Ravyn, Eternal Light

From Battle College
Jump to: navigation, search

Retribution Mage Hunter Warcaster

Ravyn stands as a beacon of hope within a sect consumed by an apocalyptic vision of the future. Off the field she possesses a calm and pious wisdom. In battle some believe her to be invincible. She takes no joy in killing, but neither does she shirk from it. When Scyrah is restored, the warcaster plans to embrace peace as readily as she now welcomes war. Ravyn is seen as a fighting embodiment of the righteousness of the Retribution’s holy cause.

Basic Info[edit]

Ravyn, Eternal Light
Ravyn1
SPD 6
MAT 7
RAT 7
DEF 15
ARM 16
FOCUS 6
HP 16
WJP +30
See also How to Read the statblock

Weapons[edit]

  • Hellebore - 12" range, POW 12 gun
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Blaster - When this model makes an attack with this weapon, before the attack roll it can spend 1 focus point to give the attack a 3" AOE. All models hit suffer a POW 12 blast damage roll.
  • Blade - 2" reach, P+S 13 melee weapon
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Thresher (★ Attack) - Make a simultaneous melee attack against each model within its LOS and within melee range of this weapon.

Abilities[edit]

  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Dual Attack - This model can make both melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
  • Quick Work - When this model destroys one or more enemies with a melee attack during its Combat Action, immediately afterwards it can make a free basic ranged attack.
  • Swift Hunter - When this model destroys one or more enemy models with a basic ranged attack, immediately after the attack it can advance up to 2".

Spells[edit]

Eliminator - Cost 3, 8" range, 3" AOE, POW 13

Immediately after this attack is resolved, the caster can advance up to 2" for each enemy model destroyed by the attack.

Locomotion - Cost (★), 6" range

The caster can spend up to 3 focus on this spell. Target warjack in the caster's battlegroup immediately advances up to 1" for each focus point spent. A warjack can only be targeted by this spell once per activation.

Snipe - Cost 2, 6" range, Upkeep

Target model/unit's ranged weapons gain +4 RNG.

Veil of Mists - Cost 2, Upkeep

Place a 4" AOE cloud effect anywhere completely within the caster's CTRL range. 1) This AOE does not block friendly Faction models' LOS. 2) While in the AOE, friendly Faction models gain Pathfinder and 3) they can move through obstructions and other models if they have enough movement to move completely past them.

Vortex of Destruction - Cost 2, Upkeep

Damage rolls against enemy models in the caster's melee range are auto-boosted.

Feat : Firestorm[edit]

Friendly Faction models gain boosted ranged attack rolls and Swift Hunter (as above) while in Ravyn's CTRL range.


Thoughts on Ravyn, Eternal Light[edit]

Ravyn, Eternal Light in a nutshell[edit]

Rayvn likes to support her army from the backline and gives them the tools they need to get work done from range. Snipe allows her army to shoot from further away, and Veil of Mists allows her to block LOS from incoming threats, both of which buffs her gunline army's survivability. Her feat also enables ranged assassination opportunities not normally available to Retribution, as the troop's relatively low RAT normally stops them threatening high-DEF enemy warasters/warlocks.

Ravyn's personal contribution to the fight is low as she is a squishy caster, and she uses "stay far away from the enemy" as her primary defense mechanism. However in a pinch she can cause some serious damage to enemy infantry between Blaster and the "Melee attack → Swift Hunter → Quick Work → Buy another melee attack → Repeat" combo.

Tip lightbulb.png

Tip !
Remember, you need to resolve Swift Hunter before Quick Work.

Maximising her Feat & Spells[edit]

Feat thoughts[edit]

Placeholder.

Spell thoughts[edit]

Placeholder.

Typical Army & Strategy[edit]

Strategy[edit]

Her main method of winning is ...Placeholder.
For example: "using her feat turn to get a melee/ranged/spell assassination" "attrition then win on scenario" "board control then win on scenario" "sending a jack in, to beat the enemy warcaster's face into pulp" "etc"

Army[edit]

  • Arcantik Force Generator - This word combination is absolutely terrifying with Ravyn. So here is the lowdown, 14" range weapon check, if it aims it and any other friendly jack within two inches gains, you guessed it +2" range on their guns, oh you thought I was done? You would be wrong, add Ravyn's snipe spell to add another +4" to the range and you have a grand total of 20" range weapon. And no still not done, while aiming the AFG can fire twice and has a 4" AOE that leaves rough terrain. So recap 20" range 4" AOE weapon that can create rough terrain. If you go first with Ravyn you will cripple your oppenent's army . . . unless their using Circle, then you're doomed.
  • Houseguard Riflemen - Long range, CRA, Can shoot into melee, these guys have it good and work well with Ravyn's kit including her feat which you will probably use to soften up your opponent from a really good distance.
  • Dawnguard Invictors - So the AFG has scary range . . . Invictors are scarier with Ravyn. The invictors can mini feat (Giving them snipe) and assault charge to get a shot off of 22" range after which if you want you can replace these guys with the riflemen as after her snipe is on them they have the same range weapons with higher damage output.
  • Dawnguard Destors - Great thing about the destors is that they give Ravyn something she doesn't have in her setup and that's melee power. The destors hit hard and reliably (getting auto boosted attack rolls) they assult and shoot reliably (like invictors on horses) and they have gunfighter, decent armor (add a solo for more) they are a wonderful self sustaining unit that keeps you around if baddies get too close.
  • Hyperion - So the strongest weapon in the game only has a range of 10" now add it to a range booster list with ravyn . . . yeah POW 18 with 5" AOE and critical consume can (with all the right elements) reach a range of 16". Be afraid, be very afraid.

Drawbacks and Downsides[edit]

  • Ravyn cannot go toe to toe with much anything in close combat so keep her safe or she will most likely die.
  • She is very much a placeholder for her army.
  • There isn't many lists that she can run outside of a shooting one.
  • If she does happen to go fisty cuffs hope its only single wound models or she might struggle.

Tricks and Tips[edit]

  • To maximise your Quick Work attacks, try to charge into a group of knocked down enemies (so that you're not engaged) then buy individual attacks (rather than Thresher). Because Thresher would only trigger it once, regardless of how many you kill.


Other[edit]

Trivia[edit]

Theme Forces[edit]

Retribution of Scyrah 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

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

(Edit)

Retribution Mercenary Models/Units
Units Lady Aiyana & Master Holt
Solos Dahlia Hallyr & Skarath - Lanyssa Ryssyl, Nyss Sorceress - Madelyn Corbeau, Ordic Courtesan


Rules Clarifications[edit]

Rules Clarification : Magical Damage      (Edit)

  • 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)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can 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.")

Rules Clarification : Blaster      (Edit)

  • Because it says all models hit suffer blast damage, even models you directly hit will take blast damage.
  • You don't need to halve the POW on the blast damage. Because it tells you what POW blast damage to apply, you just apply that.

Rules Clarification:  : Thresher and/or Flashing Blade and/or Cyclone     (Edit)
Warning: This is a long one.

Resolving the attack

Under this heading, the word "Thresher" is used interchangeably for "Flashing Blade" and "Cyclone" too

  • Thresher makes an attack against every model, and as such it targets every model. Thus if a model "may not be targeted by melee attacks", you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • All attacks made by a Thresher attack are simultaneous.
    • If a model is out of LOS when you start the Thresh, then you may not attack it as part of the Thresh (even if the Thresh kills what is blocking your LOS)
    • This means you need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    • In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens (for instance the Cryx Harrower that collects souls), it cannot collect them until all Thresh attacks are resolved.

Thresher only

  • All attacks made by a Thresher are special melee attacks, and as such won't trigger stuff like Grim Salvation or Rhyas's feat. (Infernal Ruling)
  • No matter how many enemy you kill, Thresher only counts as a single attack for the purposes of triggering Berserk, Quick Work, Black Spot, etc
  • You can do a Thresher on a charge (it's a special melee attack).
    • If you charge & Thresher, only the damage roll against your charge target is automatically boosted - other models caught in the thresh suffer an unboosted damage roll (although you can spend focus/fury to boost it)
  • You can't buy additional Thresher attacks, because they're (★ Attack). You can buy additional normal melee attacks, though.
  • Thresher will hit friendly models.

Flashing Blade only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell , then you'll get your boosted charge attack against it.
  • Flashing Blade doesn't hit friendly models

Cyclone only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell , then you'll get your boosted charge attack against it.
    • If you used the advance to move out of range of your charge target, it was sitll as successful charge so it won't cause your activation to end. However, you are still limited to making melee attacks only.
  • Cyclone will hit friendly models.


Rules Clarification:  : Warcaster      (Edit)
Warning: This is a long one.

 
  • General
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
Restrictions on "Any Time" abilities (Edit)
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    4. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
  • Units
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argii can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).

Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Dual Attack      (Edit)

  • There is no penalty for shooting an enemy you are in melee with, however if you miss it must still be re-rolled vs a new random target.
    • If the new random target is a friendly it will get the DEF bonus, since you can't be in melee with friendlies.
  • You can target a model they are not in melee with with a ranged attack. (Infernal Ruling)
  • Dual Attack & Drag ( Edit )
    • This is pretty-much limited to just the Prime Axiom under Syntherion
    • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
    • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
    • If you didn't charge then ... just go nuts. There's no restrictions that I know of.

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

Rules Clarification : Swift Hunter      (Edit)

  • Swift Hunter must be resolved before other abilities that involve attacks (such as Quick Work). Refer Step 12 vs 14 in the Attack Sequence appendix.
  • Swift Hunter does not trigger off special ranged attacks, only basic ones.


Rules Clarification : Eliminator      (Edit)

  • The advance you get is a single advance, not a series of 2" advances. As such, it only triggers "ends movement" abilities (such as Countercharge) once.

Rules Clarification : Locomotion      (Edit)

  • You can't cast this spell with 0 focus and advance 0" (change facing).
  • The advance will trigger free strikes, counter charges, etc.
  • Colossals cannot move via Locomotion.

Rules Clarification : Snipe      (Edit)

  • Although Snipe the spell and Snipe the Attack Type are two different "sources", they are multiple instances of the same effect. As such, they're not cumulative. Refer to the "Rule Priority" section of the core rulebook.
  • Snipe does not affect the range of weapons that use the Spray template, or one's which have RNG = CTRL.

Rules Clarification : Veil of Mists      (Edit)

  • Friendly models can draw LOS through the cloud, but not through things in the cloud. For instance, if you place the Veil over a forest then the forest still blocks LOS. (Infernal Ruling)
  • You only need to "toe" the AOE to gain the Pathfinder and "move through" benefits.
  • If you're in the AOE, you can move through any model, not just other ones in the AOE. If you're not in the AOE, you can't move through anything even if they're in the AOE. Refer the Veil of Mists page for some diagram examples.
  • Unlike most "move through" abilities, Veil of Mists is not limited to just voluntary advances. It also allows involuntary movement (such as being pushed, slammed, or thrown). (Infernal Ruling)
  • Pathfinder (Edit) - Pathfinder does not apply to involuntary movement (pushes & slams). (Infernal Ruling)

Rules Clarification : Vortex of Destruction      (Edit)

  • Vortex applies to all damage rolls applied to the enemy, not just attacks from the caster itself. So, it applies to:
    • Friendly models that attack the same enemy
    • Enemy models that attack the same enemy (whether accidentally or on purpose)
    • Continuous Fire.