Prime This model is available in one Prime Army, Legions of Dawn. 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.
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House Shyeel has brought the power of its formidable myrmidons to the Retribution, fighting machines enhanced by sophisticated arcanika systems. The Manticore is equally as formidable in melee or at range, thanks to kinetically augmented attacks and its Cyclone Cannon.
Basic Info
Manticore |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Large |
SPD |
6 |
STR |
10 (12) (★) |
MAT |
7 |
RAT |
5 |
M.A. |
N/A |
DEF |
13 |
ARM |
18 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
22 |
F. Field |
10 |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
U |
UNIT SIZE |
N/A |
COST |
14 |
N/A |
N/A |
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(★) STR 12 while its Field Generator is working |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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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
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Construct
- Field Dependent - While its Field Generator system is crippled, this model loses Force Generator and can't attack with the Cyclone Cannon or use Covering Fire.
- Force Fields - This warjack has an extra damage track that takes damage first. Once per turn during its activation, this model can spend 1 focus point to remove 5 damage points from its force field damage track unless its Field Generator system is crippled.
- Force Generator - This model gains +2 STR .
Weapons
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Cyclone Cannon
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RNG
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ROF
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AOE
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POW
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12
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d3
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-
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12
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Damage Type: Magical
- Covering Fire (★ Action) - Place a wall template anywhere completely within this weapon's RNG and this model's LOS, ignoring intervening models. A model entering or ending its activation in the template suffers a Magical Damage roll with POW equal to the POW of this weapon. The template remains in play for one round. If this model is destroyed or removed from play, immediately remove the template from play.
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Saber Fist (x2)
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RNG
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POW
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P+S
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1
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5
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15 (17)
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- P+S 17 while its Field Generator is working
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Open Fist
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Theme Forces
Thoughts on the Manticore
Manticore in a nutshell
The Manticore is an extremely cost efficient and effective warjack with an excellent P+S 17 on it's fists thanks to Force Generator, MAT 7 which is amazing for a heavy, and a very good defensive profile of 13/18/32 and it comes at a steal of 14 points. Oh and we haven't even mentioned that is has a hand cannon on its should which also lets it put down covering fire templates. This makes it adept at limiting where single wound infantry can go at range while also being able to easily take down heavies in melee. Chances are you should run 1 in every Retribution army you are constructing, and there is little reason to not just reach for a second or even third one, too.
Combos & Synergies
The Manticore is a very self sufficient jack who does not need lots of input to function. Still particular synergies include:
- Goreshade4 - Covering Fire and a cloud wall can limit where the enemy goes. Especially nifty if you fight infantry Goreshade's clouds are useless against, who can ignore clouds but will die to POW 12 covering fire templates.
- Garryth1 - Reposition 3 makes it so the Manticore can be 15" away from where it placed its Covering Fire. Crippling Grasp, Perseverance or Mirage are also excellent spells for the Manticore.
- Ravyn - Cycle Snipe between two of these and put covering fire templates 16" down the line, energize them back to be even further away.
- Lanyssa Ryssyl - She let's it charge for free, with is a focus freed up for buys or boosts.
- Arcanist Mechanik - Extra focus or a damage buff is exactly what the doctor ordered for this jack.
Drawbacks & Downsides
- While it sports impressive melee P+S, it’s tied to a particular system. Don't be lured into thinking he can one-round other heavies easily without it.
- Losing either the cortex or the Force Generator system will heavily cripple his melee ability.
- Its guns variable ROF makes it very unreliable as a dedicated ranged piece, which is decidedly not what this jack wants to be anyway. Take a Hydra if you want a ranged heavy, but honestly you are probably better served with two Harpies.
Tricks & Tips
- Space your Covering Fire(s) out to cover more board. For example, if you place it next to an obstruction and leave a gap just slightly smaller than a small-base, this will effectively add 1" to the area you've blocked off.
- That said, one Manticore is usually only worth it to deny charges from single-wound models, so always bring two or more if you can help it.
- Remember, unique to the Manticore, Covering Fire is a *Action, not a *Attack, so it can do so from combat. If a model has run up to jam it, but you know it won't hurt the Manticore, use Covering Fire as you would normally to stymie the enemy main line so you can deal with the jammers at your leisure.
- Negation Angels really do not appreciate having to take a POW 12 to the face from Covering Fire, so the Manticore is a very nice tech piece against Strange Bedfellows.
Other
Trivia
Released in Forces of Warmachine: Retribution of Scyrah (November 2009)
Other Retribution models
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* 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 : Covering Fire and/or Sustained Fire (Edit)
- The size of the wall template is 0.75" by 4". (Infernal Ruling)
- Although it uses the wall template, it is not wall terrain. It does not provide cover nor interfere with models moving.
- Covering Fire templates do not inherit the Damage Type(s) of the weapon that put it into play.
- For instance, if you put Explosivo on the warjack, the Covering Fire remains non-magical.
- However, some versions of Covering Fire already do a specific Damage Type (notably, the Manticore). In this case, the Covering Fire does that Damage Type and no other Type.
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Templates that do damage ( Edit) [Show/Hide]
- Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
- A hazard is a terrain element
- Damage from a hazard template is never considered to be from the model or weapon/spell that put it into play. So hazards never gain special rules of the weapon/spell (such as a Damage Type or Poison), nor does it gain special rules of the model (such as Hand of Fate).
- Damage from a non-hazard template is considered to be from the model that put it in play. So non-hazards do get stuff like Hand of Fate. (Infernal Ruling)
- Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance)
- Damage from a non-hazard is also not from an attack. Instead it will be a Special Action (Covering Fire), or a "instead of making an attack, place a template" (Creeping Barrage), or etc.
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- Damage templates from spells is complicated:
- (Infernal Ruling)
- Spells that leave templates that are not hazards (such as Razor Wall) do Damage Type: Magical.
- Spells that leave templates that are hazards (such as Breath of Corruption) follow the rules for hazards, which are most likely not magical damage but it varies by the hazard.
- The initial damage when you place the template, if any, is Damage Type: Magical.
- For example, Breath of Corruption's initial POW 12 corrosion damage roll is Damage Type: Magical in addition to Damage Type: Corrosion. But the hazard that is put into play from Breath of Corruption is not Damage Type: Magical, just Damage Type: Corrosion.
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- By default, when you put a template into play it doesn't do damage to models they overlap. The exceptions are templates that are created by an AOE weapon, and templates that explicitly say they do damage when they're placed.
- A model which is "placed" also counts as "entering" an area, so the template will damage any one who teleports/spawns into it, too.
- If two templates are overlapping, a model that enters them will take two points of damage.
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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.
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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.
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Rules Clarification : Construct - None yet. (Edit)
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Rules Clarification : Force Fields (Edit)
- You cannot spend focus to heal Force Fields mid-move, such as taking damage from a free strike. (Infernal Ruling)
- You cannot repair force fields, but you can spend focus to remove damage. (Infernal Ruling)
- Grievous Wounds prevents removing damage from force fields. (Locked Thread)
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Rules Clarification : Force Generator - None yet. (Edit)
Rules Clarification : Field Dependent - None yet. (Edit)