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99% of this website is about Mark 3 (mk3), which is the previous edition of the game (2016 to 2022). The reasons for this are explained here.

1% of the website is about Mark 4 (mk4), but only in regards to which mk3 models are useable in mk4 Prime and which are mk4 Unlimited. See Legacy Armies for more detail.
Cryx Logo.jpg Scavenger

Cryx Light Warjack

Mk4 icon.png
This model has not (yet) been updated with Mk IV rules, as of 2022.11. Privateer Press have promised it will get updated ... eventually.
You can view the Mk3 models that have been updated on this page.

Note that the rest of this page is about the model's Mark III rules.

The scavenger bonejack haunts the skies above Lord Toruk’s nightmare empire searching for the weak and injured. Swift and merciless, the scavenger descends upon its prey in a flurry of tattered wings and snapping jaws, bringing the final release of death to the enemies of Cryx.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
M.A. N/A
DEF 15
ARM 13
ESSENCE {{{essence}}}
HP 20
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.


  • Construct symbol.jpg Construct
  • Flight symbol.jpg Flight
  • Finisher - This model gains an additional die on damage rolls against damaged models.
  • Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.


Snapping Jaws
Sword icon.jpg  RNG   POW   P+S 
0.5 4 11

Theme Forces

Thoughts on the Scavenger

Scavenger in a nutshell

It's an assassination piece that relies on other model's starting its Finisher bonus. It's kind of fragile so you might as well think of it as a kamikaze, but if you do manage to trigger Sprint it can become quite a useful little boomerang harassment tool.

Its wings provide great mobility, not only over terrain but over friendly units as well. Even though the Snapping Jaws are not powerful, they can deliver a massive blow on the charge to anything not at full health. Unlike most bonejacks, the Scavenger is best held back for a little while. The idea is to allow something in your army to get some damage going (best targets would be light warjacks or multi-wound models like Man-o-War Shocktroopers) then have the Scavenger charge in for a P+S 11 hit with four damage dice.

Combos & Synergies

  • Anything that can grant it Parry/Ghostly, so it can ignore free strikes.
  • Pairing it up with Aiakos1 is not bad, as Escort speeds it up and it can use Sprint to return to his control area.
  • Anything that can give it bonus speed and/or out-of-activation moves, so it can position itself for the assassination run. That is:
    • Aurora2 - Her feat gives it everything it could ask for. A damage buff, and speed increase. Her directives can also give it either dodge and repo, which is nifty at DEF 15, or flying high and and blast resistance, which is also good for delivery.
      • Note that Aurora2 can't have this warjack in her battlegroup. You'll need to put it on Asphyxious4 in the Strange Bedfellows theme force. On the plus side, as part of Gaspy's Battlegroup it gains Dark Shroud.
    • Venethrax - Terminal Velocity is spectacular for the Scavengers. Counter Charge with Flight is also great so they can charge from behind your scirmish screen.
  • In Scourge of the Broken Coast and warrior model that can damage a target in melee will also be able to proc Gang Fighter for a Scavenger at the same time. That's a MAT 9 POW 13 Weapon Master were talking about before you factor in the usual Cryxian debuffs.
  • Mortenebra2 - On feat turn a flock of them can go to town with Flank and Finsher up. Energizer make them faster and Spell Piercer means they do not mind upkeeps like Arcane Shield.

Drawbacks & Downsides

  • A little bit of skornegy for it's target selection - to trigger Sprint you want to go after low ARM/low HP models, but to get the most out of Finisher you want to go after high ARM/high HP.
    • On the other hand, you can consider that versatility rather than skornergy.
  • Unfortunately this guy is a bit focus-hungry; one to charge and one to boost the hit (to ensure you get the damage output you want).
  • It relies on its high DEF to survive - anything that auto-hits or can boost to hit will ruin its day. Watch out for Long Gunners; a volley from them will probably scrap this little construct.
  • Remember to avoid using Flight to bypass enemy models, as the Scavenger will suffer badly from free strikes.

Tricks & Tips

  • If your target is damaged:
    • If you have two focus on the Scavenger, and you can slam the target into an obstacle or model, you'll get a damage roll of STR + 5d6. This averages at 24.5 but could vary from 12 to 37.
    • But if you only have one focus on the Scavenger, you're much better just to charge. You'll get a damage roll of STR + POW + 4d6. This averages 25 but could vary from 15 to 35.
    • Really, the "slam for 5d6" option is more funny rather than useful.



  • Released in Warmachine: Wrath (2011).
  • The gallery image on the PP website accidentally says it comes on a small base (30mm)

Other Cryx models

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

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - Deathjack2 - 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 - Deathjack1 - 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 - Blackbane's Ghost Raiders - 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: 2021.11

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:  : Flight      (Edit)
(Click Expand to read)

  • Flight doesn't ignore:
    • Impassable terrain.
    • Most hazards. The exception is they do ignore Acid Bath and Burning Earth as long as they don't land in them.
    • Templates that stay in play and do damage to models moving through them (such as a Scather).
    • Free strikes.
  • Trampling with a flying model (Edit)
    • Flight allows you to trample "over" medium- and larger-bases.
    • Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
      • Unless, of course, you have an exception like Blade Rush.
  • Flight on a Cavalry model (Edit)
    • Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.

Rules Clarification : Assimilation - None yet. (Edit)

RC symbol.png

Rules Clarification : Finisher      (Edit)

  • Finisher is not tied to a specific weapon so it applies to all damage rolls, including power attacks.
RC symbol.png

Rules Clarification : Sprint  and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
  • Run & Gun won't trigger if you RFP the model, but Sprint will.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.