House Shyeel Artificer

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Retribution Logo.jpg House Shyeel Artificer

Retribution Shyeel Battle Mage Solo - ('Jack Marshal)

The House Shyeel artificer harnesses the might of Iosan magic to blast foes with bolts of rending energy and restrict their movement with walls of raw force. In addition, the artificer can smash enemies in melee with his twin power gauntlets.

Basic Info

House Shyeel Artificer
Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
M.A. 7
DEF 12
ARM 17
ESSENCE {{{essence}}}
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
Warcaster 1
the Statblock


  • 'Jack Marshal symbol.jpg 'Jack Marshal
  • Pathfinder symbol.jpg Pathfinder
  • Drive: Field Reinforcement - When a warjack under this model’s control activates in this model’s command range, remove d3 damage points from the warjack’s force field unless the warjack’s Field Generator system is crippled.
  • Force Barrier - This model gains +2 DEF against ranged attack rolls and does not suffer blast damage.
  • Magic Ability [ 7 ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
  • Set Defense - A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.


  • Power Gauntlet (x2) - 1" reach, P+S 13 melee weapons
    • Magical dam symbol.jpg Damage Type: Magical
    • Combo Smite (★ Attack) - The model hit is slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. When resolving damage for this attack, the model hit suffers a damage roll with POW equal to the STR of this model plus twice the POW of this weapon. The POW of collateral damage is equal to the STR of this model.


Force Manipulation

(★ Action) - - - Round No
This model gains Polarity Field for one round.
Polarity Field - This model cannot be charged or slam power attacked by a model beginning the charge or slam in this model's front arc.
Force Wall

(★ Action) 6 - - Round No
Target friendly Faction model/unit. If the model/unit is in range, it gains Force Barrier for one round.
Force Barrier - This model gains +2 DEF against ranged attack rolls and does not suffer blast damage.
Magno Bolt

(★ Attack) 10 - 13 - Yes
If the attack hits an enemy model, before resolving damage immediately push models within 2" of the model hit 1" directly away or directly toward the model hit in the order you choose.

Theme Forces

Recent Changes

No changes since 2018.09

Analysis of House Shyeel Artificer

House Shyeel Artificer in a nutshell

The Artificer is primarily a support solo, sometimes bringing a Myrmidon along for whatever reason and making sure it can recover from turn to turn with its Jack Marshal ability. He can chuck out Force Wall to provide survivability to squishy models, snipe out an enemy model if necessary or camp a flag and make himself unchargeable.

But in mid/late game, the Artificer's combat ability can be wielded, with 2 MAT 7 PS 13 mitts, he can surprise people with how hard he can hit, especially if he Combo-Smites for a single POW 17 slam.

Combos & Synergies

  • As a jack marshal, he likes anything cheap, he can keep it alive early on and Arcanists can fuel it to be sent out to do what it needs to do.
    • A Siren is usually the preferred option, as with Crush, Flank from the Legions theme, and Concentrated Power it can actually one round a colossal on its own, thanks to Blessed trick like Arcane Shield won't prevent this either.
    • Naturally, you need a contingent of Arcanist Mechaniks to give the jack focus and a damage buffs. Due to Oracular Vision and Field Reinforcemnt the Siren also become way trickier to remove than a light should be.
    • Special mention goes to the Hydra, whose shots can be landed more reliably or rendered even more powerful with the appropriate marshal's order. And if the enemy is so obliging as to shoot the Hydra, the focus comes back and the damage is reduced next turn.
    • Another fun jack to marshal is Imperatus, Field Reinforcement, Phoenix Protocol and Phoenix Field make for a bunch of regeneration, while CRush, paired with any speed buff such as Elara2's Boundless Charge and/or Lanyssa's Hunters Mark means you can sling a high damage jack far into enemy lines, potentially assassinating the opposing caster.
  • Adeptis Rahn makes his Magna Bolt hit farther, more easily and harder.
  • Dawnguard Sentinels are the perfect target for his Force Barrier.
  • Any squishy solo or model likes to made immune to blast damage with boosted DEF against ranged attacks, the same applies to your caster.

Drawbacks & Downsides

  • At 5pts, he's almost always one of your free choices rather than being purchased owing to being rather expensive.
  • He's quite easy to kill with high quality shooting (a boosted POW 15 can kill without boosting on average), especially being on a medium base.

Tricks & Tips

  • An amusing combo in Legions of Dawn is the Artificer, Fane Knight Guardian and Lys Healer with Thyron (giving him DEF 19 and a Shield Guard vs ranged, DEF 17/Parry vs melee and effectively Steady). Blades of Vengeance also ensures that if the Artificer goes in swinging on feat, he hits.



  • Originally released in the Warmachine: Wrath expansion (2011)
  • Community nickname: Mega Mittens (cf the House Shyeel Battle Mages who are the Mini Mittens).

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 - Scythe - 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: 2020.01

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 : Smite      (Edit)

  • This rule changed in Mk3 to no longer say it "adds the weapon's POW". It still does add the POW, however, because the whole section on calculating Slam damage was reworded in the main rulebook.
  • Smite is not a Power Attack Slam, it is just an attack which causes a model to be slammed. As such, you can smite friendly models.
  • You can trigger Critical Smite on a free strike.
  • If you Smite on a charge, then the slam damage will be boosted.
  • Chain Attack Smite only - Unlile the other versions of Smite, a Chain Attack one doesn't have the distance halved when a smaller base model smites a larger. The Knights Exemplar Seneschal is just that awesome.
  • See also the clarifications on being slammed

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Rules Clarification : 'Jack Marshal      (Edit)

  • If a warjack gets a marshal benefit (such as Crush) but then moves out of the marshal's CMD range, it keeps the benefit. (Infernal Ruling)
  • Marshals can control character warjacks. (Closed thread)
  • Although they never get the Power Up bonus, a marshaled warjack can gain focus via other means (such as Accumulator, Empower, Spirit Harvester, etc).
    • They can do this even after the Marshal dies and they become autonomous.
  • 'Jack Marshal & Ranking Officer (Edit)
    • If a Ranking Officer joins a unit with the 'Jack Marshal ability, then they can still only take Mercenary warjacks - they don't gain access to Faction warjacks. (Infernal Ruling)
    • They can control that mercenary warjack as normal, even though they're technically no longer the same faction as the jack. (Infernal Ruling)
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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Drive      (Edit)

  • If the Drive is on an Officer model, and that model dies, then the new unit commander does not inherit the Drive.

Rules Clarification : Force Barrier - None yet. (Edit)

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Rules Clarification : Magic Ability      (Edit)

  • Combat Action
    Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
    • You must complete your movement before you use a MA.
    • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
    • 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. Because a charge must (almost always) be followed by a melee attack.
  • Non-Combat Action
    There are a few models that can use a Magic Ability at any time (eg Geomancy and Necromancy), or can cast a spell "for free" under specific conditions that would otherwise require their Combat Action (eg Battle Wizard and Combat Caster). These models get around all the restrictions listed above.
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Rules Clarification : Force Manipulation      (Edit)

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Rules Clarification : Polarity Field and/or Polarity Shield and/or Polarity Wall     (Edit)

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Rules Clarification : Force Wall      (Edit)
Rules Clarification : Force Barrier - None yet. (Edit)

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Rules Clarification : Magno Bolt      (Edit)

  • The push is not optional.
  • 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)

Rules Clarification : Set Defense - None yet. (Edit)