Kaelyssa, The Night's Whisper
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Kaelyssa, The Night's Whisper |
Prime This model is available in one Prime Army, Shadows of the Retribution. 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. |
Kaelyssa is the foremost strike force commander of the Retribution’s mage hunters. Her sergeants claim she can hear the heartbeats of the enemy and taste their movements on the wind. Those wizards caught in her sights are left defenseless as their own magic is negated or turned against them. To Kaelyssa her calling is a dangerous but thrilling endeavor, and with every mission she extends the depths of her formidable talents.
Basic Info
Kaelyssa1 | |||||||||||||||||||||||||||||||
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Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
Feat : The Vanishing
While in Kaelyssa's control range, friendly Faction models gain Stealth and cannot be charged or slam power attacked. The Vanishing lasts for one round.
Abilities
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Pathfinder
- Synergistic Magic - This model can gain power tokens. When this model destroys an enemy model with an attack, this model gains a power token. This model can spend power tokens to upkeep and cast upkeep spells as if they were focus/fury.
- True Sight - This model ignores cloud effects when determining LOS. This model also ignores Stealth.
Weapons
Runebolt Cannon | ||||||||||||||
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RNG | ROF | AOE | POW | ||||||||||
10 | 3 | - | 12 | |||||||||||
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Vengeance | ||||||||||||||
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RNG | POW | P+S | |||||||||||
0.5 | 6 | 12 | ||||||||||||
Spells
COST | RNG | AOE | POW | DUR | OFF | ||
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Backlash
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3 | 8 | - | - | Upkeep | Yes | |
When target enemy warjack that is part of a battlegroup is damaged, its controller suffers 1 damage point. | |||||||
Banishing Ward
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2 | 6 | - | - | Upkeep | no | |
Enemy upkeep spells and animi on target friendly model/unit immediately expire. Affected models cannot be targeted by enemy spells or animi. | |||||||
Blur
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2 | 6 | - | - | Upkeep | No | |
Target friendly Faction model/unit gains +3 DEF against ranged and magic attack rolls. Models are not affected while out of formation. | |||||||
Phantom Hunter
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2 | 6 | - | - | Turn | No | |
Target model in the spellcaster's battlegroup ignores LOS when making charges and attacks. That model ignores concealment, cover, and Stealth when resolving attacks. Phantom Hunter lasts for one turn. | |||||||
Refuge
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2 | 6 | - | - | Upkeep | No | |
At the end of an activation in which the target friendly Faction model hit an enemy model with an attack, the affected model can make a full advance. It cannot be targeted by free strikes during this movement. |
Theme Forces
- Defenders of Ios
- Forges of War
- Legions of Dawn
- Shadows of the Retribution. She gains "optional take down" in this theme.
Thoughts on Kaelyssa
Kaelyssa in a nutshell
A bit on the squishy side, Kaelyssa is a support caster with a very diverse toolbox. Who needs to be quite aggressive with her gun to get the most out of synergistic magic.
With her gun alone brings a great deal of utility, whether it's the Mechanikal Seizure ability to force the use of a focus to shake (or better yet, making it easy for the rest of your army to hit and destroy!) (pro-tip, if you can disrupt, do that too, but leave the poor sucker well alone, as there's nothing funnier than a sad Deathjack, Avatar of Menoth or Behemoth, rendered literally useless (Jumpstart notwithstanding) by both Stationary and Disrupt effects), or the Energy Siphon ability which can help out on an assassination run or mess with a warlock's fury management, or the Dispel, which is often unnecessary, but so important when you need it (stripping buffs or debuffs as appropriate).
As for her spells, a well used Refuge move can keep your favourite 'jack out of harm's way or keep the AFG aiming and Banishing Ward makes those pesky spell slingers find better targets, while an enemy jack tagged with Backlash can apply additional pressure to your opponent's caster.
Her feat is typically used to facilitate a melee based alpha while also protecting her army from most incoming fire for a turn.
Spell thoughts
Phantom Hunter is a great spell that can be used on some of the more interesting guns on Ret's Myrmidons. Phantom Hunter can help land a Momentum shot from a Banshee in places where the enemy caster thought they were safe with Stealth, behind LOS blocking units/obstructions, or cover. Landing a boostable RNG 15 (or RNG 17 with an AFG lurking about) POW 15 from a loaded up Hydra shot is also a useful tool for putting the hurt on a opposing warcaster or warlock, or just sniping out valuable support solos from half the board away.
Blur can be useful for keeping units with already high DEF alive from direct shooting. Battle mages can be DEF 18 immune to blast and House Ellowuyr Swordsmen can be DEF 18 to direct shooting. Even putting Sentinels up to DEF 15 against shooting can be useful with their high armor. Be wary of Blessed shots, though.
Refuge is a great spell to put on Kaelyssa to make maximum use of her fantastic gun, making her able to reach out and touch targets then retreating to safety. This can also be put to use to keep Myrmidons with lower gun ranges safe to get more round of shooting. Discordia being able to retreat 6 inches after spraying her fantastic 10 inch spray is almost mean, especially if you happen to clip with opposing caster/'lock. The AFG can ironically make use of this after giving up its initial move to Aim and get those wonderful bonuses, then making a 4 inch move to reposition to a new firing position in readiness for the next turn or to exert scenario presence.
Feat thoughts
Kaelyssa has a fantastic feat for delivering melee units. Sentinels getting stealth and being nonchargeable guarantees a good chance of them arriving in one piece, more so with the extended deployment benefit from their theme. Fast units, like Halberdiers under Desperate Pace and advance move can put themselves in an intimidating spot when they get stealth and cannot be charged.
Drawbacks & Downsides
- Kaelyssa does not have any to hit or damage fixers, except Phantom Hunter for only her battle group and Mechanical Seizure only against warjacks.
- Units will have to work off their base stats in most cases.
- Her feat is one turn of safety, but after that her army can crumple like paper.
- She struggles against super heavy armor, and typically any infantry hate as her typical lists have a good portion of them dedicated to infantry.
- Consequently, a prime counterplay against her usual lists in Defenders of Ios is to run to engage with a handful of models that the usual infantry will struggle to remove without charging.
- Trampling heavies has the same result, except that bought attacks will do some damage, impending frenzy be damned because there's still a heavy in the middle of her formation.
- Her assassination game is easily shut down by Shield Guards (and other anti-shooting tech), so they must be priority targets before she has a decent shot.
Tricks & Tips
If you're lucky, you might be able to feat with only your models on the scenario zone. Your opponent is forced to rush in something without the movement benefit from charging. This will most likely net you the first melee blows and, in some cases, disrupt your opponent's formations.
Messing with an opponents fury with her siphon gun is a great way to try and get opposing warbeasts to frenzy by adding fury, or make the opposing warlock have to cut them selves to fill up their fury if you want to steal it off their beasts.
When preparing an assassination, never boost to damage with her Runebolt Cannon, at POW 10 it is almost never worth it and she could do with the extra camp. Instead, use the extra Focus to buy an Energy Siphon shot to take away a transfer or Arcantrik Reinforcement opportunity.
Eiryss1 or 2 for their ability to Disrupt make them Kaelyssa's best buddies. For flexibility and the fact that you can always take them for free irrespective of theme, Eiryss1 offers more against Hordes (in stripping all Fury as well as Focus depending on target), where Eiryss2 is more about upkeep hate. Therefore, whether against Warmachine or Hordes, the Eiryss1/Kaelyssa combo always have some annoying trick up their sleeve (Stationary x 3 plus a Disrupt against Warmachine, and seriously messing with Fury against Hordes).
List Building Advice
Strategy
Her main method of winning is assassination. Her feat can deliver a good alpha to buy a turn of two by delivering Sentinels, or Halbs to thin your opponents numbers down. Then utilizing Ret's excellent Myrmidon shooting and Kaelyssa's own shooting prowess, wait to set up your assassination run once you have the distances. No one can hide from her battle group with Phantom Hunter. Her typical build, and Ret in general, cannot attrition very well with no multi wound infantry and her lack of melee jack support. And Ret's units are too soft to hold zones in many cases if your plan is to win on scenario in an extended battle. The threat of Sentinels and battlegroup shooting can help keep your opponent from flooding the scenarios, but it is only a matter of time before you start losing pieces. If they bring their valuable pieces too close, in this case being 18" from Kaelyssa herself or 21"/17" of her Hydra(s)/Banshee(s), then you can make your move.
What Kaelyssa doesn't like are inaccurate units (unless you bring a Banshee for DEF fixing). She also has issue protecting units and solos that operate outside her feat. Also, since Kaelyssa has up to 3 shots that can dispel from a good distance away, units with Blessed can be seen as occasionally redundant. Ironically these make her not work with Mage Hunters as well as she does with other units despite her being a Mage Hunter Warcaster.
Theme thoughts
- She loves taking Dawnguard Sentinels as her feat is a superb delivery system. They are her heavy lifters when it comes to armor. She also keeps them safer from non-boostable RAT 7 guns with Blur.
- Ryssovass Defenders - Precision Strike can be used to carve out cortex columns so affected warjack can no longer shake stationary from her gun. As they have Defensive Line they are probably the best Blur target in the faction.
- House Vyre Electromancers - Cortex Damage and Energy Leak go very well with her stationary shots.
- Ghost Snipers can also contribute to the cortex hunting.
- House Ellowuyr Swordsmen are a great jam unit with Blur putting them up to DEF 18 against direct shooting and allowing to disengage with their parry.
- The ubiquious Arcantrik Force Generator is a great Refuge target and extends the range of her favourite jacks, the Banshees and Hydras, for even more control.
- Discordia can use her fantastic spray safely with Refuge, allowing her to gun down infantry or hope to tag opposing casters with Brain Damage, then retreat to the optimal position for her imprint.
- Mage Hunter Infiltrators with Eiryss3 attached can apply Mark Target to make her shots connect even more reliably.
- Lynus & Edrea - Applied Knowledge gives her targeted damage, so she can carve out columns herself. Removing cloud effects is also handy for her.
- Hermit - an all important damage buff.
Battlegroup
She generally works with only a small group of Myrmidons as casting Phantom Hunter on them and/or herself, and boosting her shots is her game plan, and that is draining her resources enough already.
- Hydra - You only have to fill them up once, a job that Arcanist Mechaniks can handle, and they have the longest range gun to be a threaten Phantom Hunter with.
- Aeternae - If you play in Defenders, they can accumulate off of House Ellowuyr models, which is enough to fully boost their AP shot without her input (bar Phantom Hunter).
- Banshee - The Momentum canon is something that cannot be ignored by your opponent thanks to Phantom hunter. You need to rely on Mechaniks to fill them up every turn though.
- Harpy - RNG 12" Thunderbolt guns are great with Phantom Hunter!
Starting a 25 point Brawl list
In 2020.11 Jaden Iwassa, one of the LOS authors, put together this list for the Brawlmachine format. He even wrote about it's playstyle, which you can read here.
- Arcanist Mechanik: [2 pts]
- Eiryss1: [Free] (7 pts)
- Scythe: [6 pts]
- Houseguard Halberdiers (Min unit) [8 pts]
- Officer & Standard: [4 pts]
Total RRP: USD $200 (based on PP's online store prices 2021.04)
For more Brawlmachine list ideas, see Category: Brawl List
Other
Trivia
Released in Forces of Warmachine: Retribution of Scyrah (November 2009)
She likes wine and wants to eat Vyros's bird, though no-one is quite sure whether she's serious or not. In terms of personality, though, she is the most gregarious of the Mage Hunters and is far removed from Garryth, Narn and even Ravyn in terms of her dealing with the Mage Hunter squads. If the backstory of her Force Wall theme is anything to go by, for an Iosan she has a very strong sense of humour (operative words: for an Iosan).
Video Battle Reports
- 2019.04 Connor's Retribution Analysis, vs Arkadius1
- 2019.04 Connor's Retribution Analysis, vs Gorten1
- 2018.12 Tactical Supremacy, vs Krueger2
- 2018.11 Tiny Men, vs Vladimir1
- 2018.09 Tactical Supremacy, vs Vladimir2
- 2018.05 Advanced Maneuvers, vs Maelok1.
- See also Category: Video Battle Reports for more casters with videos.
Other Retribution models
Rules Clarifications
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Rules Clarification : Feat: The Vanishing
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Rules Clarification: : Warcaster (Edit) | ||||
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Rules Clarification : Pathfinder (Edit)
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Rules Clarification : Synergistic Magic - None yet. (Edit)
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Rules Clarification : True Sight (Edit)
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Rules Clarification: : Magical Damage (Edit) |
* 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)
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Rules Clarification : Attack Type and/or Arcane Savant (Edit)
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Rules Clarification : Dispel (Edit)
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Rules Clarification : Mechanikal Seizure (Edit)
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Rules Clarification : Snipe (Edit)
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Rules Clarification : Siphon Bolt and/or Energy Siphon (Edit)
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Rules Clarification : Backlash (Edit)
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Rules Clarification : Banishing Ward - None yet. (Edit)
Rules Clarification : Blur - None yet. (Edit)
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Rules Clarification : Phantom Hunter (Edit)
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Rules Clarification : Refuge (Edit)
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- Retribution of Scyrah
- Mage Hunter
- Model
- Does have Mk4 rules
- Warcaster
- Stealth Feat
- Anti-Slam Feat
- Pathfinder
- Synergistic Magic
- True Sight
- Magical Damage
- Attack Type
- Dispel
- Mechanikal Seizure
- Snipe Attack
- Energy Siphon
- Backlash
- Banishing Ward
- Blur
- Phantom Hunter
- Refuge
- Defenders of Ios
- Forges of War
- Legions of Dawn
- Shadows of the Retribution
- Brawl List
- Video Battle Reports