Hypnos – Retribution Character Heavy MyrmidonHypnos.gif

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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Basic Info


See also Interpreting the Statblock
Very High
Point Cost
Above Average
Hit Boxes
Base Size

Weapons and Attacks

  • Phase Gun – Standard RNG, good POW and a small AOE. Identical to the Phoenix's Halo Cannon without the Fire.
  • Heavy Arcano-Pulse Fist – Keeping up the Vyre habit of building their 'jacks like fiddler crabs, the left arm hits harder than the right.
    • Mechanical Seizure – On a hit, warjacks (not 'beasts) become stationary for a round.
  • Light Arcano-Pulse Fist – Slightly less powerful than the Heavy Fist.
    • Mechanical Seizure – As above.

Special Abilities

  • Warjack – All warjacks come with a stack of standard special rules—most notably being big and stompy.
  • Arc Node - 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.
  • Sacred Ward - This model cannot be targeted by enemy spells. Friendly spells are fine.
  • Affinity [Lord Arcanist Ossyan] – While in Ossyan's control area, Hypnos's ranged weapons gain Void Lock: a model hit cannot channel 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 Phoenix. 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 really nice and preventing a warjack from being allocated focus is pretty nice.

Combos & Synergies

Drawbacks and Downsides

  • It might be a point cheaper than the Phoenix, 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.



Theme Forces this is a member of

Retribution Index
Garryth - - Issyria - - Kaelyssa - - Ossyan - - Rahn - - Ravyn - - Thyron - - Vyros 1 - - Vyros 2
Warjacks - Light
(Light Myrmidion)
Aspis - - Chimera - - Gorgon - - Griffon
Warjacks – Heavy
(Heavy Myrmidion)
Banshee - - Daemon - - Hydra - - Manticore - - Phoenix - - Sphinx
Discordia - - Hypnos - - Imperatus
Warjacks - Colossals
(Colossal Myrmidion)
Helios - - Hyperion

Dawnguard Destors - - Dawnguard Invictors - - Dawnguard Sentinels - - Battle Mages - - Houseguard Halberdiers - - Electromancers - - Heavy Rifle Team - - Houseguard Riflemen - - Mage Hunter Infiltrators - - Mage Hunter Strike Force - - Stormfall Archers
Special Weapon Attachment: Soulless Escort
Special Unit Attachment: Eiryss3
Arcanist - - Dawnguard Destor Thane - - Dawnguard Scyir - - Ghost Sniper - - Artificer - - Magister - - Houseguard Thane - - Mage Hunter Assassin - - Soulless Voidtracer
Eiryss1 - - Eiryss2 - - Skeryth Issyen - - Narn - - Nayl
Warcaster Attachment: Sylys Wyshnalyrr
Journeyman Warcaster: Elara
Battle Engines
Arcantrik Force Generator

Retribution Mercenary Index
Mercenary Warcasters
We shall kill each and every filthy arcanist and all their abominable mechanika.
Mercenary Warjacks
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

Mercenary Units
Nyss Hunters - - Lady Aiyana & Master Holt
Mercenary Solos
Lanyssa Ryssyll - - Madelyn Corbeau - - 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

Rules Clarifications

  • The warjack/warbeast must be in the battlegroup 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 bonded 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 animi 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)
  • Stationary models may channel spells, but Knocked Down 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. Infernal ruling
    • 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. Infernal Ruling
  • You may declare which arc node you are using as a point of origin before declaring the spell target. Infernal Ruling