Manticore

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Retribution Shyeel Heavy Warjack

House Shyeel has brought the power of its formidable myrmidons to the Retribution, fighting machines enhanced by sophisticated arcanika systems. The Manticore is equally as formidable in melee or at range, thanks to kinetically augmented attacks and its Cyclone Cannon.

Basic Info[edit]

Manticore
Retribution Manticore.jpg
SPD 6
STR 10
MAT 6
RAT 5
DEF 12
ARM 18
Force Field 10
HP 22
Cost 14
See also How to Read the statblock

Weapons[edit]

  • Cyclone Cannon - 12" range, d3 ROF, POW 12 gun
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Covering Fire (★ Action) - Place a wall template anywhere completely within this weapon's RNG and this model's LOS, ignoring intervening models. A model entering or ending its activation in a template suffers a Magical Damage roll with POW equal to the POW of this weapon. The template remains in play for one round. If this model is destroyed or removed from play, immediately remove the template from play.
  • Saber Fist (x2) - 1" reach, P+S 15 melee weapons

Abilities[edit]

  • 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.
  • Force Fields - this warjack has an extra damage track that takes damage first.
  • Field Dependent - If this model's Generator is crippled, it loses Force Generator and can't attack with the Cyclone Cannon or use Covering Fire.
  • Force Generator - The Manticore can spend a focus to gain +3 STR for one turn.

Thoughts on the Manticore[edit]

Manticore in a nutshell[edit]

The Manticore is a solid warjack, a good mix of ranged and melee abilities. It can shoot down incoming troops (if you're feeling lucky on your ROF roll), or more often it will lay down Covering Fire to close down areas of the board to single-wound infantry. Then, in melee, its Force Generator ability gives it the damage bonus it needs to take down enemy heavies.

Combos & Synergies[edit]

  • In melee he prefers buffs to his focus efficiency (such as free charges or free attacks) rather than buffs to his damage (like Elara2's Scything Touch). The reason being, he has a low amount of attacks and already has great P+S (after paying for Force Generator)
  • If you're playing with the Steamroller 2017 terrain setup rules, then two Manticores using Covering Fire can really shut down the enemy infantry's movement options.

Drawbacks & Downsides[edit]

  • While it sports impressive melee P+S, the focus cost means he doesn't do a lot of attacks, and consequently he tends to do rather less total damage than what one could expect. Don't be lured into thinking he can one-round other heavies easily.
  • Losing either the cortex or the Force Generator system will heavily cripple his melee ability.

Tricks & Tips[edit]

  • Space your Covering Fire(s) out to cover more board. For example, if you place it next to an obstruction and leave a gap just slightly smaller than a small-base, this will effectively add 1" to the area you've blocked off.


Other[edit]

Trivia[edit]

Originally released in Forces of Warmachine: Retribution of Scyrah (November 2009)

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
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 : Covering Fire      (Edit)

  • Covering Fire templates do not inherit the Damage Type(s) of the weapon that put it into play.
    • For instance, if you put Explosivo on the warjack, the Covering Fire remains non-magical.
    • However, some versions of Covering Fire already do a specific Damage Type (notably, the Manticore). In this case, the Covering Fire does that Damage Type and no other Type.
  • Hazard Templates (Edit)
    • A model which is "placed" also counts as "entering" an area, so the hazard will damage any one who teleports/spawns into it, too.
    • If two hazard templates are overlapping, a model that enters them will take two points of damage.
    • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance).
    • Damage from a hazard is not considered to be from the weapon/spell that originally put it into play (so it doesn't gain the Damage Type or any other special rules of the weapon/spell).

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)

  • Please refer to the Warjack page for a recap of the warjack rules, and the very few associated Infernal Rulings.

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)

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