Official announcement coming soon. Watch this space.
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.
- Glaive (x2) - 0.5" reach, P+S 12 melee weapons
- 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 - A Chimera gains +1 DEF against ranged and magic attacks for each focus point on it.
- Apparition - During your Control Phase, place this model anywhere completely within 2" of it's current location.
Thoughts on Chimera
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
- At the top of the list, Adeptis Rahn really wants one or two of these. As the preeminent spell slinger in the faction, being able to arc spells further and with different angles is always helpful.
- Both Elara, Death's Shadow and Magister Helynna like to have an Arc Node to get Marked for Death and Hand of Destruction, respectively, onto enemy models from a safe distance.
Drawbacks & Downsides
- Combo Strike will put out some good damage, but don't expect the Chimera to be a combat 'jack.
Tricks & Tips
- Two handed throws and slams are a good option for this guy to make it more than just an Arc Node.
- Putting some extra focus on a Chimera can bring it up to DEF 14 against shooting after a Run.
Originally released in Forces of Warmachine: Retribution of Scyrah (Novermber 2009)
Other Retribution models
Rules Clarification : Warjack (Edit)
- The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
- Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
- A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
- Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)
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.
- The unit commander is always "In Formation" by definition, so can be placed where he likes.
Rules Clarification : Phantasmal Field - None yet. (Edit)
Rules Clarification : Combo Strike - None yet. (Edit)
Rules Clarification : Field Dependent - None yet. (Edit)
Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
- See the Throw article for a recap of the core Throw rules.
- 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.
- If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
- A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
- Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. The Infernals are currently checking it.