Discordia

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Retribution Logo.jpg Discordia

Retribution Shyeel Character Heavy Warjack

Discordia, the favored myrmidon of Adeptis Rahn, is arguably the pinnacle of Iosan warjack technology. Capable of projecting a wall of force energy around friendly forces or focusing that energy into a concentrated wave to shatter all opposition in its path, Discordia is a singular symbol of House Shyeel’s—if not the Retribution’s—might.

Shop icon.jpg

Upgrade Kit
As of 2020.11 Discordia is sold as an "upgrade kit". You will need to buy a 3-in-1 multikit Hydra / Manticore / Phoenix to put the Discordia pieces on to.

Basic Info

Discordia
Missing Info
Retribution Discordia.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 6
STR 10
MAT 7
RAT 6
M.A. N/A
DEF 13
ARM 18
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 22
F. Field 10
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST 18
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

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

  • Construct symbol.jpg Construct
  • Blast Resistance - This model gains +4 ARM against blast damage.
  • Bond [ Rahn ] - If this model begins the game in Rahn's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. When this model uses its Imprint while it is bonded to Rahn and in his control range, Rahn also gains Kinetic Field for one round.
  • Field Dependent - While its Field Generator system is crippled, this model loses Imprint and cannot make attacks with its Sonic Pulse Cannon
  • 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.
  • Imprint [Kinetic Field] - This model can spend 1 focus point at any time during its activation to gain Kinetic Field. (Kinetic Field - A model with Kinetic Field and friendly Faction models within 3" of it gain +2 ARM against ranged attacks and Blast Resistance.)

Weapons

Sonic Pulse Cannon
Gun icon.jpg  RNG   ROF   AOE   POW 
SP 10 1 - 14
Blade Fist (x2)
Sword icon.jpg  RNG   POW   P+S 
1 6 16
  • Open Fist symbol.jpg Open Fist
  • Chain Attack: Smite - If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one additional melee attack against the model hit. If the additional attack hits, the target is slammed d6" directly away from this model and suffers a damage roll with POW equal to the STR of this model plus the POW of this weapon. The POW of collateral damage is equal to the STR of this model.

Theme Forces

Recent Changes

No changes since 2021.10

Thoughts on Discordia

Discordia in a nutshell

Discordia (or simply just Disco') is Rahn's character warjack, and gains the best of both worlds. Elite Cryx style DEF+MAT+SPD, Cygnar RAT and base ARM / Khador-ish ARM with its Imprint, and a very strong spray that would make any Menite jack green with envy - all that for a reasonable price tag. Its melee attacks can bring down enemy heavies, and the Chain Attack can make for an interesting combo, with an aim-able slam attack. Due to its Imprint it is often the cornerstone of defensible formations, and usually helps to deliver a portion of the army.

With the chassis receiving a boost in 2021 in the form of 2 defensive buffs, Discordia’s role hasn’t changed - in fact it’s even harder to remove but with further improvements upon significantly cheaper models in faction it may not always be the jack you reach for - especially if you do not need it’s fantastic army support armour buff.

Combos & Synergies

  • Rahn, obviously.
  • Every model enjoys the benefit of improved ARM - especially the ones who are already well armoured. Stand near an AFG to make it effectively ARM 24 against ranged attacks.
  • Dawnguard Sentinels with their UA, affected by Discordia's Imprint, and the above mentioned ARM buffs may form a nigh-uncrackable wall of ARM (Sniper/similar abilities notwithstanding).
  • Other warjacks in forges of war - shield guard is useful to keep Disco alive - realistically the Griffin is the only shield guard in faction who will survive shots designed to take out a heavy warjack so that is s good starting pick.

Forges of War Combos

Any caster or 'Jack Marshal can take Discordia in Forges of War, which opens a few more combos:

  • You may want to look for casters with ARM buff to further exploit Discordia's Imprint. Vyros1's Inviolable Resolve spell, or Helynna, another Jack caster, with ARM buff spell and feat are ideal choices. Helynna in particular can Tune Up Discordia for a fully boosted spray and it's a battlegroup agnostic buff to boot.
  • Elara1 - The package is a bit on the prices side, but letting Discordia back up after a job well done via Speed of Death is huge and Ghost Walk is key is most lists, so you are incentivised to bring Elara anyway.
  • House Shyeel Artificer - Force Barrier + Kinetic Field is a pretty good stat buff for almost anything.
  • Arcanist Mechanik - P+S 16 is pretty sad for an 18 point jack. P+S 18 via Concentrated Power is reasonable, especially since both of her weapons have the same POW and she has a Chain Attack.
  • Falcir the Merciless - Thanks to Full Throttle you don't mind spending one focus for the Imprint, at which point Falcir gets a buff to her defensive stats that stacks with Force Barrier. Overall a good, albeit pricey package. Three initials with Full throttle is still amazing though and the spray adds yet another control element to her list.

Drawbacks & Downsides

  • High priority target
  • Can be focus hungry between its Imprint and to ensure that both initials will hit for the chain attack
  • Knowledge of its bond tells experienced opponents to destroy Disco in one round, and bad dice notwithstanding, they will do so
  • In forges this model takes most of the infantry from have low armour - to slightly above average

Tricks & Tips

  • You can use the Imprint and run in the same activation - just remember to use it before running, as your activation immediately ends, once you finished your advance.
  • You can use the Imprint to defend your troops vs your own incoming AOEs, say from Stormfall Archers, or the Hyperion's Starburst.
  • Beware AOEs that inflict effects on models hit (such as Continuous Fire from a Vanquisher). In this case, clustering your troops up to avoid blast damage is probably not the wisest move.
  • Smart enemies will try to push/slam you out. While Push can be negated by almost any figure out there, slam is a bit more difficult to resist. Rahn, being immune to both Knockdown and collateral damage can stand behind the jack to keep it in position. If he stands directly in the slam's line, Discordia will remain in place if the slam distance is less than 3,5".

Other

Trivia

  • While its origins are Greek, Discordia is the Roman mythology equivalent of the Greek goddess Eris, the Bringer of Strife (explaining why many Ret players refer to Discordia as a 'she', a big stompy warjack though Discordia is!).

Other Retribution models

Retribution Logo.jpg       Retribution Index       (Edit)
Battlegroup & Similar
Warcasters

Elara2 - Falcir1 - Garryth1 - Garryth2 - Goreshade4 - Helynna1 - Issyria1 - Kaelyssa1 - Ossyan1 - Rahn1 - Ravyn1 - Thyron1 - Vyros1 - Vyros2

Warcaster attachments Fane Knight Guardian (Retribution) - Sylys Wyshnalyrr (Retribution) - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Elara1 (BGC) - Sentinel Scyir ('Jack Marshal) - Artificer ('Jack Marshal)
Light Warjacks Aspis - Chimera - Gorgon - Griffon - Harpy - Siren
Moros
Heavy Warjacks

Aeternae - Banshee - Daemon - Discordia - Hemera - Hydra - Hypnos - Imperatus - Manticore - Phoenix - Sphinx

Colossal Hyperion - Helios
Units, Solos, & Battle Engines
Units

Cyelna & Nyss Hunters - D Destors - D Invictors - D Sentinels - Heavy Rifle Team - H Halberdiers - H Riflemen - HE Swordsmen - HE Wardens - HS Arcanists - HS Battle Mages - HV Electromancers - MH Infiltrators - MH Strike Force - Ryssovass Defenders - Spears of Scyrah - Stormfall Archers
Special: Eiryss3 (CA) - Soulless Escort (WA)

Solos

Aelyth Vyr - Arcanist Mechanik - D Destor Thane - D Sentinel Scyir - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - Elara, Tyro of the Third Chamber (1) - Fane Knight Guardian - Fane Knight Skeryth Issyen - Ghost Sniper - Hermit of Henge Hold - HE Warden Executioner - HS Artificer - HS Magister - Houseguard Thane - Lanyssa Ryssyl, Nyss Sorceress Lys Healer - MH Assassin - Narn, Mage Hunter of Ios - Nayl - Priest of Nyssor - Scythe - Soulless Voidtracer

Battle Engines Arcantrik Force Generator - Dawnguard Trident
Theme Forces
Defenders of Ios - Forges of War - Legions of Dawn - Shadows of the Retribution
Mercenaries
Refer to Category: Retribution of Scyrah Mercenary
This index was last updated: 2021.04

Rules Clarifications

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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 : Deafen - None yet. (Edit)

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Rules Clarification : Open Fist  (aka, Power Attack Throw)     (Edit)

  • Throw ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.
  • Collateral Damage
    • Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
      • It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
      • It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
      • It doesn't matter if the attacker has crippled weapon systems or aspects.
  • Throw - Power Attack
    • 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. (Locked Thread)
    • 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)
    • Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
    • Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
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Rules Clarification : Chain Attack      (Edit)

  • Some Chain Attacks generate a Power Attack (such as Chain Attack: Throw. These Chains can be used after charging, even though Power Attacks normally can't be used after a charge. (Infernal Ruling)
  • Buying extra attacks with fury or focus cannot trigger a Chain Attack - only initial attacks can trigger it.
  • If you have 3 weapons but only 2 of them are associated with the Chain Attack, then you can make that 3rd initial attack at any point without it preventing the Chain Attack from triggering.
    Also, interrupting your initials to resolve the Chain Attack will not prevent you taking the 3rd initial.
    For example, the Cryx Nightmare has two Claws with a Chain Attack, plus some Tusks. When he makes his initial attacks he can go:
    • [Claw] - [Tusks] - [Claw] - [Chain Attack] ... even though the two Claw attacks weren't sequential.
    • [Claw] - [Claw] - [Chain Attack] - [Tusks] ... even though he did the Chain Attack before getting to his initial Tusk.
    • [Tusks] - [Claw] - [Claw] - [Chain Attack]
    • He cannot go ... [Claw] - [Claw] - [Tusks] - [Chain Attack] ... because you must resolve the Chain Attack as soon as it's triggered, or not at all.
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Rules Clarification : Smite      (Edit)

  • This rule changed in Mk3 to no longer say it "adds the weapon's POW". It still does add the POW, however, because the whole section on calculating Slam damage was reworded in the main rulebook.
  • Smite is not a Power Attack Slam, it is just an attack which causes a model to be slammed. As such, you can smite friendly models.
  • You can trigger Critical Smite on a free strike.
  • If you Smite on a charge, then the slam damage will be boosted.
  • Chain Attack Smite only - Unlile the other versions of Smite, a Chain Attack one doesn't have the distance halved when a smaller base model smites a larger. The Knights Exemplar Seneschal is just that awesome.
  • See also the clarifications on being slammed


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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)

Inert warjacks

  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.

Rules Clarification : Construct - None yet. (Edit)

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Rules Clarification : Bond      (Edit)

  • Bonds are ineffective while the model is under your opponent's control. Refer the core rulebook.
  • Bonds & Themes
    • If a warjack/warbeast with a bond is in that caster's battlegroup, they can be taken in any theme force. Refer the core rulebook.
    • This is true even if the caster isn't a full warcaster or warlock (this interaction changed as of 2018.06).

Rules Clarification : Blast Resistance - None yet. (Edit)
Rules Clarification : Imprint - None yet. (Edit)
Rules Clarification : Kinetic Field - None yet. (Edit)
Rules Clarification : Field Dependent - None yet. (Edit)

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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)