Helios

From Battle College
Jump to: navigation, search

Retribution Shyeel Colossal Warjack

The Hyperion towers over the vanguard as one of the most formidable weapons in the Retribution’s arsenal, armed with an incomprehensibly powerful starburst weapon capable of annihilating anything in its blast. The Helios, housing the largest field generator in any myrmidon, has the power to reshape battlefields; the monumental forces it wields push and pull opponents wherever it chooses. Originally kept within Ios’ borders to defend the nation and especially House Shyeel, these machines have recently been added to the Retribution’s righteous cause.

Basic Info[edit]

Helios
Helios.jpg
SPD 5
STR 17
MAT 6
RAT 5
DEF 10
ARM 19
HP 52
Force Fields 12
Cost 34
See also How to Read the statblock

Weapons[edit]

  • Tractor Beam - 12" range, ROF 3, gun that does no damage.
    • Force Grip - Instead of dealing damage, an enemy model hit by this attack can be pushed up to 3" in any direction.
  • Inferno Fist (x2) - 2" reach, P+S 21 melee weapons
    • Open Fist - This warjack/warbeast may make Throw Power Attacks.
    • Continuous Fire - A model hit by this attack is set on fire. A model on fire suffers a POW 12 fire damage roll in Maintenance phase of owner's turn until the fire expires.
    • Flame Burst - When you box an enemy model with this weapon, enemy models within 1" of the boxed model suffer Continuous Fire.

Abilities[edit]

  • Colossal - Colossals are giant warjacks, even bigger and stompier. They all share a stack of standard special rules.
  • Construct - This model is a construct and is not a living model.
  • 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.
  • Field Dependent - If this model's Generator is crippled, it loses Force Barrier, Force Gate, and can't attack with the Tractor Beam.
  • Dual Attack - This model can make both melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
  • Force Barrier - This model gains +2 DEF vs ranged attacks and is immune to blast damage.
  • Force Fields - this warjack has an extra damage track that takes damage first.
  • Force Gate - Helios can spend focus points at any time during its activation to gain the following special rules, one per focus spent. Each lasts for one round.
    • Broadcast Power - Other friendly Faction warjacks that activate within 3" of this Helios gain 1 focus point at the start of their activations. A warjack can only gain 1 focus per round from Broadcast Power.
    • Distortion Field - The Helios gains +2 DEF and Poltergeist. (Poltergeist - When an attack misses this model you may push the enemy away a short random distance.)
    • Repulsor Field - When this model is hit with a melee attack, after the attack is resolved the attacker is pushed 1" directly away.


Thoughts on Helios[edit]

Helios in a nutshell[edit]

Helios is a defensive support colossal capable of achieving high DEF vs ranged and high survivability. The Tractor Beam is unique among Retribution myrmidons in that it is the only non-magical weapon, and it does no damage. Helios can hold its own in melee with very high P+S fists and the ability to set fire to many things.

Combos & Synergies[edit]

  • Any caster that improves defence or armor why? simple, Helios can get to def 14 on his own, and in case no one noticed HES HUGE!!! any more buffs to his def and well meet the hardest to hit giant on the warmachine side.
  • Tug of war! Yeah he is good with teams that push and pull since he does it so well himself. This creates just another option that ret has to control the battle field except this one doesn't go down easy.
  • Griffin swarm is a thing again with Helios, all you have to do is have a ridiculous amount of griffins and use broadcast power and watch your opponents laughter at the thought of old tactics turn into tears of despair.

Drawbacks & Downsides[edit]

Placeholder.

Tricks & Tips[edit]

Placeholder.


Other[edit]

Trivia[edit]

The rules were published in Warmachine: Reckoning (2015.06) but the physical model wasn't available until 2017.01

Theme Forces[edit]

Other Retribution models[edit]

RetLogo.jpg

(Edit)

Battlegroups
Warcasters Rahn1 - Vyros1 - Vyros2 - Elara2 - Garryth1 - Goreshade4 - Issyria1 - Kaelyssa1 - Ossyan1 - Ravyn1 - Thyron1 - Helynna1
R
E
T
R
I
B
U
T
I
O
N
Warcaster attachments Fane Knight Guardian (Retribution) - Sylys Wyshnalyrr (Retribution) - Madelyn Corbeau (Mercenary)
Other Controllers Elara1 (BGC) - Sentinel Scyir - Artificer
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 Arcanist Mechanik - Destor Thane - Sentinel Scyir - Ghost Sniper - Artificer - Magister - Houseguard Thane - Lys Healer - Assassin - Priest of Nyssor - Soulless Voidtracer

Aelyth Vyr - Eirrys1 - Eiryss2 - Elara1 - Issyen - Narn - Nayl

Battle Engines Arcantrik Force Generator
 
Theme Forces
Forges of War - Defenders of Ios - Shadows of the Retribution
RetMercLogo.jpg

(Edit)

Retribution Mercenary Models/Units
Units Lady Aiyana & Master Holt
Solos Dahlia Hallyr & Skarath - Lanyssa Ryssyl, Nyss Sorceress - Madelyn Corbeau, Ordic Courtesan


Rules Clarifications[edit]

Rules Clarification : Force Grip      (Edit)

  • An enemy model can be pushed multiple times by this weapon, if it is hit multiple times.
  • Push (Edit)
    • 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 : Open Fist (aka, Power Attack Throw)     (Edit)

  • See the Throw article for a recap of the core Throw rules.
  • 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.
  • 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)
  • Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. The Infernals are currently checking it.

Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helio's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.

Rules Clarification : Flame Burst      (Edit)

Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helio's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.


Rules Clarification : Colossal      (Edit)

Rules Clarification : Construct - None yet. (Edit)

Rules Clarification : Pathfinder      (Edit)

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

Rules Clarification : Dual Attack      (Edit)

  • There is no penalty for shooting an enemy you are in melee with, however if you miss it must still be re-rolled vs a new random target.
    • If the new random target is a friendly it will get the DEF bonus, since you can't be in melee with friendlies.
  • You can target a model they are not in melee with with a ranged attack. (Infernal Ruling)
  • Dual Attack & Drag ( Edit )
    • This is pretty-much limited to just the Prime Axiom under Syntherion
    • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
    • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
    • If you didn't charge then ... just go nuts. There's no restrictions that I know of.

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

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)

Rules Clarification : Force Gate      (Edit)

Restrictions on "Any Time" abilities (Edit)
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. 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).
    2. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    4. 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).
  • Units
    • 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)

Rules Clarification : Broadcast Power - None yet. (Edit)

Rules Clarification : Distortion Field      (Edit)

Rules Clarification : Poltergeist      (Edit)

  • If the attack is out of range, Poltergeist is still triggered. This is because an out of range attack misses automatically, and an auto-miss is still a miss.
  • If a single attack misses multiple Poltergeists (for instance a Thresher), then you get to resolve the pushes in any order you choose (after the last thresher attack is resolved).

Rules Clarification : Repulsor Field      (Edit)

  • A model that starts B2B and hits you will be exactly one inch away after resolving Repulsor Field, so will still be just in range to hit you with a 1" melee range weapon. Similarily, after 2 hits they will be exactly 2" away and still ... etc.
  • Push (Edit)
    • 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)