Daemon

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Retribution Logo.jpg Daemon

Retribution Vyre Heavy Warjack

Mk4 icon.png
Prime
This model is available in one Prime Army, Shadows of the Retribution. 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.

Recently unleashed upon the enemies of the Retribution, House Vyre’s myrmidons were developed with distinct capabilities all their own. A powerful assault myrmidon, the Daemon smashes foes with its rune fists or blasts them with concentrated arcane energy from its vortex cannon.

Basic Info

Daemon
Missing Info
Retribution Daemon.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 5
STR 11
MAT 6
RAT 6
M.A. N/A
DEF 12
ARM 19
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 30
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE N/A
COST 14
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
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.

Abilities

Weapons

Vortex Cannon
Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
10 1 - 12 Right
  • Magical dam symbol.jpg Damage Type: Magical
  • Reload [1] - This model can spend focus to make up to 1 additional ranged attacks with this weapon during its Combat Action. It can make one additional attack for each focus spent.
  • Vortex Blast - If this attack misses, nothing happens. If it directly hits an enemy model, before making the damage roll, push models within 2" of the model hit 2" directly towards it in the order you choose. Then center a 3" AOE on the model hit. Models in the AOE are hit and suffer a POW 12 damage roll. Models boxed by Vortex Blast are RFP'd.
Light Rune Fist
Sword icon.jpg  RNG   POW   P+S   LOCATION 
1 3 14 Right
Heavy Rune Fist
Sword icon.jpg  RNG   POW   P+S   LOCATION 
1 5 16 Left

Theme Forces


Thoughts on Daemon

Daemon in a nutshell

The Daemon is a comparatively cheap speacialist heavy that brings a powerful Vortex Blast gun with up to 2 shots. It doesn't really pack a punch in melee, at least not like the Manticore or Sphinx do, unless your target benefits from significant ARM buffs like Arcane Shield, in which case it can actually come out on top damage wise, thanks to its Blessed fists. You take the Daemon for its battlefield control, but it does eat focus as it needs to use Reload and hit with its gun to initiate. It regularly wants the full 3 focus so keep your Arcanists handy. The bigger the target hit the bigger the pull effect. The downside of its gun is that it’s mainly going to hurt infantry, but the pull is better on bigger targets. Typically you will either be getting the full benefit of the control or some good damage on multiple targets.

Combos & Synergies

The Daemon wants models that boost it's effective RAT and range. Defence debuffs, RAT buffs, movement shenanigans to allow it to aim or retreat after shooting so it can overextend a little.

Garryth1 - Crippling Grasp makes any attack better and Field Marshal Repo 3" means it can be 13" away from what it just shot. Garryth also loves models that can pull enemy models out of a charge lane against the enemy caster, or even the enemy caster into his threat range for a quick and dirty assassination.

  • Garryth2 - Road to War, Mortality
  • Ravyn - Snipe, Open Fire, Energizer, Feat
  • Kaelyssa - Phantom hunter shots against clumped up squishy support or even against warcaster/warlock models can really bring models together in the best ways for you.
  • Vyros2 - Synergy helps make up for his weak melee and he prefers inexpensive heavies and a threat extending gun.

Drawbacks & Downsides

  • Its melee is not great. Blessed is useful, but against a target without some sort of stat buff it's going to get out punched by other heavy options.
  • low range, and kind of slow. See above sections for more info
  • While the gun has high potential, it's surprisingly easy to mitigate. Anti shooting tech such as Stealth, Shield Guards, Sucker, Sac Pawn and so on can reduce its effects, as can simply spreading out (though a full 2" spread between each model gives a unit a massive footprint and can cause problems).
  • If you want a heavy with melee game and a gun that controls the battlefield the Manticore is arguably better.

Tricks & Tips

  • As with above. Use with Kaelyssa to catch your opponent off guard. The AFG can also help out by making stuff easier to hit.
  • Applicable with all jacks, but Mechaniks are also good to boost the fists up to 18/16 with blessed to help take down spell hardened foes.
  • Ossyan can let the Daemon deal some hurt to Shield Walling/medium based heavy infantry as the additional die of damage from feat with judicious boosts from his Field Marshal can crack almost any armour.
  • Buying the Aeternae kit gives you all the pieces necessary to make any of the non-character Vyre jacks, so buy that one over the standard Daemon/Banshee/Sphinx kit if you intend to magnetise.

Other

Trivia

  • Daemon is a Latin word, from the Greek and Proto Indo-European daimon. Originally referring to any sort of ghost or spirit, in modern times it's often used interchangeably with the term Demon, which carries a more malevolent bent (like the greek kakodaímōn).
  • Don't mix it up with the computing term of the same name.
  • Released in the Warmachine: Wrath expansion (2011)

Other Retribution models

Retribution Logo.jpg       Retribution Index       (Edit)
Battlegroup & Similar
Warcasters

Elara2 - Falcir1 - 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

Aeternae - Banshee - Daemon - Discordia - Hemera - Hydra - Hypnos - Imperatus - Manticore - Phoenix - Sphinx

Colossal Hyperion - Helios
Units, Solos, & Battle Engines
Units

Cyelna & Nyss Hunters - D Destors - D Invictors - D Sentinels - Heavy Rifle Team - H Halberdiers - H Riflemen - HE Swordsmen - HE Wardens - HS Arcanists - HS Battle Mages - HV Electromancers - MH Infiltrators - MH Strike Force - Ryssovass Defenders - Spears of Scyrah - Stormfall Archers
Special: Eiryss3 (CA) - Soulless Escort (WA)

Solos

Aelyth Vyr - Arcanist Mechanik - D Destor Thane - D 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 - HE Warden Executioner - HS Artificer - HS Magister - Houseguard Thane - Lanyssa Ryssyl, Nyss Sorceress Lys Healer - MH 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
Mercenaries
Refer to Category: Retribution of Scyrah Mercenary
This index was last updated: 2021.04

Rules Clarifications

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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.

Rules Clarification : Construct - None yet. (Edit)


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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.")
RC symbol.png

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 : Blessed and/or Creator's Wrath     (Edit)

  • Blessed ignores spell buffs even if they're not directly on the target. (For example, Haley3's Temporal Distortion spell is cast on Haley and gives a DEF buff to everyone within 5". Blessed ignores it on everyone, not just on Haley.) (Locked thread)
  • You only ignore the DEF/ARM buff if the spell directly adds to the stat (for example Arcane Shield gives +3 ARM).
Whereas a spell which grants an ability, and the ability gives a DEF/ARM buff, would not be ignored by Blessed (for example Cloak of Ash gives a model concealment, and concealment gives +2 DEF).
(Infernal Ruling)
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else]. (For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.)
  • This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).
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Rules Clarification : Reload      (Edit)

  • You cannot mix melee attacks and ranged attacks in the same activation unless you have a special rule (such as Dual Attack). Reload does not get around this restriction.
    • A Trample Power Attack is a melee attack, even if you don't actually trample over anyone and make zero dice rolls. So you can't trample then Reload (unless you have something like Dual Attack).
  • You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)
  • If you have (x2) of a weapon with Reload (such as Caine1), the special rule will only be written on the card once. But you can reload both weapons to the max limit. (Infernal Ruling)
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Rules Clarification : Vortex Blast      (Edit)

  • The damage roll from Vortex Blast is still ranged attack damage, so anti-ranged damage stuff (like Carapace or Deceleration) will work vs it. (Infernal Ruling)
  • Vortex Blast does a POW 12 damage roll instead of a normal damage roll. This means the POW on the gun is irrelevant (especially for the Daemon). (Infernal Ruling)
  • Severa only
    Because the Vortex is part of a ranged attack, this means
    • You can use an Attack Type on Vortex Blast attack. If you choose Heart Seeker, you'll get a discard die for everyone in the AOE.
    • If the Vortex kills something, that will trigger Run & Gun.
    • Pistoleer stacks with Vortex Blast.
    • (Infernal Ruling for the all of the above)
  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)
    • Models that are immune to blast damage have no defence vs this spell/weapon.