Skip to main content
You are not a member of this wiki.
Pages and Files
Models listed by Faction
Models listed by Expansion
List of Spells
List of Special Abilities
Protectorate of Menoth
Retribution of Scyrah
Convergence of Cyriss
Four Star Syndicate
Legion of Everblight
Army List Builders
Army List Archive
Glossary of Abbreviations
Rules for Editors
How can I help?
How to Edit
Mk I Archive
Arcantrik Force Generator
Arcantrik Force Generator – Retribution Battle Engine
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.
Mkii Battle College is now closed
For Mk3 Warmachine/Hordes please visit
This site is only up for archival purposes and to be able to transfer things like images from.
Interpreting the Statblock
– Same POW as the Banshee's gun with 2" better RNG.
– When making ranged attacks, choose one of the following attributes:
– Gains +2 POW and a medium AOE, which remains as rough terrain for one round.
- This weapon makes d3+1 initial ranged attacks, but it only counts as ROF 1.
- Small- and medium-based models hit by this weapon are
. Large-based models hit by this weapon are
– All Battle Engines come with a stack of standard special rules—most notably being huge and having two firing arcs.
- This model cannot be charged or slammed by models in its front arc.
– If the AFG aims, both it and any myrmidons in B2B get an extra 2" on their shots.
- 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).
- 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
, 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.
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:
is for taking out close-packed chaff infantry - or slowing up models without Pathfinder.
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.
is mostly useful for annoying enemy lights and heaies - but occasionally you'll get careless positioning.
Combos & Synergies
Feat – Further increases its accuracy, making it possible to hit nearly anything. With
, it can potentially move up to 8" due to
– 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
– When combined with
, this can create a significant number of AOEs to clear out tightly-packed infantry.
– 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.
– 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.
– Shooting at knocked down targets means that you're very rarely going to miss. This is most useful when using
(since chances are that you would normally miss at least once) and
Feat – Increases accuracy and damage output.
– Improves survivability.
– 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
'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
'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
making a comined attack. And it's less accurate.
Its base POW is only equal to a four man CRA by
. Or a pair of
It's easy to hit with debuffs - and debuffs almmost criple it.
means that it dies to charging infantry - if it gets turned round its squishy back is exposed, and any boosted damage can get through.
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.
Originally released in the
Theme Forces this is a member of
Kaylessa1 - Force Wall
Warjacks - Light
Warjacks – Heavy
Warjacks - Colossals
Heavy Rifle Team
Mage Hunter Infiltrators
Mage Hunter Strike Force
Special Weapon Attachment:
Special Unit Attachment:
Dawnguard Destor Thane
Mage Hunter Assassin
Arcantrik Force Generator
Retribution Mercenary Index
We shall kill each and every filthy arcanist and all their abominable mechanika
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
Lady Aiyana & Master Holt
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
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.
The extra attacks from Rapid Fire do not require you to spend fury/focus - they all count as
You roll for the number of initial attacks at the beginning of your combat action,
making any attacks with
If you roll for number of attacks, you're committed to making those attacks.
. 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.
Models which "cannot be slammed" do not suffer damage from slam attacks.
Models which "cannot be moved by slams" do suffer damage from slam attacks. This includes
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
Slam movement is affected by rough terrain. Also, you take damage from effects you move through (such as
). The damage is resolved after movement, simultaneously with the slam damage and collateral damage.
Slammed models move
smaller-based models. They
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
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.
There is some strange interactions with slamming models through
models. Refer to the Incorporeal page for details.
They do not leave any kind of wreck when destroyed.
Some Battle Engines have the
ability. This only affects front arc,
the fields of fire. Battle Engines with Circular Vision are able to fire weapons which are
marked with L or R in
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)
repaired (via their Servicable rule).
However, they are
warrior models and this will limit most healers (for instance, the
Please refer to the
page itself for its clarifications - it has such a long list that we didn't want to repeat it here.
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).
help on how to format text
Turn off "Getting Started"