Mage Hunter Assassin

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Retribution Logo.jpg Mage Hunter Assassin

Retribution Mage Hunter Solo

Mage hunter assassins are practiced killers and mage hunters with refined skills. Recruitment for this cabal is slow, for their chain blades are tricky and require exceptional reflexes. A skilled assassin can send the blade flying tremendous distances before whipping the chain to bring the weapon to hand for close-quarter fighting.

Basic Info

Mage Hunter Assassin
Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 15
ARM 12
ESSENCE {{{essence}}}
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock



  • Chain Blade - 0.5" reach, P+S 9 melee weapon (but it's so much better than that sounds).

Theme Forces

Thoughts on Mage Hunter Assassin

Mage Hunter Assassin in a nutshell

Just like the PBMT and Yuri, the Mage Hunter Assassin is a heat-seeking missile, with supreme mobility and with the ability to slash targets into kingdom come. Though she lacks Thresher for mass destruction, with Blessed and Decapitation she can deliver (mathematically) the highest damage onto a single target among her peers. Point her toward the enemy, charge in, and see it causing an awful lot of damage. Apart of the toughest opponents, the Assassin is quite capable of killing or badly damaging anything in the game with some lucky dice. She relies on her exceptional DEF and Stealth to stay alive, while a sweet package of Pathfinder + SPD7 + Advance Deployment ensures a superb mobility. For such a low point cost, she is one of the best solo in the faction.

Combos & Synergies

The price tag makes her extremely appealing in the Shadows of the Retribution theme forces, however, you must ensure, that her single strike will be telling. There's no bigger bummer, than rolling snake-eyes against a DEF9 opponent. Attacks, that cause knock-down to your target, or buffs, which help your dice rolls will ensure your points are well spent.

  • Moros - The new sheriff in the town, its Paralysis-causing attacks can line up targets for the Assassin's killing blow.
  • Rahn - Force Hammer can knock targets down, while Telekinesis increases the threat range by up to 2"
  • Issyria - Crusader's Call increases threat range, while her feat helps control the Assassin's attack dice
  • Thyron - Storm Rager and the feat makes her more reliable, as well as letting her back up a bit with Side Step.
  • Garryth - Gallows pulls the targets closer, or opens up charge lanes, while Mirage adds a great deal of mobility. Also his feat ensures that if you cause damage to a warlock, it won't be transferred away.
  • Kaelyssa - Refuge offers you a safe way to get up to 11" away from your target, if you happened to roll poorly for damage. Her feat can also stop charges against your Assassin.
  • Banshee - knockdown the target before you charge in to make sure your attack hits
  • Void Archon and/or The Hermit - With each of them being able to shave 2 ARM off the target of the MHA you can squeeze even more damage out of an already extremely lethal solo. Against an ARM 14 target the MHA goes from an average of ~18 damage on the charge ((4d6-5)*2) to an average of ~26 damage ((4d6-1)*2), and that's just the average.

Drawbacks & Downsides

  • Nimble, but fragile - blast damage, collateral damage and electro leaps kill you
  • One-trick pony - if you fail to hit, or roll really low for damage, she'll be in a world of hurt

Tricks & Tips

  • Her melee range is 4" only during her activation. This is both a boon and a bane. You can charge, stay outside the target's melee range or strike over blocking models, deliver the attack, and then being unengaged so you can follow up with ranged attacks or avoid blocking further charge lanes. Being unengaged gives you the opportunity to charge again the next turn, but also opens you up to being shot at. You can also only free strike at 0.5".
  • Advanced deployment is not just an extended deployment range, it's delayed deployment. While the extra range can let you get turn one or two punches in, consider using it more as a tool to give you information about where they should be deployed, then using them to strike after lines have collided.
  • You've got a 14" threat range unboosted, use all of it. Flanking or held back deployments keep them safe from harm and can still be used to deny large areas of the board on later turns, they can contest and control objectives while still presenting threat.
  • The perceived threat of a MHA is frequently greater then their actual threat. Mediocre MAT combined with low initial power means that high armour or defence (Set Defense is horrible to deal with) stops them cold, but sometimes they do hit and they do land all the sixes. Don't rely on them, expect them to be highly targeted. Smile maniacally when the stars align.



Released in Forces of Warmachine: Retribution of Scyrah (November 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
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)

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 - 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
Units Lady Aiyana & Master Holt - Lynus Wesselbaum & Edrea Lloryrr

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

This index was last updated: 2020.01

Rules Clarifications

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Rules Clarification : Blessed and/or Creator's Wrath     (Edit)

  • Blessed ignores buffs even if they're not directly on the target. For instance, Haley3's Temporal Distortion spell gives a DEF buff to everyone within 5" ... and Blessed ignores it. (Locked thread)
  • You only ignore the DEF/ARM buff if the spell directly adds to the stat. A spell which instead grants a separate non-spell ability, and the ability gives a DEF/ARM buff, would not be ignored. (Infernal Ruling)
    In this ruling, Blessed does not ignore the DEF from Ashen Veil, because the DEF bonus comes from Concealment, and not the spell itself.
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else].
    • For example, the spell Cloak of Ash grants concealment, and models with concealment gain +2 DEF. You would not ignore this DEF bonus.
    • For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.
  • The Mk3 Blessed icon resembles the old Mk2 Magical Weapon icon. Do not get them confused.
  • This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).
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Rules Clarification : Chain Strike and/or Lunge     (Edit)

  • The extra melee range kicks in the instant you start your activation, and if that makes you engage an enemy then it means you can't aim.
  • The extra range does apply during Frenzies (because that is defined as an activation)
  • The extra range doesn't apply during free strikes or when your opponent takes control of your model.
  • It doesn't increase the range of Power Attacks, because you do not apply weapon special rules to Power Attacks (unless they specifically reference Power Attacks, like Hard Head does). (Locked Thread)
  • If you're affected by another range-altering rule (such as Jakes2's feat) then that won't override Chain Strike. (Infernal Ruling)

Rules Clarification : Chain Weapon - None yet. (Edit)
Rules Clarification : Decapitation - None yet. (Edit)
Rules Clarification : Weapon Master - None yet. (Edit)

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Rules Clarification : Advance Deployment      (Edit)

  • Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)
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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.