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House Shyeel has assembled squads of arcanists who specialize in the application of raw evoked force. They have no fear of closing with the enemy, for they enter battle equipped with massive arcanika-charged gauntlets that lend supernatural strength to their strikes. Their control over kinetic energies allows them to emerge unscathed from even massive explosions.
Basic Info
| House Shyeel Battle Mages |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Small |
| SPD |
6 |
| STR |
7 |
| MAT |
6 |
| RAT |
N/A |
| M.A. |
6 |
| DEF |
13 |
| ARM |
12 |
| CMD |
7 |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
N/A |
| THRS |
N/A |
| HP |
1 |
| F. Field |
N/A |
|
|
|
|
| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
4 |
| UNIT SIZE |
6 |
| COST |
8 |
| 1.3 pts each |
| N/A |
|
|
|
|
| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Abilities
- Magic Ability [ 6 ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
- Set Defense - A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
Weapons
- Power Gauntlet (x2) - 1" reach, P+S 11 melee weapons
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Damage Type: Magical
- 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 toward it.
Spells
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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| Force Bolt
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(★ Attack)
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10
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-
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10
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-
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Yes
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| (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 becomes knocked down after being pushed.
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Weapon Attachment
Battle Mages may have Up to 3 Soulless Escorts attached to them. Their info has been omitted from this article for brevity.
Theme Forces
Recent Changes
No changes since 2018.09
Thoughts on House Shyeel Battle Mages
House Shyeel Battle Mages in a nutshell
Push and pull, Ti and La, These guys are your angry water benders... or mini Rahns, whichever you like more. They can push and pull anything but the biggest of the baddest and possibly knock them down.
You don't take these guys for their offensive abilities, or their support abilities. Instead you take them to control the ebb and flow of battle and, if this unit is used right, they are game changers at a very reasonable points cost.
Combos & Synergies
- Obviously, Adeptis Rahn, everything he has and does complements the HSBM's tool kit and improves them in every way they need it.
- RNG 10 not quite enough? Here, have a Telekinesis'd target, or feat to add 2".
- Magical Ability 6 not letting them hit well enough? Here, have a Telekinesis'd target, or feat to get boosted attack rolls.
- POW 10 not hurting hard enough? Here, have a... OK, not this time, but feat again fixes the damage issue with boosted rolls.
- Really having a hard time knocking something down? Well, Rahn can do that himself, but feat's boosted attack rolls does increase the chances of that sweet sweet Crit KD they like nailing.
- The Sphinx can increase their magic range.
- House Shyeel Magister - Their Veteran Leader.
- Falcir the Merciless - Prey Upon make their Force Bolts actually dangerous in the damage department and pushing things away, then Snaring them up can potentially keep a heavy out of the game for a turn or two.
- Gorgon - As mentioned above pushes and Speed debuffs can be a very mean combo, the Gorgon has such a debuff on her spray.
- Manticore - Place a Covering Fire template, then have your Mages push or pull enemy models into it for laughs.
- Hermit of Hengehold - He can cast Telemetry, giving them an easier time hitting.
Drawbacks & Downsides
- Their MA is a little low, but they have access to a Veteran Leader, caster buffs and the Hermit.
- If your mitten men get caught up in a fist fight, they have great powerfists but no muscles on their arms to swing 'em. In other words, their melee abilities are lackluster. And their ARM is basically non-existent, so they cannot last in a protracted bout of fisticuffs.
- A double Colossal list is going to leave these guys very few targets to push around, and POW 10's aren't going to do a whole lot of damage, even with Rahn's boosts on feat.
- They have no defense against guns. They used to have native Force Barrier, but that was lost to a nerf hammer and never rectified.
Tricks & Tips
- A unit of these guys can pummel the same mid-ARM target, with the first couple pulling it towards you (so it doesn't get out of range) and the later ones pushing it away (to keep it at arm's length).
- Though their stats, pretty much across the board, are quite average, they are capable of duking it out against appropriate opponents. Two MAT 6 PS 11's isn't too shabby, just always be aware of what they can realistically do. If it's feat turn and they're engaged, decide which is more likely to accomplish your goals: two attacks in close combat, or spell blasting (remember you can cast out of melee) with all the boosts.
- The pushing ability on the Force Bolt is optional, so it is sometimes worth just letting the target stay where it is.
Other
Trivia
- Community nicknames: Mini Mittens; Mitten Corps; or simply Mittens.
Other Retribution models
Rules Clarifications
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Rules Clarification : Magic Ability (Edit)
- Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
- You must complete your movement before you use a MA.
- 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)
- You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
- You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
- You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
- There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
- Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
- Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
- Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
- Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.
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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.
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Push - General ( Edit) [Show/Hide]
- 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)
- If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
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Rules Clarification : Set Defense - None yet. (Edit)
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* 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.
- (mk2 Ruling)
- Beat Back can be used to push larger models.
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Push - General ( Edit) [Show/Hide]
- 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)
- If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
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