Retribution Battle Engine
The arcantrik force generator is a massive engine of war that houses one of the most devastating and complex weapons in the arsenal of the Retribution of Scyrah. Its teleforce cannon, which fires concentrated bursts of kinetic energy, represents the very pinnacle of Iosan arcane science. Blasts from the force generator shatter anything they touch, reduce the ground to craters and rubble, and fling enemies aside like broken dolls.
- Teleforce Cannon - 14" range, POW 14 gun.
- Battle Engine - All Battle Engines share the same special rules. Most notably being huge, having two fields of fire, and being immune to knock down, stationary, etc.
- Construct - This model is a construct and is not a living model.
- Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
- Gunfighter - This model can use its ranged weapons even while in melee, but when it does so it can only target models it's in melee with. It can even make ranged attacks after charging.
- Polarity Field - This model cannot be charged or slammed from its front arc.
- Focused Power - 1) While within 2" of a AFG, the ranged weapons of friendly warjacks gain +2 RNG. 2) If the AFG uses its Normal Movement to aim, its gun gains +2 RNG and +2 to attack & damage rolls for that activation.
- Carapace - This model gains +4 ARM vs. ranged attacks and free strikes.
2017.04 Battle Engine CID
- Point cost increased by one point,
- ARM reduced by 1 point, but gained Carapace
- Teleforce Cannon lost Dual Shot but gained ROF 2.
- Range Booster was replaced with the Focused Power, which does all the same things plus gives a damage buff
- Destructor fire mode changed from doing a flat POW 16 to instead getting an extra die.
- The AFG now counts towards the point limit for free stuffs in the Defenders of Ios theme force.
- Overall, the AFG was buffed to be even more shooty.
Thoughts on Arcantrik Force Generator
Arcantrik Force Generator in a nutshell
Arcantrik Force Generator (aka Noisy Cricket) is gun platform first and a support piece second. Its main selling point is the Teleforce Cannon. Want to knock down an enemy for the killing blow? Evaporate chaff infantry? Halt their advance with rough terrain? Or just hammer a heavy target with boosted shots? The AFG has it all.
The support feature, Focused Power, is a poor man's Fire Group as you must keep your battlegroup members close to an otherwise painfully slow model.
In terms of durability, it doesn't have many hitboxes and can be fragile. However, Polarity Shield keeps it mostly safe from melee, and Carapace makes it impervious against unboosted POW 10 shootings and AOEs. Still, stronger shots and spells of any kind can quickly drain its health boxes.
Combos & Synergies
- Anything with a hefty gun will appreciate the range booster capability. Hydras are the most obvious choice, but Banshees and other warjacks can benefit as well.
- The House Shyeel Magister's Whip Snap is commonly used to synergize with the AFG to let it aim and still move up, but it is situational as the Magister needs an enemy model to hit.
- Casters with Deceleration (Helynna and Vyros2) give an extra layer of survival against shooting, up to the point, that even boosted POW 10 attacks will have hard time hurting you. Helynna under her feat makes it nigh-immune against shooting with an effective ARM 27. However, they do not really offer much direct synergy to the AFG beyond that.
- Ossyan is the best friend of a ranged gun platform, which can - under his feat - deliver 2 POW 14(16) + 4D6 shots, and becomes nigh-invulnerable against ranged retaliation.
- Adeptis Rahn has a plethora of board controlling spells, and the AFG provides another tool for pushing enemies around. Telekinesis also works on it.
- Kaelyssa with Refuge heavily mitigates the AFG's mobility problems as it allows it to aim and fire then reposition up the board afterwards.
- Garryth profits greatly from the AFG's presence. He can enhance its threat range with Mirage, get an extra shot with Sentry (with any of the firing modes), and has a nice tool to knock down his target for a proper assassination run.
- Ravyn is your only caster with Snipe. Now, standing still suddenly does not sound so terrible, since you can deliver 2 RNG 20 shots into your opponents lines in whatever combination you want.
Drawbacks & Downsides
- As every Battle Engine, it is not part of your battlegroup, so those spells won't affect them.
- The second squishiest Battle Engine next to the Transfinite Emergence Projector. Though Carapace eases the ranged threat, weapon master enemies turn it to scrap metal in no-time (even without charging).
- Gunfighter is not as good as Dual Attack - you cannot charge in to get extra range for your shots, like the Storm Strider
- One of the slowest Battle Engine and you must stay in place to use Focused Power's range extender.
- Anything that forbids shooting, nullifies its combat output.
Tricks & Tips
- 2 rough terrain templates per turn can really mess with the enemy's charge lanes, if they lack Pathfinder. Sometimes it worth even to just blind-fire into the distance, and hope for a good scatter roll.
- Unlike Colossals Battle Engines can be placed - which works both ways. Watch out for enemy casters with Telekinesis and the like.
- Though it cannot be charged, it will not stop an enemy with multiple attacks to charge in a model beside the AFG, and after the charge attack, deliver its other attacks against the AFG. Place your units around accordingly.
- Slamming a target back with Momentum (preferably near to some squishy support), then delivering a Blasted Earth upon its knocked-down head is a trick that never gets old.
Originally released in Warmachine: Wrath (2010)
Other Retribution models
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 : Attack Type and/or Arcane Savant (Edit)
- If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
Rules Clarification : Blasted Earth - None yet. (Edit)
Rules Clarification : Destructor - None yet. (Edit)
Rules Clarification : Momentum (Edit)
- Huge-based models with Momentum don't get the +2" slam distance that normally applies when huge-based models slam smaller ones. Because that bonus movement only applies to a Slam Power Attack and Momentum is an effect of the weapon, not a Power Attack.
- Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
- Slam (Edit) - Refer to the Slam page for a recap of the Slam rules.
Rules Clarification : Battle Engine (Edit)
- Do not confuse the Colossals & Gargantuans rules with the Battle Engine rules just because they're both huge based.
- Of all the things that can't happen to a Colossal/Gargantuan (such as gaining Stealth, being placed, etc), about 90% of them can happen to a Battle Engine.
Rules Clarification : Construct - None yet. (Edit)
Rules Clarification: : Gunfighter (Edit)
Warning: This is a long one.
- You cannot Aim if you start your activation in melee. (Infernal Confirmation)
- A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).
- 1. Outside of melee
- If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
- 2. In melee, but didn't charge
- If it didn't charge, it can target anyone it's "in melee" with.
- This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
- If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
- 3. Charged into melee
- If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
- If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
- However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
- 4. Other targeting notes
- Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee (although it may hit one accidentally, see "Missing" below).
- If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
- You use the Gunfighter's RAT for the attack roll.
- Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
- How the +4 DEF bonus for "being in melee" works with Gunfighters is:
- they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
- they never ignore it vs friendlies, because you cannot be in melee with a friendly target.
- Obviously, if the Gunfighter isn't actually in melee with the enemy target, then the Gunfighter rules don't apply. So they do get the +4 DEF bonus as if it were a normal ranged attack (because it is).
Missing the Attack Roll
- If you miss the attack roll then you need to randomly reassign the shot just like you would with a normal ranged attack shooting someone in melee. Because nothing in the Gunfighter rules say you ignore this part of the "Targeting a Model in Melee" (TMM) rules.
- Do not include the Gunfighter model itself in potential 'randomees' (because you can't target yourself, as per the 4th paragraph of TMM) (Locked thread)
- but do include models the Gunfighter is in melee with, and any friendly models that are in melee with them (as per the TMM rules).
- Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
- Once they do that you're in melee and your target selection is limited to just models in melee (as explained above).
Gunfighter + an AOE weapon
- If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
- If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.
Gunfighter + a spray weapon
- Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
- If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.
Units of Gunfighters
- If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
- Redirected attack:
- If they're still engaged, their initial attack (s) must be vs someone in their melee range.
- If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
- If they're unengaged, they are now free to shoot anyone within the gun's normal range.
- Gunfighter vs Point Blank (Edit)
- If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
- These two abilities are subtly different, but it's an important difference.
- Gunfighter allows you to make ranged attacks while in melee.
- Point blank allows you to make melee attacks with your ranged weapon.
- Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
- Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
- Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
- Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
- Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
- Gunfighter & Cavalry ( Edit )
- A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
- You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
Rules Clarification : Polarity Field - None yet. (Edit)
Rules Clarification : Focused Power - None yet. (Edit)
Rules Clarification : Carapace - None yet. (Edit)