Arcanist Mechanik

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Retribution Logo.jpg Arcanist Mechanik

Retribution Arcanist Mechanik Solo

Even the most masterfully crafted myrmidon requires repair and support, particularly after the rigors of battle. Arcanists are seasoned mechanics with a broad working knowledge of arcanika that allows them to piece together shattered and broken hardware to get even a mostly ruined myrmidon working again. Their expertise also allows them to lend subtle arcane power to push these machines past their normal operational limits.

Basic Info

Arcanist Mechanik
Missing Info
Arcanist.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR
MAT 5
RAT N/A
M.A. N/A
DEF 13
ARM 12
CMD 3
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 2
N/A
N/A
FA
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Magic Ability [ - ] - 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.
  • Repair [d6] (★ Action) - RNG B2B. Target friendly Faction construct model. If the model is in range, remove d6 damage points from it.

Weapons

  • Multi-tool - 0.5" reach, P+S 8 melee weapon

Spells

COST RNG AOE POW DUR OFF


Concentrated Power

(★ Action) CMD - - Turn -
Target friendly Retribution warjack in the Arcanist's command range. It gains +2 to melee damage for one turn.
Empower

(★ Action) CMD - - - -
Target friendly Faction warjack in command range is no longer Disrupted (if it was) and gains 1 focus point.

Theme Forces

Thoughts on Arcanist Mechanik

Arcanist Mechanik in a nutshell

The Arcanist is your repair crew and myrmidon enhancer solo. After the battlebox, he's one of the first things you should buy (or rather, he's three of the first things to buy), when starting to play with the Retribution. Even one of his two magic ability would be great, but the two - and the possibility of combining them, if you brought 2 or 3 of them - is nothing short of awesome. You should always have at least one Arcanist in your list, especially if there is a marshalled jack. Either that or a compelling reason for why not to bring at least one.

Combos & Synergies

  • Casters that run warjacks - i.e. all of them. Really, there's no caster or jack marshal who could not do something with a spare focus.
  • Combat jacks - i.e. most of them at some point or other, because Concentrated Power is generally necessary to get damaging hits in, owing to how comparatively pillow-fisted Retribution jacks tend to be when compared to melee focussed equivalents in other factions (a counterbalance to having two melee initials AND a ranged weapon.)

Drawbacks & Downsides

  • Vulnerable, yet have to stand close to the myrmidons to use his abilities. That can invite messy death from electro leaps, AoE, slams, and the like.
  • Too many awesome abilities, which all demand your Action. Learn when it's time to Repair, Empower, or cast Concentrated Power.

Tricks & Tips

  • Repairing is a rarely used ability, and for most jacks enemies will leave them dead or next to dead. If you do find yourself needing a repair, check if another jack in range could do with Concentrated Power or Empower instead and achieve more that way (especially if the jack that needs repairing has already lost its cortex).
  • Positioning is key. If you expect AoEs or stray electro leaps, walk away with your myrmidons once the Mechanik did his job - unless you really need an aiming bonus, and ready to sacrifice your repairer.
    • You gain Reposition in the Defenders of Ios theme, which eases the AoE danger (but electro leaps can still catch you).
    • In Forges of War, have an Artificer in tow to hand out Force Wall (CID potential changes, however), to give it a bit of survivability against ranged attacks.
    • Try to predict where you will need an Empower or Concentrated Power the following turn, and position your models accordingly. Premeasure where you 'jack will end up at the end of the turn, and try to position your Mechaniks within 9" to Empower/Concentrated Power the following turn, or within 6" if you think you will be able to pull off a repair
    • It can be easy to forget to Empower or Concentrated Power in the middle of a turn, so it is often advised to activate your Mechaniks as close to the beginning of the round as possible. Just be sure they don't get in the way of the rest of your army.

Other

Trivia

Released in Forces of Warmachine: Retribution of Scyrah (Novermber 2009)

Other Retribution models

Retribution Logo.jpg       Retribution Index       (Edit)
Battlegroup & Similar
Warcasters Elara2 - Garryth1 - Garryth2 - Goreshade4 - Helynna1 - Issyria1 - Kaelyssa1 - Ossyan1 - Rahn1 - Ravyn1 - Thyron1 - Vyros1 - Vyros2
Warcaster attachments Fane Knight Guardian (Retribution) - Sylys Wyshnalyrr (Retribution) - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Elara1 (BGC) - Sentinel Scyir ('Jack Marshal) - Artificer ('Jack Marshal)
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

Aelyth Vyr - Arcanist Mechanik - Destor Thane - Sentinel Scyir - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - Elara, Tyro of the Third Chamber (1) - Fane Knight Guardian - Fane Knight Skeryth Issyen - Ghost Sniper - Hermit of Henge Hold - Artificer - Magister - Houseguard Thane - Lanyssa Ryssyl, Nyss Sorceress Lys Healer - Assassin - Narn, Mage Hunter of Ios - Nayl - Priest of Nyssor - Soulless Voidtracer

Battle Engines Arcantrik Force Generator - Dawnguard Trident
Theme Forces
Defenders of Ios - Forges of War - Legions of Dawn - Shadows of the Retribution
Mercenaries
Units Lady Aiyana & Master Holt - Lynus Wesselbaum & Edrea Lloryrr
Solos

Dahlia Hallyr & Skarath - Eilish Garrity - Madelyn Corbeau, Ordic Courtesan - Void Archon

This index was last updated: 2019.05

Rules Clarifications

RC symbol.png

Rules Clarification : Magic Ability      (Edit)

  • Combat Action
    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 ranged or melee attacks on the same turn you use a MA.
    • You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Non-Combat Action
    There are a few models that can use a Magic Ability at any time (eg Geomancy and Necromancy), or can cast a spell "for free" under specific conditions that would otherwise require their Combat Action (eg Battle Wizard and Combat Caster). These models get around all the restrictions listed above.

Rules Clarification : Concentrated Power - None yet. (Edit)

RC symbol.png

Rules Clarification : Empower      (Edit)

  • A warjack can benefit from Empower multiple times.
  • A warjack cannot go over its normal focus limit (which is 3 for most jacks) as a result of Empower. Refer to the Cortex rules.
RC symbol.png

Rules Clarification : Repair      (Edit)

  • When repairing warjacks, you can choose which damage boxes to heal - they don't all have to be the same column.
  • If you get a +1 bonus to a repair roll, that is one extra hitpoint healed. Not +1 to the number of pips showing on the dice.