Shrike

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Cryx Logo.jpg Shrike

Cryx Light Warjack

The Shrike soars against the weight of its great tempered-steel wings by virtue of the roaring fires of its necrotite engine and the dark spells woven into its frame. Following the predatory instincts instilled in its cortex, the Shrike surveys the field of battle from aloft before plunging into the formations of the living to scythe through the ranks with its bladed wings. The appearance of Shrikes is often a precursor to a larger Cryxian force.

Basic Info

Shrike
Missing Info
Shrike.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 7
STR 7
MAT 7
RAT N/A
M.A. N/A
DEF 15
ARM 13
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 20
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 6
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

  • 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.
  • Flight - This model ignores (almost) all terrain when moving. This model can move over other models, and ignores intervening models when declaring charges.
  • Blade Rush - While making a trample power attack, this model ignores free strikes and does not stop when it contacts a model with a medium or larger base, an obstacle, or an obstruction. This model makes trample attacks against models regardless of their base size.
  • Smasher - This model can make trample power attacks without spending focus and gains an additional die on trample attack rolls.
  • Threshing Blades - This model gains +4 to its trample power attack damage rolls.
  • Trample Power Attack - This model can make trample power attacks.

Weapons

  • Vicious Beak - 0.5" reach, POW 4, P+S 11 melee weapon.
  • Wing Blades - 0.5" reach, POW 4, P+S 11 melee weapon.

Theme Forces


Thoughts on Shrike

Shrike in a nutshell

The Shrike is a focus-independent trample machine, and does best as an anti-infantry model. Free tramples over anything within 10", attacking at MAT 7 + 3d6 and hitting at POW 11 is quite respectable on a 6 point package. And of course, you can always buff those numbers upwards.

The free tramples means you can operate outside your caster's control range (or be on a jack marshal) and still operate near peak efficiency. Its P+S is high enough to threaten light/medium single-wound infantries, including elusive solos. Lastly, with a respectable SPD7 and a medium base finding somewhere you can trample to is usually not as difficult as it is with a large or huge based model.

Combos & Synergies

  • Infernal Machine grants a bonus to SPD and thus, Tramples and a bonus dice to hit, letting you hit the most nimble infantry.
  • The Infernal Machines theme force provides free Hyper-Aggressive for battlegroup members - and the Shrike is surely a jack your opponent doesn't want to get any closer.
  • Mortenebra2 - Fail Safe ensures that the Shrike remains operational even on a single HP. Locomotion can add crucial extra inches, while Spell piercer can help you with annoying upkeeps. You might have better target for all these spells, but under her feat there's hardly any engaged target the Shrike cannot hit.
  • Lich Lord Venethrax - Terminal Velocity is yet another source for extra accurate tramples against living models.

Drawbacks & Downsides

  • The main drawback to the model is that, to get a decent trample off, requires your opponent to setup his models in the optimum position for you.
  • Typical bonejack - infuriatingly high DEF, but tinfoil ARM; stay away from auto-hits.
  • It takes only 10 damage to knock out your Movement system completely, greatly reducing the capability of the Shrike.
  • Even with P+S 11 it will not really hurt heavies.

Tricks & Tips

  • The shrike has two initial attacks, including one that cannot be crippled, so the Shrike is still a decent anti-infantry warjack even if it cannot trample.
  • Your trample damage roll is STR + 4 + 2d6. (It's not P+S + 4 + 2d6)
  • If the enemy managed to turn around your Shrike (with Telekinesis for example), remember that you can change facing before trampling, and you do not have to have LOS to your trample target (something to remember against the Witch Coven).

Other

Trivia

  • Originally released in Reckoning book (2015)
  • The real world Shrike is a bird known for impaling its prey on thorns, barbed wire, and etc.

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
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

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 and hazardous terrain
    • 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 you can move over obstacles/models while charging, if you want to stop and make Impact Attacks while you fly "over" models you need to stop in a legal position. You can't make Impact Attacks while your flying horse is on top of obstacles, models, etc.
  • 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 : Blade Rush - None yet. (Edit)

RC symbol.png

Rules Clarification : Smasher      (Edit)

  • Smasher is a "gain", so you can still boost it if you want.

Rules Clarification : Threshing Blades - None yet. (Edit)

RC symbol.png

Rules Clarification : Trample Power Attack      (Edit)

  • Sometimes this ability is given to a model type that can't normally trample.
    • If that model is a warjack or warbeast (such as the light warjack Shrike) then it needs to pay a focus/fury to do a trample.
    • If that model is not a warjack/beast (such as the Battle Engine Gun Carriage) then it can trample for free.
  • See also the Trample rules recap - there are several Infernal Rulings that we have not repeated here.