Adeptis Rahn
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Adeptis Rahn |
Unlimited Only This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page. Note that the rest of this page is about the model's Mark III rules. |
Among the most powerful arcanists born in a generation, Adeptis Rahn Shyeel is a master of force manipulation and arcane science. His movements send ripples through the air, and with but a thought he can generate storms of kinetic force capable of rending metal and bursting flesh. With a wave of his hand men and machines alike are swatted aside as easily as gnats, and it is just as effortlessly that he brushes away entire volleys of incoming fire.
Basic Info
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Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
Feat : Arcane Alignment
While in Rahn's control range, friendly Faction models gain +2" RNG to their non-channeled spells, and their magic attack rolls and magic damage rolls are boosted. Arcane Alignment lasts for one turn.
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Tip ! |
Abilities
- Force Mastery - This model gains Blast Resistance, does not suffer collateral damage, and cannot become knocked down. When an enemy AOE ranged attack deviates from a point in this model's control range, after the deviation distance is rolled you choose the deviation direction. (Blast Resistance - A model with Blast Resistance gains +4 ARM against blast damage.)
Weapons
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RNG | POW | P+S | |||||||||||
2 | 6 | 13 | ||||||||||||
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Spells
COST | RNG | AOE | POW | DUR | OFF | ||
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Chain Blast
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3 | 10 | 3 | 12 | - | Yes | |
After determining the point of impact for this attack, roll deviation for an additional 3" AOE from that point. Models in that AOE are hit and suffer a POW 6 blast damage roll. | |||||||
Force Blast
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3 | Control | - | - | - | No | |
Target a model in the spellcaster's battlegroup that is in its control range. Enemy models currently within 2" of the target model are pushed 4" directly away from it in the order you choose. | |||||||
Force Hammer
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4 | 10 | - | 12 | - | Yes | |
Instead of suffering a normal damage roll, a non-incorporeal model Force Hammer hits is slammed d6" directly away from the spell's point of origin and suffers a POW 12 damage roll. Collateral damage from this slam is POW 12. | |||||||
Polarity Shield
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2 | 6 | - | - | Upkeep | No | |
Target friendly Faction model/unit gains Polarity Field. Models are not affected while out of formation.
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Telekinesis
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2 | 8 | - | - | - | (★) | |
Place target model completely within 2" of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires an attack roll. A model can be placed by Telekinesis only once per turn. |
Theme Forces
- Defenders of Ios
- Forges of War
- Legions of Dawn
- Shadows of the Retribution. He gains "optional take down" in this theme.
Thoughts on Adeptis Rahn
Adeptis Rahn in a nutshell
Rahn is a flexible spell slinger that is one of the most fun casters to play with. He can really mess with your opponent's army, and with the combination of his spells it is easy to set up assassinations or stall the enemy until an opening appears. If you want a caster who can manipulate the battlefield and your enemy's figures too, have a good combination of offensive magic and defensive spells and innate abilities, then Rahn is your guy. Force Mastery is basically a Force Field spell, which is always on, and keeps him safe from most pop&drop assassination tricks. He can also keep the squishier (and usually elusive) elements of his army relatively safe from blasts, as you direct the distance of scattering to cause the least damage.
Spell thoughts
- Chain Blast - An expensive but strong spell. Retribution is full of Magical Damage sources, so this one will probably only be cast if there is a group of low ARM infantry clumped together.
- With Arcane Secrets from Sylys Wyshnalyrr, this spell can put serious damage into infantry.
- Also excellent on the assassination as it is possible to throw out 2 of these fully boosted after a Telekinesis.
- Force Blast - An excellent, though expensive, unjamming tool for your army.
- If you combine it with other push tricks, like Repulsor Field on the Helios, enemy forces can end up way out ot their desired position.
- The distance is a flat 4", not an "up to" amount, so watch out where the models will end up.
- Force Hammer - Another favoured tool for assassination. The spell's POW is not huge, but knocking down targets is always fun.
- If the enemy doesn't provide you with suitable models for slamming, run up your own model, and sacrifice him for the greater good.
- Slamming a model into a same sized or larger base makes them take an extra die of damage, meaning this POW 12 can put in some work.
- Polarity Shield - Cast on either hard targets that your opponent out-threats, like high ARM low SPD infantry, Trident or colossi.
- On ranged units it can often give you another round of shooting, but chances that are the enemy will just run to jam you in then.
- Low ARM high DEF infantry with stealth also like it - since Force mastery keep them safe from AOE's, they become unassailable by charges too.
- Telekinesis is possibly the strongest spell in the game. Here are some general tips applicable to any caster: (Edit)
- Battle Engines can be placed (unlike other huge-based models).
- Enemy model out of your charge range? Move your own model 2" forward. Still too far away? Move the enemy 2" closer. That's a 4" threat range extender!
- Move enemy models 2" straight backwards, so they don't have range to charge/attack you next turn. While you're at it, spin them around so they can't declare charges and so you get the back strike bonus.
- Move models out of your charge lanes, or to open up LOS.
- Move enemy models out of scenario zones.
- Is there an enemy 'jack or 'beast right at the edge of control range? TK them away from their controller so they can't Power Up or manage Fury next turn. Turn them around so they might occasionally frenzy into the enemy lines.
- Is there an enemy unit with most of the troopers right at the edge of formation range? TK the commander away from his troops so they're out of formation.
- Do enemy models get a bonus for being B2B? You can stop that.
- TK your own caster forwards or backwards to be more threatening or more cowardly.
- TK enemy models into range of your passive debuffs (such as Dark Shroud), then gang up on them.
- TK enemy models into hazards to force them to take damage.
- Move friendly models out of melee before they activate, to avoid free strikes.
- Run an arc node up, cast your spell, then TK the node itself backwards to keep it safer for next turn.
- Or run an arc node up, cast TK on the node itself to move it forwards, to gain +2" range on your follow-up spell.
This is especially useful if advancing the node those last 2" would trigger something nasty like Garryth2's feat. - Adjust a model's position to line up a perfect slam with Force Hammer.
Feat thoughts
Plain and simple: anything that casts spells will shoot farther, deadlier and more accurate. Even on Rahn himself that would be awesome, but considering that you probably built your army around spellcasters, even humble POW 10 attacks become quite threatening. When it comes down the table, the end-game is near.
Drawbacks & Downsides
- Anti-magic abilities can pull the fangs out of his tricks. Be vary with Arcane Suppression, Arcane Vortex, or feats, like Reznik1's or Garryth's
- Magic-resistant enemies with Sacred Ward, Spell Ward, and the like will cause a lot of headache. Watch out for Doom Reavers or Protectorate jacks under Hymn of Shielding.
- Armies with Slam/Push/Place resistance are bad match-ups for him (Doomshaper3, Nemo3, Khador clamjacks, etc).
Tricks & Tips
- Cast TK on your arc node after you channel something, to keep it safe for next turn.
List Building Advice
Strategy
His main method of winning is assassination, with a back up plan of scenario if all else fails. With spells like TK and Force Hammer, Rahn can set up an assassination run like no other. His feat allows tons of boosted spells from him and his army of Battle Mages, Magisters, and Artificers. These spells hurt, and all have movement shenanigans that add to his own jank. Players can scalpel out a caster that was thought to be safe. Opening up LOS with TK or slamming a heavy over the caster, then pulling the caster in with battle mages and TK is the game winning combo that has made him feared. If your opponent is playing too carefully, you can also use the same tools, along with force blast to keep the zones clear for scoring.
Rahn shines with models that have magic attacks as they will get the most out of his feat. Otherwise he can provide lots of moving the enemy around that can create clear shots and charge lanes for the rest of the Retribution's arsenal.
Theme thoughts
Rahn will mostly be taken in this theme because it allows Battle Mages etc, who synergise with his feat.
- Battle Mages - the cornerstone of most Rahn armies, especially in Forges of War theme. Beside pushing around the enemy, their Force Bolt gets a good kick on Rahn's feat.
- House Shyeel Artificer - A good 'Jack Marshal that can keep their jacks shields topped off and can provide defensive buffs to nearby models. He also has a solid magic attack to benefit from Rahn's feat. Force Wall buffs Rahn's DEF to new heights against shooting.
- House Shyeel Magister - A grown up battle mage, with a few extra tricks. If you are building a Rahn list with intent to assassinate, the slams and 2" Whip Snaps these solos can provide are worth consideration.
Defenders of Ios
This is also a very good theme for Rahn. Unrestricted access to his favourite jacks, a few models to benefit from his feat and lots of excellent infantry. The squishy solos here will love the protection from blasts.
- Priest of Nyssor - The main model to benefit from his feat with a fully boosted spray on feat turn, other than Lanyssa and himself. They also grant pseudo Veteran leader to other Nyss in your amry.
- Ryssovass Defenders - They are already blst immune, but love being made unchangeable by Polarity Shield and a 10-man unit can apply it in ways sigular models or small units like Battle Mages cannot.
- Aelyth Vyr + 1 to hit for all your Nyss, stacking with the Priests buff.
- House Ellowuyr Swordsmen or House Ellowuyr Wardens have Cleave which can be potentially hilarious with Force Blast pushing enemy models into each other.
- House Ellowuyr Warden Executioners also have Cleave, but also have Chain Attack: Vortex Blast for extra placement effects.
Defenders allows unrestricted acess to Partisans, so condier:
- Hermit - Loves being TK'd forward to apply his debuffs, all of which Rahn loves.
- Lanyssa - Also benefits from priests and Aelyth here.
- Sylys - See below.
- Void Archon - Collects souls, protects souls, loves Force Plast and TK for excellent spray angles and applies an ARM debuff.
- Scythe - Goes solo or infantry hunting in a forest and does not need any input from Rahn, but loves the blast protection nonetheless. With the Nyss support solos she is also base RAT 9.
If you are willing to go outside of Forges of War, Mage Hunter's of both flavours can be utilized to good effect.
- They have weaknesses against AOE's, but with their innate stealth causing most AOE's to miss, and Rahn's force mastery's ability to determine with way the AOE will deviate, they will definitely be a lot safer.
- They are good targets for Polarity Shield, buying the MHSF another turn of shooting or making the MHI a fast moving anti-infantry jam unit.
Support models - Various themes
- Sylys Wyshnalyrr - Free upkeep, boost to a magic attack & damage roll, bonus magic range - he fits perfectly in any Rahn list.
- Lanyssa Ryssyl. On a feat turn she has boosted Hunter's Mark to aid it sticking, plus an 18" threat range on the spell to help Rahn's jacks charge in from afar. Alternatively, she can Ice bolt from further and has more chance of landing the Crit Stationary on the feat turn.
- Elara1 - Ghostly on a stick is vital in almost any army and Elara runs Discordia better than Rann himself if you are in Forges. Otherwise give her Moros, two Harpies or a Gorgon.
Battlegroup

- He needs at least one arc node to make use of his spell list from afar.
- Discordia is his pet warjack that he can take in any theme. It keeps on going until it is completely destroyed is the cornerstone of many defensive formation, especially for firebases made from shooty units.
- Sphinx - A great inclusion for him for extra spell range and it hits surprisingly hard in melee, too!
- Helios - Making one of the toughest colossals un-chargeable is a great anchor for scenarios. Plus, adding his tractor beam into his bag of battlefield manipulation is just more icing on the cake with the added bonus of having a heavy hitter. Using TK to open up LOS to a caster, then going fishing with his gun is a game winning tactic.
- Gorgon - a speed de-buff and force lock will ensure that the enemy will only go to places you allow them to do so. Force Hammering a heavy, then debuffing it's speed can great mess with it's fury economy and prevent it from getting its hands on something you care about.
- Manticore - Place a Covering Fire template, then have Rahn or his Battle Mage buddies push, pull, slam or place targets in to it to damage them.
First Purchases
Arc Nodes are just about essential to Rahn's game plan. He wants to have the ability to apply his spells wherever he wants, and to have access to many angles of attack for Force Hammer and Telekinesis. There are a few options for Arc Nodes in Retribution.
The Chimera is a fairly cheap and exceedingly mobile light Arc Node with Apparition. With the 2" place and a 12" run, you can apply Telekinesis 22" away from the Chimera's starting position, or 24" if you want to Telekinesis the Chimera itself after it runs. Apparition also helps to prevent the Chimera from being engaged before it makes its run.
There are some heavy Arc Node options available in the Phoenix, Hypnos and Hemera. Hypnos and Hemera are only available in Defenders of Ios and Legions of Dawn respectively, and heavy Arc Nodes are harder to apply than the Chimera, so a Chimera would be the best recommendation.
After that you will want to decide which theme you want to play him in: In Defenders you have access to less models benefiting from his feat, but more models that are good. A Sphinx and the Nyss boat (Lanyssa, Scythe, Ryssovass, Aelyth Vyr and a Priest of Nyssor) can be a good investment for Defenders. In Forges you will want House Shyeel Arcanists, a House Shyeel Magister, House Shyeel Artificer and a few units of Battle Mages.
Other
Trivia
Released in Forces of Warmachine: Retribution of Scyrah (Novermber 2009)
Video Battle Reports
- 2019.07 Tactical Supremacy, vs Jalaam1
- 2019.04 Connor's Retribution Analysis, vs Kaya3
- See also Category: Video Battle Reports for more casters with videos.
Other Retribution models
Rules Clarifications
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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)
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Rules Clarification : Beat Back (Edit)
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Rules Clarification: : Warcaster (Edit) | ||||
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Rules Clarification : Force Mastery (Edit) |
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Rules Clarification : Chain Blast (Edit)
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Rules Clarification : Force Blast (Edit)
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Rules Clarification : Force Hammer and/or Thunder Strike (Edit)
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Rules Clarification : Polarity Field and/or Polarity Shield and/or Polarity Wall (Edit)
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Rules Clarification : Telekinesis (Edit)
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