House Shyeel Magister

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House Shyeel Magister

Retribution Shyeel Solo

Battle mage magisters manipulate invisible energies to tear an enemy limb from limb or to haul weighty machinery around like pieces on a game board. The massive arcanika gauntlets they wear not only serve as conduits for their powers, but can deliver tremendous crushing blows and send opponents flying.

Basic Info[edit]

House Shyeel Magister
House Shyeel Magister
SPD 6
MAT 7
M.A. 7
DEF 13
ARM 12
HP 5
Cost 4
See also How to Read the statblock

Weapons[edit]

  • Power Gauntlet (x2) - 0.5" reach, P+S 11 melee attack
    • 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.
    • Combo Smite (★ Attack) - 1) The model hit is slammed d6" directly away from this model. If the model hit is on a larger base, halve the distance. 2) The slam damage roll is 2d6 + STR + 2x POW. Collateral damage is 2d6 + STR.

Abilities[edit]

  • Force Barrier - This model gains +2 DEF vs ranged attacks and is immune to blast damage.
  • Magic Ability [ 7 ] - This model can use its Combat Action to cast spells. Offensive spells are a (★ Attack) and friendly spells are a (★ Action).
    • Force Bolt (★ Attack) - 10" range, POW 10 magic attack. 1) An enemy model hit by this attack can be pushed d3" directly away or toward the caster. Roll the d3 after choosing direction. 2) On a critical hit, the enemy model is knocked down after being pushed.
    • Whip Snap (★ Attack) - 6" range, POW 12 magic attack. If this attack hits an enemy model, immediately afterwards the Magister or a friendly Faction model within 3" of him can advance up to 2". A model can only advance once per turn via Whip Snap.


Thoughts on the House Shyeel Magister[edit]

House Shyeel Magister Nutshell[edit]

The House Shyeel Magister is a control piece between the array of pushes and slams it has access to. Reasonably safe at range, it wants to get close and use those gauntlets to slam enemy models around or pull friendly models into better positions. If you want more Force Bolts look at the House Shyeel Battle Mages instead.

Combos & Synergies[edit]

The knockdown on Force Bolt or from Combo Smite can be used to set up other low accuracy attacks from Stormfall Archers or other similar units.

Drawbacks & Downsides[edit]

While Force Barrier can keep them safe at a distance they are not survivable towards melee, or anything that can get around or over their high defence due to the low armour. Treat them as one shot missiles.

Tricks & Tips[edit]

Use Whipsnap to help set up aiming bonuses on things like fully loaded Hydras.

Other[edit]

Trivia[edit]

Originally released in Forces of Warmachine: Retribution of Scyrah (November 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 - Harpy - Siren
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 - Lanyssa

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

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Retribution Mercenary Models/Units
Units Lady Aiyana & Master Holt - Lynus Wesselbaum & Edrea Lloryrr
Solos Dahlia Hallyr & Skarath - Eilish Garrity - Madelyn Corbeau, Ordic Courtesan


Rules Clarifications[edit]

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will 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.")
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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)
  • You can trigger Beat Back even if the model is no longer in your melee range after the attack. For instance, if you used a Pitch to throw it away, you can still Beat it Back. (Locked thread)
  • 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.
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Rules Clarification : Smite      (Edit)

  • This rule changed in Mk3 to no longer say it "adds the weapon's POW". It still does add the POW, however, because the whole section on calculating Slam damage was reworded in the main rulebook.
  • Smite is not a Power Attack Slam, it is just an attack which causes a model to be slammed. As such, you can smite friendly models.
  • You can trigger Critical Smite on a free strike.
  • If you Smite on a charge, then the slam damage will be boosted.
  • See also the clarifications on being slammed

Rules Clarification : Force Barrier - None yet. (Edit)

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Rules Clarification : Magic Ability      (Edit)

  • Almost every magic ability cannot be used on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Using a Magic Ability counts as a spell, for effects such as Spell Ward, Witch Hunter, etc.
  • Unlike with warcasters/warlocks, using a Magic Ability is not an "any time" ability. This means:
    • You must complete your movement before you use a MA.
    • You cannot make ranged or melee attacks on the same turn you use a MA.
    • You cannot use a MA on the same turn you charge.
    • (Unless, of course, the rules for the specific MA you're using say you can.)
  • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
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Rules Clarification : Force Bolt      (Edit)

  • 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.
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 : Whip Snap - None yet. (Edit)