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| Adeptis Rahn |
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.
- 1 Basic Info
- 2 Thoughts on Adeptis Rahn
- 3 List Building Advice
- 4 Other
- Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
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.
- Force Mastery - This model does not suffer blast damage or 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.
- Balance - 2" reach, P+S 13 melee weapon.
- 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.
| Chain Blast
|After determining the point of impact for this attack, rol 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
|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
|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
|Target friendly Faction model/unit gains Polarity Field. Models are not affected while out of formation.|
|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.|
- 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.
- Chain Blast - An expensive but strong spell. Retribution is full of with 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, 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, hands-down, a fantastic utility spell. 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.
- Are you using arc nodes? After you're done, cast TK on the node itself to move it back and keep it safe(r) for next turn.
- Or TK the arc node forward before casting offensive spells. 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.
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
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.
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.
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.
- 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.
- 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 must for Rahn and his Battle Mage buddies for the range buff his gun gives to their spells. However, cannot be taken in Forges of War.
- 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.
- Battle Engine: Dawnguard Trident (1 or 2)
- Battle Engine: Arcantrik Force Generator (0 or 1)
- Warjack: Harpy (2 or 3)
- Unit: House Vyre Electromancers (1 or 2)
- Solo: Arcanist Mechanik (1 to 3)
- Solo: Ghost Sniper (0 to 2)
- Solo: Eiryss1
- Solo: Scythe
- Solo: Hermit
- Solo: Void Archon
When you're running Rahn, you might want to adjust the above list by Placeholder
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
|* 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)