Tactical Arcanist Corps – Rhulic Unit

41102_TacticalArcanistCorpsWEB.jpgThe Tactical Arcanist Corps always work in threes. They undergo training and drilling together until they can meet and even exceed the exacting standards imposed by the Brand of Odom for Rhul’s elite battle mages. They defend those they are contracted to protect with scorching salvos of arcane fire, incinerating those that challenge them.

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Basic Info


See also Interpreting the Statblock
Base size

Weapons & Attacks

  • Thermo Mace – This weapon has decent P+S.
    • Flame Burst - When an enemy model is boxed by this weapon/attack, enemy models within 1" of the boxed model suffer continuous fire. Wonderfully fluffy and useful if they are ever mobbed.

Special Abilities

  • Battle Wizard - Once per turn, when this model destroys an enemy model with a melee attack it may immediately use one of its magic abilities.
  • Immunity: Fire - This model does not suffer damage nor the continuous effects from Fire.
  • Magic Ability - This model can cast spells as a ★Action (friendly spells) or ★Attack (offensive spells).
    • Flame Blast (★Attack) — A short ranged spell with a small AOE and Critical Fire.
    • Smoke Bombs (★Action) - This model places a small AOE cloud effect very close by, which lasts for 1 round.
    • Vortex of Flames (★Action) — This puts Righteous Flame on the model, so enemies that end their activation nearby become afflicted with Continuous Fire.

Thoughts on the Tactical Arcanist Corps

TAC in a nutshell

Support. Their smoke bombs are great for adding cover for the squads behind them. Flame Blast can help with tricky models in cover or with Incorporeal (or even just ones you want to kill and/or add a flame continuous effect to...). However their stats aren't enough to send them off on their own.

Combos & Synergies

  • TAC can provide cloud cover for anything that needs protection from shooting. Horgenhold Forge Guard are a perfect example... low DEF, no way to deal with incoming shooting, but a few rounds of broken LOS will help their survivability immensely. But any squad that could use a bit of cover after they shoot or advance.
  • Any of their spells will trigger Nemo1's Arcane Accumulator ability, meaning these guys are a cheap way of giving Nemo1 +3 focus every turn.

Drawbacks & Downsides

  • Speed. Unsurprisingly for dwarves, they are slow.
  • Fragile. Even with their health boxes, they won't survive very long against dedicated shooting or melee.
  • Smoke Bombs can only cast it an inch away, which means that although they'll get concealment, you won't break LoS to the TAC themselves.
  • Vortex of Flames is almost non-functional because the TAC first has to survive being engaged in melee, and then the engaging model needs to survive a turn, and then there is still a chance that the fire will go out without doing anything or not do enough damage. Nice to have the option, but don't expect it to be the optimal choice frequently.

Tricks & Tips

  • Escort services. Advance squad forward. Shoot, take care of whatever business they might do. Then advance the TAC, and drop smoke.
  • Being a Magic Ability, you can do things like drop smoke with Battle Wizard.



How can I include Tactical Arcanist Corps in my army?

Mercenary models are a bit more complicated than normal models. They can be taken in 3 ways: As a mercenary model in a normal faction, as normal model in a mercenary faction, or as a normal model in a theme force.

  1. Within a normal faction, this unit will work for:
  2. As part of the following mercenary contracts:
  3. As part of one of the theme forces below

Also, this unit can be taken in Cephalyx forces via their Cephalyx Dominator

Rules Clarifications

Flameburst & Durgen's feat
  • You won't get the bonus attack dice from the feat, because it's a magic attack (the feat applies to ranged attacks).
  • You will get the bonus damage on blast damage (the feat applies to all blast damage).

Continuous Fire
  • Note that warcasters do not have an overboosted powerfield when they take a Continuous Fire damage roll. (If you follow the steps correctly then: first old focus is discarded, then fire is resolved, then focus is replenished)
  • Warlocks are allowed to transfer damage if they had any fury remaining on them from the previous turn.
  • Fire effects are not affected by standing in water terrain, as strange as that may sound.
  • "Always on" buffs to ARM (such as Defensive Line) will help vs Continuous Fire.
  • "Lasts one round" buffs to ARM (such as Shield Wall) will not.

Elemental Damage, Criticals, and Continuous
  • I'm going to use "Fire" for this example, but the logic still applies to the other element types.
  • A weapon that has Critical Fire (or) Continuous Fire but NOT Damage Type: Fire does not actually do fire damage.
    • Hence the weapon can damage models that have Immunity: Fire.
    • Hence the weapon won't gain any boosts that affect fire damage (such as the Croak Raiders Oil effect).
  • The damage roll from Continuous Fire is fire damage and will gain boosts. Infernal Ruling

Magic Ability
  • Nearly every magic ability cannot be used on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Using a Magic Ability counts as a spell, for effects such as Spell Ward, Witch Hunter, etc.
  • Unlike with warcasters/warlocks, using a Magic Ability is not an "any time" ability. This means:
    • You must complete your movement before you use a MA.
    • You cannot make ranged or melee attacks on the same turn you use a MA.
    • You cannot use a MA on the same turn you charge.
    • (Unless, of course, the rules for the specific MA you're using say you can.)