Magister Helynna

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Retribution Shyeel Warcaster

A theorist and unconventional freethinker, Helynna has dedicated her life to the advancement of myrmidon technology. The affinity that exists between her and the arcanikal constructs she commands transcends the normal bond between warcaster and myrmidon, a culmination of her understanding of the inner workings of these machines. Viewing each battle as an experiment, Helynna delights in sending Shyeel myrmidons crashing into enemy lines and unleashing their potential as only she can.

Basic Info[edit]

Helynna1
Helynna.jpg
SPD 6
MAT 6
RAT 5
DEF 15
ARM 15
FOC 7
HP 16
WJP +30

Weapons & Attacks[edit]

  • Redirection Blast - 12" range, POW 11, ROF 1 ranged weapon
  • Redirection - 2" reach, P+S 11 melee weapon
    • Damage Type: Magical - As above
    • Force Grip - As above

Special Abilities[edit]

  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Repair [d3+3] (★ Action) - This model can remove d3+3 damage points from a friendly Faction construct model in B2B.

Spells[edit]

For one round, friendly Faction models in the caster's control range gain +2 ARM against ranged and magic attacks.
On a critical hit, the target is knocked down.
  • Hand of Destruction - Battlegroup models get an additional die on attack & damage rolls against target model or unit. Discard lowest die on each roll.
  • Obliteration - COST 4, Range 10, POW15, AOE5 offensive spell.
  • Rhythm of War - Warjacks in battlegroup get to advance a short distance after all friendly models finish their activation.

Feat[edit]

  • Arcantrik Aptitude - Remove all damage from warjack's force fields in Helynna's CTRL range; and all friendly Faction models gain an ARM buff and ignore crippled systems.


Thoughts on Magister Helynna[edit]

Recent Release icon.jpg

Recent Release
This model has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Feel free to remove this warning if you, personally:

  • Have a good level of gameplay experience with the model, and
  • Have reviewed this article and either you
    • agree with the content 100% or,
    • for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.

Magister Helynna in a nutshell[edit]

She is the ultimate Jack master, I'm pretty sure she wants to be the elf version of Karchev the Terrible. Two of her spells are specifically meant for her battlegroup and affects all of them. Deceleration also works on them and makes them an untouchable delivery system, you might as well paint them with the UPS symbol on the ones in her battle group. After they have fought for a minute then she can feat and well, if you didn't finish them off when you had the chance you're gonna wish you did.

Typical Army & Strategy[edit]

Strategy[edit]

Her main win condition is ... Placeholder.

Army[edit]

Jacks . . . anything else is something extra to screen yourself or just to use as a toolbox.

  • Discordia - with this beautiful character jack and its imprint you just have a brick wall of Griffins or Dawnguard with Deceleration added on and you'll get an armor bonus against ranged that Khador would be jealous of.
  • Chimera - arc nodes are nice, added with the fact that the Chimera isn't that bad in combat and with the fact that Helynna's Rhythm of War can help him move at the end of a turn, along with Apparition at the beginning of a turn makes him a deceptively mobile jack.
  • Griffon - they are a brick wall and an amazing jack for all intents and purposes gonna clog up anything you want. With feat turn you now have a lot of cheap unbreakable jacks.

Other models:

  • Sylys Wyshnalyrr - as Helynna you are a spell slinger or at least throwing focus every which way to keep your machines working at full capacity, so it's nice to have someone watch your back and give you a little help with that.
  • Dawnguard - of any kind are worth taking, they give themselves easy armor, and they can deal decent damage from either end of the spectrum. Invictors are wonderful even with the short-ish range they have because they can and will survive most infantry based shooting. The sentinels are great at getting where they need to go because their armor can get to terrifyingly high levels with Helynna sticking around.

Drawbacks, Downsides, & Bad Match-Ups[edit]

  • Focus, she is very focus hungry running all those jacks and keeping up with her spells.
  • She has no support for troops aside from deceleration so if you take units or solos take the ones that are self sufficient or ones that support jacks.
  • Never leave her alone, if you find her without an Aspis or something to guard that sweet, sweet bald head of hers she will die in combat. The most she can do to save herself is push things 3" out of the way but if nothing is there to take whatever is threatening her off her mind then she will surely fall.
  • Just like with Darius' or Absylonia1's feat, smart enemies won't leave many half-wrecked battlegroup members around for you.
  • Her RAT is awful, no you're not really going to use it often but it is a good positioning tool . . . if it hits. This coupled with her being a focus starved caster means you shouldn't boost to hit with it either.

Tricks and Tips[edit]

Placeholder.

Other[edit]

Trivia[edit]

Placeholder.

Theme Forces[edit]

  • None yet

Retribution of Scyrah 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
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 : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon such as arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer latest errata).
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. They're 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 intrepreted as "immune to damage that doesn't include Damage Type: Magical" (not as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Force Grip      (Edit)

  • Placeholder

Rules Clarification:  : Warcaster      (Edit)
Warning: This is a long one.

 
  • General
    • Your CTRL area is double your current focus statistic, not however many focus points you currently have.
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
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)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argii can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).

Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Repair      (Edit)

  • When repairing warjacks, you can choose which damage boxes to heal - they don't all have to be the same column.

Rules Clarification : Deceleration      (Edit)

  • Deceleration works vs blast damage.
  • Deceleration works vs special effects on the gun/spell that cause "direct" damage. For instance, the Throw damage caused by the White Squall spell.
  • Deceleration doesn't work vs 'secondary' damage that is 'not considered to be an attack' (such as Electro Leap).
  • Deceleration doesn't work vs hazards that are put into play by spells/guns (such as the Stormwall's Covering Fire).

Rules Clarification : Force Strike      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

Rules Clarification : Hand of Destruction      (Edit)

  • Placeholder

Rules Clarification : Obliteration      (Edit)

  • The text description has no in-game effect. It's just for flavour.

Rules Clarification : Rhythm of War      (Edit)

  • Placeholder