Magister Helynna

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Retribution Logo.jpg Magister Helynna

Retribution Shyeel Warcaster

A theorist and unconventional freethinker, Helynna has dedicated her life to the advancement of myrmidon technology. The affinity that exists between her and the arcanikal constructs she commands transcends the normal bond between warcaster and myrmidon, a culmination of her understanding of the inner workings of these machines. Viewing each battle as an experiment, Helynna delights in sending Shyeel myrmidons crashing into enemy lines and unleashing their potential as only she can.

Basic Info

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Boxed Set
Helynna comes in the Mk3 battlebox starter set, alongside 3 warjacks: a Griffon, Chimera, and Manticore.

At the time of writing (2019.05) she is not available for individual purchase (although the warjacks are).

Helynna1
Missing Info
Helynna.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR
MAT 6
RAT 5
M.A. N/A
DEF 15
ARM 15
CMD N/A
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +30
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
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

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Repair [d3+3] (★ Action) - RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3+3 damage points from it.

Weapons

  • Redirection Blast - 12" range, POW 11 ranged attack
    • Damage Type: Magical - This weapon deals Magical damage.
    • Force Grip - Instead of dealing damage, an enemy model hit by this attack can be pushed up to 3" in any direction.
  • Redirection - 2" reach, P+S 11 melee attack
    • Damage Type: Magical
    • Force Grip

Spells

COST RNG AOE POW DUR OFF


Deceleration

3 SELF Control - Round -
While in the caster's control range, friendly Faction models gain +2 ARM against ranged and magic attacks. Lasts for one round.
Force Strike

2 8 - 12 (★) Yes
On a critical hit, the target is knocked down.
Hand of Destruction

2 10 - - Upkeep Yes
Models in Helynna's battlegroup get an extra attack and damage die versus the affected model/unit, but must discard the lowest.
Obliteration

4 10 5 15 - Yes
This spell has zero special effects.
Rhythm of War

3 SELF Control - Upkeep -
At the end of each of your turns, after all friendly models have ended their activations, warjacks in Helynna's battlegroup and control range can advance up to 3".

Feat : Arcantrik Aptitude

  1. Remove all damage from the force fields of friendly Retribution warjacks currently in Helynna's control range
  2. While in her control range, all friendly Retribution models gain +3 ARM and ignore crippled systems for one round.

Theme Forces

Thoughts on Magister Helynna

Magister Helynna in a nutshell

She is the ultimate Jack master (well, maybe not ultimate, but as close as Retribution can get), I'm pretty sure she wants to be the elf version of Karchev the Terrible, albeit without the heavy jack body. Two of her spells are specifically meant for her battlegroup and affects all of them in all the ways Ret likes most (movement and bringing on the hurt). Deceleration also works on them and makes them a nigh untouchable delivery system, you might as well paint them with the UPS symbol on the ones in her battle group. After they have fought for a minute then she can feat and well, if you didn't finish them off when you had the chance you're gonna wish you did.

Feat & Spell thoughts

  • Her feat can restore 22 boxes of shield health (theoretically, and that's just the battlebox).
  • Force Strike
    • Knock down is a great way to set up destroying key targets, especially if boosted.
  • Hand of Destruction
    • Best battle group damage boost... when it hits. Think of it as a poor woman's Signs and Portents.
    • Use before your 'jacks engage a target in melee.

Battlebox Fights

In a battlebox fight, two players who bought nothing but their Faction's starter set use everything in that box to play a game.

In these battles you have a heavy, a jammer, and an arc node. Helynna herself gets to dance; the redirection blast can frequently be used to keep the enemy heavy out of action for a round. And you need to wrong-foot the enemy and possibly feed the griffon to the enemy heavy to beat up their other jacks.

Drawbacks & Downsides

  • She is very focus hungry running all those jacks and keeping up with her spells.
  • She has no support for troops aside from Deceleration so if you take units or solos take the ones that are self sufficient or ones that support jacks.
  • Never leave her alone, if you find her without an Aspis or something to guard that sweet, sweet bald head of hers she will die in combat. The most she can do to save herself is push things 3" out of the way but if nothing is there to take whatever is threatening her off her mind then she will surely fall.
  • Just like with Darius' or Absylonia1's feat, smart enemies won't leave many half-wrecked battlegroup members around for you.
  • Her RAT is awful, no you're not really going to use it often but it is a good positioning tool . . . if it hits. This coupled with her being a focus starved caster means you shouldn't boost to hit with it either.

Tricks & Tips

  • Though she's got very average stats all-round except perhaps her FOC, taking her in Forges means she is virtually immune from a ranged assassination, with loads of Shield Guards and ARM stacks.
  • Because of said bevy of Shield Guards, it is worth keeping up with the reserve line of jacks in her army, not least because her late game repair can come in quite handy, and at d3 + 3, it is very reliable, just look out for Grievous Wounds and similar effects (Entropy, Mortality etc.).

List Building Advice

Strategy

Helynna is at her core a one trick pony: skew armour, scalpel out things which can counter armour if you can, then shove it down your enemies throat with the aid of the feat until you out attrition them or they do something stupid trying to stem the attrition loss. Usually this means warjacks and dawnguard for the bulk of the army. She handles gunlines extremely well between the feat and deceleration, can win melee alphas with the feat and rhythm of war (watch for follow up when it falls off, ret jacks are relatively squishy) but struggles more against control effects due to no pathfinder and lower model counts.

Theme thoughts

As a battlegroup caster, Forges of War is tempting, allowing you to squeeze more points into the list then other options and spread gun damage around to maximise survivability. Alternatively the infantry options enabled by Defenders of Ios and Legions of Dawn let you up the bodycount on the board.

Forges of War

  • Discordia - with this beautiful character jack and its imprint you just have a brick wall of Griffins or Dawnguard with Deceleration added on and you'll get an armor bonus against ranged that Khador would be jealous of.

Legions of Dawn

  • Dawnguard naturally skew armour and have some potent offensive abilities. Sentinels get to extreme armour levels when all the buffs are stacked together and deal significant damage to anything they can get in melee contact with. Invictors are a little squishier (though still resilient to most anti infantry weaponry), but high power and accuracy guns combined with a once per game range extension make them a scalpel compared to the rest of the lists bludgeon.
  • Imperatus - Taking a jack with naturally high survivability and pairing it with Helynna's defensive capabilities can be a real headache to deal with. Helps that he hits hard and accurately as well, and side step can provide some interesting assassination and scalpel possibilities.

Other models

  • Sylys Wyshnalyrr - Always going to be a focus a turn, and the extra dice allow for reliable application of Hand of Destruction when it matters.
  • Lanyssa Ryssyl, Nyss Sorceress - Free charges and threat extension gives more potent and reliable alphas.

Battlegroup

  • Chimera, Phoenix - What do you do when you have a spell you really want to cast but are too squishy to get in range safely? Rhythm of War makes them a little safer then most casters
  • Griffon - they are a brick wall and an amazing jack for all intents and purposes gonna clog up anything you want. With feat turn you now have a lot of cheap unbreakable jacks.
  • Vyre Jacks - No access to Forges of War hurts, along with being slower and no force fields, but they have their place. Higher natural armour, good guns and melee, the sphinx is cost effective while the banshee hits harder then any other options.

Other

Trivia

  • Released 2016.06
  • Her surname is 'Vahr', but she is still part of the Shyeel family as a not-so-distant cousin of Rahn.

Video Battle Reports

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

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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 : Force Grip      (Edit)

  • An enemy model can be pushed multiple times by this weapon, if it is hit multiple times.
  • 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)


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

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Units: Before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    2. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    3. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    4. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    5. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    6. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    7. You're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an Any-Time ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    8. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    • Units with "Any Time" abilities
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.

  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
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Rules Clarification : Repair      (Edit)

  • When repairing warjacks, you can choose which damage boxes to heal - they don't all have to be the same column.
  • If you get a +1 bonus to a repair roll, that is one extra hitpoint healed. Not +1 to the number of pips showing on the dice.


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Rules Clarification : Deceleration      (Edit)

  • Deceleration works vs blast damage.
  • Deceleration works vs special effects on the gun/spell that cause "direct" damage. For instance, the Throw damage caused by the White Squall spell.
  • Deceleration doesn't work vs 'secondary' damage that is 'not considered to be an attack' (such as Electro Leap).
  • Deceleration doesn't work vs hazards that are put into play by spells/guns (such as the Stormwall's Covering Fire).
  • Deceleration doesn't work vs non-offensive spells that also do damage, such as Blazing Effigy. (Locked thread)
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Rules Clarification : Force Strike      (Edit)

  • 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 : Hand of Destruction      (Edit)

  • Discard Die (Edit)
    • The dice must be discarded - you can't keep it even if you want it for a critical hit.
    • For instance: if you discard "the lowest die", need 6+ to hit, and roll a 3, 3, and a 4 ... then you must discard one of the 3s, and you'll end up with a non-critical hit with the 3 + 4.
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Rules Clarification : Obliteration      (Edit)

  • The text description has no in-game effect. It's just for flavour.
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Rules Clarification : Rhythm of War      (Edit)

  • You cannot move colossals with it.
  • The movement will trigger free strikes.