Prime This model is available in one Prime Army, Shadows of the Retribution. 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.
|
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
Harpy |
Missing Info |
|
COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Medium |
SPD |
5 |
STR |
9 |
MAT |
6 |
RAT |
6 |
M.A. |
N/A |
DEF |
12 |
ARM |
17 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
26 |
F. Field |
N/A |
|
|
|
|
WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
U |
UNIT SIZE |
N/A |
COST |
9 |
N/A |
N/A |
|
|
|
|
N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
|
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
Weapons
- Wind Flayer - 12" range, ROF 2, POW 13 ranged attack
- Force Claw - 1" reach, P+S 13 melee attack
- Light Force Claw - 0.5" reach, P+S 11 melee attack
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 at a discount cost.
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. Open Fire is just gravy after all that.
- 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.
- 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).
Other
Trivia
- 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
Rules Clarifications
|
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.")
|
|
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)
- If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
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.
|
|
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.
|
|
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)
|
Rules Clarification: : Flight (Edit) (Click Expand to read)
|
- Flight doesn't ignore:
- Impassable terrain.
- Most hazards. The exception is they do ignore Acid Bath and Burning Earth as long as they don't land in them.
- 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 flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
- 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.
|