Adeptis Rahn

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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]

Adeptis Rahn
Rahn1
SPD 5
MAT 6
RAT 4
DEF 15
ARM 16
FOC 8
HP 16
WJP +26
See also How to Read the statblock

Weapons[edit]

  • 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.

Abilities[edit]

  • 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.

Spells[edit]

Chain Blast - Cost 3, 1-0" 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[edit]

Friendly Faction models in his CTRL range gain additional range on non-channeled spells and boosted magic attack & damage rolls.


Analysis of 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 to mess with your opponents with. With a combination of his spells, you are the master of manipulating the battle field to set up assassinations, or stall until your opening appears. If you like a caster that table as his own chess board, with a good combination of offensive magic and defensive spells and innate abilities, then Rahn is your guy.}

Maximising his feat and spells[edit]

Force mastery is excellent at resisting pop and drop (knock down) assassination runs as he cant be knocked down.

Rahn needs at the very least one arc node to make use of his spell list.

Polarity Shield likes being cast on either hard targets that are out threat by your opponents, like high armor but slow infantry, or colossals. Also, it combos well with shooty units that like to keep their distance to get another round of shooting in. This combos well with stealth/high DEF infantry that has low arm since Force mastery helps keep them safe from AOE's in addition to being un-chargeable.

Force hammer is one of two bread and butter spells, the other being TK. If you are not using TK to stall, Force hammer should always be on your mind to slam a model into your opponents caster or valuable support. This helps keep their heavy hitters away and sets up an assassination run. TK may assist in setting up an assassination run, or buying you time until the perfect moment, but force hammer is what seals the deal. Slamming a heavy over the caster, putting damage on them and knocking them down is a death sentence to may casters or warlocks. For this reason an arc node is a requirement to help get the perfect slam angle. Luckily Ret has some great options in this department.

Force Blast is a corner case spell that can help clear off zones, the only requirement being that a BG member be in his control area. No need to channel this. Forges of War is a great theme for Rahn as it has many things he enjoys, including a large BG to help maximize Force blast.

Telekinesis is a spell that should be being cast every turn if there is not a game winning slam angle for Force Hammer available. It is the Swiss army knife of spells, which is a good enough reason to always include at least an arc node to maximize this spell.

Typical Army & Strategy[edit]

Strategy[edit]

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 moment 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.

Army[edit]

Even early in the MK3 phase it is clear that Adeptis Rahn will shine with most 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.

  • Chimera - A cheap and mobile light myrmidon with an Arc Node, allowing Rahn to channel spells through it. Having a couple of these around extends the reach of Rahn's spells significantly, and is very useful for lining up a perfect Force Hammer slam.
  • Phoenix - A heavy myrmidon with an Arc Node. It costs more than twice as much as a Chimera, but it's a lot more dangerous and flexible.
  • House Shyeel Battle Mages - The Battle Mages provide the toolbox for Rahn. Their signature spell Force Bolt gets a good kick on Rahn's feat turn and otherwise provides more pushing around of the enemy. Under Rahn's feat, Force Bolt becomes far more likely to knock down enemy models, and its POW 10 hit becomes quite dangerous due to boosted damage rolls.
  • House Shyeel Artificer - A good 'Jack Marshal that can keep their jacks shields topped off and can provide defense buffs to nearby models, he also has a solid magic attack to benefit from Rahn's feat. In addition, because Rahn has his own unique version of the House Shyeel Force Barrier ability, the Artificer's Force Wall buffs Rahn's defense to new heights against shooting.
  • House Shyeel Magister - The Magister is basically a grown up battle mage, but 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.
  • Discordia - He gets a good Bond benefit from Rahn and also offers assistance against enemy spell casters with his spray attack. His bladed fists are pretty good for punching and throwing things.
  • Sylys Wyshnalyrr - One of Retributions favorite partisan's, he's good for everything you would normally want him for. Free upkeep, boost to a magic attack & damage roll, bonus magic range. He fits nicely in any Rahn list
  • Lanyssa Ryssyl - While she wont benefit from Rahn's feat she is a good toolbox solo to toss in, especially if you plan to square off against Everblight.
  • Sphinx - This model is a good beater in most lists, but Rahn, and his Battle Mage buddies, are often grateful 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.

Drawbacks and Downsides[edit]

  • Rahn's abilities and feat are focused around spellcasting. Enemies that are resistant to magic (i.e. hordes of Doom Reavers or Protectorate warjacks under the Hymn of Shielding) can give him a hard time.
  • Rahn is also highly vulnerable to armys that can resist being slammed, placed, or pushed. Much of his game plan revolves around manipulating your opponents models, so armys like Doomshaper3, Nemo3, and Khador with a bunch of clam jacks can be lists to avoid. Be aware of your enemies counter measures.

Tricks and Tips[edit]

  • Taking at least one and probably two myrmidons with an Arc Node is a good idea. They extend the range of Rahn's spells and let him threaten most of the table thanks to his 16" control range.
  • Telekinesis is a very flexible and powerful spell. You can use it to:
    • Move models into or out of range for charges, ranged attacks, 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 (sometimes).
    • Adjust a model's position to line up a perfect slam (see below).
  • Force Hammer is expensive but extremely nasty. You can use it to knock something down from the comfort of your own deployment zone (courtesy of your arc nodes), then shoot or charge it. This can win games, especially if you do it to the enemy warcaster/warlock. Even if they try to hide behind other models, you can often just slam their bodyguards over them and knock them down anyway.
  • If you are willing to go outside of Forges of War, Mage Hunter's of both flavors can be utilized to good effect. They both 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 than in other lists. This combos well with Polarity Shield to make them un-chargeable, making them a good targets for the spell, buying the MHSF another turn of shooting or the MHI a fast moving anti infantry jam unit.

Changes from Mk II[edit]

  • Increase to STR
  • Increase to DEF
  • Lost Critical Smite - On a critical hit, the model hit can be slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. The POW of collateral damage is equal to the STR of this model. on melee weapon
  • Lost Force Barrier - This model gains +2 DEF vs ranged attacks and is immune to blast damage.
  • Gained 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.


Other[edit]

Trivia[edit]

Originally released in Forces of Warmachine: Retribution of Scyrah (Novermber 2009)

Theme Forces[edit]

Other Retribution models[edit]

RetLogo.jpg

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Battlegroups
Warcasters Rahn1 - Vyros1 - Vyros2 - Elara2 - Garryth1 - Goreshade4 - Issyria1 - Kaelyssa1 - Ossyan1 - Ravyn1 - Thyron1 - Helynna1
R
E
T
R
I
B
U
T
I
O
N
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
Moros
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

Battle Engines Arcantrik Force Generator
 
Theme Forces
Forges of War - Defenders of Ios - Shadows of the Retribution
RetMercLogo.jpg

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Retribution Mercenary Models/Units
Units Lady Aiyana & Master Holt
Solos Dahlia Hallyr & Skarath - Lanyssa Ryssyl, Nyss Sorceress - Madelyn Corbeau, Ordic Courtesan


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 : 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)
  • The free advance doesn't depend on the target being pushed, but it is dependent on you trying to push them:
    • If you try to push something which Cannot Be Pushed (such as a Colossal), then it won't move and then you can advance directly towards it.
    • If you choose not to push your target, then you choose not to trigger Beat Back, so you don't get to advance.
  • Beat Back can be used to push larger models.
  • See also the clarifications on Pushes.


Rules Clarification:  : Warcaster      (Edit)
Warning: This is a long one.

 
  • 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.
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. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. 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).
    4. 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).
  • Units
    • 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.


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 argii 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).

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)


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.

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)

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.

Rules Clarification : Polarity Shield      (Edit)
Rules Clarification : Polarity Field - None yet. (Edit)

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.