House Shyeel Artificer

From LOS Warmachine University
Jump to: navigation, search
We have 1219 articles and 90% are complete!   Please help us finish these articles (and/or the rest) (Edit)  
Locke (1 year review) Suppresor (one year review) Exemplar Bastion Seneschal (one year review) Exemplar Errants (One one year review)


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
HouseShyeelArtificer.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR
MAT 7
RAT N/A
M.A. 7
DEF 12
ARM 17
CMD 9
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 5
N/A
N/A
FA 2
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • 'Jack Marshal - This model can control a Faction warjack, albeit in a limited manner. Click the link for the full rules.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • 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 vs ranged attacks and is immune to blast damage.
  • Magic Ability [ 7 ] - This model can use its Combat Action to cast a single spell.
  • Set Defense - A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.

Weapons

  • Power Gauntlet (x2) - 1" reach, P+S 13 melee weapons
    • Damage Type: Magical - This weapon deals Magical damage.
    • Combo Smite (★ Attack) - 1) The model hit is slammed d6" directly away from this model. If the model hit is on a larger base, halve the distance. 2) The slam damage roll is 2d6 + STR + 2x POW. Collateral damage is 2d6 + STR.

Spells

COST RNG AOE POW DUR OFF


Force Manipulation

(★ Action) - - - Round -
The Artificer gains Polarity Field for one round.
Polarity Field - This model cannot be charged or slammed from its front arc.
Force Wall

(★ Action) 6 - - Round -
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 vs ranged attacks and is immune to 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 toward the model hit, in the order you choose.

Theme Forces

Recent Changes

2018.09 Retribution Legacy CID

  • Force wall is now a target model/unit (used to be everyone within 3" of the Artificer)
  • +1 MAT, gauntlets range increased to 1"
  • Gained Set Defense
  • Added to the Legion of Dawn theme force
  • The Dev Notes also say his Drive changed, but it looks the same to me.

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.
  • But, 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.
  • Adeptis Rahn makes his Magna Bolt hit farther, more easily and harder.
  • He can now protect entire units with Force Barrier while allowing them to run past him, even allowing for tight formations against AoE-heavy armies.
  • 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.

Other

Trivia

  • 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
Moros
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)
Solos

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
Mercenaries
Units Lady Aiyana & Master Holt - Lynus Wesselbaum & Edrea Lloryrr
Solos

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

This index was last updated: 2019.05

Rules Clarifications

RC symbol.png

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.")
RC symbol.png

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


RC symbol.png

Rules Clarification : 'Jack Marshal      (Edit)

  • Marshals can take character jacks (unlike in Mk2). (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 (unlike in Mk2).
  • '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)
RC symbol.png

Rules Clarification : Pathfinder      (Edit)

RC symbol.png

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)

RC symbol.png

Rules Clarification : Magic Ability      (Edit)

  • Almost 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.)
  • 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)
RC symbol.png

Rules Clarification : Force Manipulation      (Edit)
Rules Clarification : Polarity Field - None yet. (Edit)

RC symbol.png

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

RC symbol.png

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)