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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.
- 1 Basic Info
- 2 Thoughts on Adeptis Rahn
- 3 Other
|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 - This model comes with a bunch of special rules, most notably being really awesome at everything.
- 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.
- Chain Blast - Cost 3, 10" range, 3" AOE, POW 12
- 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.
- Force Blast - Cost 3
- 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.
- Force Hammer - Cost 4, 10" range, POW 12
- 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.
- Polarity Shield - Cost 2, 6" range, Upkeep
- 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.)
- Telekinesis - Cost 2, 8" range
- 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
Friendly Faction models in his CTRL range gain +2" RNG on non-channeled spells, and boosted magic attack & damage rolls.
Thoughts on Adeptis Rahn
Adeptis Rahn in a nutshell
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.
- 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.
- 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 and pretty corner-case 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.
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.
Rain 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.
- 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.
- 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.
- 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
- 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
- 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)
- Forges of War (Article) (Category)
- Themes for any-and-all casters (Edit)
Other Retribution models
|Retribution Mercenary Models/Units|
|Units||Lady Aiyana & Master Holt - Lynus Wesselbaum & Edrea Lloryrr|
|Solos||Dahlia Hallyr & Skarath - Eilish Garrity - Madelyn Corbeau, Ordic Courtesan|
| * 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)