Moros
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Moros |
Commissioned for Garryth, Blade of Retribution, Moros is a quick and agile myrmidon that strikes using its dual curved blades with the deadliness of an assassin. Its unique power field renders Moros invisible to the naked eye and can be manipulated to lash out and stun potential victims. For many of the Retribution’s enemies, the low hum of Moros’ energy field is the last sound ever heard.
Basic Info
| Moros | |||||||||||||||||||||||||||||||||
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Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.
Abilities
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Construct -
Parry -
Pathfinder -
Stealth - Force Fields - This warjack has an extra damage track that takes damage first. Once per turn during its activation, this model can spend 1 focus point to remove 5 damage points from its force field damage track unless its Field Generator system is crippled.
- Field Dependent - While its Field Generator system is crippled, this model loses Fleet, Stealth, and cannot attack with Death Shadow.
- Fleet - If this model has 2 or more focus before its Normal Movement, it gains +2" during that movement.
- Bond [ Garryth ] - If this model begins the game in Garryth's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to Garryth and in their control range, this model gains Acrobatics. (Acrobatics - A model with Acrobatics can advance through other models if it has enough movement to move completely past their bases. A model with Acrobatics ignores intervening models when declaring its charge target.)
Weapons
| Death Shadow | ||||||||||||||
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| RNG | ROF | AOE | POW | |||||||||||
| 8 | 1 | - | 12 | |||||||||||
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| Blade (x2) | ||||||||||||||
| RNG | POW | P+S | ||||||||||||
| 1 | 5 | 13 | ||||||||||||
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Theme Forces
- When taken by Garryth
- Defenders of Ios
- Forges of War. Moros gains Shield Guard in this theme.
- Legions of Dawn. In this theme Moros can ignore friendly Dawnguard models when determining LOS, and it can advance through friendly Dawnguard models if it has enough movement to move completely past them.
- Shadows of the Retribution
- When taken by anyone else
Recent Changes
2021.10 Mega Update
- Fleet changed to "+2 movement if 2+ focus" (instead of "spend 1 focus to gain +2 movement")
Thoughts on Moros
Moros in a nutshell
Fast, nimble, and well defended against conventional ranged attacks, Moros is a high-mobility harassment/support piece in the Retribution's arsenal. By default it adds another defense fixer to the Retribution myrmidon lineup both at range and in close combat in the Shadows of the Retribution theme. Paralysis works marvelously on living models that can't be knocked down or made stationary. Under Garryth's care Moros becomes either an assistant or a perpetrator in assassinations, as it becomes extremely difficult to stop its charges.
Combos & Synergies
- Between triggering Fleet, charging or boosting an attack roll to land Paralysis on an important target, Moros often wants another Focus above the one it gets from Powering Up. Either Broadcast Power from the Helios, or Empower from your Arcanists can provide it, easing the FOCUS burden on its controlling caster.
- Helios can play along nicely with Moros - even if this pairing is a bit expensive. Beside the above mentioned spare focus, Moros can tag a heavy with Paralysis that Helios can push further back with its gun, or drag into oblivion by punching him to death.
- Speaking of Colossi, Hyperion really likes a Paralysis-struck DEF5 target, where its Critical Consume can be triggered on any double rolls save for snake-eyes.
- Stormfall Archers - Paralysis goes a long way of fixing their accuracy, if you happen to play Garryth in the Defenders if Ios theme.
Being Garryth's personal warjack, it enjoys awesome synergy with him.
- Garryth1 Acrobatics + Parry + Mirage + Fleet enables a 15" long, non-linear assassination run where screening models mean nothing. He can also repo away safely or behind enemy lines.
- Garryth2 Road to War increases his threat range and his feat let’s you get another paralysis shot off. Unfortunately he gets nothing from the Field Marshal as he already has pathfinder.
Shadow Combos
Anyone can take Moros in Shadows of the Retribution which opens up a few more combos:
- Ravyn can either give Snipe for Moros, or put up Countermeasure to replicate the same annoying combination of Kraye or MacBain: you can't shoot me outside 5" because of Stealth. You can't shoot me within 5" because of Countermeasure. Open Fire is pretty expensive, but if you need to tag 2 heavies in a single turn, it might worth casting it.
- Thyron's kit seems tailor made for Moros. With Fleet and his Field Marshal Moros can charge 13" linearly, Side-Stepping after either or both initial attacks, threatening something 15-17" from where he began his activation - and all that with boosted attack rolls under his feat. Its not Acrobatics, but turning Moros into a bargain Molik Karn that paralyzes everything he touches is sure to cause your opponent problem, especially since he's immune to free strikes. Also, Fury + Concentrated Power allows it to hit way above its perceived weight class (talking about effective P+S 18 strikes)
Drawbacks & Downsides
- Paralysis is useless against warjacks, undead models and construct warbeasts, plus 99% of the Convervence's lineup (though some of their casters like Aurora or Axis are living models). In matchups where said models dominate the list, you'll pay the premium price for the stealth on a mobile, combined-arms warjack.
- Even with Concentrated Power from your Arcanists, he sometimes feels very pillow-fisted depending on what your opponent brought.
- Losing its field generator early on can be crippling, as it cancels its ranged defense, plus nullifies its ranged capability.
- Outside the Shadows of the Retribution theme he can only be taken with Garryth.
Tricks & Tips
- Paralysis cannot be shaken.
- As Garryth's warjack, there is a bit of skornergy insomuch that it is impossible to feat and tag an enemy caster/lock with Paralysis from Moros whereby that attack is both boosted and its damage not be negated. On the bright side, Paralysis triggers upon hitting the model, and thus, the target is affected by its debilitating effects, even if a warlock transfers the damage, or a warcaster uses focus to overboost his power field.
- Even with Parry + Acrobatics, watch out for out of activation movement tricks that can blunt your assassination runs (most commonly Counter Charge, Admonition and the like).
- Paralysis is the key selling point of Moros, both at range or in melee. Even if you cannot reliably eliminate (or worse, hurt) the target, its blades and gun can drop its DEF to near-stationary levels. Then a follow-up heavy hitter can spend all its resources on buying and boosting attacks.
- Make some space. With Moros's bond leave some space between your troops so he can jump over them and start hacking away at those too unawares of his stealthy prowess.
Other
Trivia
Originally released in the Warmachine: Reckoning expansion (2015)
As expected for a Ret jack, Moros has a somewhat flavourful name linked to (usually Greek) mythology. Moros was the personification of inevitable doom, never letting his victims spend even death in peace. So Moros the Myrmidon can be nicknamed 'the Bringer of Doom' if so inclined, befitting its concept as an assassin jack to go with Ret's assassin caster, however much this doesn't quite pan out in-game!
Other Retribution models
Rules Clarifications
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Rules Clarification : Warjack (Edit)
Inert warjacks
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Rules Clarification : Construct - None yet. (Edit)
Rules Clarification : Parry - None yet. (Edit)
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Rules Clarification : Pathfinder (Edit)
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Rules Clarification : Stealth (Edit)
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Rules Clarification : Bond (Edit)
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Rules Clarification : Acrobatics (Edit)
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Rules Clarification : Force Fields (Edit)
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Rules Clarification : Field Dependent - None yet. (Edit)
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Rules Clarification : Fleet (Edit)
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Rules Clarification : Paralysis - None yet. (Edit)
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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)
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