Prime This model is available in one Prime Army, Legions of Dawn. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.
Note that the rest of this page is about the model's Mark III rules.
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The Gorgon exists to dictate the flow of battle by depriving the enemy of mobility. Its integral force cannon unleashes blasts of energy capable of forestalling an enemy’s forward momentum. Its more powerful fields require close proximity, and the Gorgon will rush forward to seize even larger and more powerful ’jacks or myrmidons to pin them in place. While its force-locked prey struggles to extract itself, the Gorgon deals punishing blows with its arm-mounted glaives.
Basic Info
Gorgon |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Medium |
SPD |
6 |
STR |
8 |
MAT |
6 |
RAT |
5 |
M.A. |
N/A |
DEF |
13 |
ARM |
16 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
20 |
F. Field |
6 |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
U |
UNIT SIZE |
N/A |
COST |
8 |
N/A |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.
Abilities
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Construct
- Field Dependent - While its Field Generator system is crippled, this model loses Force Lock and cannot attack with its Polarity Cannon
- Force Fields - This warjack has an extra damage track that takes damage first. Once per turn during its activation, this model can spend 1 focus point to remove 5 damage points from its force field damage track unless its Field Generator system is crippled.
- Force Lock - Enemy models beginning an advance in this models melee range cannot advance except to change facing.
Weapons
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Polarity Cannon
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RNG
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ROF
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AOE
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POW
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SP 8
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1
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-
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12
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Glaive (x2)
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RNG
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POW
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P+S
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0.5
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4
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12
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Open Fist
- 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 = 16)
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Theme Forces
Thoughts on Gorgon
Gorgon in a nutshell
The Gorgon is a denial model built to help deny charges and force enemies that it engages to deal with it. Its weapons are good for killing moderately armored infantry and its Combo Strike can help it deal damage to heavier foes.
Combos & Synergies
- The Gorgon has an interesting synergy with Lord Arcanist Ossyan's gun. Both reduce the target's SPD, and stacked together are enough to render a naturally slow model, like some colossals or heavies, completely immobile.
- The Gorgon works excellently with Elara1 his relatively low range and the low survivability of Retribution light jacks makes the ability to shoot and then move backwards to safety a real powerful combination.
Drawbacks & Downsides
- The Gorgon's gun though powerful has a relatively short range making it difficult to get shots while still being safe from a counter charge.
Tricks & Tips
- Any model that can grant it movement or placement shenanigans will help keeping it safe (Kaelyssa's Refuge, Elara1's Speed of Death, Admonition etc.)
Other
Trivia
- The Gorgon is named after a (Greek) mythological creature, like all myrmidons. The tale of the Gorgon becomes legend in 700 BC, when the poet Hesiod writes about the three Gorgon sisters: Medusa, Euryale and Stheno. The latter two were immortal, the first one wasn't. All three had venemous snakes for hair and the power to turn a living being to stone with their terrible gaze, which Kinectic Grip's effect might be in reference to. Medusa became the most famous of these three when she was killed by the hero Perseus (using a mirrored shield to defeat her, as her reflection was harmless), who later used her cut-off head as a weapon. One story recounts how either he or the goddess Athena uses Medusa's head to turn the giant Atlas into stone, thus creating the Atlas mountain range that still stands today.
- Released in Forces of Warmachine: Retribution of Scyrah (Novermber 2009)
Other Retribution models
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
- All spells have "Damage Type: Magical" (refer errata).
- This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
- and might be inherited by "lingering" secondary damage (see below).
- If a spell leaves a template in play that does damage to models that walk around in it, then:
- if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
- if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
- (Infernal Ruling)
- If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Kinetic Grip - None yet. (Edit)
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Rules Clarification : Combo Strike (Edit)
- You cannot make a Combo attack if the weapon is crippled. Refer "Crippled Systems" in the core rulebook.
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Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
- Throw ( Edit )
- See also the Throw article for a recap of the core Throw rules.
- If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
- Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
- Incorporeal vs Slammed/Thrown models ( Edit )
- Incorporeal models cannot be moved by someone trying to slam them.
- Slammed models can move through Incorporeal models.
- If they have enough movement to get past them, no dramas.
- If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
- If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
- For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
- The same logic applies to Throws.
- Collateral Damage
- Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
- It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
- It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
- It doesn't matter if the attacker has crippled weapon systems or aspects.
- Throw - Power Attack
- When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
- If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
- A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
- Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
- Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
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Rules Clarification : Warjack (Edit)
- The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
- Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
- A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
- Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)
Inert warjacks
- Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
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Rules Clarification : Construct - None yet. (Edit)
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Rules Clarification : Shadow Bind , Force Hold, Force Lock, Quagmire, and/or Crawling Chaos (Edit)
- Models affected by this ability may still advance 0" and thus abilities that trigger on "ends their movement within ..." or "after this model advances ..." will still trigger (for example Slipstream, Countercharge, etc).
- Models may still be placed, so abilities like Apparition will still work.
- The restriction applies to all advances: normal activation, bonus in-activation (like Overtake), and out-of-activation (like Energiser).
- Shadow Bind only
- If you manage to free strike a charging model and Shadow Bind it, their charge movement ends because they can no longer advance. At that point, you check whether their charge movement was successful or not.
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Rules Clarification : Force Fields (Edit)
- You cannot spend focus to heal Force Fields mid-move, such as taking damage from a free strike. (Infernal Ruling)
- You cannot repair force fields, but you can spend focus to remove damage. (Infernal Ruling)
- Grievous Wounds prevents removing damage from force fields. (Locked Thread)
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Rules Clarification : Field Dependent - None yet. (Edit)