Corruptor

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Cryx Logo.jpg Corruptor

Cryx Heavy Warjack

The fiendish inventiveness of Cryxian necrotechs has resulted in many machines perfected to employ the killing arts. The Slayer is a swift, hulking beast of bone and black iron that relishes murdering anything in its path. The Reaper can fire its harpoon to sink deep into flesh or steel before reeling in its victim with frightening speed to within range of its vicious helldriver spike. The Corruptor is the culmination of Cryx’s pioneering work in caustic compounds and necrotic poisons, a helljack armed with venomous weapons designed to consume both body and soul.

Basic Info[edit]

Corruptor
Missing Info
Corruptor.jpg
COST N/A
UNIT SIZE N/A
FA N/A
Warcaster 0
BASE Large
SPD 6
STR 10
MAT 7
RAT 5
M.A. N/A
DEF 13
ARM 17
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP 28
F. Field N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST 14
N/A
N/A
FA U
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities[edit]

  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click the link for a full run-down.
  • Construct - This model is a construct and is not a living model.
  • Immunity: Corrosion - This model does not suffer corrosion damage, nor the continuous corrosion effect.

Weapons[edit]

  • Necrojector - 1" reach, POW 6, P+S 16 melee weapon.
    • Open Fist - This warjack/warbeast may make Throw Power Attacks.
    • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
      • Burster - When this attack boxes a living or undead model, center a 5" AOE on the boxed model, then RFP the model. Models in the AOE are hit and suffer an unboostable POW 10 corrosion damage roll. This damage is not considered to have been caused by an attack.
      • Distillation - When a living enemy model is destroyed by this attack while this model is in its battlegroup controller’s control range, immediately after the attack is resolved remove d3+3 damage points from this model’s battlegroup controller.
      • Psycho Venom - When a living or undead enemy model is boxed by this attack, you can choose to take control of it. If you do, remove 1 damage point from it, causing it to no longer be boxed. You can then immediately change its facing. For the rest of the turn, this model’s battlegroup controller can channel spells through the affected model as if it were a model in its battlegroup with the Arc Node advantage. The affected model cannot activate. At the end of the turn, the affected model is destroyed.
  • Necrocannon - 12" range, POW 14 ranged attack
    • Damage Type: Corrosion - This weapon does corrosion damage.
    • Attack Type
      • Burster
      • Distillation
      • Psycho Venom

Theme Forces[edit]

Recent Changes[edit]

2018.06 Crucible Guard Errata

  • Psycho Venom and Distillation reworded so they work when the Corruptor is controlled by a non-warcaster (Aiakos1 or Denny0).


Thoughts on the Corruptor[edit]

Corruptor in a nutshell[edit]

It's a flexible, multipurpose jack; with a focus on anti-infantry. It can swap between melee and guns depending on what's needed, but generally it tries to stay out of melee if possible.

Combos & Synergies[edit]

  • Skarre likes them for the heal. Especially since the Necrosurgeon can no longer heal her.

Drawbacks & Downsides[edit]

  • The main drawback are lists with an empahsis on jacks or beasts. With to many warnouns stomping around, the Corruptor struggles sometimes to trigger any of its special rules.
  • If it is given a buff that triggers on destroying an enemy model (such as Black Spot or Overrun) that buff can't trigger from Burster or Psychovenom. This provides a level of skornergy with Skarre 2 and Mortenebra.

Tricks & Tips[edit]

  • None of the attack types ignore Tough, so choose a target you're sure you'll be able to kill.
  • Psycho Venom
    • Don't Meatnode someone who is in melee range of his friends. As soon as it comes under your control they'll be enemies to him, they'll engage him, and they'll prevent him from being an Arc Node.
    • It's easy to create an Meatnode too far away with the gun; stay aware of your control range.
    • Use Psycho Venom on an enemy warbeast. Since it is under your control when it dies the warlock won't be able to reeve from it.
  • Burster
    • Burster isn't blast damage.
    • Burster doesn't require you to kill an enemy model, so in a pinch you can shoot your own troops in the back.
      It's a bit iffy though, because to catch anyone in the AOE your own troop is probably in melee, and you'll suffer -2 to hit (-4 for being in melee, but +2 for being in the rear arc).

Other[edit]

Trivia[edit]

  • Originally released in Forces of Warmachine: Cryx (June 2010)
  • From 2010 to 2017 it was sold in a multi-jack kit with the Slayer and Reaper (old resin-plastic).
  • From 2017 onwards, it is sold in a multi-jack with the Reaper and Malice (new better plastic).

Other Cryx models[edit]

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

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - Deneghra1 - Deneghra2 - Deneghra3 - Goreshade1 - Goreshade2 - Goreshade3 - Mortenebra1 - Mortenebra2 - Rahera - Scaverous - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Terminus - Venethrax

Warcaster attachments The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Iron Lich Overseer (Marshal) - Aiakos1 (BGC) - Deneghra0 (BGC)
Light

Cankerworm - Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker

Heavy

Barathrum - Corruptor - Deathjack - Desecrator - Erebus - Harrower - Kharybdis - Inflictor - Leviathan - Malice - Nightmare - Reaper - Seether - Slayer

Colossal Kraken - Sepulcher
Units, Solos, Battle Engines, & Structures
Units - Living BO Boarding Party - BO Ironmongers - BO Smog Belchers - Bloodgorgers - Marauders - Cephalyx Drudges - Cephalyx Overlords - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates
Units - Undead

Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - Carrion Thralls - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Soulhunters - The Withershadow Combine

Solos - Living/Construct

Aiakos1 - Axiara - Darragh Wrathe - Deneghra0 - Gerlak - Misery Cage - Satyxis Blood Priestess - Satyxis Raider Captain - Severa Blacktide - Warwitch Siren

Solos - Undead

Agrimony - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Hellslinger - Iron Lich Overseer - Machine Wraith - Necrotech - Pistol Wraith - Scrap Thrall - Skarlock Thrall - Soul Trapper

Battle Engines & Structures Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Infernal Machines - Scourge of the Broken Coast - Slaughter Fleet Raiders
Mercenaries
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2019.02

Rules Clarifications[edit]

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

  • Throw - General ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • 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.
  • 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.
    • 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)
    • Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
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Rules Clarification : Attack Type and/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
  • You choose your Attack Type during Step 1 of the Attack Sequence. So, if your target can only be targeted by certain kinds of attack (such as a Menoth warjack with Passage), then you can choose an Magical Damage attack type and target it. (Infernal Ruling)
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Rules Clarification : Burster      (Edit)

  • Due to the way it is worded, the Burster does full POW to all models in the AOE. It is not blast damage and it is not halved.
Not considered an attack (Edit)   [Show/Hide]
  • The original attack and damage is definitely an attack, and triggers stuff normally. But the "secondary" damage works quite differently.
  • The secondary damage is not an attack, so doesn't trigger stuff like Vengeance.
  • The secondary damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
  • The secondary damage is not from an attack, but it is damage from the original model. This has two implications:
    1. It's not an attack from a weapon so:
      • it won't gain damage buffs from the weapon (such as Poison).
      • it won't gain any Damage Types from the weapon. (Infernal Ruling)
    2. It is a damage roll from a model so:
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Rules Clarification : Distillation      (Edit)

  • With the Coven, since their are 3 warcasters that share control of the Corruptor, what you do is choose one witch to get the heal. It doesn't get divided between them. (Infernal Ruling)
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Rules Clarification : Psycho Venom      (Edit)

  • You don't get to activate the model you take control of. (Infernal Ruling)
  • Once he is under your control, the meatnode is an enemy to his old army. If they're close enough, they will engage him in melee and prevent you using him as an arc node.
  • See also the Channeler rules clarifications.
Taking Control of an Enemy Model   [Show/Hide]
  • General
  • Taking control of a model means it is now friendly to you, and will immediately be engaged by it's erstwhile allies.
    • This will limit your ability to make ranged attacks.
    • If you get to make an advance with the controlled model, this can allow the original owner to take free strikes against his own model. He doesn't have to take these, of course.
  • The controlled model does not have a proper Activation, so stuff like Chain Strike won't apply.
  • You can use abilities on the controlled model, as long as they're not restricted to "during its activation" or "during its Combat Action". For example, you can use Mental Force. (Infernal Ruling)
  • Buffs and effects:
    • The controlled model counts as a "friendly model" and will benefit from any buffs that your own models are handing out (such as Mark Target), (assuming the controlled model meets the criteria for the buff).
    • If your opponent is the same faction, then the controlled model will count as a "friendly faction model" and even more buffs are potentially available (such as Veteran Leader).
    • If you have an ability that is "take control of an enemy then make an attack", and that model has an ability that triggers after making an attack (such as Death Toll), then (most) such abilities won't work. Because you must recheck the trigger conditions for Death Toll at the time of resolving it, and the friendly/enemy criteria are no longer valid.
  • Theme abilities:
    • If a model gains an ability via a Theme Force rule, and then the opponent takes it over, it keeps the theme ability. (Infernal Ruling)
  • Movement
  • You can advance a model into an area and force them to take damage (like an acid cloud, or a Razor Wall template), but they only take damage once per advance (ref Prime rulebook pg 65). Thus you cannot keep moving them micro-millimetres in and out of said area to inflict infinite damage.
  • The model is friendly while under your control, so you can't force free strikes by walking it past your own models. You can, however, walk it past your opponent's models and politely ask if they want to take free strikes against their own model.
  • Melee Attacks
  • Models with the Gunfighter advantage can make attacks as they normally would if the ability controlling them allows for basic attacks (e.g., Influence). Note that other "take control" abilities only allow for melee attacks, such as Seduction and Bone Shaker (Gunfighter attacks are ranged attacks).
  • Point Blank attacks cannot be made with temporarily controlled models, as Point Blank is only allowed 'during activation.'
  • Controlled models do not receive back strike bonuses, because you can only get that bonus during your normal activation.
  • With reference to the attack sequence (appendix A) your control of the model doesn't expire until after Step 14. So you can potentially trigger abilities like Snacking (Step 11.4).
    • As long as it's not limited to "during combat action" or "during activation".
  • Destroying the Controlled model
    If the model is destroyed or RFP'd while under your control (for instance you walked it into a hazard), this has two consequences:
  1. It is considered to be under your control at the moment it is taken off the table:
    • Your opponent can't reave fury off a warbeast destroyed this way, because it is an enemy warbeast when it is taken off the table.
    • Your opponent can't trigger stuff that depends on a "Friendly model" being destroyed (such as Righteous Vengeance).
    • You can't trigger stuff that depends on an "Enemy model" being destroyed (such as Cull Soul).
  2. It returns to the original owner once it's off the table:
    • Your opponent can use Spirit Bond to get fury from the dead warbeast.
    • Your opponent can use Return To Play abilities to get it back on the table (assuming it wasn't RFP'd).
  • Taking control of an enemy Trooper (member of a unit)
  • A trooper you take control of becomes an independent model. Thus:
    • It will not benefit from any bonuses that it gets from its comrades (such as Gang, Shield Wall, etc).
    • It will not benefit from any bonuses that rely on the trooper being "in formation" (such as Granted and Tactics abilities).
    • Spells on a unit are considered to be on the "unit", not on the "models that make up the unit". So a controlled trooper will not benefit from any spells on the unit.
    • If you take control of the last survivor of a unit then the "unit" ceases to exist for the duration of the control. This means that any spells on the "unit" will expire. Woo, free dispel!
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Rules Clarification : Corrosion      (Edit)

  • A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.


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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)

Rules Clarification : Construct - None yet. (Edit)