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Extremely dangerous and secretive, the Iosan mage hunter known simply as Narn strikes fear in many a spellcaster, for his death toll - and those numbered upon it - is daunting indeed. Neither Fraternal brother nor Greylord are spared from Narn's justice and, according to the elf, he is merely getting started.
Basic Info
| Narn, Mage Hunter of Ios |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Small |
| SPD |
7 |
| STR |
7 |
| MAT |
8 |
| RAT |
6 |
| M.A. |
N/A |
| DEF |
15 |
| ARM |
13 |
| CMD |
9 |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
N/A |
| THRS |
N/A |
| HP |
5 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
C |
| UNIT SIZE |
N/A |
| COST |
5 |
| N/A |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Abilities
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Advance Deployment
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Parry
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Pathfinder
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Stealth
- Acrobatics - This model can advance through other models if it has enough movement to move completely past their bases. This model ignores intervening models when declaring its charge target.
- Leadership [ Mage Hunter ] - Friendly Mage Hunter models in this model's command range gain Sprint.
- Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.
Weapons
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| Crossbow
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RNG
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ROF
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AOE
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POW
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12
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1
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-
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10
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| Saber (x2)
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RNG
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POW
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P+S
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0.5
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4
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11
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Theme Forces
Recent Changes
No changes since 2021.02
Thoughts on Narn, Mage Hunter of Ios
Narn, Mage Hunter of Ios in a nutshell
Narn is a harassment model, best taken as a requisition option. At range he can take shots at basic infantry while staying safe, and on the charge he can take a chunk out of all but the heaviest of armour, with Parry and Acrobatics ensuring that he can always get to his target. Sprint either lets him dig further into the enemy army to threaten back line pieces or withdraw to repeat the process next turn. Silencer is more niche, being able to stop warbeasts from using their animi or warcasters from casting, but anything softer than that will probably just straight up be killed by his offensive output.
Narn also has Leadership[Sprint] for mage hunters, because of his large CMD range and the large pool of models this affects it can be very useful but it does mean that Narn needs to play quite forward opening him up to counter charges. Acting as army support isn't the best use of him but it certainly adds a degree of depth to his kit
Combos & Synergies
- Under Vyros1 he has a unique function of being an excellent Feat enabler, able to go where other models are unable with his high mobility.
- Refuge from Kaelyssa1 does not stack with Sprint, but being able to reposition off crossbow hits or after attacking a warbeast or warjack may give you the chance to keep him safe from retaliation or position for a better setup next turn.
Drawbacks & Downsides
- A tad expensive on the point side - and dies a bit too easily for such a cost
- as anyone who has played Rahera can attest to sprint is difficult to use as a leadership bubble without keeping Narn in charge range.
Tricks & Tips
- He prefers melee, but his crossbow lets him get stuff done while moving into position or if things are too risky to break out the sabers.
Other
Trivia
Released in Forces of Warmachine: Retribution of Scyrah (November 2009)
Other Retribution models
Rules Clarifications
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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 : Blessed and/or Creator's Wrath (Edit)
- Blessed ignores spell buffs even if they're not directly on the target. (For example, Haley3's Temporal Distortion spell is cast on Haley and gives a DEF buff to everyone within 5". Blessed ignores it on everyone, not just on Haley.) (Locked thread)
- You only ignore the DEF/ARM buff if the spell directly adds to the stat (for example Arcane Shield gives +3 ARM).
- Whereas a spell which grants an ability, and the ability gives a DEF/ARM buff, would not be ignored by Blessed (for example Cloak of Ash gives a model concealment, and concealment gives +2 DEF).
- (Infernal Ruling)
- If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else]. (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.)
- 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 : Weapon Master - None yet. (Edit)
Rules Clarification : Silencer - None yet. (Edit)
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Rules Clarification : Advance Deployment (Edit)
- Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)
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Rules Clarification : Parry - None yet. (Edit)
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Rules Clarification : Stealth (Edit)
- Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
- You can target them with a charge.
- You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
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Rules Clarification : Acrobatics (Edit)
- Charging through models (Edit)
- You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
- Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
- Your melee range only extends to your front arc. Refer to the latest errata.
- You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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Rules Clarification : Leadership (Edit)
- If you have two Leaders handing out the same buff, then sometimes they stack (Bronzeback) and sometimes they don't (Exemplar Bastion). (Infernal Ruling)
- See specific models for case-by-case Infernal Rulings.
- If you have two Leaders handing out different buffs (such as Iona's Leadership giving Dodge, and the Wolf Rider Champion's Leadership giving Prowl) then the benefits do stack - they'll get both Dodge and Prowl. (Infernal Ruling)
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Rules Clarification : Sprint and/or Run & Gun (Edit)
- You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
- Run & Gun won't trigger if you RFP the model, but Sprint will.
- End of Activation (Edit)
- You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
- Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
- Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
- You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
- If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
- For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
- See also the training article: LPG - End of Activation.
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