Mage Hunter Infiltrators

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Mage Hunter Infiltrators
Retribution Mage Hunter Unit

Mage hunter infiltrators specialize in hunting and killing enemy arcanists. At home in any environment, they take advantage of their surroundings to close on their target in silence, their blades slicing through arcane wards with practiced ease. From out of the darkness they strike, quickly and efficiently dispatching those whose very existence threatens Scyrah.

Basic Info[edit]

Inflitrators[edit]

Mage Hunter Infiltrators
MageHunterInfiltrators
SPD 7
MAT 6
DEF 14
ARM 11
CMD 8
Unit Size 6/10
Cost 8/13
1.3 each
See also How to Read the statblock

Weapons[edit]

  • Blade (x2) - 0.5" reach, P+S 9 melee weapons
    • Blessed - Attacks with this weapon ignore spells & animi that add to the target's DEF or ARM.

Abilities[edit]

  • 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.
  • Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
  • Gang - When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.

Soulless Escort (WA)[edit]

The Infiltrators may take a Soulless Escort as a Weapon Attachment. Info omitted here for the sake of brevity.

Eiryss3 (CA)[edit]

Eiryss3
Retribution Eyriss3.jpg
SPD 7
MAT 7
RAT 9
DEF 16
ARM 12
CMD 9
HP 5
Cost 6

Weapons[edit]

  • Crossbow - 12" range, POW 10 ranged weapon.
    • Blessed - Attacks with this weapon ignore spells & animi that add to the target's DEF or ARM.
    • Weapon Master - When attacking with this weapon, add an additional die to its damage rolls.
  • Crossbow Blade - 0.5" reach, P+S 7 melee weapon.
    • Blessed - As above
    • Weapon Master - As above
  • Saber - 0.5" reach, P+S 7 melee weapon.
    • Blessed - As above
    • Weapon Master - As above

Abilities[edit]

  • Officer - This model is the unit commander even if the unit has a Leader 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.
  • Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
  • Attachment: [Mage Hunter] - This model can be attached to a Mage Hunter unit.
  • Arcane Hemorrhage - When Eiryss hits another model with an attack, that model loses any focus/fury points on it and any upkeep spells it has in play immediately expire.
  • Granted: Reposition - While this model is still alive and in formation all of the unit gains Reposition. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.)
  • Quick Work - When this model destroys one or more enemy models with a melee attack during its Combat Action, immediately after that attack is resolved this model can make one basic ranged attack.
  • Tactics: Advance Deployment - The unit gains Advance Deployment. (Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward. )



Thoughts on Mage Hunter Infiltrators[edit]

Mage Hunter Infiltrators in a nutshell[edit]

Cheap, stealthy, nimble jamming infantry with weak but numerous attacks - where did I hear this before? Individually they have strictly average (or below-average) combat potential, amended by Gang and Blessed weapons. With plenty of attacks from such a budget unit you may either hunt light infantry and squishy solos with them, or throw them into the thick of it to jam the advance of your opponent. Gang is both a boon and bane; it will boost their attack capabilities (making them effectively MAT8 and P+S 11), but forces you to bunch up leaving you vulnerable to AoEs.

Thoughts on adding either attachment[edit]

Placeholder.

Combos & Synergies[edit]

  • They want to get stuck in, and will then die in droves. As such they're good to fuel mechanisms like Righteous Vengeance, or either Vyros' feat.
  • Thyron makes them extremely accurate under his feat, while they can dig deep into the enemy lines with sidestep.
  • The SotR theme force. They get their special Take Down, making them extremely useful against recursion-based tactics (Cryx Ghost Fleet, Necrosurgeons, Revive), and theme forces with numerous tough infantries (Trenchers in the Gravediggers theme, or Drudges in Operating Theater).

Drawbacks and Downsides[edit]

  • Nearly useless against hard targets, and will likely to bounce off from tougher shield walls.
  • Getting a well deserved advance deployment for them is quite expensive.
  • Tissue-paper armour - AOEs, fire, blast damage and electro leaps decimate them.

Tricks and Tips[edit]

  • Keep it simple, keep it cheap. Eiryss3 is extremely expensive for such a budget unit, and usually has better use elsewhere.
  • The House Shyeel Artificer's Force Wall can protect them from blasts, but he's often too far behind to help them out.


Other[edit]

Trivia[edit]

  • Both the Infiltrators and Eiryss3 were originally released in the Warmachine: Vengeance expansion (2014)
  • The Infiltrators are known to have some absolutely terrible contact points. When gluing their sword-hands to their wrists, consider a pinning tool... or an industrial-grade bonding agent.

Theme Forces[edit]

Other Retribution models[edit]

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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 : Blessed and/or Creator's Wrath     (Edit)

  • Blessed ignores buffs even if they're not directly on the target. For instance, Haley3's Temporal Distortion spell gives a DEF buff to everyone within 5" ... and Blessed ignores it. (Locked thread)
  • You only ignore the DEF/ARM buff if the spell directly adds to the stat. A spell which instead grants a separate non-spell ability, and the ability gives a DEF/ARM buff, would not be ignored. (Infernal Ruling)
    In this ruling, Blessed does not ignore the DEF from Ashen Veil, because the DEF bonus comes from Concealment, and not the spell itself.
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else].
    • For example, the spell Cloak of Ash grants concealment, and models with concealment gain +2 DEF. You would not ignore this DEF bonus.
    • For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.
  • The Mk3 Blessed icon resembles the old Mk2 Magical Weapon icon. Do not get them confused.
  • This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).


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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.
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Rules Clarification : Gang and/or Gang Fighter     (Edit)

  • You can gain the Gang bonus vs knocked down/stationary models (refer to the latest Errata).
  • You can gain the Gang bonus on free strikes, but generally only the first "Ganger" will get it.
For example, if a target is engaged by two models with Gang, when it leaves the melee range of the first Ganger it suffers a free strike with the Gang bonus. Then it leaves the melee range of the second and suffers a normal free strike.

Rules Clarification : Weapon Master - None yet. (Edit)

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Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.

Rules Clarification : Arcane Hemorrhage - None yet. (Edit)

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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies.
RC symbol.png

Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)
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Rules Clarification : Quick Work      (Edit)

  • If you're still engaged in melee when Quick Work triggers, you won't be able to make the ranged attack.
  • Quick Work specifies "Combat Action" so doesn't work with Impact Attacks or out-of-activation attacks
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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies.

Rules Clarification : Advance Deployment - None yet. (Edit)