Phoenix

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Retribution Logo.jpg Phoenix

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 Phoenix enters battle in a blaze of blue-white flames as liquid fire ignites along its massive thermal blade.

Basic Info

Phoenix
Missing Info
Retribution Phoenix.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 6
STR 10
MAT 7
RAT 5
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 U
UNIT SIZE N/A
COST 15
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
  • Arc Node symbol.jpg Arc Node
  • 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 Phoenix Field and can't attack with the Halo Cannon.
  • Phoenix Field - Remove d6 damage points from this model's force field after resolving continuous effects during your Maintenance Phase.
  • Combustion (★ Attack) - This attack does not need a target. Other models within 2" of this model suffer a POW 12 fire damage roll and the Fire continuous effect. Combustion damage is simultaneous. This model can make additional melee attacks after making this special attack.

Weapons

Halo Cannon
Gun icon.jpg  RNG   ROF   AOE   POW 
10 1 3 14
Thermal Blade
Sword icon.jpg  RNG   POW   P+S 
2 7 17
Open Fist
Sword icon.jpg  RNG   POW   P+S 
1 3 13

Theme Forces

Recent Changes

2021.10 Mega Update

  • -2 points cost

Thoughts on the Phoenix

Phoenix in a nutshell

The Phoenix is the epitome of generalist. It can do everything. It has tools for taking down heavy armor, high DEF, it can make Throw power attacks, it has an AOE ranged weapon, has melee and ranged magical attacks, can channel spells, and has very good survivability and speed. One is hard-pressed to find a more versatile tool in the game.

Combos & Synergies

  • The Phoenix pairs well with Elara, Death's Shadow's Scything Touch. Due to its reach, likewise her feat is great on any Warjack.
  • Helynna needs an arc node to cast Hand of Destruction safely. Likewise her feat works really well on Shyeel models.
  • Together, a Phoenix and a Chimera make up Adeptis Rahn's jack points... and oh look, what does he like more than one arc node: two arc nodes! This is his ideal battlegroup, giving him a threat across swathes of the board.
  • Goreshade4 - Likes himself an arc node or two, but he also loves jacks that do heavy lifting in his list. The Phoenix does both!
  • Falcir - Similar to Shade4, she loves arcing Force Hammer and the Phoenix makes excellent use of her +2/+2 offensive buff
  • Issyria - Arcing Blinding Light is great, as are Crusader's Call and Ancillary Attack. Given she has no damage buff, its natively high P+S is great for her, too.
  • Garryth1 - Field Marshal [Repo 3"] means it can get actual use out of the Halo Cannon without exposing itself to getting charged and the threat of an arced Crippling Grast or Gallows should keep the opponent honest.

Drawbacks & Downsides

  • As mentioned, the Phoenix is a solid channeller, sturdy melee brawler and gun platform. Unfortunately, with such flexibility comes a price, it's 17pt price tag makes it one of the more expensive heavies the Retribution can bring. For a melee jack it has good accuracy but only middling damage, for a gun platform it has low end RAT and range, and while as fast as most channellers do you really want to spend all those points just to run when a chimera can do that just as well? Getting it's points worth on every turn can be awkward, but you'll always have something to do with it.
  • This flexibility draws a lot of attention, especially the ability to arc. Opposing players will treat it as a high threat target, often disproportionately so, if you bring it into offensive arcing range it will receive a response.
  • Combustion would be awesome... if only the Phoenix could charge and do it. As it is, this ability is rarely used because of its severely limited range and because there isn't a single fire-immune model in Retribution.

Tricks & Tips

  • Under Rahn, TK it backwards after channelling, or forwards if the Phoenix hasn't activated, allowing it to wade into combat when its turn comes around.
  • Give it Admonition so you can be a bit more aggressive with it (Issyria, in the main so she can hurl out Blinding Light as much as possible).
  • Look out for Grievous Wounds, or that Phoenix Field is going to be sad.

Other

Trivia

  • Released in Forces of Warmachine: Retribution of Scyrah (Novermber 2009)
  • While the name of 'Phoenix' is a reference to the jack's more fire based abilities and its wing like arc tails between its shoulders, the signature rebirth of a dying phoenix is taken by the character Phoenix Imperatus with his aptly named Phoenix Protocol. It would be a bit... just a bit(!) much if the non-character Phoenices/Phoenixes (pick your poison) had the Protocol too, however flavorful it may be!

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.")
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Rules Clarification : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
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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 : 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 : Channeler  and/or Arc Node     (Edit)
General

  • It is possible to channel a spell with a range of CTRL. The control range is still measured from the caster though, so channeling it has zero effect ... unless you've got something like Empowered Arc Node or Reaction Drive. Stuff like that can trigger. (Infernal Ruling)

Channeling in melee

  • A channeler that is engaged by an enemy model can not channel.
  • A channeler that is engaging an enemy model can channel. (For example, the channeler is standing in the enemy's back arc.)

Channeler - LOS

  • You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
    • If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS (but not to the DEF bonus).

Caster - Attack roll

  • You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
    • If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the dice roll (but not to the LOS).

Stealth - It affects both LOS and the attack roll

  • Since Stealth has both a LOS modifier (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed) things get a little complicated.
  • If only the channeler ignores stealth, then all stealth models count as intervening models and block LOS, but the caster will auto-miss models more than 5" from the channeler.
  • If only the caster ignores stealth, then only models within 5" of the channeler block LOS, but the caster won't auto-miss no matter what you target.
  • If both channeler and caster ignore Stealth, it works as you'd expect.
  • Stealth Examples     [Show/Hide]
    • Caster has Eyeless Sight, channeler does not.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model does not count as an intervening model, as per the normal Stealth rules.
        • Attack roll - If you attack it then you don't auto-miss, as the attacking model has Eyeless Sight.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model doesn't block LOS
        • Attack roll - Doesn't auto-miss
     
    • Caster hasn't got Eyeless Sight, channeler does.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model counts as an intervening model, because the model drawing LOS ignores Stealth.
        • Attack roll - If you attack it then you will auto-miss, as the attacker doesn't ignore Stealth.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model blocks LOS, so you can't target the rear model.
        • Attack roll - N/A
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Rules Clarification : Combustion      (Edit)

  • You cannot use Combustion (★ Attack) after charging.
Because when you charge you must make either A) initial melee attacks, B) a special melee attack, C) a non-melee special attack that explicitly says you can use it after charging (such as Rain of Death).
Combustion is a non-melee special attack and it doesn't say it can be used on a charge.
  • Chain Attack: Combustion works with charging just fine.
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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)

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