Mage Hunter Infiltrators

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Retribution Logo.jpg

Mage Hunter Infiltrators
Retribution Mage Hunter Unit
Eiryss, Mage Hunter Commander
Character Command Attachment

Mage hunter infiltrators specialize in hunting and killing enemy arcanists. At home in any environment, they take advantage of their surroundings to close on their target in silence, their blades slicing through arcane wards with practiced ease. From out of the darkness they strike, quickly and efficiently dispatching those whose very existence threatens Scyrah.

After years of hunting human spellcasters and gathering intelligence on the armies of mankind as a mercenary, Eiryss has returned to her proper place as one of the foremost leaders of the Retribution. Now she takes to the field leading other mage hunters, inspiring them to feats of incredible bravery and peerless precision while lending her own deadly skills to rid the world of humanity’s blasphemy against Scyrah.

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.

As of 2019.09, PP has removed

Basic Info

Inflitrators

Mage Hunter Infiltrators
Missing Info
MageHunterInfiltrators.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR
MAT 6
RAT N/A
M.A. N/A
DEF 14
ARM 11
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE 6 / 10 +1CA
COST 9 / 15 +6CA
1.5 each (no CA)
1.9 each (with CA)
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

  • 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.
  • Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
  • Gang - When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.

Weapons

  • Blade (x2) - 0.5" reach, P+S 9 melee weapons
    • Blessed - Attacks with this weapon ignore spells & animi that add to the target's DEF or ARM.
    • Combo Strike (★ Attack) - Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon. (Giving a total P+S = 12)

Soulless Escort (WA)

The Infiltrators may take a Soulless Escort as a Weapon Attachment. Info omitted here for the sake of brevity.

Eiryss3 (CA)

Eiryss3
Missing Info
Retribution Eyriss3.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR {{{str}}}
MAT 7
RAT 9
M.A. N/A
DEF 16
ARM 12
CMD 9
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 6
N/A
N/A
FA C
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

  • Officer - This model is the unit commander even if the unit has a Leader 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.
  • Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
  • Arcane Hemorrhage - When Eiryss hits another model with an attack, that model loses any focus/fury points on it and any upkeep spells it has in play immediately expire.
  • Granted: Reposition [3"] - While this model is in formation, models in its unit gain Reposition [3"]. (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.)
  • Quick Work - When this model destroys one or more enemy models with a melee attack during its Combat Action, immediately after the attack is resolved it can make one basic ranged attack.
  • Tactics: Advance Deployment - Models in this unit gain Advance Deployment.

Weapons

  • Crossbow - 12" range, POW 10 ranged weapon.
    • Blessed - Attacks with this weapon ignore spells & animi that add to the target's DEF or ARM.
    • Weapon Master - When attacking with this weapon, add an additional die to its damage rolls.
  • Crossbow Blade - 0.5" reach, P+S 7 melee weapon.
    • Blessed - As above
    • Weapon Master - As above
  • Saber - 0.5" reach, P+S 7 melee weapon.
    • Blessed - As above
    • Weapon Master - As above


Theme Forces

Recent Changes

No changes since 2018.09

Thoughts on Mage Hunter Infiltrators

Mage Hunter Infiltrators in a nutshell

Cheap, stealthy, nimble jamming infantry with weak but numerous attacks - where did I hear this before? Individually they have strictly average (or below-average) combat potential, amended by Gang and Combo Strike and Blessed weapons. With plenty of attacks from such a budget unit you may either hunt light infantry and squishy solos with them, or throw them into the thick of it to jam the advance of your opponent. Gang is both a boon and bane; it will boost their attack capabilities (making them effectively MAT8 and P+S 11), but forces you to bunch up leaving you vulnerable to AoEs.

Thoughts on adding the CA

You will pretty much alway shave at least a minimum units of Infiltrators in your list just for the ambush. As they can't ambush with Eiryss, you should never put her on that unit. If you, however, opt to field two units of infiltrators there is a good case to be made for her, as she gives them Advance Deployment. You will bring the second unit to jam and buy your Strike Forces time to shoot, so giving them a headstart is good.

Thought's on addign the WA

This is one of the rare cases where you should consider if it is worth adding Escorts to the unit, as it is an double edged sword: He does not have stealth! Thus he makes the whole unit suceptible to spell debuffs or spells that cause autohits. Caster's with Witch Mark can also abuse this fact. He's also an extra body to set up Gang, even tough he does not benefit from it himself.

Combos & Synergies

  • They want to get stuck in, and will then die in droves. As such they're good to fuel mechanisms like Righteous Vengeance, or the feats of both Vyros and Goreshade4.
  • Thyron makes them extremely accurate under his feat, while they can dig deep into the enemy lines with sidestep, especially as the enemy will probaply try to clump up in order to minimize the damage the ambushers can do.

Drawbacks & Downsides

  • They're a special order model.
  • Struggle against hard targets, and will likely bounce off from tougher shield walls.
  • In order to jam for your Strike Forces, you are encouraged to field two units and attach Eiryss3 to one of them, which can get pricey.
  • Tissue-paper armour - AOEs, fire, blast damage and electro leaps decimate them.

Tricks & Tips

  • The psychological threat of ambushing Infiltrators will cause the enemy to avoid table edges and clump up. Use this to your advantage on scenario, or with blasts, sprays and the like.
  • they gain Take Down in their theme, so use them to neuter recursion and/or soul collecting tactics.

Other

Trivia

  • Both the Infiltrators and Eiryss3 were originally released in the Warmachine: Vengeance expansion (2014)
  • The Infiltrators are known to have some absolutely terrible contact points. When gluing their sword-hands to their wrists, consider a pinning tool... or an industrial-grade bonding agent.

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 : 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).

Rules Clarification : Combo Strike - None yet. (Edit)


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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.
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Rules Clarification : Gang and/or Gang Fighter and/or Tag Team and/or Team Effort     (Edit)

  • You can gain the Gang bonus on free strikes, but generally only the first "Ganger" will get it.
For example, if a target is engaged by two models with Gang, when it leaves the melee range of the first Ganger it suffers a free strike with the Gang bonus. Then it leaves the melee range of the second and suffers a normal free strike.

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

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Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
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Rules Clarification : Arcane Hemorrhage      (Edit)

  • Anti-Upkeep vs a unit (Edit)
    • If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
    • It doesn't matter if the target is in formation or not. (Locked thread)
    • However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)
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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies.
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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)
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Rules Clarification : Quick Work      (Edit)

  • If you're still engaged in melee when Quick Work triggers, you won't be able to make the ranged attack.
  • Quick Work specifies "Combat Action" so doesn't work with Impact Attacks or out-of-activation attacks
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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies.

Rules Clarification : Advance Deployment - None yet. (Edit)