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Mk I Archive
Hypnos – Retribution Character Heavy Myrmidon
Hypnos, a myrmidon of the most exacting construction, is of the creation of Lord Arcanist Ossyan's own labors. The lord arcanist has forged an insoluble connection with Hypnos, allowing it to draw energy from Ossyan and become an extension of his abilities. In his presence the myrmidon’s phase gun is imbued with synchronized energy; those struck by it become nonconductive to mystical channeling, thwarting the use of arc nodes as well as the delicate synergy between warbeast and warlock. Once it closes upon an enemy warjack, Hypnos pounds it with fists armed with specially-designed force projectors. Even a glancing blow from these weapons can stagger a warjack as its cortex signals overload, causing it to seize up and become helpless.
"The energies of the arcane are paradoxical: both fragile and puissant. Hypnos is prepared to sunder them with force delicate in the making and violent in its application" —Lord Arcanist Ossyan
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Interpreting the Statblock
Weapons and Attacks
– Standard RNG, good POW and a small AOE. Identical to the Phoenix's Halo Cannon without the Fire.
- This weapon can damage
Heavy Arcano-Pulse Fist
– Keeping up the Vyre habit of building their 'jacks like fiddler crabs, the left arm hits harder than the right.
– On a hit, warjacks (not 'beasts) become
for a round.
Light Arcano-Pulse Fist
– Slightly less powerful than the Heavy Fist.
– As above.
– All warjacks come with a stack of standard special rules—most notably being big and stompy.
- This model can be used as a point of origin for a spell cast by its controlling warcaster, as long as the arc node is not engaged and is within the caster's control area.
- This model cannot be targeted by enemy spells. Friendly spells are fine.
Lord Arcanist Ossyan
– While in Ossyan's control area, Hypnos's ranged weapons gain
: a model hit cannot
spells, warjacks hit cannot be allocated focus and warbeasts hit cannot be forced.
Thoughts on Hypnos
Hypnos in a nutshell
To put it bluntly, other than with Lord Arcanist Ossyan, Hypnos is a cut-price
. A similar gun, about the same level of toughness, weapons that don't hit quite as hard, slightly slower movement, a lack of combustion, and a lack of reach - but slightly higher MAT and RAT, and very slightly cheaper. With Ossyan, of course, preventing warbeasts from being forced is
nice and preventing a warjack from being allocated focus is pretty nice.
Combos & Synergies
Lord Arcanist Ossyan
- Void Lock is really nice
Drawbacks and Downsides
It might be a point cheaper than the
, but without Ossyan, it's easy to argue that the extra cost of the Phoenix is a point well spent.
Tricks and Tips
With making warjacks stationary you only need to boost once (if at all) to hit.
Try to short Hordes foes on thier Fury with Ossyan - and you can Void Lock Colossals to utterly deny them Focus.
Originally released in the
Theme Forces this is a member of
Ossyan1 - The Hour of War
Warjacks - Light
Warjacks – Heavy
Warjacks - Colossals
Heavy Rifle Team
Mage Hunter Infiltrators
Mage Hunter Strike Force
Special Weapon Attachment:
Special Unit Attachment:
Dawnguard Destor Thane
Mage Hunter Assassin
Arcantrik Force Generator
Retribution Mercenary Index
We shall kill each and every filthy arcanist and all their abominable mechanika
Different types of Mercenary warjacks can only be taken by specific Mercenary models ... which means there's too many permutations to list here (in any sort of meaningful way).
However, note that the following Retribution mercenary models can control warjacks/warbeasts (in addition to the Mercenary Warcasters listed above):
Dahlia Hallyr & Skarath
Lady Aiyana & Master Holt
Dahlia Hallyr & Skarath
Note: To field a mercenary warcaster with Retribution (ha ha ha ha), you need to be playing a game which allows 2 (or more) warcasters.
Or see the
Retribution Theme Forces
The warjack/warbeast must be in the
of the named caster/warlock before they can gain the bonus. Simply being on the table together isn't enough. (Refer main rulebook).
This normally comes up when players put a character jack on a Lesser Warlock or Journeyman Warcaster.
The warjack/warbeast may be
to their warcaster/warlock (refer the main rulebook).
Spell Ward and/or Sacred Ward
They can still be hit by spells that don't target them (for example, AOE spells that deviate onto them).
They can still have
cast on them by warbeasts, but not by warlocks (since an animus cast by a warlock counts as both an animus
and a spell
Channelers (Arc nodes)
models may channel spells, but
models may not.
Arc nodes cannot be the target of offensive spells that they're channeling.
Arc nodes can still channel if they are engaging an enemy model, but not engaged themselves.
For example, the Revenger and Lancer (which both have arc nodes & Reach weapons) can be in melee with a non-reach enemy & still channel spells (as long as they stay between 0.5 and 2" away).
For example, your arc node can be in the target's rear arc.
An arc node channeling a spell at a target it is engaging, but not engaged by, does not suffer the target in melee penalty.
But if they miss the spell must still be re-rolled vs a randomised new target.
You may determine which arc nodes are eligible for channeling (check if they're engaged, check if they're in a "no channeling" aura, etc) before declaring you are casting a spell.
You may declare which arc node you are using as a point of origin before declaring the spell target.
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