Dawnguard Trident

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Retribution Logo.jpg Dawnguard Trident

Retribution Dawnguard Battle Engine

Built expressly to serve as an armored assault platform for the Dawnguard, the Trident unleashes a blistering barrage of fire. Utilizing advanced gravity-mitigating fields first developed by House Shyeel allies, the arcanist guiding the Trident can impel it forward at great speed, also accelerating accompanying myrmidons or warcasters, before delivering its weight with ramming force. It follows this crushing assault with an onslaught of its primary weaponry — a trio of heavy thresher cannons, each crewed by an expert gunner.

BAHI icon.png

Black Anchor Heavy Industries
BAHI models are not available through normal distributors or local retailers. Players must purchase them directly from PP's online store.

See also Category: BAHI.

Basic Info

Dawnguard Trident
Missing Info
Dawnguard Trident.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Huge
SPD 7
STR 12
MAT 6
RAT 6
M.A. N/A
DEF 12
ARM 18 / 20 (★)
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 30
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 16
N/A
N/A
FA 2
(★) 20 including the Shield bonus
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.
  • Flight - This model ignores (almost) all terrain when moving. This model can move over other models, and ignores intervening models when declaring charges.
  • Build Up Power - If this model advances during its Normal Movement, it gains d3 power tokens. This model can have up to three power tokens at any time. During its activation, this model can spend power tokens to boost one attack or damage roll for each token spent.
  • Coordinated Movement - Friendly models can ignore this model for determining LOS, and can advance through this model if they have enough movement to move completely past it.
  • Dual Attack - This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
  • Psycho Matrix - The Trident can spend power tokens on the following:
    • Force Shield - At any time during its activation, the Trident can spend a power token to give itself Force Barrier. (Force Barrier - This model gains +2 DEF against ranged attack rolls and does not suffer blast damage.)
    • Telekinetic Wave - When the Trident finishes its Normal Movement, it can spend a Power token to use Telekinetic Wave. When it does so, choose a friendly Retribution non-huge-based model within 2" of the Trident. That model is placed anywhere completely within 2" of its current location. A model can be placed by Telekinetic Wave only once per turn.
  • Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
  • Shooting Gallery - This model gains +2 to ranged attack rolls against models within 5" of it.

Weapons

  • Thresher Cannon (x3) - 10" range, ROF d3, POW 13 ranged attacks
  • Ram Prow - 1" reach, POW 4, P+S 16 melee attack
    • Shield - This weapon is a shield that gives the model a cumulative +2 ARM bonus. A model does not gain this bonus while the weapon system with the shield is crippled or when resolving damage that originates in its back arc.
    • Smite - A model directly hit by this attack can be slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. The POW of collateral damage is equal to the STR of the Trident (12).

Theme Forces

Thoughts on the Dawnguard Trident

Recent Release icon.jpg

New model - This article is a Work In Progress
This model has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Please don't delete this warning unless you (1) have played several games with the final rules (games with CID rules don't count) and (2) you've reviewed this article and it mostly(★) matches your experiences.

(★) Bearing in mind that other editors may make suggestions you don't think are the "best" but that doesn't make them "wrong". Don't delete stuff just because you disagree with it, please.
See also Category: Recent Release and Category: Recent Change.

Dawnguard Trident in a nutshell

The Trident is a floating gun platform with some added utility - akin to the Seraph in the Legion of Everblight. Not all of the battle engines are capable of boosting attack or damage rolls, but the Trident's Build Up Power solves this issue easily.

With its Psycho Matrix it can reach very high DEF against shooting for a huge based model, and can still teleport friendly units, if has enough tokens to do so. With an adequate ARM20 on the front and 30 damage boxes it can stand up to some heavy brawling and can still respond in kind - though a fully loaded heavy may still like to thrash it.

Normally huge bases can be difficult to maneuver around the battlefield and will often get jammed in place by opposing troops, but between Dual Attack, Shooting Gallery, Coordianted Movement and Flight jamming the Trident is anything but easy.

Typical Activation
There's quite a lot going on with all those special rules, so to break it down this is what it normally does:

  1. Move with your Normal Movement
  2. Generate d3 power tokens thanks to Build Up Power
  3. Finish movement, and trigger Telekinetic Wave (if you want to)
    • You can only use Telekinetic Wave once per turn.
  4. Roll all 3d3 ROF at the start of your Combat Action
  5. Make all your ranged attacks, and your melee attack, in any order
    • Dual Attack allows you to shoot before melee even if you charge (if you want to).
    • You don't have to 'complete' a gun before switching to the next one. You could shoot once with the left gun, then with the right gun, then switch back to the left gun (if you want to).
  6. Cast Force Barrier at some stage (if you want to).
  7. Finish all attacks, and Reposition 3".
    • You can't trigger Force Barrier after Reposition, because Reposition causes your activation to end.

Combos & Synergies

  • Adeptis Rahn - The Trident is an excellen target for Polarity Shield as it keeps it save from charges which are the main way to deal with high ARM models such as the Trident. Telekinesis is also a great way to extend its threat ranges and MAT.
  • Lord Arcanist Ossyan has three great upkeeps for it. Fortune is great on any model (but can eat huge portions of your clock), Shatter Storm combined with its high fire rate makes it an infantry blender and Quicken gets it up the board real fast. Remember that a model can only be affected by one upkeep, so you have to choose between them wisely, e.g. use Quicken to get to the frontlines faster, then swap to Detonator if the enemy brought many soldiers. If he has an army with a lower body count use Fortune instead. Lastly, his feat puts its damage potential through the roof, as with any ranged model.
  • Elara, Death's Shadow - Main synergy here is the feat. Charging 12" through enemy lines without provoking free stickes is great, especially if you can smite something into the enemy caster and for setting up shooting gallery (which also stacks with Marked for Deathfor effective MAT 10).
  • Lord Ghyrrshyld, the Forgiven - Let's see: A RAT fixer, anti-stealth, an ARM debuff AND ghostly? Yes, Tridents are great with the top most caster of the Retribution.
  • Issyria, Sibyl of Dawn - Blinding Light is another RAT fixer, while Crusaders Call speeds it up. The Feat is also great on the Trident, solving Stealth issues and upping hitting and damage. Also it can be ARM 22 under Inviolable Resolve, though you might want to put that on a unit.
    • With her character jack Hemera's Mark Target Shooting Galery and Blinding Light it can shoot at RAT 12! Add in her feat and you will comfortably hit Def 20 models.
  • Kaelyssa, Night's Whisper - Banishing Ward can keep it save from spells, while her feat keeps it save from shooting and charges. Alternatively, Refuge can be great on the Trident, allowing it to ferry into relative safety after shooting. Blur also makes it DEF 17 against shooting and magic.
  • Ravyn, Eternal Light also has a slew of great tools for it. Snipe means it can shoot something from 21" away, which will only matter in earlier turns though, given that you want to make use of Shooting Gallery. If you are close enought for Shooting Gallery though, you are also close enough to Countermeasure, which can be great on a huge base. Veil of Mists also gives it effectibe ghostly again, so if can phase through enemy models without provoking free strikes. And lastly, the Feat (Ret has a lot of feats adding die to guns). With Swift Hunter and its high RoF it can potentially move 18" in all directions.
  • Thyron, Sword of Truth - Spellpiercer is decent on any ranged model so they can shoot Gremlin Swarms and the like off the table, and blessed is never a bad thing to have either. Since you can't put Storm Rager on it, the synergies end here, unfortunately.

Drawbacks & Downsides

  • You cannot run and use its supporting abilities.
  • Though it has one of the highest DEF against shooting among the Battle Engines, ranged magic attacks may still easily hit it.
  • Like all battle engine, it is not part of your battlegroup, thus cannot be enhanced by those spells.
  • Guns with random rate of fire can let you down in the worst possible moment.
  • Your damage output is tied to your combat action, while Power token gathering is tied to advance. Watch out for - the fortunately few - things that counters either one or both of them like Shadow Bind, Blind, Blinding Light, Deadweight, Haley2's feat, etc.
  • This model is a BAHI model. It is not available in stores, it can only be purchased directly from PP's online store (or 2nd hand).
    It is easy to get in the US, and somewhat easy to get in the EU after PP organised a UK warehouse in early 2019, but for players elsewhere in the world the shipping costs and/or local import taxes make BAHI models hard to get a hold of.

Tricks & Tips

  • You don't have to spend all your power tokens. They don't expire, so unspent tokens will be kept for your next activation.
  • The timing on Build Up Power vs Telekinetic Wave is a bit easy to misintrepret, but the end result is: You generate new Power Tokens before you can spend any on Telekinetic Wave.
  • Forfeiting your movement to aim is rarely worth it; Shooting Gallery means that often you don't need the aiming bonus and also, somewhat more importantly, if you aim then you won't generate power tokens.
  • Thanks to Dual Attack you can charge in, slam your target, then pepper the now knocked-down target with all of your shots.
    • You won't get the extra 2" range for the Ram Prow's Smite via the huge base, as it is not a Power Attack Slam.

Other

Trivia

  • Released in 2018.11
  • Nicknames: Dawnmower, Lawnmower, (Dawn)sled
  • Nickname for the 'Telekenetic Wave'-ability: Shipstream

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 : 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:  : Flight      (Edit)
(Click Expand to read)

 
  • Flight doesn't ignore:
    • Impassable terrain and hazardous terrain
    • Templates that stay in play and do damage to models moving through them (such as a Scather).
    • Free strikes.
  • Trampling with a flying model (Edit)
    • Flight allows you to trample "over" medium- and larger-bases.
    • Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
      • Unless, of course, you have an exception like Blade Rush.
  • Flight on a Cavalry model (Edit)
    • Although you can move over obstacles/models while charging, if you want to stop and make Impact Attacks while you fly "over" models you need to stop in a legal position. You can't make Impact Attacks while your flying horse is on top of obstacles, models, etc.
  • 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.

Rules Clarification : Build Up Power - None yet. (Edit)

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Rules Clarification : Coordinated Movement      (Edit)

  • The "can ignore for LOS" is not optional. You cannot opt to "turn off" your ability to see through models, in the hope of getting a free strike or some such. (Infernal Ruling)
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Rules Clarification : Dual Attack      (Edit)

  • If you have multiple ranged attacks and/or melee attacks, you can intermingle them in any order. (Infernal Ruling)
  • You can charge, make a ranged attack, then make your charge melee attack. Even though you made a ranged attack, that doesn't change the fact that your first melee attack is the charge attack. (Infernal Ruling)
  • You must complete all initial attacks before buying attacks. You can't go: Make an initial melee attack, then buy a melee attack, then make an initial ranged attack. (Locked Thread)
  • You can't use Dual Attack with a (★) attack. Dual Attack only lets you make either:
    1. Initial melee attacks and initial ranged attacks.
    2. Power attack and initial ranged attacks.
      Any other combination of (★ Attack) and initials is disallowed. See this thread for full explanation and links to relevant Infernal Rulings.
  • There is no penalty for shooting an enemy you are in melee with.
  • Your ranged attack(s) can target a model you are not in melee with. (Infernal Ruling)
  • Dual Attack & Drag ( Edit )
    • This is pretty-much limited to just the Prime Axiom under Syntherion
    • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
    • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
    • If you didn't charge then ... just go nuts. There's no restrictions that I know of.

Rules Clarification : Psycho Matrix - None yet. (Edit)

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Rules Clarification : Force Shield      (Edit)

  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)

Rules Clarification : Force Barrier - None yet. (Edit)

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Rules Clarification : Telekinetic Wave      (Edit)

  • This is similar to Slipstream, but one important difference: Telekinetic Wave only lets you place someone who is within 2" of the Trident's end position.
  • You can only use Telekinetic Wave once per turn, because you can only finish your Normal Movement once per turn.
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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)

Rules Clarification : Shooting Gallery - None yet. (Edit)


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Rules Clarification : Shield and/or Buckler     (Edit)

  • The only time you lose the Shield bonus is when the weapon is crippled, or if the attack originates in your back arc. (Infernal Ruling)
    • In other words, you still get the Shield bonus while knocked down or stationary.
  • You don't get the Shield bonus vs stuff originating in your back arc. This includes stuff that "leaps" off models in your back arc, such as Electro Leap. (Locked thread)
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Rules Clarification : Smite      (Edit)

  • This rule changed in Mk3 to no longer say it "adds the weapon's POW". It still does add the POW, however, because the whole section on calculating Slam damage was reworded in the main rulebook.
  • Smite is not a Power Attack Slam, it is just an attack which causes a model to be slammed. As such, you can smite friendly models.
  • You can trigger Critical Smite on a free strike.
  • If you Smite on a charge, then the slam damage will be boosted.
  • Chain Attack Smite only - Unlile the other versions of Smite, a Chain Attack one doesn't have the distance halved when a smaller base model smites a larger. The Knights Exemplar Seneschal is just that awesome.
  • See also the clarifications on being slammed