Sphinx

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Retribution Vyre Heavy Warjack

Recently unleashed upon the enemies of the Retribution, House Vyre’s myrmidons were developed with distinct capabilities all their own. The Sphinx rends its enemies with twin force claws or uses its runespear cannon to shatter an enemy’s mystical defenses, making it more vulnerable to magical attacks.

Basic Info[edit]

Sphinx
Retribution Sphinx.jpg
SPD 5
STR 11
MAT 6
RAT 5
DEF 12
ARM 19
HP 30
Cost 13
See also How to Read the statblock

Weapons[edit]

  • Runespear Cannon - 10" range, POW 12 gun
  • Heavy Force Claw - 2" reach, P+S 17 melee weapon
  • Light Force Claw - 1" reach, P+S 15 melee weapon
    • Open Fist - As above

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.


Thoughts on Sphinx[edit]

Sphinx in a nutshell[edit]

Cheapish, resilient beatstick with a not so great gun for a heavy.

Combos & Synergies[edit]

  • Rahn - A spellslinger who uses other spellslingers that go from range ten with most spells to range thirteen! Add that with Rahn's feat. and an extra sphinx or two and you can really bully most of the field with fifteen inch magic pew pews!
  • Battle Mages are a must with the Sphinx, if you want to get some good usage out of this Egyptian monument pair him up with your favorite powerfist team of six. Then have him stand in front (or to the side) find a key target, and rein 'em in! YEAH!!!

Drawbacks & Downsides[edit]

  • The Sphinx has a very niche role - too niche. He has one goal and that's to work with spellcasters and hit stuff, after that he is just a semi-cheap wolverine gundam.
  • You pay for the gun when most of the time you bring it as a cheep beet stick rather than any desire to us the gun.

Tricks & Tips[edit]

Placeholder.


Other[edit]

Trivia[edit]

Originally released in the Warmachine: Wrath expansion (2011)

Theme Forces[edit]

Themes for any-and-all warjacks (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. 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)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can 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 : Psychic Relay      (Edit)
Rules Clarification : Arcane Attraction - None yet. (Edit)

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)