From LOS Warmachine University
Jump to: navigation, search
We have 1356 articles and 93% are complete!   Please help review these models from 12+ months ago: (and/or the rest) (Edit)  

Cryx Logo.jpg Leviathan

Cryx Heavy Warjack

The Leviathan is an immense metal atrocity of frightening mobility. The watertight furnaces of this horror make it a favorite among blackship captains, who take full advantage of its amphibious nature by deploying it at sea - or, rather, shoving it overboard and allowing it to make its way silently across the seabed on its spidery claws.

Basic Info

Missing Info
Leviathan WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
STR 12
M.A. N/A
DEF 12
ARM 18
ESSENCE {{{essence}}}
HP 30
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock

Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.



  • Crushing Claw - 1" reach, POW 5, P+S 17 melee weapon
  • Spiker - 13" range, ROF d3, POW 13 ranged attack
    • Burst Fire - Gain +1 to damage rolls with this weapon against medium-based models, and +2 to damage rolls against large- and huge-based models.

Theme Forces

Thoughts on the Leviathan

The Leviathan in a nutshell

The Leviathan is best deployed as a gun platform, preferably focusing its fire on enemy heavies. Not only will you get the Burst Fire bonus, but larger models tend to have lower DEF making it easier to hit without boosting.

The Crushing Claw lacks any abilities that would make you want to rush into melee. Don't discount the idea of using the Claw entirely though, it is a very high P+S melee weapon and buying a string of attacks with it can still wreck a target.

Its unreliable ROF combined with its high points cost makes the Leviathan unpopular with many players - some feel that the Sepulcher holds more value as a burst fire shooting platform. However, when taken in larger quantities with the right support/debuff caster (particularly Denegrha 1), overall variability in range output drops due to the law of large numbers](successful tournament lists suggest that four is the sweet spot). Further, bringing the Leviathan in the Black Industries theme gives them the Carapace rule which allows them to turn the tide in a prolonged fire fight.

Combos & Synergies

  • Mortenebra can use her Interface rule to provide SEVEN focus to this 'jack (or eight, if you pre-load it with a Warwitch Siren).
  • The Leviathan is also a very nice target for Mortenebra's Overrun spell, it can easily snipe a random enemy and allow a different jack to move.
  • Aiakos + Leviathan is a nice combo, as he can fuel it with plenty of focus without drawing on your warcaster's reserves. He can also speed it up with Escort allowing it to get in a better position sooner.
  • The Iron Lich Overseer is oft-maligned due to it being a 'jack marshal that's more expensive than Aiakos, but it has the added benefits of requiring no focus to run the 'jack. The "Take Aim!" command means that the Leviathan can't move, but anything within its RNG is going to be suffering d3 RAT 7, POW 17 shots. This can really mess up a heavy if anyone applies a debuff to it. It can also, interestingly enough, give the shooty 'jack Stealth.
  • Skarre2's Black Spot spell can potentially net you 6 shots a turn!
  • Casters with Parasite can lower the enemy ARM even further, making it even easier for the Leviathan to chew them up at range.

Drawbacks & Downsides

  • The unreliable ROF means you never know how much focus to allocate it. If you fill it up with 3 focus then it rolls a "1" for number of shots, you've wasted at least one focus. On the other hand, if you give it no extra focus and it rolls a "3" then you'll have several unboosted shots that won't achieve much. For best and most consistent results, operate a Leviathan with 2 focus on it.
  • You'll probably be able to hit enemy heavies relatively easy, but the Leviathan's "meh" RAT means you'll want to boost to-hit against most infantry or light warjacks.
  • Only one initial attack, whether it is ranged or melee.

Tricks & Tips

  • If the Leviathan gets stuck in melee, consider using your Open Fist to simply throw the enemy away. Won't work against models with a high STR, though.
  • If you intend to use the gun on the Leviathan, activate it early in your turn so you have a better idea what kind of impact the shooting will have. Then adjust plans as necessary.



  • Originally released in Warmachine: Escalation (2004)
  • Sculptor (original metal model): John Winter
  • The Leviathan used to be one of the most awkward models to assemble in the game. With the plastic resculpt, however, the legs are designed to fit directly into the torso which allows for much easier construction.
    • Of note, one of the legs comes with a small sculpted rock, to more easily fasten it to the base. Please do not confuse it for flash or a poor mold.

Other Cryx models

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

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 - Doctor Stygius (Partisan) - Madelyn Corbeau (Mercenary)

Other Warjack Controllers

Jack Marshals: Iron Lich Overseer       "Junior Warcasters": Aiakos1 - Asphyxious4 - Deneghra0


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


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

Colossal Kraken - Sepulcher
Units, Solos, Battle Engines, & Structures

Asphyxious4 - Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - BO Boarding Party - BO Ironmongers - BO Smog Belchers - Bloodgorgers - Marauders - Carrion Thralls - Cephalyx Drudges - Cephalyx Overlords - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates - Soulhunters - The Devil's Shadow Mutineers - The Withershadow Combine


Aiakos1 - Agrimony - Axiara - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Darragh Wrathe - Doctor Stygius - Deneghra0 - Gerlak - Hellslinger - Iron Lich Overseer - Machine Wraith - Master Gurglepox - Misery Cage - Necrotech - Ol' Grim - Pistol Wraith - Satyxis Blood Priestess - Satyxis Raider Captain - Scrap Thrall - Skarlock Thrall - Severa Blacktide - Soul Trapper - Warwitch Siren

Battle Engines & Structures Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Scourge of the Broken Coast
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2020.12

Rules Clarifications

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)

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. (Locked Thread)
    • 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)
    • 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.

Rules Clarification : Burst Fire and/or Volume Fire - None yet. (Edit)

RC symbol.png

Rules Clarification : Steady      (Edit)

  • Steady models are still susceptible to other effects of knock-down attacks (if there are any).
    • For example, a steady model hit with a Head butt won't be knocked down but will take damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.