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Cryx Logo.jpg Slayer

Cryx Heavy Warjack

An eerie glow pulsates from the Slayer's furnace, a frightful light illuminating even its eye sockets, suggesting some greater intelligence. After decades of Cryxian terror along the coasts, any greenish lights - like those found floating in the bogs and fens of Immoren - are often called "Cryxlights" by superstitious travelers.

Basic Info

Missing Info
Slayer WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
STR 10
M.A. N/A
DEF 13
ARM 17
ESSENCE {{{essence}}}
HP 28
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.



Death Claw (x2)
Sword icon.jpg  RNG   POW   P+S   LOCATION 
1 6 16 1 each side
  • Open Fist symbol.jpg Open Fist
  • Combo Strike (★ Attack) - Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon. (Giving a total P+S = 22)
Sword icon.jpg  RNG   POW   P+S   LOCATION 
1 2 12 Head
  • Hard Head - This model can add this weapon's POW to its head-butt and slam power attack damage rolls.

Theme Forces

Thoughts on the Slayer

The Slayer in a Nutshell

2010 to 2017 sculpt (PVC)

The Slayer is Simplicity incarnate - aim at the enemy, beat face.

The Slayer is a cheap heavy warjack to field (it costs as little as other Faction's light warjacks). It is capable of sneaky tricks and dirty tactics when combined with various casters, but it will always be known as a straight-up melee fighter when simple, honest brutality is called for. And when isn't brutality needed?

Consider that, just by itself, with no extra focus other than power up, you have a warjack that:

  • has three initial attacks,
  • can hit most models with average rolls,
  • smash moderate-to-high ARM targets with two solid hits, or
  • swap the 3 initials to smash very high ARM targets with a Combo-Strike.

That's an incredible deal for the points cost!

Lastly it has Open Fists, meaning the ever-useful Throw Power Attacks are available.

Combos & Synergies


  • Carapace from Black Industries fixes one of its major weaknesses, which is losing its arm systems from a few moderate POW shots.
  • A Warwitch Siren can Power Boost it for one focus, giving it enough to charge into combat.
  • A Necrotech can repair the Slayer's crippled systems. No more skill check.
  • Black Ogrun Ironmongers - curse (mat9) is fantastic and healing is useful


Drawbacks & Downsides

The Slayer is not a bad warjack as such, but it is a cheap warjack. The cheapness always comes with a sacrifice to performance, and in the case of the Slayer those sacrifices are:

  • Low durability. The Slayer hits hard, but it cannot take a hit back.
    • The Slayer embodies the Cryx "Glass Blade" approach to warjacks; either they hit hard and take out their target, or get hit first and are destroyed with ease.
    • A Slayer can't take a charge on the chin and still be there next turn; nor multiple ranged attacks to the face, it will die or at very least be crippled.
  • Easily crippled. The combination of low durability and poor damage grid layout makes it very easy for at least one of its arms to be shot off before it gets into combat.
    • Note that this means you lose the ability to do Combo Strikes, as well as losing the effectiveness of one of your initial attacks. Losing one arm can more than halve your damage output.
  • Somewhat pillow-fisted. In comparison to other faction's heavy warjacks, the P+S on the Deathclaws is a bit mediocre.

Another minor downside is the disparity in P+S between the Tusks and the Claws. If you go against a heavy target the Tusks will barely scratch the paint job, but if you go against a lighter target that the Tusks can damage then the Claws will be complete overkill. Although: the tusks aren't really intended to enhance it's raw damage potential, and should be seen as a nice (little) boost to slams, 'butts and anti-light power.

Tricks & Tips

  • The Slayer is great as either a piece trade (tempting an enemy heavy to charge and wreck it, but be left open for your army to kill it next turn) or to be held back until the late game, when fewer models are alive still capable of tearing apart a warjack.
  • If you're charging single-wound infantry with ARM around 18-20, you're better to use the Tusks as the charge attack. Assuming average dice:
    Tusks (charge) = 12 + 3d6 = 20.5 on average
    Claws = 16 + 2d6 = 22 damage on average
If you did it the other way, it'd be
Claw (charge) = 16 + 3d6 = 24.5 on average (complete overkill)
Tusks = 12 + 2d6 = 19 on average (probably no kill)
  • When going up against a heavy target, try to position yourself so that you have at least one infantry in range, and use your Tusk attack against that model.
  • One of the big advantages of combo strike is that is can significantly speed up your turn. If you are playing on a clock, this is an effective way to save a great deal of time, even if you end up losing some damage. This is particularly good to do if you are strapped for focus.
  • Material type
    • From 2017 onwards this model is produced in HIPS plastic, in a Erebus/Slayer multi-kit.
    • Between 2010 to 2017 it was produced in PVC plastic, in a Corruptor/Reaper/Slayer multi-kit.
    • Prior to that it was produced in metal as a stand-alone model.



2003 to 2010 sculpt (Metal)

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 : 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.
RC symbol.png

Rules Clarification : Combo Strike      (Edit)

  • You cannot make a Combo attack if the weapon is crippled. Refer "Crippled Systems" in the core rulebook.
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)