Mage Hunter Strike Force

From Battle College
Jump to: navigation, search
























This server will go offline in September 2018. Please migrate to our new server, Warmachine University




















.

For more info on why we're moving to a new server, check out the Brief History section on the new main page, and/or listen to episode 45 of the LOS podcast
If you have made an edit within the last month or so, please check the new server and see if it was copied by the autobot.
You may need to copy-paste your work to the new server manually. Sorry.


Mage Hunter Strike Force
Retribution Mage Hunter Unit

Mage hunters are expected to function in extreme circumstances, such as surviving hand-to-mouth deep in enemy territory while isolated from friendly support. At home in any environment, they learn to scavenge and improvise, and to kill without hesitation. Their first priority is always the elimination of enemy arcanists and mechanikal constructs—which they believe harm Scyrah.

Basic Info[edit]

Base unit[edit]

Mage Hunter Strike Force
Mage Hunter Strike Force
SPD 6
MAT 6
RAT 6
DEF 14
ARM 11
CMD 8
Unit Size 6/10
Cost 10/16
1.6 each
See also How to Read the statblock

Weapons[edit]

  • Crossbow - 12" range, POW 10 gun
    • Blessed - Attacks with this weapon ignore spells & animi that add to the target's DEF or ARM.
  • Saber - 0.5" reach, P+S 9 melee weapon
    • Blessed - As above

Abilities[edit]

  • Combined Melee Attack - This unit can combine their melee attacks to get a bonus on accuracy and damage.
  • 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.
  • 'Jack Hunter - This model gains an additional die on its melee and ranged damage rolls against warjacks.

Force Commander (CA #1)[edit]

Veteran teams led by senior commanders are well versed in advanced Retribution techniques. Slipping past the outer defenses of an enemy base, they fire bolts through intervening walls to kill without a trace. Working alongside other soldiers in the Retribution military, these teams apply similar methods to erase vital targets before they can even join battle.

Weapons[edit]

  • The commander has the same weapons as the ordinary warriors.

Abilities[edit]

The Commander has the same abilities as the main unit (as above), plus:

Eiryss3 (CA #2)[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. )


Soulless Escort (WA)[edit]

The Strike Force may take a Soulless Escort as a Weapon Attachment. It's weapons & abilities have been omitted here for the sake of brevity.


Thoughts on the Mage Hunter Strike Force[edit]

Force Commander CA

Mage Hunter Strike Force in a nutshell[edit]

Flimsy, expensive, elusive ranged unit, with good abilities against warjacks. Once a near-mandratory choice in every Retribution player's arsenal, the MHSF changed quite a bit throughout the years. Anyone who faced them earlier would rightfully fear their Tactics: Phantom Seeker, which along with Arcane Assassin made them the bane of squishier casters. Thanks to Blessed they can still bypass most of the defensive magic, and able to demolish lighter jacks or scratch heavier ones. However, since battlegroups gone up in size, and their hitting power decreased, they are not the first choice anymore to look after.

Thoughts on adding the attachments[edit]

Gone are the times when this unit was unimaginable without its CA. Though the CA is relatively cheap, and Advance Deployment is more than welcome, Phantom seeker is a one-trick pony now (however, it can still catch unvary enemies by surprise). Eiryss is usually pushing way too high the price of this already expensive unit. Reposition and Quick Work is also an odd mixture on a unit which is specialized in killing light jacks.

Combos & Synergies[edit]

  • Ravyn: Snipe gives them a respectable threat range, while Vortex near jacks allows you to go for the 4D6 damage rolls, even if you didn't charge.
  • Ossyan: His cannon eases their average RAT, while under his feat they can decimate all but the heaviest enemy jacks. With slightly above average rolls, their 10+4D6 damage crossbows can easily one-round a Colossal. Quicken makes them near-unassailable against conventional shooting, while Shatter Storm helps them clearing infantry.
  • Elara: With Scything Touch these light skirmishers can hit surprisingly hard (especially against jacks). Under her feat they can end up in really unnerving places.
  • Anything that can knock down or make stationary their targets

Drawbacks and Downsides[edit]

  • Too expensive for a jamming unit, too flimsy for a ranged unit
  • Jack hunter doesn't help against warbeasts and non-jack targets
  • Getting a well deserved advance deployment for them is expensive.
  • Tissue-paper armour - AOEs, fire, blast damage and electro leaps decimate them.

Tricks and Tips[edit]

  • You'll get the Jack Hunter bonus for your melee attacks too - if you want to rely on 9+4D6 charge attack rolls to remove the last boxes of a heavy jacks. Take Down from their Theme force makes charging all the more appealing, if you have the chance to remove a jack under the Reconstruction spell.

Other[edit]

Trivia[edit]

Theme Forces[edit]

Other Retribution models[edit]

RetLogo.jpg

(Edit)

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

(Edit)

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]

RC symbol.png

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).
RC symbol.png

Rules Clarification : Combined Melee Attack      (Edit)

  • Each CMA only counts as a single attack, no matter how many participants are involved. This means, for example, that if Satyxis Raiders damage a warjack and trigger their Feedback ability, the enemy warcaster will only take 1 damage total, not 1 for every Raider.
  • Any bonuses (such as back strike) or penalties (such as the target being behind cover) are determined according to the model leading the CMA (the attack leader).
    • If the participants have buffs/debuffs but the attack leader doesn't ... then the CMA doesn't because only the attack leader matters. Simple as that.
  • A single unit can perform multiple CMAs, utilising different groupings of models. eg a unit with 10 models could make one 10-man CMA, two 5-man CMAs, or five 2-man CMAs, or etc.
  • CMA for units that have more than one melee weapon (the short version)
    • Once you have more than one melee weapon, charging becomes a bit complicated. There are two important rules:
      1. A model which charges must use its first attack to make a charge attack. It can't "skip ahead" to contributing its second non-charge attack before it's resolved its first attack.
      2. For a CMA to gain the charging bonus, then all contributors must be contributing a charge attack.
    • These two rules have a few, slightly confusing implications. Click the expand box below for a full breakdown.
CMA for units with more than one weapon (the long version) (Edit)
The following example is about Satyxis Raiders, but is equally applicable to other units with two CMA:
  • Each Raider gets two attacks. Both, one, or neither can be a CMA as you choose.
  • If you are doing two CMA in a row, then you should note that the second CMA doesn’t have to use the same “primary attacker” or the same “participants” as the first CMA.
    • For instance, you could have the first CMA with raider A being the "primary attacker" and raider B being the "participant",
    • then for the second CMA have raider B the "primary attacker" and raider A the "participant".
    • Or leave A alone for a moment and use B plus C. Whatever takes your fancy.
  • Primary attackers and participants don't have to use the same weapon. So, continuing with the above example, you could have primary A use lash and participant B use horns, then primary B use lash and participant A use horns. Effectively granting you two lash attacks with CMA bonuses!
  • Combined Melee Attack and charging
    • Remember the 2 rules above?
    • Rule 1 means you cannot contribute your second, non-charge attack before you have resolved/contributed your first attack.
    • Rule 1 means you cannot "skip ahead" to resolving your second, non-charge attack before you have resolved/contributed your first attack.
    • but wait, there's more!
    • However, thanks to the "Units with Combined Melee Attack ignore the rule that one trooper's combat action cannot begin until the previous model's combat action ends" rule, you can "pause" your second attack if you want to do a CMA with it later. For example:
      • Model A performs its charge attack.
      • Model B performs its charge attack. (Interrupting A)
      • Model C performs its charge attack. (Interrupting B)
      • CMA using A, B & C's remaining attack.
RC symbol.png

Rules Clarification : Pathfinder      (Edit)

RC symbol.png

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.
RC symbol.png

Rules Clarification : 'Jack Hunter      (Edit)


RC symbol.png

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.
RC symbol.png

Rules Clarification : Phantom Barrage      (Edit)

  • Placeholder
RC symbol.png

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)

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

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)
RC symbol.png

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


Wrench symbol.png

Note to Editors
To edit Commander's tagged abilities, Click here
To edit Eiryss3's abilities, click here.