Arcantrik Force Generator

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Retribution Logo.jpg Arcantrik Force Generator

Retribution Vyre Battle Engine

The arcantrik force generator is a massive engine of war that houses one of the most devastating and complex weapons in the arsenal of the Retribution of Scyrah. Its teleforce cannon, which fires concentrated bursts of kinetic energy, represents the very pinnacle of Iosan arcane science. Blasts from the force generator shatter anything they touch, reduce the ground to craters and rubble, and fling enemies aside like broken dolls.

Basic Info

SOM icon.jpg

Special Order Model
This model is no longer available through normal US distributors (as of 2018.04). Instead your local game store needs to order it through PP's Special Order Service. More info is available at PP Retailer Support As of 2019.09, PP have removed the SOS info from the Retailer Support website.

International distributors can still access the entire catalog of models.

See also the Official Press Release and/or Category: Special Order Model.

Arcantrik Force Generator
Missing Info
Retribution AFG.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Huge
SPD 4
STR
MAT {{{mat}}}
RAT 7
M.A. N/A
DEF 10
ARM 18
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 24
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 17
N/A
N/A
FA 2
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

  • Battle Engine - All battle engines share the same special rules, most notably being immune to a bunch of stuff. Click here for the long version.
  • Construct - This model is a construct and is not a living model.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Gunfighter - This model can use its ranged weapon(s) even while in melee, but with limitations. Click here to learn more.
  • Polarity Field - This model cannot be charged or slam power attacked by a model beginning the charge or slam in this model's front arc.
  • Focused Power - While within 2" of this model, the ranged weapons of friendly warjacks gain +2 RNG. If this model uses its Normal Movement to aim, its ranged weapon gains +2 RNG and it gains +2 to its ranged attack damage rolls that activation.
  • Carapace - This model gains +4 ARM against ranged attack damage rolls.
    This rule changed 2019.07. It no longer works vs free strikes.

Weapons

  • Teleforce Cannon - 14" range, ROF 2, POW 14 ranged weapon

Theme Forces


Thoughts on Arcantrik Force Generator

Arcantrik Force Generator in a nutshell

Arcantrik Force Generator (aka Noisy Cricket/Space Cricket) is a flexible gun platform first and a support piece second. Its main selling point is, obviously, the Teleforce Cannon. Want to knock down an enemy for the killing blow? Evaporate chaff infantry? Halt their advance with rough terrain? Or just hammer a heavy target with boosted shots? Want to do two of these (whether the same or different) each turn? The AFG has it all.

The support feature, Focused Power, is a poor man's Fire Group as you must keep your battlegroup members close to an otherwise painfully slow model, though there are ways of moving it a little quicker up the board.

In terms of durability, it doesn't have many hitboxes and can be fragile. However, Polarity Shield keeps it mostly safe from melee during the mid game, and Carapace makes it impervious against unboosted POW 10 shooting and AOEs. Still, stronger shots and spells of any kind can quickly drain its health boxes.

Combos & Synergies

  • Anything with a hefty gun will appreciate the range booster capability. Hydras are the most obvious choice, but Banshees and other warjacks can benefit as well.
  • The House Shyeel Magister's Whip Snap can be used to let it aim and still move up, but it is situational as the Magister needs an enemy model close enough to hit and trigger it.
  • Casters with Deceleration (Helynna and Vyros2) give an extra layer of survival against shooting, up to the point, that even boosted POW 10 attacks will have hard time hurting you. Helynna under her feat makes it nigh-immune against shooting with an effective ARM 27. However, they do not really offer much direct synergy to the AFG beyond that.
  • Ossyan is the best friend of a ranged gun platform, which can - under his feat - deliver 2 POW 14(16) + 4D6 shots, and becomes nigh-invulnerable against ranged retaliation.
  • Adeptis Rahn has a plethora of board controlling spells, and the AFG provides another tool for pushing enemies around. Telekinesis also works on it.
  • Kaelyssa with Refuge heavily mitigates the AFG's mobility problems as it allows it to aim and fire then reposition up the board afterwards and aim next turn as well.
  • Garryth1 profits greatly from the AFG's presence. He can enhance its threat range with Mirage, get an extra shot with Sentry (with any of the firing modes), and has a nice tool to knock down his target for a proper assassination run.
  • Garryth2 loves slam guns for his feat turn. And there is no gun that slams as good as the AFGs in Retribution. Also it is great at procing Road to War.
  • Ravyn is your only caster with Snipe. Now, standing still suddenly does not sound so terrible, since you can deliver 2 RNG 20 shots into your opponents lines in whatever combination you want, hotswapping turn to turn allowing her to run two without much trouble. And obviously, feat increases the already solid changes of their shots hitting.

Drawbacks & Downsides

  • It's a special order model.
  • As every Battle Engine, it is not part of your battlegroup, so those spells won't affect them.
  • The second squishiest Battle Engine after the Transfinite Emergence Projector (1 HP difference so some might argue that distinction!). Though Carapace eases the ranged threat, weapon master enemies turn it to scrap metal in no-time (even without charging). And because the AFG's native ARM isn't especially high, a trampling heavy can destroy it with just purchased attacks with a only a bit of buffing.
  • Gunfighter is not as good as Dual Attack - you cannot charge in to get extra range for your shots, like the Storm Strider.
  • One of the slowest Battle Engine and you must stay in place to use Focused Power's range extender.
  • Anything that forbids shooting, nullifies its combat output.
  • As it is on a huge base, it is easily targeted, along with all the problems common to battle engines, more so because the AFG likes to (and generally needs to) stay still.
  • It has no way of ignoring Stealth (except via Issyria's feat) or defensive spells (except via Thyron's Spellpiercer, though Ret does have a few ways of stripping upkeeps).

Tricks & Tips

  • 2 rough terrain templates per turn can really mess with the enemy's charge lanes, if they lack Pathfinder. Sometimes it worth even to just blind-fire into the distance, and hope for a good scatter roll.
  • Unlike Colossals Battle Engines can be placed - which works both ways. Watch out for enemy casters with Telekinesis and the like.
  • Though it cannot be charged, it will not stop an enemy with multiple attacks to charge in a model beside the AFG, and after the charge attack, deliver its other attacks against the AFG. Place your units around accordingly.
  • Slamming a target back with Momentum (preferably near to some squishy support), then delivering a Blasted Earth upon its knocked-down head is a trick that never gets old.

Other

Trivia

  • released in Warmachine: Wrath (2010)
  • Weirdly, it was included in Kaelyssa's Force Wall tier list in Mk2. This was weird because it was the only House Vyre model in an entirely House Shyeel dominated list.

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

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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 : Attack Type and/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
  • If your target can only be targeted by certain kinds of attack (ie a Menoth warjack with Passage), you can first choose the correct Attack Type (ie Magical Damage vs Passage) and then that allows you to target it. The Attack Type selection and target declaration both occur at Step 1 (Refer Appendix A). (Infernal Ruling)

Rules Clarification : Blasted Earth - None yet. (Edit)
Rules Clarification : Destructor - None yet. (Edit)

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Rules Clarification : Momentum      (Edit)

  • Huge-based models with Momentum don't get the +2" slam distance that normally applies when huge-based models slam smaller ones. Because that bonus movement only applies to a Slam Power Attack and Momentum is an effect of the weapon, not a Power Attack.
  • 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.
  • Slam (Edit) - Refer to the Slam page for a recap of the Slam rules.


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Rules Clarification : Battle Engine      (Edit)

  • The main differences between battle engines and the other huge bases are:
    • They can be placed, and they can move outside their Normal Movement (such as Dodge).
    • They can benefit from Advance Deployment, Incorporeal, and Stealth.
    • They can't make ranged attacks while in melee.
      At least not by default; but many battle engines have Gun Platform, Dual Attack, or similar.
    • Unlike Colossals and Gargantuans, your opponent can take control of your battle engine. There are very few such abilities that work on this model type, though.
  • Huge Base (Edit)
    • Coming on a huge base triggers a bunch of rules scattered throughout the rulebook. Click here for a summary of them.
    • You can draw LOS from your Left arc to a target in your Right arc (and vice versa). See also this diagram
    • Huge-based models get bonus distance on Power Attack Slams. But this bonus doesn't apply to slams caused by other means, such as Critical Smite or the Hurricane's Thunder Charge ability.

Rules Clarification : Construct - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification:  : Gunfighter      (Edit)
(Click Expand to read)

General
  • You cannot Aim if you start your activation in melee. (Infernal Confirmation)
  • A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).

Targeting

  1. Outside of melee
    • If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
  2. In melee, but didn't charge
    • If it didn't charge, it can target anyone it's "in melee" with.
    • This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
    • If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
  3. Charged into melee
    • If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
    • If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
    • However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
  4. Other targeting notes
    • Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee.
    • If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
    • Gunfighter doesn't change the RNG of your gun, it just provides you an ability to use it while in melee and imposes some targeting restrictions.
      • If you're affected by a debuff that reduces your RNG to 1", that will further limit who you can target.
      • If you're affected by a debuff that reduces your RNG to 0", you cannot make attacks (refer 'Weapon Statistics', page 19 of rulebook).

Attack Roll

  • You use the Gunfighter's RAT for the attack roll.
  • Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
  • How the +4 DEF bonus for "being in melee" works with Gunfighters is:
    • they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
    • they never ignore it vs friendlies, because you cannot be in melee with a friendly target.
  • Obviously, if the Gunfighter isn't actually in melee with the enemy target, then the Gunfighter rules don't apply. So they do get the +4 DEF bonus as if it were a normal ranged attack (because it is).

Incorporeal Gunfighters

  • Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
  • If they engage you then you're in melee and your target selection is limited to just models in melee (as explained above).

Gunfighter + an AOE weapon

  • If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
  • If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.

Gunfighter + a spray weapon

  • Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
  • If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.

Units of Gunfighters

  • If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
  • Redirected attack:
    • If they're still engaged, their initial attack (s) must be vs someone in their melee range.
    • If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
    • If they're unengaged, they are now free to shoot anyone within the gun's normal range.

Other interactions

  • Gunfighter vs Point Blank (Edit)
    • If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
    • These two abilities are subtly different, but it's an important difference.
    • Gunfighter allows you to make ranged attacks while in melee.
    • Point blank allows you to make melee attacks with your ranged weapon.
      • Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
      • Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
    • Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
      • Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
      • Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
  • Gunfighter vs RNG modifiers (Edit)
    • Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
    1. If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
    2. If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
    3. If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
    (Infernal Ruling)

Rules Clarification : Polarity Field - None yet. (Edit)
Rules Clarification : Focused Power - None yet. (Edit)
Rules Clarification : Carapace - None yet. (Edit)