your target’s thigh reducing their run speed by 40% for 10 seconds. Requires Uncommon Valor. 35AP, Instant cast, 5s CD

R4. Weeping Brow <Lance Formation> You swipe your lance across the brow of your target causing them to suffer ‘x’ damage every second for 4 seconds. Requires Uncommon Valor. 35AP, Instant Cast, No CD

R5. Winds of the Steppe <Gauntlet Formation> The harsh winds of the steppe fill your weapon as you attack your enemy dealing ‘x’ damage and reducing their resistances by ‘x’ for 10 seconds. Requires Uncommon Valor. 35AP, Instant Cast, 5s CD

R6. Hardened By Battle <Shield Formation> You slam your shield into the enemy dealing ‘x’ damage and increasing your toughness by ‘x’ for 10 seconds. Requires Uncommon Valor. 40AP, Instant Cast, No CD

R7. Hither Heathen! <Core Ability> You enrage your enemies, interrupting any currently building abilities and forcing monsters to attack you. While taunted, your opponent will take 30% more damage from your attacks. This effect will fade after 15 seconds or after your opponent has hit you 3 times. 20AP, Instant Cast, 15s CD

R8. Demolishing Strike <Archtype Morale 1> A powerful melee attack that reduces armor by 1056 and deals 900 damage over 15 seconds.

R8. Faulty Fingering <Gauntlet Formation> You catch your target off guard and send their weapon flying from their hand, disarming them for 4 seconds. Requires Uncommon Valor. 45AP, Instant Cast, 10s CD

R9. Masterful Reflexes <Shield Formation> In a display of your combat skill you attack your enemy dealing ‘x’ damage and increasing your initiative by ‘x’ for 10 seconds. Requires Uncommon Valor. 40AP, Instant Cast, 5s CD

10. Guard <Core Ability> You defend one of your group mates and try to take attacks meant for them. As long as you are within 30 feet of them, any damage that they suffer will be split evenly between the two of you, and 35% of all the hate they cause will be redirected to you. No Cost, Instant Cast, No CD

R10. Hold The Line <Core Ability> Requires Shield. You focus your defenses against enemy fire, increasing your chance to dodge and disrupt by 45% for 12 seconds. You will also defend all allies behind you, up to 50 feet away, increasing their chances to dodge and disrupt by 15% as long as they remain at your back. Allies may have this effect stacked on them up to 3 times. This effect will end if you break your concentration or run out of action points. 20AP/sec, 12s Cast, No CD

R11. Breath of the North <Racial Tactic> Every attack has a 25% chance to deal an additional ‘x’ elemental damage.

R12. Juggernaut <Core Ability> You become filled with unstoppable power, removing all snaring, rooting, silencing, and disarming effects. 45AP, Instant Cast, 60s CD

R12. Shield Wall <Archtype Morale 2> For the next 10 seconds, your chance to block is almost guaranteed.

R12. Empowering Strike <Lance Formation> You charge at your enemy and attack them with great fervor, dealing ‘x’ damage and increasing your strength by ‘x’ for 10 seconds. Requires Uncommon Valor. 40AP, Instant Cast, 8s CD

R13. Focused Offense <Archtype Tactic> You deal 15% more damage and all enemy monsters will hate you 15% less than normal, but your armor is reduced by 33%.

R14. Seasoned Warrior <Shield Formation> With the skill that only years of combat can acquire, you attack your enemy dealing ‘x’ damage and increasing your weapon skill by ‘x’ for 10 seconds. Requires Exceptional Valor. 40AP, Instant cast, 5s CD

R15. Deflective Armor <Tactic> Your chance to dodge and disrupt enemy attacks is increased by 5%

R16. Champion’s Challenge <Archtype Morale 1> Both you and your target are held tightly in place for 10 seconds, and neither one of you can move. This effect cannot be dispelled or broken.

R16. Might of the Bear <Gauntlet Formation>You are filled with the might of the Ursun Bears and drive the weight of your body into your enemy dealing ‘x’ damage and knocking them back a long distance. Requires Exceptional Valor. 45AP, Instant Cast, 20s CD

R17. Winter’s Domain <Racial Tactic> Your elemental resistance is increased by 252.

R18. Beard Trimmer <Lance Formation> You swing your lance from side to side letting its sharp tip swipe across the faces of up to three targets within 25 feet of you dealing ‘x’ damage. Requires a Great Weapon. Requires Exceptional Valor. 40AP, Instant Cast, 5s CD

R19. Rugged <Archtype Tactic> Increases Toughness by 160

R20. Raze <Archtype Morale 2> Repeatedly attack all enemies in a line in front of you, inflicting 300 damage every second for 3 seconds, up to 65 feet away.

R20. Death is Cold <Challenge> You challenge all opponents in front of you, forcing monsters to attack you. While challenged, your opponents will deal 30% less damage to everyone other than you. This effect will fade after 15 seconds or after your opponent has hit you 3 times. 30AP, Instant Cast, 30s CD

R21. Attentive Gaze <Tactic> Seasoned Warrior will also increase your chance to parry by 5%

R22. Ice Lance <Core Ability> You remove one enchantment from your enemy and deal ‘x’ damage. 25AP, Instant Cast, 5s CD

R23. Tsarina’s Resolve <Racial Tactic> You have a 5% lower chance to be critically hit

R24.Distracting Bellow <Archtype Morale 3> A loud shout that startles your target and all enemies within 30 feet of them, reducing their damage by 50% for 10 seconds.

R25. Menace <Archtype Tactic> Enemy monsters will hate you 100% more than normal on all attacks.

R25. Brittle Defenses <Gauntlet Formation> You guide your weapon through the links of your enemy’s armor breaking them apart, dealing ‘x’ damage and decreasing your target’s armor by ‘x’ for 20 seconds. Requires Heroic Valor. This ability will consume all Valor. 50AP, Instant Cast, 10s CD

R27. Engra’s Bane <Tactic> Hardened by Battle can stack twice

R28. Bloodforged Valor <Grypon Lancer Morale 1> You deal 800 damage to all targets within 50 feet

R29. Unstoppable Juggernaut <Archtype Tactic> Juggernaut’s cool-down is reduced to 20 seconds.

R30. Overwhelming Terror <Core Ability> You fill your enemies with the icy fear of the North, rooting up to four enemies in place for 10 seconds. There is a 50% chance of the root breaking with every hit. 30AP, Instant Cast, 60s CD

R31. Eye for Opportunity <Tactic> Piercing Blow will now ignore 50% of your target’s armor but gain a 3 second cool-down.

R32. Actions, Not Words <Grypon Lancer Morale 2> You gain Full Valor

R33. Strike-through <Tactic> Your chance to be blocked is 10% lower

R35. Chivalry Has No Place <Tactic> Brittle Defenses no longer consumes Valor and can be used at Exceptional Valor

R35. Defensive Strike <Shield Formation> You slam your shield into your enemy increasing your defensive position. You deal ‘x’ damage to your enemy and increase your armor by ‘x’ for 20 seconds. This ability will consume all Valor. Requires Shield. Requires Heroic Valor. 50AP, Instant Cast, 10s CD

R36. Vivat! <Grypon Lancer Morale 3> Your deal 1200 damage to your target.

R37. Weight of Winter <Tactic> Jarring Blow will increase your target’s cool-downs by 3 seconds for 13 seconds.

R39. Sterling Example <Tactic> Exhaustive Blows will only consume 50% of your Valor

R40. Immaculate Defense <Archtype Morale 4>An impressive display of defense which reduces incoming damage by 75% for both you and all group members within 100 feet of you for 10 seconds.

R40. Tsarina’s Favor <Lance Formation> You are blessed with the magic of Kislev allowing you to remove one damage absorb ability. This ability will consume all Valor. Requires Heroic Valor. 45AP, Instant Cast, 20s CD

Mastery Trees

Lance Formation

R3. Profuse Bleeding <Tactic> Weeping Brow will now last 8 seconds and debuff your target’s intelligence by ‘x’.

R5. Determined Drive – You thrash at your enemy for 3 seconds, dealing ‘x’ damage every half second. Requires Exceptional Valor. 20AP/s, 3s Cast, 8s CD

R7. Grypon Captain <Tactic> Your chance to critically hit with great weapons is increased by 10%

R9. Merciful Assault – You attack your target with the utmost mercy dealing ‘x’ damage to them if they are under 25% health, otherwise dealing ‘x’ damage to them. Requires Great Weapon. Requires Heroic Valor. 45AP, Instant Cast, 10s CD

R11. Path to Victory <Tactic> Heroic Charge deals 25% more damage to targets along the way and now has a 33% chance to knock them down.

R13. Heroic Charge – You charge through enemy lines at a chosen target up to 60 feet away dealing ‘x’ damage to them. Targets along the way suffer ‘x’ damage and have a 20% chance to be knocked down for 3 seconds. This ability will consume all Valor. Requires Great Weapon. Requires Heroic Valor. 60AP, Instant Cast, 30s CD

R15. Forged in Strife <Morale 4> Your next 6 attacks deal 50% more damage

Shield Formation

R3. Taunting Blows < Tactic> Shoulder Jab deals 100% more damage and generates 50% more hate

R5. Shield of Kislev – You are shielded by the magic of the Icy Realm and take 25% less damage for 15 seconds. Requires Exceptional Valor. 45AP, Instant Cast, 30s CD

R7. Defender of Praag <Tactic> Your chance to block is increased 10%

R9. Blessings of the North – You are chosen as a favored son of Kislev and have a 5% lower chance to be critically hit for 12 seconds. Requires Shield. Requires Heroic Valor. 40AP, Instant Cast, 20s CD

11. Grypon Brotherhood <Tactic> All stat buffs also affect your guard

R13. Aegis of Ursun – You are protected by the god of the North making you immune to crowd control abilities for the next 6 seconds. This ability will consume all Valor. Requires Shield. Requires Heroic Valor. 45AP, Instant Cast, 30s CD

R15. Brotherhood of Steel <Morale 4> You and your guard, if they are within 30 feet, gain a 10,000 absorb shield for 10 seconds

Gauntlet Formation

R3. Riping Wound <Tactic> Gored Thigh will now damage your target for ‘x’ every second they are moving

R5. Jugular Punch – You thrust your gauntlet down at your enemy’s throat increasing their build time by .5 seconds for 10 seconds. Requires Exceptional Valor. 35AP, Instant Cast, 20s CD

R7. Collapsed Airways <Tactic> Jugular Punch’s build-time increase is increased to 1 second and now lasts 15 seconds.

R9. Jarring Blow – You slam your shield into your target dealing ‘x’ damage and knocking them off their feet for 3 seconds. Requires Shield. Requires Heroic Valor. 45AP, Instant Cast, 15s CD

R11. Binding Powers <Tactic> If someone cleanses Diminishing Will they take on the heal debuff and the original target suffers ‘x’ damage.

R13. Diminishing Will – You lower your target’s will to survive decreasing their outgoing heals by 50% for 15 seconds.  This ability will consume all Valor. Requires Heroic Valor. 40AP, Instant Cast, 20s CD

R15. Flight of the Eagles <Morale 4> The eagles whose feathers adorn your armor fill you with might as you slam into your enemy knocking them back very far and reducing their speed by 40% for 6 seconds.

Categories: KvK Tags: ,
  1. July 17, 2011 at 8:15 PM

    Kislev would not be a good choice because they aren’t part of the GW miniature range (e.g. no army book) and there’s nothing distinctively Warhammer about gryphon lancers – they’re basically just a ripoff of winged hussars. Compare with warrior priest, slayer, bright wizard, witch hunter, WHFB’s unique take on elves – all iconic Warhammer designs.

    I think flagellants would be a better order choice, or master engineers if we’re looking at hero units.

    • Elemenstor
      July 21, 2011 at 10:38 AM

      This is inaccurate. Kislev Has both an army book and (used to have) a miniatures line. The miniatures line was removed due to low sales, but may make a reappearance in the future. the army book has not been updated since the 6th Edition, but I believe is still legal to use in GW-sanctioned events (and by extension, everywhere else). I’ve uploaded a copy here: http://www.megaupload.com/?d=PGLL0C9F

  2. July 17, 2011 at 9:27 PM

    If you would like to start a blog to create your vision, I encourage it, but please do try to correct my choice of Hypothetical creations. There are many things in WAR which do not cross over into the army books (ex: Disciples of Khaine, Zealots, Choppas, Squig Herders are melee not range, Witch Hunters, SMs w/ shields, Slayers fighting alongside elves, etc.). I choose Kislev because it exists in the Warhammer world and much of the Empire storyline takes place in lands that touch Kislev, not the Empire, so it makes sense for Kislev to have a more involved role in the conflict. That their armies are not as fleshed out as the others is not my concern. If I wanted to be realistic I would shut down my blog, but this is about the Hypothetical WAR.

    • Mystery meat
      July 18, 2011 at 11:26 AM

      Well said Eka. Always droppin knowledge like bombs!

    • Malignant Impudence
      July 18, 2011 at 1:19 PM

      WORD!

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