Adeptis Rahn

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Adeptis Rahn
Retribution Shyeel Warcaster

Among the most powerful arcanists born in a generation, Adeptis Rahn Shyeel is a master of force manipulation and arcane science. His movements send ripples through the air, and with but a thought he can generate storms of kinetic force capable of rending metal and bursting flesh. With a wave of his hand men and machines alike are swatted aside as easily as gnats, and it is just as effortlessly that he brushes away entire volleys of incoming fire.

Basic Info[edit]

DEF 15
ARM 16
HP 16
WJP +26
See also How to Read the statblock


  • Balance - 2" reach, P+S 13 melee weapon.
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Beat Back - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly towards it.


  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • Force Mastery - Rahn is immune to blast and collateral damage and cannot be knocked down. Also, when an enemy AOE deviates from a point within his CTRL range, you get to choose the direction after seeing the distance rolled.


After determining the point of impact, a second 3" deviates from that point. Models in the second AOE are hit and suffer a POW 6 blast damage roll.
Target a model in Rahn's CTRL range and battlegroup. Enemy models within 2" of the target are pushed 4" directly away from it, in the order you choose.
Non-incorporeal models are slammed d6" directly away from the spell's point of origin, before making the damage roll. Collateral damage, if any, is POW 12.
Target friendly Faction model/unit gains Polarity Field. Doesn't affect models out of formation. (Polarity Field - This model cannot be charged or slammed from its front arc.)
Place target model completely within 2" of its current location. If this spell targets an enemy model, it is an offensive spell and requires an attack roll.

Feat : Arcane Alignment[edit]

Friendly Faction models in his CTRL range gain +2" RNG on non-channeled spells, and boosted magic attack & damage rolls.

Thoughts on Adeptis Rahn[edit]

Adeptis Rahn in a nutshell[edit]

Rahn is a flexible spell slinger that is one of the most fun casters to play with. He can really mess with your opponent's army, and with the combination of his spells it is easy to set up assassinations or stall the enemy until opening appears. If you want a caster who can manipulate the battlefield and your enemy's figures too, have a good combination of offensive magic and defensive spells and innate abilities, then Rahn is your guy. Force Mastery is basically a Force Field spell, which is always on, and keeps him safe from most pop&drop assassination tricks. He can also keep the squishier (and usually elusive) elements of his army relatively safe from blasts, as you direct the distance of scattering to cause the least damage.

Spell thoughts[edit]

  • Force Blast - An excellent, though expensive, unjamming tool for your army.
    • If you combine it with other push tricks, like Repulsor Field on the Helios, enemy forces can end up way out ot their desired position.
    • The distance is a flat 4", not an "up to" amount, so watch out where the models will end up.
  • Force Hammer - Another favoured tool for assassination. The spell's POW is not huge, but knocking down targets is always fun.
    • If the enemy doesn't provide you with suitable models for slamming, run up your own model, and sacrifice him for the greater good.
    • Slamming a model into a same sized or larger base makes them take an extra die of damage, meaning this POW 12 can put in some work.
  • Polarity Shield - Cast on either hard targets that your opponent out-threats, like high ARM low SPD infantry, or colossi.
    • On ranged units it can often give you another round of shooting, but chances that are the enemy will just run to jam you in then.
    • Low ARM high DEF infantry with stealth also like it - since Force mastery keep them safe from AOE's, they become unassailable by charges too.
  • Telekinesis - There are few spells in the WM/H games with such a notorious fame as this one. TK will be cast nearly in every turn, either to help your army move up, or hinder your opponent. This spell has huge potential, such as:
    • Move models into (or out of) range for charges, ranged attacks, scenario zones, etc.
    • Change an enemy model's facing to stop it charging next turn, or to expose its rear arc for back strikes.
    • Get a friendly model out of melee without taking a free strike.
    • Adjust a model's position to line up a perfect slam with Force Hammer.
  • Chain Blast - An expensive but strong spell. Retribution is full of with Magical Damage sources, so this one will probably only be cast if there is a group of low ARM infantry clumped together.
    • With Arcane Secrets from Sylys Wyshnalyrr, this spell can put serious damage into infantry.
    • Also excellent on the assassination as it is possible to throw out 2 of these fully boosted after a Telekinesis.

Feat thoughts[edit]

Plain and simple: anything that casts spells will shoot farther, deadlier and more accurate. Even on Rahn himself that would be awesome, but considering that you probably built your army around spellcasters, even humble POW 10 attacks become quite threatening. When it comes down the table, the end-game is near.


His main method of winning is assassination, with a back up plan of scenario if all else fails. With spells like TK and Force Hammer, Rahn can set up an assassination run like no other. His feat allows tons of boosted spells from him and his army of Battle Mages, Magisters, and Artificers. These spells hurt, and all have movement shenanigans that add to his own jank. Players can scalpel out a caster that was thought to be safe. Opening up LOS with TK or slamming a heavy over the caster, then pulling the caster in with battle mages and TK is the game winning combo that has made him feared. If your opponent is playing too carefully, you can also use the same tools, along with force blast to keep the zones clear for scoring.

Theme thoughts[edit]

Rahn will mostly be taken in Forges of War because it allows Battle Mages etc, who synergise with his feat.


Rahn shines with models that have magic attacks as they will get the most out of his feat. Otherwise he can provide lots of moving the enemy around that can create clear shots and charge lanes for the rest of the Retribution's arsenal.


  • Battle Mages - the cornerstone of most Rahn armies, especially in Forges of War theme. Beside pushing around the enemy, their Force Bolt gets a good kick on Rahn's feat.
  • House Shyeel Artificer - A good 'Jack Marshal that can keep their jacks shields topped off and can provide defensive buffs to nearby models. He also has a solid magic attack to benefit from Rahn's feat. Force Wall buffs Rahn's DEF to new heights against shooting.
  • House Shyeel Magister - A grown up battle mage, with a few extra tricks. If you are building a Rahn list with intent to assassinate, the slams and 2" Whip Snaps these solos can provide are worth consideration.


  • He needs at least one arc node to make use of his spell list from afar.
    • Consider the Chimera and the Phoenix - or Hemera and Hypnos if you're willing to go out-of-theme.
    • Hemera gets special mention, as it can tame the cost of your expensive spells.
  • Discordia - His character jack, that keeps on going until it is completely destroyed is the cornerstone of many defensive formation, especially for firebases made of Riflemen and Incivtors.
  • Sphinx - A must for Rahn and his Battle Mage buddies for the range buff his gun gives to their spells. However, cannot be taken in Forges of War.
  • Helios - Making one of the toughest colossals un-chargeable is a great anchor for scenarios. Plus, adding his tractor beam into his bag of battlefield manipulation is just more icing on the cake with the added bonus of having a heavy hitter. Using TK to open up LOS to a caster, then going fishing with his gun is a game winning tactic.
  • Gorgon - a speed de-buff and force lock will ensure that the enemy will only go to places you allow them to do so.


  • Sylys Wyshnalyrr - Free upkeep, boost to a magic attack & damage roll, bonus magic range - he fits perfectly in any Rahn list.
  • Lanyssa Ryssyl - As a Partisan, she benefits from Rahn's feat. On a feat turn she has boosted Hunter's Mark to aid it sticking, plus an 18" threat range on the spell to help Rahn's jacks charge in from afar. Alternatively, she can Ice bolt from further and has more chance of landing the Crit Stationary on the feat turn.
  • Priest of Nyssor gets a fully boosted RNG 8 spray under feat, with crit stationary.


  • If you are willing to go outside of Forges of War, Mage Hunter's of both flavours can be utilized to good effect.
    • They have weaknesses against AOE's, but with their innate stealth causing most AOE's to miss, and Rahn's force mastery's ability to determine with way the AOE will deviate, they will definitely be a lot safer.
    • They are good targets for Polarity Shield, buying the MHSF another turn of shooting or making the MHI a fast moving anti-infantry jam unit.

Drawbacks and Downsides[edit]

  • Anti-magic abilities can pull the fangs out of his tricks. Be vary with Arcane Suppression, Arcane Vortex, or feats, like Reznik1's or Garryth's
  • Magic-resistant enemies with Sacred Ward, Spell Ward, and the like will cause a lot of headache. Watch out for Doom Reavers or Protectorate jacks under Hymn of Shielding.
  • Armies with Slam/Push/Place resistance are bad match-ups for him (Doomshaper3, Nemo3, Khador clamjacks, etc).

Tricks and Tips[edit]

  • Cast TK on your arc node after you channel something, to keep it safe for next turn.



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)
(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.")
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Rules Clarification : Beat Back      (Edit)

  • You cannot use Beat Back if you destroy the target; because you can't advance towards a model that is no longer on the table. (Infernal Ruling)
  • You can trigger Beat Back even if the model is no longer in your melee range after the attack. For instance, if you used a Pitch to throw it away, you can still Beat it Back. (Locked thread)
  • The free advance doesn't depend on the target being pushed.
  • Beat Back can be used to push larger models.
  • See also the clarifications on Pushes.

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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.

Rules Clarification : Force Mastery - None yet. (Edit)

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Rules Clarification : Chain Blast      (Edit)

  • For direction, you orientate the second AOE so it points in the exact same direction as the first one.
  • Regardless of distance between the caster and the original target, the second AOE deviates the full distance you roll on the die.
  • The second AOE does magical blast damage, given that it is caused by a spell.
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Rules Clarification : Force Blast      (Edit)

Push     (Edit)      
  • Pushed models do not change their facing.
  • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
  • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
  • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
  • Pushed models suffer the effects of anything they move through (such as acid clouds).
  • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
    • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
    • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
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Rules Clarification : Force Hammer and/or Thunder Strike     (Edit)

  • An Incorporeal model will be damaged by this spell, but not slammed.
  • The slam distance for the spell is not halved vs larger models - that only applies to a Slam Power Attack.
  • See also the rules clarifications on slamming.
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Rules Clarification : Polarity Shield      (Edit)
Rules Clarification : Polarity Field - None yet. (Edit)

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Rules Clarification : Telekinesis      (Edit)

  • If an enemy model with 2" melee range was B2B with you before the Telekinesis, it will still be exactly 2" away afterwards and thus will still engage you (unless you move completely out of their front arc).
  • Being placed into an area counts as entering that area. So you'll take damage from acid clouds etc if you're dumb enough to teleport into them.
  • You can change the facing of the model that you place. In fact that's one of the main uses of the spell.