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Retribution Logo.jpg Harpy

Retribution Vyre Light Warjack

Representing an expansion of House Vyre’s myrmidon production in support of the Retribution of Scyrah, the Harpy is a formidable machine that generates deadly blasts of wind designed to hurl adversaries back, if they are not immediately torn apart. It is a sleek engine of death favored by the more tactically minded warcasters of Ios.

Basic Info

Missing Info
Retribution Harpy.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
M.A. N/A
DEF 12
ARM 17
ESSENCE {{{essence}}}
HP 26
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click the link for a full run-down.
  • Construct - This model is a construct and is not a living model.
  • Flight - This model ignores (almost) all terrain when moving. This model can move over other models, and ignores intervening models when declaring charges.


  • Light Force Claw - 0.5" reach, P+S 11 melee attack
    • Open Fist - As above

Theme Forces

Thoughts on Harpy

Harpy in a nutshell

The Harpy is the range-focused light jack of House Vyre. Its Wind Flayers can deliver substantial damage into lighter targets, and can push - or even knock down - heavier ones, setting them up for follow-up attacks, assassinations, or negating their presence in scenario. Consider it as a rapid-firing Nephilim Bolt Thrower.

Combos & Synergies

  • Garryth2 - The Harpy is probably his best feat target, as it packs Thunderbolt which can be used to make opponent fail charges by pushing them out of melee range after they have ended their movement.
  • The Retribution has an abundance of models who like to mess with the enemy's movements - most notably the Helios, Battle Mages, Artificer, Magister and Aspis. Use the Harpy in conjunction with them.
  • Gorgon - Push the enemy into the Force Lock range of it.
  • Issyria - Her feat enables you for critical fishing, if you need to knock something down. With that in mind, bring your Mage Hunter Assassins as well.
  • Ossyan - Future Sight gives you excellent focus efficiency on your ROF2 gun, while under his feat Wind Flayer will be frighteningly strong. An Arcanist Mechanik can make it even better with Empower.
  • Vyros1 and Vyros2 - Very few models will be safe from its guns thanks to Bird's Eye.
  • Ravyn - Push enemies out of zones from afar with Snipe, and enjoy the combination of Swift Hunter feat with your ROF2 gun, not to mention feat increases the chance of crits while preserving Focus for boosting damage.
  • Kaelyssa - Another solid Phantom Hunter target, but with Flight and solid RAT, the Harpy could do better with Refuge, troubleshoot then jump back to safety.

Drawbacks & Downsides

  • One of the slowest light jacks in the faction, alongside the Siren - though Flight helps a lot to navigate through rough terrain.
  • As a Vyre jack, it is not allowed in the Forges of War theme.
  • At PS 13/11 on its fists, don't expect it to win any contests against more dedicated combat lights even with Arcanist backup.

Tricks & Tips

  • Pushing from Thunderbolt is not optional. If you plan to shoot the same target twice, position accordingly so it will be not to be pushed out of range for your second shot.
  • Know which models cannot be pushed and/or knocked down.
  • Since it has 2 open fists, and comes in at a reasonably hefty STR 9, it can deliver Throws with a surprisingly high chance against medium/small based targets.
  • Use terrain to your advantage and abuse the 3" LOS into/out of forests to minimise counterattacks against it (just keep an eye on Pathfinding/Flying enemy models).



  • Released in the "12 Factions of Xmas" CID cycle (2017.08)
  • It has a longer fluff blurb on PP's "extras" page.
  • Yet another Ret jack whose name comes from (Greek) mythology, and again a rather fitting given its abilities, Harpies of legends were (generally speaking, as depending on writer they had different details) malformed birds with long talons and various human features. Relevant to the Wind Flayer, Harpies were the personification of the violence of wind(!)

Other Retribution models

Retribution Logo.jpg       Retribution Index       (Edit)
Battlegroup & Similar
Warcasters Elara2 - Garryth1 - Garryth2 - Goreshade4 - Helynna1 - Issyria1 - Kaelyssa1 - Ossyan1 - Rahn1 - Ravyn1 - Thyron1 - Vyros1 - Vyros2
Warcaster attachments Fane Knight Guardian (Retribution) - Sylys Wyshnalyrr (Retribution) - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Elara1 (BGC) - Sentinel Scyir ('Jack Marshal) - Artificer ('Jack Marshal)
Light Warjacks Aspis - Chimera - Gorgon - Griffon - Harpy - Siren
Heavy Warjacks Banshee - Daemon - Hydra - Manticore - Phoenix - Sphinx
Discordia - Hypnos - Hemera - Imperatus
Colossal Hyperion - Helios
Units, Solos, & Battle Engines
Units Destors - Invictors - Sentinels - Heavy Rifle Team - Swordsmen - Arcanists - Battle Mages - Electromancers - Halberdiers - Riflemen - Infiltrators - Strike Force - Ryssovass Defenders - Stormfall Archers
Nyss Hunters - Spears of Scyrah
Special: Eiryss3 (CA) - Soulless Escort (WA)

Aelyth Vyr - Arcanist Mechanik - Destor Thane - Sentinel Scyir - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - Elara, Tyro of the Third Chamber (1) - Fane Knight Guardian - Fane Knight Skeryth Issyen - Ghost Sniper - Hermit of Henge Hold - Artificer - Magister - Houseguard Thane - Lanyssa Ryssyl, Nyss Sorceress Lys Healer - Assassin - Narn, Mage Hunter of Ios - Nayl - Priest of Nyssor - Soulless Voidtracer

Battle Engines Arcantrik Force Generator - Dawnguard Trident
Theme Forces
Defenders of Ios - Forges of War - Legions of Dawn - Shadows of the Retribution
Units Lady Aiyana & Master Holt - Lynus Wesselbaum & Edrea Lloryrr

Dahlia Hallyr & Skarath - Eilish Garrity - Madelyn Corbeau, Ordic Courtesan - Void Archon

This index was last updated: 2019.05

Rules Clarifications

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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 : Thunderbolt      (Edit)

  • If you have multiple effects that resolve on "hit" (such as Thunderbolt & Electro Leap), then you get to choose the order.
    • Thus, you could trigger Electro Leap first (and bounce from their initial position), then move them via Thunderbolt.
    • Or trigger Thunderbolt first, move them, and then Electro Leap (and bounce from their final position).
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
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    Rules Clarification : Open Fist (aka, Power Attack Throw)     (Edit)

    • Throw - General ( Edit )
      • See also the Throw article for a recap of the core Throw rules.
      • 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.
    • 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.
      • 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)
      • Unresolved: 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.

    RC symbol.png

    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.

    Rules Clarification : Construct - None yet. (Edit)

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    Rules Clarification:  : Flight      (Edit)
    (Click Expand to read)

    • Flight doesn't ignore:
      • Impassable terrain and hazardous terrain
      • Templates that stay in play and do damage to models moving through them (such as a Scather).
      • Free strikes.
    • Trampling with a flying model (Edit)
      • Flight allows you to trample "over" medium- and larger-bases.
      • Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
        • Unless, of course, you have an exception like Blade Rush.
    • Flight on a Cavalry model (Edit)
      • Although you can move over obstacles/models while charging, if you want to stop and make Impact Attacks while you fly "over" models you need to stop in a legal position. You can't make Impact Attacks while your flying horse is on top of obstacles, models, etc.
    • Charging through models (Edit)
      • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
        • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
        • Your melee range only extends to your front arc. Refer to the latest errata.
      • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.