Retribution Warcasters

Dawnlord Vyros (Prime) (24 WJ Points)

Ret_Vyros

SPD: 5
MAT: 4
RAT: 0
MAG: 2
DEF: 4
ARM: 3
FOC: 6

Spells

  • Eliminator: [Cost: 3, Range: 8, AOE: 3, Upkeep: No, Offensive: Yes] Does 8 Damage. Immediately after this attack is resolved, this unit can advance up to 2 squares for each enemy unit destroyed by the attack.
  • Hallowed Avenger: [Cost: 2, Range: 6, AOE: -, Upkeep: Yes, Offensive: No] When an enemy unit destroys or removes from play one or more friendly faction units within 5 squares of target Warjack in this unit’s battlegroup, during your next maintenance phase the affected Warjack can charge an enemy unit, then Hallowed Avenger expires.
  • Inviolable Resolve: [Cost: 2, Range: 6, AOE: -, Upkeep: Yes, Offensive: No] Target friendly faction unit gains +1 ARM and Fearless. This spell has Disbursal.
  • Mobility: [Cost: 2, Range: SELF, AOE: CTRL, Upkeep: No, Offensive: No] Units in this unit’s battlegroup currently in its control area gain +2 SPD and Pathfinder for one turn.
  • Stranglehold: [Cost: 2, Range: 10, AOE: -, Upkeep: No, Offensive: Yes] Does 6 Damage. A unit Damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses.
Feat
  • Perfect Execution: While in Vyros’ control area this turn, when a friendly Faction unit destroys an enemy unit with an attack, allocate 1 focus point to a warjack in Vyros’ Battlegroup in his control area.
Passives
  • Bird’s Eye: While in this unit’s control area, units in its battlegroup extend their front arcs 360 degrees and when determining line of sight ignore cloud effects and intervening units.
  • Flank [Faction Warjack]: When this unit makes a melee attack against an enemy unit within the melee range of a friendly unit of the listed type, this unit gains +1 MAT to the attack and deals Additional Damage.
Weapons
  • Justicar: [Melee, 8 Damage] Magical Weapon with Reach.

 

Adeptis Rahn (Prime) (24 WJ Points)

Ret_Rahn

SPD: 5
MAT: 2
RAT: 0
MAG: 4
DEF: 3
ARM: 3
FOC: 8

Spells

  • Chain Blast: [Cost: 3, Range: 10, AOE: 3, Upkeep: No, Offensive: Yes] Does 7 Damage. After the point of impact for this attack is determined, determine deviation for an additional 3×3 AOE from that point. Models in that AOE are hit and suffer blast Damage.
  • Force Blast: [Cost: 3, Range: CTRL, AOE: *, Upkeep: No, Offensive: No] Target a unit in this units battlegroup in its control area. Enemies within 2 squares of the target unit are pushed 4 squares directly away from it.
  • Force Field: [Cost: 3, Range: SELF, AOE: CTRL, Upkeep: Yes, Offensive: No] This unit does not suffer blast or collateral damage and cannot be knocked down. When an enemy AOE ranged attack deviates from a point in this unit’s control area, it always deviates directly away from this unit.
  • Force Hammer: [Cost: 4, Range: 10, AOE: -, Upkeep: No, Offensive: Yes] Does 4 Damage and target is slammed directly away from the spell origin, regardless of base size.
  • Polarity Shield: [Cost: 2, Range: 6, AOE: -, Upkeep: Yes, Offensive: No] Target friendly unit cannot be targeted by charges made by a unit in its front arc. This spell has Disbursal.
  • Telekinesis: [Cost: 2, Range: 8, AOE: -, Upkeep: No, Offensive: *] Place target unit completely within 2 squares of its current location. When telekinesis targets an enemy unit, it is an offensive spell and requires a magic attack roll. A unit can be affected by Telekinesis only once per turn.
Feat
  • Arcane Alignment: While in Rahn’s control area, friendly Faction units gain +2 Range to their non-channeled spells, and their magic attack rolls and magic attack Damage rolls are boosted. Arcane Alignment lasts for one turn.
Passives
  • Force Barrier: This model gains +1 DEF against ranged attacks and does not suffer blast Damage.
Weapons
  • Balance: [Melee, 6 Damage] Magical Weapon with Reach, Beatback (Immediately after a normal attack with this weapon is resolved during this model’s combat action, the enemy unit hit can be pushed one square directly away from the attacking model. After the enemy unit is pushed, the attacking unit can advance up to one square.), and Critical Smite (On a critical hit this model can slam the model hit)

 

Ravyn, Eternal Light (Prime) (24 WJ Points)

Ret_Ravyn

SPD: 6
MAT: 3
RAT: 3
MAG: 2
DEF: 4
ARM: 3
FOC: 6


Abilities

  • Thresher: Special Attack – Blade. This unit makes one melee attack with this weapon against each unit in its line of sight and this weapon’s melee range.
Spells
  • Eliminator: [Cost: 3, Range: 8, AOE: 3, Upkeep: No, Offensive: Yes] Does 8 Damage. Immediately after this attack is resolved, this unit can advance up to 2 squares for each enemy unit destroyed by the attack.
  • Locomotion: [Cost: *, Range: 6, AOE: CTRL, Upkeep: No, Offensive: No] This unit spends up to 3 focus points to cast Locomotion. Target Warjack in this unit’s battlegroup immediately advances up to 1 square for each focus point spent. A Warjack can be targeted by Locomotion only once per turn.
  • Snipe: [Cost: 2, Range: 6, AOE: -, Upkeep: Yes, Offensive: No] Target friendly units ranged weapons gain +4 range and ignore Mitigation on a critical hit. This spell has Disbursal.
  • Veil of Mists: [Cost: 3, Range: CTRL, AOE: 4, Upkeep: Yes, Offensive: No] Place a 4×4 Cloud effect anywhere completely in this unit’s control area. This effect does not block friendly faction unit’s line of sight. While in the effect, friendly faction units gain pathfinder and can move through obstructions and other units if they have enough movement to move completely past them.
  • Vortex of Destruction: [Cost: 2, Range: SELF, AOE: -, Upkeep: Yes, Offensive: No] All Damage dealt to enemy units in this unit’s melee range does Additional Damage (+2-4).
Feat
  • Fire Storm: While in Ravyn’s control area this turn, friendly faction units gain boosted ranged attack rolls and Swift Hunter.
Passives
  • Gunfighter
  • Quick Work: When this unit destroys one or more enemy units with a melee attack during its combat action, immediately after that attack is resolved this unit can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon’s ROF.
  • Swift Hunter: When this unit destroys an enemy unit with a normal ranged attack, immediately after the attack is resolved in can advance up to 2 squares.
  • Virtuoso: This unit can make melee and ranged attacks during the same combat action. When this unit makes its initial attacks it can make both its initial ranged and melee attacks.
Weapons
  • Hellebore: [Ranged: 12, RoF: 1, 6 Damage] Magical Weapon. Blaster (When this unit makes an attack with this weapon, before the attack roll it can spend 1 focus to give the attack AOE 3.
  • Blade: [Melee, 7 Damage] Magical Weapon and Reach.

Retribution Warjacks

 

Chimera (Light) [12 Points]

Ret_Chimera

SPD: 6
MAT: 2
RAT: 1
DEF: 1
ARM: 4

Abilities

  • Combo Strike: Special Attack – Glaives. Melee attack that deals 10 Damage.
Passives
  • Arc Node
  • Apparition: During your control phase, place this unit anywhere completely within 2 squares of its current location.
  • Field Dependent: When this unit’s field health has been depleted this unit loses the Apparition and Phantasmal Field abilities.
  • Phantasmal Field: This unit gains +1 DEF against ranged and magic attack rolls for each focus point on it.
Weapons
  • Glaive: [Melee, 6 Damage] Open Fist
  • Glaive: [Melee, 6 Damage] Open Fist

 

Gorgon (Light) [10 Points]

Ret_Gorgon

SPD: 6
MAT: 2
RAT: 1
DEF: 1
ARM: 4

Abilities

  • Combo Strike: Special Attack – Glaives. Melee attack that deals 10 damage.
Passives
  • Field Dependent: When this unit’s field health has been depleted this unit loses the Force Lock ability and cannot make Polarity Cannon attacks.
  • Force Lock: Enemy units in this unit’s melee range cannot advance except to change facing.
Weapons
  • Polarity Cannon: [Ranged: 10, RoF: 1, 5 Damage] Magical Weapon with Kinetic Grip (When a unit is hit by this attack, it cannot charge this unit for one round).
  • Glaive: [Melee, 6 Damage] Open Fist
  • Glaive: [Melee, 6 Damage] Open Fist

 

Hydra (Heavy) [18 Points]

Ret_Hydra

SPD: 6
MAT: 2
RAT: 1
DEF: 1
ARM: 5

Abilities

  • Field Dependent: When this unit’s field health has been depleted this unit loses the Kinetic Capacitor ability and cannot attack with the Force Cannon.
  • Focus Battery: During the Maintenance Phase, do not remove unspent focus points from this unit. Focus points remaining on this unit at the start of your Control Phase count toward its focus allocation limit.
  • Kinetic Capacitor: When this unit is hit by an enemy melee or ranged attack, after the attack is resolved this unit gains 1 focus point.
Weapons
  • Force Cannon: [Ranged: 12, RoF: 1, 6 Damage] Magical Weapon, Focus Powered (For each focus point on this unit when it declares an attack, the range of the attack is increased by 1, and the final Damage from this attack is increased by 1).
  • Force Fist: [Melee, 8 Damage] Open Fist. Chain Attack: Grab and Smash – if this unit this the same unit with both its initial attacks with this weapon, after resolving the attack it can immediately make a double-hand throw, one handed throw, head-butt, or push power attack against that target.
  • Force Fist: [Melee, 8 Damage] Open Fist

 

Manticore (Heavy) [16 Points]

Ret_Manticore

SPD: 6
MAT: 2
RAT: 1
DEF: 1
ARM: 5

Abilities

  • Combo Strike: Special Attack – Saber Fists. Melee attack that deals 14 damage. If Force Generator has been activated, this damage increases to 17.
  • Covering Fire: Special Action – Cyclone Cannon. Place a 3×3 effect anywhere completely within this weapon range. The center point must be in this unit’s line of sight, ignoring intervening units. A unit entering or ending its activation in the area of effect suffers 6 Damage. This effect remains in play for one round or until this unit is destroyed or removed from play.
Passives
  • Field Dependent: When this unit’s field health has been depleted this unit loses the Force Generator ability and cannot attack with the Cyclone Cannon.
  • Force Generator: At the start of this unit’s activation, it can spend 1 focus point to increase the damage of its Saber Fist melee weapons by +3.
Weapons
  • Cyclone Cannon: [Ranged: 12, RoF: 3, AOE: -, 6 Damage] Magical Weapon
  • Saber Fist: [Melee, 9 Damage] Open Fist
  • Saber Fist: [Melee, 9 Damage] Open Fist

Retribution Warriors

 

Mage Hunter Strike Force [4]

Ret_MHS

SPD: 6
MAT: 2
RAT: 2
DEF: 3
ARM: 1

Abilities

  • Misdirection: This ability may only be activated while benefiting from concealment. This unit may immediately advance three squares. During this movement this unit is immune to free strikes. For one round this unit cannot be charged.
  • Track: Range 10, Dispersal. Target enemy unit within range. For one round the target does not benefit from concealment or stealth and cannot turn invisible. This ability always has a hit target of 9.
Passives
  • Combined Melee Attack
  • Advance Deploy
  • Pathfinder
  • Stealth
  • Arcane Assassin: When making attacks, ignore mitigation gained from focus overboosting a target’s Power Field and spell effects adding to its ARM or DEF.
  • ‘Jack Hunter: This unit gains Additional Damage against Warjacks.
Weapons
  • Crossbow: [Ranged: 12, RoF: 1, 5 Damage]
  • Saber: [Melee, 5 Damage]

 

Mage Hunter Infiltrator [4]

Ret_MageHunterInfiltrator

SPD: 7
MAT: 2
RAT: 1
DEF: 3
ARM: 1

Abilities

  • Slip Strike: Target adjacent enemy Warjack, immediately place this unit in an unoccupied square in the target’s back arc and then advance one square, the unit is immune to free strikes during this movement.
Passives
  • Stealth
  • Pathfinder
  • Gang: When making a melee attack against a unit that is engaged in melee with another friendly unit with Gang, this unit gains +1 MAT to the attack and deals +2 damage.
  • Arcane Assassin: When making attacks, ignore mitigation gained from focus overboosting a target’s Power Field and spell effects adding to its ARM or DEF.
  • Mage Killer: This unit gains Additional Damage against units with the Spellcaster or Magic Ability.
Weapons
  • Saber: [Melee, 5 Damage]
  • Saber: [Melee, 5 Damage]

 

Dawnguard Sentinel [5]

Ret_DawnguardSentinel

SPD: 5
MAT: 3
RAT: 0
DEF: 1
ARM: 2

Abilities

  • Protective Maneuver: Switch places with an adjacent friendly faction warrior unit. During this movement both units are immune to free strikes. Once this movement is completed you may make a normal melee attack against a target in range.
  • Hew the Line: This ability is only available prior to movement. Make a normal melee attack against two different enemies within range. These attacks are considered to happen simultaneously.
Passives
  • Defensive Line: This unit gains +1 ARM when adjacent to another friendly unit with Defensive Line.
  • Vengeance: During the Maintenance Phase, if one or more friendly faction units within 5 squares of this unit were destroyed or removed from play by enemy attacks during your opponent’s last turn, this unit may advance 3 squares and make one normal melee attack. Vengeance may only activate on one unit per friendly faction unit death.
Weapons
  • Great Sword: [Melee, 6 Damage] Reach and Weapon Master.

 

Dawnguard Invictor [3 Points]

Ret_DawnguardInvictor

SPD: 5
MAT: 3
RAT: 2
DEF: 1
ARM: 2

Passives

  • Combined Ranged Attack
  • Defensive Line: This unit gains +1 [¶] ARM when adjacent to another friendly unit with Defensive Line.
  • Flank [Faction Warjack]: When this unit makes a melee attack against an enemy unit within the melee range of a friendly unit of the listed type, this unit gains +1 [¶] to the attack and deals Additional Damage.
Weapons
  • Sword Cannon: [Ranged: 10, RoF: 1, 6 Damage]
  • Blade: [Melee, 5 Damage]

 

House Shyeel Battle Mage [3]

Ret_BattleMage

SPD: 6
MAT: 2
RAT: 0
DEF: 2
ARM: 1

Abilities

  • Magical Abilities:
  • Force Bolt: Range 10, 5 Damage. An enemy unit hit by this attack may be pushed 1-3 squares directly towards or away from this unit. On a critical hit, the enemy unit is also knocked down after being pushed.
  • Kinetic Lift: Target a unit within 10 squares. Targeted unit immediately stands up if knocked down and gains Pathfinder for one round. This ability has Disbursal.
  • Kinetic Whirlwind: Place a 3×3 effect within 6 squares, units in the effect gain concealment cannot be targeted by Combined Ranged Attacks. This effect lasts for one round.
Passives
  • Force Barrier: This model gains +1 DEF against ranged attacks and does not suffer blast Damage.
Weapons
  • Power Gauntlets: [Melee, 5 Damage] Beat Back: Immediately after a normal attack with this weapon is resolved during this model’s combat action, the enemy unit hit can be pushed one square directly away from the attacking model. After the enemy unit is pushed, the attacking unit can advance up to one square.
  • Power Gauntlets: [Melee, 5 Damage] Beat Back: Immediately after a normal attack with this weapon is resolved during this model’s combat action, the enemy unit hit can be pushed one square directly away from the attacking model. After the enemy unit is pushed, the attacking unit can advance up to one square.

Houseguard Halberdiers [3]

Ret_HouseguardHalberdier

SPD: 6
MAT: 2
RAT: 0
DEF: 2
ARM: 2

Abilities

  • Shield Wall: Enter Shield Wall and then make one normal attack. Provides 2 Mitigation (+1 for every adjacent character also in shield wall, to the immediate left or right of this character) to a max of 4 mitigation against attacks made in this character’s front arc.
Passives
  • Reform: After all friendly units have completed their activations this turn, this unit may advance 3 squares.
  • Ranked Attacks: Friendly Faction units can ignore this unit when determining LOS.
  • Combined Melee Attack
Weapons
  • Halberd: [Melee, 5 Damage] Reach, Brutal Charge (This weapon deals +2 damage on charge attack rolls with this weapon), Set Defense (Increases DEF by +1 against charge, slam, impact attacks made in this character’s front arc).