From LOS Warmachine University
Jump to: navigation, search
We have 1330 articles and 90% are complete!   Please help review these models from 12+ months ago: (and/or the rest) (Edit)  

Retribution Logo.jpg Moros

Retribution Shyeel Character Light Warjack

Commissioned for Garryth, Blade of Retribution, Moros is a quick and agile myrmidon that strikes using its dual curved blades with the deadliness of an assassin. Its unique power field renders Moros invisible to the naked eye and can be manipulated to lash out and stun potential victims. For many of the Retribution’s enemies, the low hum of Moros’ energy field is the last sound ever heard.

Basic Info

Missing Info
Retribution Moros.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
M.A. N/A
DEF 14
ARM 16
ESSENCE {{{essence}}}
HP 20
F. Field 6
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
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.
  • Construct symbol.jpg Construct
  • Parry symbol.jpg Parry
  • Pathfinder symbol.jpg Pathfinder
  • Stealth symbol.jpg Stealth
  • Force Fields - This warjack has an extra damage track that takes damage first.
  • Field Dependent - While its Field Generator system is crippled, this model loses Fleet, Stealth, and cannot attack with Death Shadow.
  • Fleet - Once per activation, this model can spend 1 focus point to gain +2" movement when advancing as part of its Normal Movement that activation.
  • Bond [ Garryth ] - If this model begins the game in Garryth's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to Garryth and in their control range, Moros gains Acrobatics. (Acrobatics - This model can advance through other models if it has enough movement to move completely past their bases. This model ignores intervening models when declaring its charge target.)


  • Death's Shadow - 8" range, POW 12 gun
    • Magical dam symbol.jpg Damage Type: Magical
    • Paralysis - A living model hit by this weapon has its base DEF reduced to 5 and cannot run, charge, or make slam or trample power attacks. Paralysis lasts for one round.
  • Blade (x2) - 1" reach, P+S 13 melee weapons
    • Paralysis - As above

Theme Forces

Recent Changes

No changes since 2018.09

Thoughts on Moros

Moros in a nutshell

Fast, nimble, and well defended against conventional ranged attacks, Moros is a high-mobility harassment/support piece in the Retribution's arsenal. By default it adds another defense fixer to the Retribution myrmidon lineup both at range and in close combat in the Shadows of the Retribution theme. Paralysis works marvelously on living models that can't be knocked down or made stationary. Under Garryth's care Moros becomes either an assistant or a perpetrator in assassinations, as it becomes extremely difficult to stop its charges.

Combos & Synergies

  • Between triggering Fleet, charging or boosting an attack roll to land Paralysis on an important target, Moros often wants another Focus above the one it gets from Powering Up. Either Broadcast Power from the Helios, or Empower from your Arcanists can provide it, easing the FOCUS burden on its controlling caster.
  • Helios can play along nicely with Moros - even if this pairing is a bit expensive. Beside the above mentioned spare focus, Moros can tag a heavy with Paralysis that Helios can push further back with its gun, or drag into oblivion by punching him to death.
  • Speaking of Colossi, Hyperion really likes a Paralysis-struck DEF5 target, where its Critical Consume can be triggered on any double rolls save for snake-eyes.

Being Garryth's personal warjack, it enjoys awesome synergy with him.

  • Acrobatics + Parry, paired with Mirage + Fleet enables a 15" long, non-linear assassination run where screening models mean nothing.
  • Sentry works well on Moros, enabling you to tag 2 (possibly low-DEF) targets at range in a single activation. Mirage requires a bit of preparation as the Apparition happens in the next maintenance phase, but can force your opponent to double guess, whether or not you plan an assassination. Heightened Reflexes often has better place on Garryth or a unit, but can be life saving against KD/stationary feats, like the ones in Sorscha's or Kreoss' arsenal.
  • Stormfall Archers - Paralysis goes a long way of fixing their accuracy, if you happen to play Garryth in the Defenders if Ios theme.

Shadow Combos

Anyone can take Moros in Shadows of the Retribution which opens up a few more combos:

  • Ravyn can either give Snipe for Moros, or put up Countermeasure to replicate the same annoying combination of Kraye or MacBain: you can't shoot me outside 5" because of Stealth. You can't shoot me within 5" because of Countermeasure. Open Fire is pretty expensive, but if you need to tag 2 heavies in a single turn, it might worth casting it.
  • Thyron's kit seems tailor made for Moros, despite not having any formal relationship. Between Assail and Fleet, Moros can charge 14" linearly, and with Thyron's feat up, he can Side-Step after hitting his charge target moving another 2", hit another target and Side-Step again for another 2", and with his new 1" melee be threatening something about 19" from where he began his activation. Its not Acrobatics, but turning Moros into a bargain Molik Karn that paralyzes everything he touches is sure to cause your opponent problems. And thanks to his new Parry, he can ignore free strikes while he Side-Steps around just like Papa Tyrone's own buddies, the House Ellowuyr Swordsmen.

Drawbacks & Downsides

  • Paralysis is useless against warjacks, undead models and construct warbeasts, plus 99% of the Convervence's lineup (though some of their casters like Aurora or Axis are living models). In matchups where said models dominate the list, you'll pay the premium price for the stealth on a mobile, combined-arms warjack.
  • Even with Concentrated Power from your Arcanists, he sometimes feels very pillow-fisted depending on what your opponent brought.
  • Losing its field generator early on can be crippling, as it cancels its ranged defense, plus nullifies its ranged capability.
  • Outside the Shadows of the Retribution theme he can only be taken with Garryth.

Tricks & Tips

  • Paralysis cannot be shaken.
  • As Garryth's warjack, there is a bit of skornergy insomuch that it is impossible to feat and tag an enemy caster/lock with Paralysis from Moros whereby that attack is both boosted and its damage not be negated. On the bright side, Paralysis triggers upon hitting the model, and thus, the target is affected by its debilitating effects, even if a warlock transfers the damage, or a warcaster uses focus to overboost his power field.
  • Even with Parry + Acrobatics, watch out for out of activation movement tricks that can blunt your assassination runs (most commonly Counter Charge, Admonition and the like).
  • Paralysis is the key selling point of Moros, both at range or in melee. Even if you cannot reliably eliminate (or worse, hurt) the target, its blades and gun can drop its DEF to near-stationary levels. Then a follow-up heavy hitter can spend all its resources on buying and boosting attacks.
  • Make some space. With Moros's bond leave some space between your troops so he can jump over them and start hacking away at those too unawares of his stealthy prowess.



Originally released in the Warmachine: Reckoning expansion (2015)

As expected for a Ret jack, Moros has a somewhat flavourful name linked to (usually Greek) mythology. Moros was the personification of inevitable doom, never letting his victims spend even death in peace. So Moros the Myrmidon can be nicknamed 'the Bringer of Doom' if so inclined, befitting its concept as an assassin jack to go with Ret's assassin caster, however much this doesn't quite pan out in-game!

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

RC symbol.png

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 : Parry - None yet. (Edit)

RC symbol.png

Rules Clarification : Pathfinder      (Edit)

RC symbol.png

Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
RC symbol.png

Rules Clarification : Bond      (Edit)

  • Bonds are ineffective while the model is under your opponent's control. Refer the core rulebook.
  • Bonds & Themes
    • If a warjack/warbeast with a bond is in that caster's battlegroup, they can be taken in any theme force. Refer the core rulebook.
    • This is true even if the caster isn't a full warcaster or warlock (this interaction changed as of 2018.06).
RC symbol.png

Rules Clarification : Acrobatics      (Edit)

  • 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.
RC symbol.png

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)

Rules Clarification : Field Dependent - None yet. (Edit)
Rules Clarification : Fleet - None yet. (Edit)

Rules Clarification : Paralysis - None yet. (Edit)

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.")