Deathjack

From LOS Warmachine University
Jump to: navigation, search
We have 1213 articles and 91% are complete!   Please help us finish these articles (and/or the rest) (Edit)  
Crucible Guard Assault Troopers (one year review) Aurum Legate Alyce Marc (one year review) Cinerators CA (one year review) Exemplar Warder (one year review)


Cryx Logo.jpg Deathjack

Cryx Character Heavy Warjack

For more than 200 years the necromechanikal horror called the Deathjack has haunted the wilds of Western Immoren. Striking without warning, this infernal machine voraciously devours souls and leaves nothing but death and destruction in its wake.

Basic Info

Deathjack
Missing Info
Deathjack 2018.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 6
STR 12
MAT 8
RAT N/A
M.A. 7
DEF 13
ARM 19
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 32
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 23
N/A
N/A
FA C
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

  • 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.
  • Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
  • Magic Ability [ 7 ] - This model can use its Combat Action to cast a single spell.
  • Skulls of Hate - The Deathjack can have up to 5 focus points at any time instead of the normal limit of 3. During your Control Phase, after focus allocation the Deathjack gains 1 focus point for each of its non-crippled arm systems.
  • Snacking - When this model boxes a living model with a melee attack, it can choose to RFP the boxed model. When it does this, this model can remove d3 damage points.

Weapons

  • Necroclaw (x2) - 1" reach, POW 6, P+S 18 melee weapons
  • Horns - 1" reach, POW 3, P+S 15 melee weapon
    • Hard Head - This model can add this weapon's POW to its head-butt and slam power attack damage rolls.

Spells

COST RNG AOE POW DUR OFF
Necromancy (★) Stats vary every time

While the Deathjack is in its controller's control range, it can spend focus points to cast its controller's spells. The Deathjack cannot cast upkeep spells or spells with a RNG of SELF or CTRL. Use the Deathjack's Magic Ability score when making magic attack rolls. Deathjack does not need to use his Combat Action to cast spells, and can cast more than one.


Theme Forces

Thoughts on the Deathjack

Classic sculpt

The Deathjack in a nutshell

Deathjack is a contender for the strongest jack in the game. He is fast, accurate, evasive, well armored, and has damage output on par with a colossal. On top of that, Deathjack can cast spell off of your casters list with the focus on it with a number of restrictions (no range SELF, CTRL, or upkeeps). It's worth noting he has a price tag to match his power.

His extreme power level also comes with another fact: he attracts a LOT of attention (read: fear and hate) from the enemy. The model is big, leaning over the base. Covered in spikes, blades, and skulls, he looks scary as hell. So any player who has never seen him is going to fear him and try to kill the big guy. Any player who HAS seen him in action will REALLY fear him and try even harder. Deathjack has a huge target on his back and everyone knows it. He is apt to get vaporized before he ever hits the enemy lines.

In truth, Deathjack is more of a 2nd warcaster than he is a warjack. Treat him as such. The way to use Deathjack is as a second line support unit. Deathjack can still participate in the battle by casting spells as he approaches from safety. In the later turns when things get ugly, have Deathjack charge in and use his incredible offensive power to scrap just about anything.

Combos & Synergies

When considering whether or not to use Deathjack, seek two qualities in your caster:

  • Something to increase his threat range (Infernal Machine, Overrun, Ghostwalk, Countercharge).
  • Have a good spell for Deathjack to cast (Mortality, Stranglehold, Deadweight, Hellfire, etc).
  • A Warwitch Siren is always useful to get rid of Disruption on your jack, and fill it up with a focus, so it can still charge and get stuck in.
  • Special mention to Mortenebra 1 for Interface plus Tune Up from Derilyss, and Mortenebra 2 due to her feat and Field Marshal ability.

Drawbacks & Downsides

  • Infamous and feared; it is a high priority target.
  • It is still a Cryx jack, and armies in Mk3 are prepared to deal with an ARM 19 heavy.
  • No native Pathfinder; vulnerable to targeted damage (Sniper, Precision Strike) and Disruption

Tricks & Tips

  • Deathjack's Necromancy ability can be damned powerful. If you aren't ready to commit Deathjack into the field, use him as a glorified arcnode. With only committing two focus from your caster, you can cast heavy duty spells such as Hellmouth, Scourge, and still have a little left over to boost the attack to protect your investment. Note that unlike a regular arc node you can still cast spells while being engaged.
  • Deathjack has some really impressive combat output, while with Power-Up and Skulls of Hate, it can operate near-autonomously. Whether or not you'll need an extra focus from your caster to get the job done, depends on your target. As a rule of thumb, with DJ's intial attacks, it will take him on average...
    • 1 focus to kill a Slayer chassis warjack.
    • 2 focus to kill a Ironclad chassis warjack.
    • 3 focus to kill a Crusade chassis warjack.
    • 5 focus to kill a Juggernaught chassis warjack.

Other

Trivia

  • Originally released in Warmachine: Apotheosis (2005)
  • Original (2005) sculpt by John Winter
  • Resculpted in 2018

Other Cryx models

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 - The Devil's Shadow Mutineers

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: 2019.05

Rules Clarifications

RC symbol.png

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 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.
RC symbol.png

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.")
RC symbol.png

Rules Clarification : Hard Head      (Edit)

  • You can add the POW even if the weapon system is crippled.
  • Hard Head doesn't get applied to collateral damage, because that is a separate type of roll. Refer page 45 of the mini rulebook.


RC symbol.png

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)
Rules Clarification : Advance Deployment - None yet. (Edit)

RC symbol.png

Rules Clarification : Magic Ability      (Edit)

  • Almost every magic ability cannot be used on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Using a Magic Ability counts as a spell, for effects such as Spell Ward, Witch Hunter, etc.
  • Unlike with warcasters/warlocks, using a Magic Ability is not an "any time" ability. This means:
    • You must complete your movement before you use a MA.
    • You cannot make ranged or melee attacks on the same turn you use a MA.
    • You cannot use a MA on the same turn you charge.
    • (Unless, of course, the rules for the specific MA you're using say you can.)
  • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
RC symbol.png

Rules Clarification:  : Necromancy      (Edit)
(Click Expand to read)

Important Note

This Rules Clarification is very similar to the ones for Spell Slave and Geomancy (since all 3 are very similar abilities). Where Necromancy is different to the other two, the text has been coloured purple.

Who does the casting

  • It is the Deathjack that does the casting, not the warcaster. (Infernal Ruling)
    • It's not anything simple like the warcaster getting an extra spell during their own activation.
    • Nor is it anything like an arc node.
    • Any buffs/debuffs currently on your warcaster/warlock are completely irrelevant.
  • For stuff that interacts with spellcasters (such as Witch Hunter) it is the location of the Deathjack that matters, not the location of the warcaster.
    • If the Deathjack is within an area of "models cannot cast spells within this area" effect, it cannot cast spells. Regardless of where your warcaster is.
    • If the warcaster is within an area of "models cannot cast spells within this area" effect, that has no affect on what the Deathjack can do.

When/how does the Deathjack cast

  • Deathajck uses his Magic Ability to cast spells, but because it is neither a (★ Attack) or (★ Action) it means he can cast spells as an "Any Time" ability.
  • The Deatjack must pay the full COST of the spell.
    • Since it pays the full cost of a spell, it is affected by stuff like Lamentation.

What spells can the Deathjack choose to cast

  • The Deathjack cannot cast spells with a range of SELF or CTRL, or that are an UPKEEP.
    • Unlike Spell Slaves and Geomancers, it can cast spells with a COST more than 3.
    • It can cast spells that use the phrase "Spellcaster's battlegroup" because it's in the battlegroup.
    • In addition to this, the Deathjack is limited by the definition of 'Spellcaster'. Often it will be able to cast a spell fine, but the benefits won't be fully applicable to the Deathjack.
      • Deathjack cannot benefit from anything that occurs in the 'Spellcaster's CTRL area' because they don't have one. (Infernal Ruling)
        For instance, a Deathjack that casts Excarnate will not be able to summon a new grunt.
      • Deathjack cannot benefit from spells that give the caster Focus. Such benefits are limited to models with the 'Focus Manipulation' rule, which only warcasters have.
        For instance, a Spell Slave that casts Siphon Bolt would still take focus from the enemy, but won't gain any focus itself.

How can they boost the spell

  • The Deathjack can spend focus to boost, just like with a regular attack.

Other

  • The Deathjack doesn't gain any buffs/abilities that are on your warlock/warcaster (such as True Sight).
  • The Deathjack cannot channel spells through arc nodes. You can only channel through nodes in your control range, and he doesn't have a control range.
  • The Deathjack can use spells like Annihilation to gain enemy souls. But he will be unable to use the soul tokens so they will stay on the Deathjack for the rest of the game (doing nothing). (Infernal Ruling)
    • A Soul Trapper cannot remove these souls from Deathjack. (Infernal Ruling)
  • Not only are warjacks in the caster's battlegroup, they are also in each other's battlegroup. In other words, all the warjacks are in Deathjack's battlegroup. (Infernal Ruling)
    • This means DJ can cast spells like Locomotion. Also, he can cast it on the same target as Mortenebra2 because the spell is limited to "target warjack once per activation" not "target warjack once per turn."
    • Despite having a battlegroup, DJ can't cast spells like Overrun because he doesn't have a control range.

RC symbol.png

Rules Clarification : Skulls of Hate      (Edit)

  • Short version: You get 3 focus for free and can allocate another 2.
  • Long version (Refer to Control Phase, pg 29 of pdf).
    • First you gain 1 focus from Power Up (Step 2)
    • Then you allocate focus from your warcaster (Step 3). You can allocate anything from 0 to 4 focus.
    • Finally you gain 1 focus from each Skull, up to your limit of 5 (Step 5)
  • The Skulls don't care about CTRL range. So if you're out of control range, you'll get zero from Power Up, zero from allocation, and 2 from the Skulls.
  • Shaking effects occurs simultaneously with getting the Skull's focus.
  • The Deathjack's focus limit is always 5, regardless of whether the arms are crippled or not.
  • Disruption will prevent you getting focus from the Skulls.
  • Fail-Safe does not let you ignore your crippled arms for the purposes of getting focus. (Infernal Ruling)
RC symbol.png

Rules Clarification : Snacking      (Edit)

  • You can use Snacking to RFP your target even if you're at full health. (Locked thread)
  • Snacking occurs at boxed, and thus:
    • Doesn't prevent abilities that trigger at disabled (such as Tough, Self-Sacrifice, etc).
    • Might prevent abilities that trigger at boxed, depending on who the active player is and whose model the ability triggered on. Refer the 'Triggers' section (pg 10 of the pdf)
    • Does prevent abilties that trigger at destroyed (such as collecting soul tokens, etc)
  • You can snack friendly models.
  • You may choose where each individual point of healing goes.
  • If you kill multiple models with a single attack (such as trampling over them) then you get to heal once for each model killed.