Retribution Shyeel Light Warjack
The Chimera has an unsettling appearance as its active power field makes its form blur and fade. Once it nears the enemy, a Chimera becomes a delivery device for its warcaster’s most powerful arcane powers, channeled across its arc node. The Chimera will strike and kill with its scything arm-mounted glaives, then vanish as nearby soldiers turn to desperately engage it. With a flicker of blended light it appears behind them to deliver arcane death.
| Force Field
Weapons and Attacks
- Glaive x2 - Melee weapon, RNG 0.5", P+S 12.
- Combo Strike (★ Attack) - Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon.
- Open Fist - This warjack/warbeast may make Throw Power Attacks.
- Warjack - All warjacks share the same set of special rules. Most notably being big and stompy.
- Construct - This model is a construct and is not a living model.
- Arc Node - This model can channel spells cast by its controlling Warcaster.
- Field Dependent - If this model's Generator is crippled, it loses Apparition and Phantasmal Field
- Phantasmal Field - This model gains DEF against ranged and magic attacks for each focus on it.
- Apparition - This model may be placed 2" from its current location during the Control Phase.
Thoughts on Chimera
Comparison to Mk2
- This model's relative cost to its Mk2 version is significantly fewer points.
- Lost 2 hit boxes
Chimera in a nutshell
The Chimera is an inexpensive arc node with the ability to extricate itself from melee. Its Apparition ability makes it tricky to engage for enemy models trying to prevent it from channeling. It has a decent melee ability for a light and can threaten tougher foes with its Combo Strike.
Combos & Synergies
Drawbacks & Downsides
Tricks & Tips
Theme Forces this is a member of
Other Retribution models
Rules Clarification : Warjack (Edit)
- Please refer to the Warjack page for a recap of the warjack rules, and the very few associated Infernal Rulings.
Rules Clarification : Construct - None yet. (Edit)
Rules Clarification : Channeler and/or Arc Node (Edit)
- You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
- If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS.
- You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
- If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the DEF bonus.
- Since Stealth has both a LOS component (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed); this can lead to some non-intuitive interactions between channeling and stealth when either the caster or channeler is able to ignore stealth.
We've put a bunch of examples on the Category:Channeler page.
Rules Clarification : Apparition (Edit)
- If a model is B2B with you when you use Apparition then they will be exactly 2" away afterwards. So you can't get away from 'long reach' melee weapons.
- Unit members must always be placed in formation. Refer to the "Placed" section if the core rulebook.
- If a trooper can't be placed in formation (because it's more than 2" out of formation to begin with) then it can't be placed at all.
Rules Clarification : Combo Strike - None yet. (Edit)
Rules Clarification : Open Fist (Edit)
- Refer to the Rules Clarifications on Throw.
- When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws.