The Cryxian colossals rank among the most nightmarish necromechanikal fabrications ever loosed upon the Iron Kingdoms. Deployed only sparingly and in secret for centuries, these terrifying constructs are seen among Cryx armies with increasing frequency. The Kraken lashes out with long tentacles, feeding its necromantic furnace with the corpses of its victims to power its deadly hellblaster cannon. The Sepulcher snatches enemy soldiers and necromechanikally enhances them, producing an endless supply of thralls to be unleashed on the enemies of the Dragonfather.
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.
Colossal - Colossals are mega-warjacks, even bigger and stompier. They use nearly all the same rules as normal warjacks but with a few exceptions and additions, which you can read by clicking here.
- Necroharvester - When an enemy living or undead model is destroyed within 4" of this model, this model gains the destroyed model's corpse token. When a friendly living or undead Faction model is destroyed by a continuous effect, an enemy attack, or collateral damage from an enemy attack within 4" of this model, this model gains the destroyed model's corpse token. This model can have up to three corpse tokens at any time.
- Death Industry - Once per turn at any time during its activation, this model can spend up to three corpse tokens. It can either spend three tokens to add to play one Brute Thrall to a friendly Mechanithrall unit or it can add one Grunt to a friendly Mechanithrall unit for each token spent. Place each added model in formation completely within 4" of this model. Added models must forfeit their Combat Actions the turn they are put into play.
- Harvester (x2) - 2" reach (plus Chain Strike), POW 3, P+S 19 melee weapons
- Open Fist
- Chain Weapon
- Chain Strike - This weapon becomes RNG 4 during this model's activation.
- Pull - If this model hits an enemy model with an equal or smaller base with a basic attack with this weapon, immediately after the attack is resolved the hit model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction.
- Desolator - 13" range, 4" AOE, POW 13 ranged attack
- Critical Paralysis - On a critical hit, a living model hit has its base DEF reduced to 5 and cannot run, charge or make slam or trample power attacks for one round.
- Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
- Impaler (x2) - 10" range, ROF d3, POW 13 ranged attacks
- 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.
No changes since 2019.08
Thoughts on the Sepulcher
The Sepulcher in a nutshell
While the Kraken focuses on raw damage and pumping up its destructive potential with corpses, the Sepulcher is more about ranged attacks and support. It brings a fairly decent main gun with a the powerful Critical Paralysis, and about the same firepower as two Leviathan, so it actually is a threat to the opponent's heavies. While he stays at range, it can start collecting Mechanithrall bodies dying around him to create Brute Thralls, whose melee impact can not be ignored. Beside helping you with fuelling your recursion mechanics, its Chain Strike combined with Pull can help you with assassinations, or drag critical models close to your lines.
Kraken or Sepulcher?
The Kraken and Sepulcher are sold together as a multikit (unless you buy one of the really old kits). A common question new players ask is "Which should I build?" The correct answer is "Magnets." Moving right along, though...
The Kraken is pure offense, with a powerful main gun and a corpse mechanic which makes itself stronger. The Sepulcher on the other hand is a "Support Colossal" with less powerful guns and a corpse mechanic which reinforces Mechanithralls. Unfortunately Mechanithralls are a bit of a 'cannon fodder' unit and are only available in one theme force, Black Industries. So until such time that the rules for the Sepulcher are revised and it (hopefully) becomes unshackled from its Mechanithrall anchor, you're better off with the Kraken.
Combos & Synergies
- Standard Cryx caveat - anything that helps debuffing your opponent's DEF and/or ARM, will make the Sepulcher all the deadlier. With Denny1 you can easily achieve 2D3 POW 20 shots against large/huge targets, which will leave a mark.
- The Sepulcher feels home in the Black Industries theme force, helping the Thralls replenishing their losses.
- Necrosurgeon - yet another tool in your recursion engine.
- Aiakos2 - shoot (and hopefully paralize) a target under his feat, then pull it in for some up-close punishment. Carnage and Scything touch are great fixers for MAT and STR.
- Mortenebra2 - a Sepulcher under Fail-Safe and Spellpiercer can be really scary, especially during her feat, when it pulls in important models to the other jacks' melee range.
- Lich Lord Terminus likes screening for his huge base, and is all the more happier with extra bodies for Sac Pawn. With Ravager and a 4" melee range during activation it can clear quite a lot of infantry in one sweep. Just don't forget to keep your units away from the rampaging tentacle monster.
- Skarre, Admiral of the Black Fleet can cast Guiding Fire to give boosted attack rolls to all 2d3+1 shots from the Sepulcher! Deceleration helps it weather incoming shots, and Draconic Blessing can buff the Brute Thralls it puts out, giving them POW 21 Combo Strikes!
Drawbacks & Downsides
- With MAT6 and "only" POW19, it has low melee potential. Fortunately the de-buff tools help you with that.
- You have one good turn of shooting with the Impaler guns, before the enemy heavies get you. It is much easier to outmaneuver it than dodging two Leviathans with their RNG 13" guns.
- Cryx doesn't have many tools to deal with typical anti-shooting tech, like Stealth, concealment/cover, clouds or Shield Guards. All those things can be abused by a clever opponent to protect their juicy targets.
Tricks & Tips
- Models put into play by Death Industry must forfeit their Combat Action. So they can't attack, but put them somewhere they can at least threaten free strikes and/or block enemy movement.
- The pushing part of the harvester triggers upon hitting, letting you move them away from enemy corpse/soul takers before you, you know, turn them into a corpse.
- If you've put Dark Shroud on the Sepulcher and you're shooting at something within 4", your Chain Strike ability will mean that target is Dark Shrouded too.
- Released in Reckoning book (2015).
- It is the second Colossal model available to Cryx
- Nicknames: Zeppy, eKraken.
Other Cryx models
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 : Chain Weapon - None yet. (Edit)
Rules Clarification : Chain Strike and/or Lunge (Edit)
- The extra melee range kicks in the instant you start your activation, and if that makes you engage an enemy then it means you can't aim.
- The extra range does apply during Frenzies (because that is defined as an activation)
- The extra range doesn't apply during free strikes or when your opponent takes control of your model.
- It doesn't increase the range of Power Attacks, because you do not apply weapon special rules to Power Attacks (unless they specifically reference Power Attacks, like Hard Head does). (Locked Thread)
- If you're affected by another range-altering rule (such as Jakes2's feat) then that won't override Chain Strike. (Infernal Ruling)
Rules Clarification: : Drag , Pull, and/or Catch (Edit)
(Click Expand to read)
- With respect to the Attack Sequence:
- Pull is resolved at Step 12.
- Enemy effects (such as Retaliatory Strike or Enliven) are resolved at Step 13.
- Drag and Catch are resolved at Step 14.
Ranged Attack Damage (Drag and Catch only)
- If a model is destroyed by the ranged attack, Drag/Catch does not trigger.
- Corpse tokens, soul tokens, and etc will be generated from the model’s original position.
- Sicne it doesn't trigger, you won't get the free melee attack from Drag/Catch (even if there's something different already in your melee range).
- You cannot Drag/Pull/Catch models with a larger base size than you.
- The movement is a Push effect, which is involuntary movement.
- It is not an advance and will not trigger stuff like Countercharge.
- They won't take free strikes because it is involuntary movement.
- They will take damage from any hazards they're pushed through/into (such as Scathers).
- You can drag your target through Incorporeal models, if there's enough space on the other side, because the rules for Incorporeal specifically allow this. (If there's not enough space, the push will stop on the far side of the Incorporeal model.)
- You cannot drag models through Curse-of-Shadows-ed or similar models, because those rules refer to "models can advance through this model" and a push is not an advance.
- You may drag models that you are already in melee with. However most models can't shoot while in melee, so this is pretty much limited to the Prime Axiom and Galleon (see the corner-case scenarios, below).
- If you get to trigger Drag/Pull/Catch on a free strike (mostly just Pull), the moving model will never get out of your melee range. They have to keep advancing out and being pushed back until either they run out of movement, or you fail a free strike. (Infernal Ruling)
Push - General
- Pushed models do not change their facing.
- Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
- Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
- You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
- Pushed models suffer the effects of anything they move through (such as acid clouds).
- If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
- However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
- In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
The Free Melee Attack(s) (Drag and Catch only)
- If the target model doesn't end up in melee range (whether because the ranged attack killed it outright, or something blocked the drag movement) then you don't get a free melee attack and don't get the option to buy additional melee attacks.
- If the dragged model can't be targeted by melee attacks, you may not make your free drag attack and don't get the option to buy additional melee attacks. (Infernal Ruling)
- For both of the above two cases, you may still complete your initial ranged attacks and buy additional ranged attacks as per normal (if you have more guns and/or Reload).
- You may make the free melee attack against models that "cannot be pushed" (assuming you're in melee range already). The "After the model is moved" is a timing clause, not a conditional clause.
- To pull this off, you need an ability that allows you to make ranged attack while you're already in melee, so is pretty much limited to just Colossals and/or models attacking objectives.
- After using Drag/Catch, the attacking model may make a single melee attack without spending focus. (So Black Ogrun can make a single melee attack.)
- After doing the free attack, you may buy additional attacks if you have a method of purchasing them. Models with Drag but no focus/fury (such as Black Ogrun) can't buy additional attacks (despite what is implied by the rule on their card) - it's just a standarised wording for Drag.
More corner-case Rules Clarifications
- Models that can make Ranged Attacks while in melee
- This section is pretty much limited to the Prime Axiom and Galleon who, thanks to being Colossals, can continue to shoot after dragging something into melee with themselves. It can also apply to any model shooting at a "can never be in melee" model (eg Scenario objectives).
- When you start your activation, you still need to choose either 'initial ranged attacks' or 'initial melee attacks'. If you choose melee attacks, then you will never get to shoot your Drag weapons.
- If you shoot a Drag weapon you need to resolve the drag move and the free melee attack, but afterwards you're still in "shooting" mode. The best way to think of it is it's "interrupting" your normal ranged attacks and after resolving it, you go back to completing your initials. So it might go:
- Shoot the Drag weapon.
- Drag the enemy closer.
- Resolve the free melee attack.
- Drag resolved. Now you finish shooting the rest of your weapons.
- Once you've completed all your initial ranged attacks (and any free drag melee attacks) then you have the option of buying additional attacks (ranged if you have Reload, melee otherwise.
- However, if you get overexcited and start buying melee attacks after the free drag one then you don't get to finish shooting the rest of your weapons.
- This is because shooting the rest of your guns is completing your "Initial Ranged Attacks" but by buying melee attacks you have jumped ahead to "After Initial Attacks" (refer first sentence of "Additional Attacks" pg 36 of Prime).
- Black Spot + Drag or Catch
- If you trigger Drag/Catch, then any attacks you get from Black Spot can be either ranged or melee, your choice. (Infernal Ruling)
- Dual Attack & Drag ( Edit )
- This is pretty-much limited to just the Prime Axiom under Syntherion
- If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
- If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
- If you didn't charge then ... just go nuts. There's no restrictions that I know of.
- Assault & Drag ( Edit )
- You determine whether a charge was successful or not before making the Assault attack.
- If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
- It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
- You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
- Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
- You won't be able to purchase additionals (because your activation ended).
Rules Clarification : Paralysis - None yet. (Edit)
Rules Clarification : Arcing Fire (Edit)
- Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.
Rules Clarification : Burst Fire and/or Volume Fire - None yet. (Edit)
Rules Clarification : Colossal (Edit)
- Refer to the Colossal article for a recap of their rules.
- Huge Base (Edit)
- Coming on a huge base triggers a bunch of rules scattered throughout the rulebook. Click here for a summary of them.
- You can draw LOS from your Left arc to a target in your Right arc (and vice versa). See also this diagram
- Huge-based models get bonus distance on Power Attack Slams. But this bonus doesn't apply to slams caused by other means, such as Critical Smite or the Hurricane's Thunder Charge ability.
Rules Clarification : Construct - None yet. (Edit)
Rules Clarification : Amphibious - None yet. (Edit)
Rules Clarification : Necroharvester - None yet. (Edit)
Rules Clarification : Death Industry (Edit)
- The new mechanithralls must be placed in formation with an existing mechanithrall unit, you may not create a new unit.
- You don't need LOS to any mechanithrall models that you create.
- A mechanithrall unit with a Skarlock Commander attached is still a mechanithrall unit, and a valid target for Death Industry. (Infernal Ruling)
- Even if every mechanithrall is killed, and the unit is reduced to just the Skarlock Commander, it is still a mechanithrall unit and still a valid target. (Infernal Ruling)
Restrictions on "Any Time" abilities
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
- Running, failing a charge, or failing a slam.
- Abilities that include "then its activation ends" (such as Reposition and Teleport).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
(Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
- Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
- Units: See below.
- In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
- If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
- Units with "Any Time" abilities
- You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
- A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
- You can use an "Any Time" ability before running, however.
- A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
Return/Add to Play - Typical (Edit)
- If you're returning/adding multiple models simultaneously, they are placed sequentially. Often this will let you leapfrog the "within 3" of [x]" requirement.
- If you're adding models to a unit, then typically there is no limit and you can go over the unit's starting size. However, some abilities do have a limit (such as Stir the Dead)
If you're returning models to a unit, then you're limited by how many there are in the "dead but not removed from play" pile.
- If you're adding more models than you started with, then in a Tournament you must physically own the correct models - proxies are not allowed in tournaments. (Locked thread)
Return/Add to Play - Other Units (Edit)
"Return to Play" and "Add to Play" are quite simple if you only return models to your own unit (like Blood-Bound
) or only return independent models (like Thagrosh1
's feat). But if you're returning/adding models to other
units, then click to read more. [Show/Hide]
- If you can return multiple troopers at once, they don't all have to be the same unit. Spread the love around.
- Troopers must return to their original unit. Even if you have two units of the same type (such as two units of Convergence Eradicators) then you can't have 4 die from unit [A] and return them all to unit [B].
- If your rule is something like "return d3 models to units within CMD range" (Old Witch3) then it is d3 models total, not d3 models to each and every unit.
- If your rule is something like "spend 1 soul to return 1 Grunt" (Enigma Foundry) then it doesn't matter where the souls came from originally. Think of them like currency, in this case.
- You can Return models even after a unit is reduced to just Attachments (Weapon or Command)
- If your Return ability lets you return a Leader or Officer model, then they will immediately become the unit commander and redefine the "in formation" bubble.
- If your Return ability only allows Grunts, then the Grunt will not be field promoted when he arrives.
This means that, in the unusual scenario where the Leader model has different wargear to the Grunts (such as Cygnar Stormguard), then that wargear is effectively 'lost'.