Arcantrik Force Generator – Retribution Battle EngineArcanticfieldgenerator.jpg

The arcantrik force generator is a massive engine of war that houses one of the most devastating and complex weapons in the arsenal of the Retribution of Scyrah. Its teleforce cannon, which fires concentrated bursts of kinetic energy, represents the very pinnacle of Iosan arcane science. Blasts from the force generator shatter anything they touch, reduce the ground to craters and rubble, and fling enemies aside like broken dolls.

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Basic Info


See also Interpreting the Statblock
Very Slow

Point Cost
Below Average
Very Low

Hit Boxes
Very High

Base Size


  • Teleforce Cannon – Same POW as the Banshee's gun with 2" better RNG.
    • Ammo Type – When making ranged attacks, choose one of the following attributes:
      • Blasted Earth – Gains +2 POW and a medium AOE, which remains as rough terrain for one round.
      • Rapid Fire [d3+1] - This weapon makes d3+1 initial ranged attacks, but it only counts as ROF 1.
      • Momentum - Small- and medium-based models hit by this weapon are slammed. Large-based models hit by this weapon are knocked down.

Special Abilities

  • Battle Engine – All Battle Engines come with a stack of standard special rules—most notably being huge and having two firing arcs.
  • Polarity Field - This model cannot be charged or slammed by models in its front arc.
  • Range Booster – If the AFG aims, both it and any myrmidons in B2B get an extra 2" on their shots.
  • Gunfighter - This model may make ranged attacks while in melee, but can only target models within its melee range while doing so. This model gains 0.5" melee range (if it doesn't already have a melee weapon).
  • Construct - This model is not a living model, not an undead model, never flees or frenzies, and always passes command checks.

Thoughts on the Arcantrik Force Generator

The Arcantrik Force Generator in a nutshell

The Arcantrik Force Generator provides a variety of battlefield applications significantly different from myrmidons. The AFG is, in essence, a highly accurate direct-fire artillery construct, with some support potential through Range Booster. Its huge base lets it easily block fire from very shooty models, such as Caine2, but conversely means it cannot hide from ranged fire. Pretty much only other battle engines and colossals can block line of sight to this monster. Arcanists can help keep the Arcantrik Force Generator alive, especially if your opponent is trying to whittle its life down over time.

It has three shot types - and those are important:
  • Blasted Earth: is for taking out close-packed chaff infantry - or slowing up models without Pathfinder.
  • Rapid Fire: is excellent for taking out most heavy infantry (and some solos) - or light warjacks/warbeasts.
    • Incidentally, the 'extra' shots you get via Rapid Fire cannot be Blasted Earth or Momentum, or even more Rapid Fires. They're just normal attacks. Staff Ruling Nice try.
  • Momentum: is mostly useful for annoying enemy lights and heaies - but occasionally you'll get careless positioning.

Combos & Synergies

Warcaster Synergies
  • Feat – Further increases its accuracy, making it possible to hit nearly anything. With Rapid Fire, it can potentially move up to 8" due to Swift Hunter.
  • Snipe – Allows the Generator to aim and fire up to 20", which should be pretty much anywhere on the battlefield.
  • Vortex of Destruction – Auto-boosts the Generator's damage rolls against targets near Ravyn. With the AFG's high accuracy, especially if it aims, this can be a reliable way of destroying low-DEF targets.
  • Feat – Increases damage, which is especially noticeable when using Rapid Fire.
  • Shatter Storm – When combined with Rapid Fire, this can create a significant number of AOEs to clear out tightly-packed infantry.
  • Inviolable Resolve – This is pretty much Vyros's only direct synergy with the AFG. Increasing the AFG's already high ARM makes it even harder to kill.
  • Feat – One round of denied shooting helps keep the AFG alive once your opponent starts to focus on it.
  • Banishing Ward – An AFG under a spell like Crippling Grasp is a huge, nearly immobile lawn ornament. Banishing Ward can save the AFG from being nullified by various debuffs or destroyed by powerful, long-range spells.
  • Telekinesis – Adds escape abilities, the option of moving 2" and still aiming, and the back strike bonus if its target is turned before the AFG activates.
  • Force Hammer – Shooting at knocked down targets means that you're very rarely going to miss. This is most useful when using Rapid Fire (since chances are that you would normally miss at least once) and Blasted Earth.
  • Feat – Increases accuracy and damage output.
  • Admonition – Improves survivability.
  • Inviolable Resolve – As with Vyros1, you probably have better targets for this spell, but it can keep the AFG alive a bit longer.

Drawbacks and Downsides

  • As a battle engine it has the cost, armour, and defence of a heavy warjack - and fewer damage boxes than most light warjacks.
  • It doesn't break armour - for all the high POW of the Blasted Earth shot it can't boost the damage.
  • You're paying a lot for the shot variety:
    • The Momentum shot is equivalent to the Banshee's main gun in power while trading off two RAT for the ability to boost, some speed, 50% more damage boxes, and an excellent melee game.
    • Against infantry, the Daemon's Vortex Cannon is almost always better. The Demon has the same defensive assets as the Banshee.
    • If you want Rapid Fire, each rapid fire shot hits as hard as a pair of Dawnguard Invictors making a comined attack. And it's less accurate.
  • Its base POW is only equal to a four man CRA by Houseguard Riflemen. Or a pair of Dawnguard Invictors.
  • It's easy to hit with debuffs - and debuffs almmost criple it.
  • Telekinesis means that it dies to charging infantry - if it gets turned round its squishy back is exposed, and any boosted damage can get through.
  • It's immobile.
  • Heavies that charge something near it can eliminate it almost as an afterthought.
  • Polarity field on a high RNG model with no melee game is effectively paying twice for the same form of survivability.

Tricks and Tips

  • Try to find a hill to park it on.



Theme Forces this is a member of

Retribution Index
Garryth - - Issyria - - Kaelyssa - - Ossyan - - Rahn - - Ravyn - - Thyron - - Vyros 1 - - Vyros 2
Warjacks - Light
(Light Myrmidion)
Aspis - - Chimera - - Gorgon - - Griffon
Warjacks – Heavy
(Heavy Myrmidion)
Banshee - - Daemon - - Hydra - - Manticore - - Phoenix - - Sphinx
Discordia - - Hypnos - - Imperatus
Warjacks - Colossals
(Colossal Myrmidion)
Helios - - Hyperion

Dawnguard Destors - - Dawnguard Invictors - - Dawnguard Sentinels - - Battle Mages - - Houseguard Halberdiers - - Electromancers - - Heavy Rifle Team - - Houseguard Riflemen - - Mage Hunter Infiltrators - - Mage Hunter Strike Force - - Stormfall Archers
Special Weapon Attachment: Soulless Escort
Special Unit Attachment: Eiryss3
Arcanist - - Dawnguard Destor Thane - - Dawnguard Scyir - - Ghost Sniper - - Artificer - - Magister - - Houseguard Thane - - Mage Hunter Assassin - - Soulless Voidtracer
Eiryss1 - - Eiryss2 - - Skeryth Issyen - - Narn - - Nayl
Warcaster Attachment: Sylys Wyshnalyrr
Journeyman Warcaster: Elara
Battle Engines
Arcantrik Force Generator

Retribution Mercenary Index
Mercenary Warcasters
We shall kill each and every filthy arcanist and all their abominable mechanika.
Mercenary Warjacks
Different types of Mercenary warjacks can only be taken by specific Mercenary models ... which means there's too many permutations to list here (in any sort of meaningful way).

However, note that the following Retribution mercenary models can control warjacks/warbeasts (in addition to the Mercenary Warcasters listed above):
Dahlia Hallyr & Skarath

Mercenary Units
Nyss Hunters - - Lady Aiyana & Master Holt
Mercenary Solos
Lanyssa Ryssyll - - Madelyn Corbeau - - Dahlia Hallyr & Skarath
  • Note: To field a mercenary warcaster with Retribution (ha ha ha ha), you need to be playing a game which allows 2 (or more) warcasters.

Or see the Retribution Theme Forces

Rules Clarifications

AFG & Rapid Fire
  • The 'extra' shots you get via Rapid Fire cannot be Blasted Earth or Momentum, or even more Rapid Fires. They're just normal attacks. Staff Ruling

Rapid Fire
  • The extra attacks from Rapid Fire do not require you to spend fury/focus - they all count as initial attacks.
  • You roll for the number of initial attacks at the beginning of your combat action, before making any attacks with any weapon. Infernal Ruling
  • If you roll for number of attacks, you're committed to making those attacks. Infernal Ruling. You can't change your mind and use a Cumbersome weapon (Strakov) or a Covering Fire mode (Stormwall) instead.
  • If you have 2 rapid fire weapons, you roll the d3 separately for each.

Being Slammed
  • Models which "cannot be slammed" do not suffer damage from slam attacks. Infernal Ruling
  • Models which "cannot be moved by slams" do suffer damage from slam attacks. This includes knocked down models.
  • Movement
    • If the attacker is on a smaller base than the slammed model, the slam distance is halved (unless a special rule overrides it, such as Force Hammer).
    • Slam movement is affected by rough terrain. Also, you take damage from effects you move through (such as acid clouds). The damage is resolved after movement, simultaneously with the slam damage and collateral damage. Infernal Ruling
    • Slammed models move through smaller-based models. They stop if they hit equal-, larger-based models, or obstacles/obstructions.
  • Damage on the slammed model
    • The slammed model only suffers extra damage if their movement is stopped.
    • The damage on the slammed model is boostable, and can be affected by abilities such as Finisher. Infernal Ruling
    • A model immune to knockdown that activates later the same turn (aka they were slammed by a friendly model) must forfeit either action or movement.
    • They take a separate damage roll if they fall off terrain. That roll is not boostable.
  • Collateral damage on the contacted models
    • Collateral damage is not boostable.
    • Smaller- and equal-based models are knocked down and suffer damage. Also, if the slammed model fell, then they'll take a fall damage roll too.
    • Larger-based models are unaffected.
  • Other
    • There is some strange interactions with slamming models through Incorporeal models. Refer to the Incorporeal page for details.

Battle Engine
  • They do not leave any kind of wreck when destroyed.
  • Some Battle Engines have the Circular Vision ability. This only affects front arc, not the fields of fire. Battle Engines with Circular Vision are able to fire weapons which are not marked with L or R in all directions, but weapons which are marked L or R can still only fire in their regular degree field of fire.
  • Some Battle Engines, can be both healed (via normal means) and repaired (via their Servicable rule). Infernal Ruling

  • Please refer to the Gunfighter page itself for its clarifications - it has such a long list that we didn't want to repeat it here.

Polarity Shield/Field
  • Despite it not being explicitly on the card description, this ability also prevents slams because "any effects that prevent a model from charging also prevent the model from making a slam power attack" (refer the main rulebook).