Retribution Shyeel Colossal Warjack
Hyperions tower over the vanguard of Retribution forces, armed with an incomprehensibly powerful starburst weapon capable of annihilating anything in its blast. Originally designed centuries ago to protect Ios from the unspeakable threat of dragons, the power Hyperions wield is so terrible they were banned from Iosan cities and relegated to deployment along its borders. Incissar Vyros, emboldened by victory, has now overridden that order to add these most formidable Iosan constructs ever developed to the Retribution’s arsenal.
- Starburst - 10" range, 5" AOE, POW 18 gun
- Thresher Cannon (x2) - 12" range, ROF d3, POW 12 guns
- Blade Fist (x2) - 2" reach, P+S 21 melee weapons
- Colossal - Colossals are giant warjacks, even bigger and stompier. They all share a stack of standard special rules.
- Warjack - All warjacks share the same set of special rules. Most notably being big and stompy.
- 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.
- Force Fields - this warjack has an extra damage track that takes damage first.
- Field Dependent - If this model's Generator is crippled, it loses the ability to attack with its Starburst weapon.
Thoughts on Hyperion
Hyperion in a nutshell
In a faction full of with sophisticated myrmidons, the Hyperion exemplifies simplicity itself. It shoots hard, it hits hard, and that's all about it. Its Starburst cannon is among the strongest ranged attacks in the game. Feared by many, it can remove swaths of small-based infantry at a time with a critical hit. No damage roll, no self-sacrifice, tough, just remove the model and done.
Combos & Synergies
- Issyria - Ancillary Attack on Starburst, plus a feat that ignores Stealth and helps fishing for critical hits makes the Hyperion Issyria's best buddy.
Drawbacks & Downsides
- Low DEF - huge base, making it ideal starting points for electro leaps, Spine bursts, Ashes to Ashes, and the like. Keep your squishy models away.
- Beware with Precision Strikes - if they knock out your Generator, the Hyperion loses a huge deal of its offensive potential
- Ranged denial tricks (Feign Death, Swamp Pit, Blinding Light, etc.) will greatly decrease the Starburst's threat.
Tricks & Tips
- Defensive measures triggering on a hit may still provide protection against Consume - namely, Sacrificial Pawn, Sucker, Shield Guard. Even though, small-based targets must still be vary to stand far enough not to be caught by the blast marker.
- If you manage to RFP an Officer, or a unit Leader with the Starburst's shot, there will be no field promotion for them.
- Consume triggers on friendly models too. Stealthy enemy models might be safe from a direct critical hit outside 5", unless you run up a brave grunt of yours, and shoot him in the back for the greater good.
Originally released in the Warmachine: Colossals expansion (2012)
Other Retribution models
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.")
Rules Clarification : Consume (Edit)
- Consume triggers on all hits, not just direct ones. So if you trigger Consume on an AOE weapon (such as Hyperion) it will RFP every model in the AOE. (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 : 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)
Rules Clarification : Construct - 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)
- 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)