Cage Rager

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Cage Rager
Grymkin Heavy Warbeast

"Shake the cage and rattle the bones! From Defiers’ thoughts the Cage Rager comes!"

Thunderous and ponderous and ten timbers thick, the Cage Rager stuffs its cells with the bodies of the wicked for its masters’ harvest. Within this confinement their torments mount, and the Cage Rager harnesses their sweet terror to help the Defiers bend the world to their will.

Basic Info

Cage Rager
Missing Info
Cage Rager.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
STR 11
M.A. N/A
DEF 10
ARM 19
ESSENCE {{{essence}}}
HP 32
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good. Click here to read the long version.
  • Arcane Vortex - This model can immediately negate any spell that targets it or a model within 3" of it by spending 1 Corpse token. The negated spell does not take effect, but its COST remains spent.
  • Bone Picker - When this model destroys a living or undead enemy model with a melee attack, this model gains the destroyed model's corpse token and the destroyed model is removed from play. This model can have up to three corpse tokens at any time.
  • Grave Secrets - If the Cage Rager is in its warlock’s control range during your Control Phase, the warlock can spend corpse tokens on the Rager to upkeep one spell for each token spent.
  • Rattle Bones - If the Cage Rager has corpse tokens then the battlegroup controller can channel spells through it.


  • Gibbet (x2) - 1" reach, P+S 17 melee weapon
    • Damage Type: Magical
    • Beat Back - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.




2 6 - - Turn -
Target friendly Faction model's weapons gain Blessed and Magic Damage for one turn.

Theme Forces

Thoughts on the Cage Rager

Cage Rager in a nutshell

A big, slow, hard hitting heavy, the Cage Rager can bash without any buffs and hard enough to wreck face if it can be supported. Cage Ragers are great at controlling space thanks to their natural toughness and their defensive utilities. Their animus is extremely threatening to normally highly disruptive solos such as a Gremlin Swarm or Machine Wraith.

Competitive Viability
As of August 2018 Cage Ragers are considered extremely viable, and feature in almost every competitive Grymkin list. Notably, the Lock-N-Load 2018 Iron Gauntlet champion, Patrick Dunford, included three in his Dreamer Dark Menagerie list; using their defensive abilities to dominate Aaron Wale's Slayer-spam list in the finals. (You can watch that game, with live commmentary by executive director Will Schick and game developer Will Pagani, on YouTube.)

Combos & Synergies

  • Deathknell - Best way of getting the corpse tokens to the Cage Rager. In turn, the Cage Rager can protect your softer Death Knell from charges & spells while also gaining a defensive buff in return. It's usually advisable to consider two or more Cage Ragers in any list which includes a Death Knell, so that they can effectively protect it from the front.
  • Skin & Moans - Cage Ragers can protect the more fragile Skin & Moans, as well as provide them with the very useful Blessed & Damage Type: Magical
  • Dread Rots - Can get corpse tokens to the Cage Rager. In addition, Dread Rot corpses can be hoovered up by the Death Knell to further fuel the Cage Ragers & Skin & Moans in your army.
  • Old Witch3 - Being on a huge base, Old Witch3 really likes space controlling heavies which are hard to remove. Old Witch3 also really appreciates being able to channel spells across the board.
  • The Child - Gets them to SPD 6, P+S 19, making them one of the hardest hitting models in Grymkin.
  • The Heretic - The Heretic's spell list pairs extremely well with Cage Ragers, with Gallows negating the Cage Ragers lack of SPD and Fury maximizing their hits.
  • Lady Karianna Rose - Loves to be in the middle of a pair of Cage Ragers, helping them hit much harder while also managing Fury.

Drawbacks & Downsides

  • With a base speed of 4, the Cage Rager can easily be caught out of position if you are not vigilant, and arrive too late to be helpful. Watch your positioning carefully.
  • Somewhat corpse dependent and can't take corpses from its own side.
  • Cage Ragers aren't cheap and usually want to be taken in pairs or triples with a Death Knell, eating up a lot of points.

Tricks & Tips

  • You typically want to get your first couple corpses on your Cage Ragers, as opposed to your Skin & Moans, so as to switch on their defensive tech.
  • Keeping two Cage Ragers within 3" of each other and the models you want to protect, typically your caster & Death Knell, gives you lots of options when activating their defensive tech and controlling space.
  • A Cage Rager is almost always going to be the 'beast you bring in with The Shadows. Skin & Moans need a couple of corpses to really reach their potential, while a Cage Rager serves as an effective roadblock even if it's only there for a turn.
  • Coupled with the Ruin arcana, a corpse-fueled Cage Rager can create a huge magical deadzone for your opponent the only solution to which is to spend heaps of Focus/Fury



Released with the Faction release (2017.06)

Other Grymkin models

Grymkin Logo.jpg       Grymkin Index       (Edit)

The Child - The Dreamer - The Heretic - The King of Nothing - The Wanderer - Old Witch 3
Warlock Attachment: Baron Tonguelick

Warbeasts Lesser



Frightmare - Gorehound - Rattler


Cage Rager - Clockatrice - Skin & Moans

Units, Solos, & Battle Engines

Dread Rots - Hollowmen - Mad Caps - Malady Man - Murder Crows - Neigh Slayers - Piggybacks - Twilight Sisters


Baron Tonguelick, Lord of Warts - Cask Imp - Glimmer Imp - Grave Ghoul - Gremlin Swarm - Lady Karianna Rose - Lord Longfellow - Trapperkin - Witchwood

Battle Engines Death Knell
Theme Forces Minions
Dark Menagerie - Bump in the Night

Eilish Garrity, the Occultist - Hermit of Henge Hold - J.A.I.M.s - Primal Archon

This index was last updated: 2019.04

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 : Beat Back      (Edit)

  • You cannot use Beat Back if you destroy the target; because you can't advance towards a model that is no longer on the table. (Infernal Ruling)
  • You can trigger Beat Back even if the model is no longer in your melee range after the attack. For instance, if you used a Pitch to throw it away, you can still Beat it Back. (Locked thread)
  • The free advance doesn't depend on the target being pushed, but it is dependent on you trying to push them:
    • If you try to push something which Cannot Be Pushed (such as a Colossal), then it won't move and then you can advance directly towards it.
    • If you choose not to push your target, then you choose not to trigger Beat Back, so you don't get to advance.
  • Beat Back can be used to push larger models.
  • See also the clarifications on Pushes.

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Rules Clarification : Arcane Vortex      (Edit)

  • Mulg spends fury to use it, he is not forced for fury. (Infernal Ruling)
  • Arcane vortex can be used to counter spells with "Range: Self". (Infernal Ruling)
  • Some spells do not have a target, mostly CTRL area spells (such as Siege's Foxhole) but also some (★ Action) (such as Ragman's Death Field). These cannot be cancelled by Arcane Vortex. Infernal Ruling)
  • The "Cost" for non-warcaster models includes stuff like "using your special action" or "killing a Mind Bender Drudge."
  • Arcane Vortex triggers at step 3 of the spellcasting sequence. (Resolve effects that occur when a model is targeted by a spell.) (Infernal Ruling)
  • If a channeled spell is cancelled, it doesn't count as being channeled, so the channeler can't trigger stuff like Reaction Drive or Spell Martyr. (Infernal Ruling)
  • There are a couple of odd spells:
    1. (Primal Shock and Essence Blast) - Both these spells "Choose" model A, then gets to "Target" model B with an attack. In this case you can trigger Arcane Vortex only when model B is targeted.
    2. (Crevasse) - This spell attacks model A, then gets to use model A to make another attack vs model B. In this case you can trigger Arcane Vortex only when model A is targeted.
(Infernal Ruling for both of the above.)
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Rules Clarification : Bone Picker and/or Bone Pile     (Edit)

  • This model only gets the corpse if it's the closest eligible model. Bone Picker doesn't have the "regardless of proximity of other models" wording like Dark Fire does.
    • This will hardly ever come up, considering the short range of most melee weapons.
    • It'll come up slightly more often for Barnabus2.
  • RFP on Destroyed (Edit)
    • Corpse/Soul generation and collection isn't an ability that you trigger, it just happens the instant a model is destroyed. As such, if an attack RFPs the target on destroyed (such as Bone Picker), it will not stop corpse/souls. (Infernal Ruling)
    • In saying that though, Golab's Carrion Feast ability messes everything up. You can read more about that weird rule interaction here.

Rules Clarification : Grave Secrets - None yet. (Edit)

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Rules Clarification : Rattle Bones      (Edit)

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Rules Clarification : Channeler and/or Arc Node     (Edit)
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.

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.

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 : Arcane Suppression      (Edit)

  • Two instances of AS are not cumulative. (Infernal Ruling)
  • AS does not interact with models that have a special ability to cast their warlock's "COST X or less" spells (such as Spell Slave and Geomancy). (Infernal Ruling)
  • AS does not interact with warcasters that can cast spells "for free" even if the free spell is limited to "COST X or less" (such as Blood Boon).
  • AS does not interact with warcasters that upkeep their spells by paying a 'different' cost' (such as Blood Trade). (Infernal Ruling)