House Shyeel Arcanists

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Retribution Logo.jpg House Shyeel Arcanists

Retribution Unit

Mk4 icon.png
Prime
This model is available in one Prime Army, Legions of Dawn. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

House Shyeel is best known for its feats of ingenuity in the engineering and production of myrmidons. Unlike other arcane mechanics in the service of the Retribution, Shyeel arcanists are equipped to wade into battle to return impaired myrmidons to the fight. These arcanists train to master both the arcane arts and the practical skills necessary to repair the damaged mechanisms of a myrmidon under fire, manipulating kinetic force for both offense and defense.

Basic Info

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

Abilities

  • Force Barrier - This model gains +2 DEF against ranged attack rolls and Blast Resistance. (Blast Resistance - A model with Blast Resistance gains +4 ARM against blast damage.)
  • Repair [d3+1] (★ Action) - RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3+1 damage points from it.
  • Magic Ability [ 5 ] - 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.

Weapons

  • Multi-Tool - 0.5" reach, P+S 9 melee weapon

Spells

COST RNG AOE POW DUR OFF
Empower

(★ Action) CMD - - - No
Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack also gains 1 focus point.
Force Strike

(★ Attack) 8 - 12 (★) Yes
On a critical hit, the model hit becomes knocked down.

Weapon Attachment

House Shyeel Arcanists may have a Soulless Escort added to them. His info has been omitted from this article for brevity.

Theme Forces


Thoughts on House Shyeel Arcanists

House Shyeel Arcanists in a nutshell

A small unit of mechanics who primarily give focus to your jacks. Though the same cost as 3 Arcanist solos they are far more resistant to being killed at range, and are immune to blasts - something that is commonly used to dispatch elusive, but squishy support models. You can also still take the Arcanist solos making them a great bonus if you are running jack heavy.

Combos & Synergies

  • Adeptis Rahn - On Feat turn you can get some good use out of their offensive spell.
  • Any caster who wants to run their jacks well but still cast spells to.
    • Special mention for Vyros2 who is known for being thoroughly focus strapped. Forges of War theme benefit, the usual gaggle of Griffons and the addition of one or two units of House Shyeel Arcanists along with Arcanist Mechaniks means that V2 rarely, if ever, needs to worry about allocation.
  • Arcanist Mechanik - a fair work union; he provides Concentrated Power, while the unit handles out Empower. Or, take the Empower to eleven and max FA of both solo and unit means an additional 9 focus to add to whatever Power Up generated... that's a lot of focus that could make even Convergence of Cyriss jealous, though it is quite points intensive (a rather whopping 20pts all told, but functional lists do exist with this combo).
  • House Shyeel Magister - should they be in melee or casting spells? Ideally no, but if there is nothing to repair he will grant veteran leader.
  • Helios - You can empower it and it can then pass the focus over to other jacks, or you can fill it back up after is topped off other jacks in range.

Drawbacks & Downsides

  • They cost the same as 3 Arcanist solos who do the same job but can spread out more.
  • Even with blast immunity, they can still be easily killed by auto-hitting things - most notably collateral damage, continuous effects and electro leaps.
  • Because of their cost and function and the reasoning of Concentrated Power for bringing 1/2 Arcanist Solos, there's a fear of support bloat depending on what other solos are taken (i.e. House Shyeel Artificers, Sylys Wyshnalyrr or the Merc/Minion of choice) even if they may be free. There's sometimes a chance of either wasting focus, or overcommitting battlegroup models fuelled up simply because they have the focus to attempt things they otherwise wouldn't.

Tricks & Tips

  • Remember, they're not solos; you'll need them to be in formation to be useful.
  • Also don't forget to note that Empower is based on CMD RNG, not any arbitrary range, so their Empower has a slightly wider range of effect than the Arcanist solo's.
  • Though primarily there to give your jacks focus, don't be afraid to use their offensive spell, especially when Rahn feats.
  • 2 giving focus and 1 fixing will run a full jack for your caster quite well.
  • Scale your repair needs. Considering the worst scenario, 1 can repair 2 crippled systems on your jack. The AFG is also a fine target for repairing, considering that it is especially well defended against ranged attacks.


Other

Trivia

  • Released 2017.04

Other Retribution models

Retribution Logo.jpg       Retribution Index       (Edit)
Battlegroup & Similar
Warcasters

Elara2 - Falcir1 - 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

Aeternae - Banshee - Daemon - Discordia - Hemera - Hydra - Hypnos - Imperatus - Manticore - Phoenix - Sphinx

Colossal Hyperion - Helios
Units, Solos, & Battle Engines
Units

Cyelna & Nyss Hunters - D Destors - D Invictors - D Sentinels - Heavy Rifle Team - H Halberdiers - H Riflemen - HE Swordsmen - HE Wardens - HS Arcanists - HS Battle Mages - HV Electromancers - MH Infiltrators - MH Strike Force - Ryssovass Defenders - Spears of Scyrah - Stormfall Archers
Special: Eiryss3 (CA) - Soulless Escort (WA)

Solos

Aelyth Vyr - Arcanist Mechanik - D Destor Thane - D 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 - HE Warden Executioner - HS Artificer - HS Magister - Houseguard Thane - Lanyssa Ryssyl, Nyss Sorceress Lys Healer - MH Assassin - Narn, Mage Hunter of Ios - Nayl - Priest of Nyssor - Scythe - 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
Refer to Category: Retribution of Scyrah Mercenary
This index was last updated: 2021.04

Rules Clarifications

RC symbol.png

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

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.
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 initial ranged or initial melee attacks on the same turn you use a MA.
  • You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
  • 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 without using their Combat Action. These models get around all the restrictions listed above.
  • Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
  • Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
  • Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
  • Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.
RC symbol.png

Rules Clarification : Empower and/or Recharge     (Edit)

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

Rules Clarification : Force Strike      (Edit)

  • 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.