Harrower

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Cryx Logo.jpg Harrower

Cryx Heavy Warjack

Announcing its presence with the ear-splitting shriek of its Mortifier cannon, the Harrower emerges from Cyrx like a beast hungry for souls. There is no clean death in its wake; those cut down by its scything Perisher claw endure an unthinkable fate as their immortal souls are spun loose and harvested to fuel the Cryxian machine of war.

Basic Info

Harrower
Missing Info
Harrower.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 5
STR 12
MAT 6
RAT 5
M.A. N/A
DEF 12
ARM 18
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 30
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE N/A
COST 16
N/A
N/A
N/A
Warcaster 1
COST 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 here for a newbie-friendly recap, or click here for the full rules.
  • Construct symbol.jpg Construct
  • Amphibious symbol.jpg Amphibious
  • Steady - This model cannot become knocked down.
  • Quick Work - When this model destroys one or more enemy models with a melee attack during its Combat Action, immediately after the attack is resolved it can make one basic ranged attack.
  • Soul Taker: Spirit Harvester - This model can gain soul tokens. When a living enemy model is destroyed within 5" of this model, this model gains the destroyed model's soul token. This model can have up to five soul tokens at any time. At the start of this model's activation, you can remove soul tokens from this model to give it 1 focus point for each token removed.

Weapons

  • Perisher - 2" reach, POW 4, P+S 16 melee weapon
    • Thresher (★ Attack) - This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range. Thresher attacks are simultaneous.
  • Mortifier - 11" range, 3" AOE, POW 12, ranged attack
    • Wraith Shot - When this model makes an attack with this weapon, it can spend a soul token to use Wraith Shot. If it does, it ignores LOS, concealment, and cover when making this attack. Attack and damage rolls resulting from the attack are boosted.

Theme Forces


Thoughts on the Harrower

The Harrower in a nutshell

The Harrower is a jack with ok anti-infantry tech but fairly weak against armour. Mostly its role is killing solos or casters using its Quick Work and Wraith Shot abilities.

Combos & Synergies

  • Goreshade3 can use his feat to make targets stationary. Since stationary targets can't be engaged, this potentially allows a Harrower 3 Quick Work shots on a charge, or 4 if it walks into combat.
  • Overrun from Mortenebra1 can also be used on a Harrower to get additional mileage and threat out of Quick Work.

Drawbacks & Downsides

  • You can't make Quick Work shots if an enemy is in your melee range.
  • As an infantry killer it has largely been replaced by the Corruptor which has better guns and melee against most infantry and a better gun overall (not including wraith shot).

Tricks & Tips

  • To maximise your Quick Work attacks, try to charge into a group of knocked down enemies (so that you're not engaged) then buy individual attacks (rather than Thresher). Because Thresher would only trigger it once, regardless of how many you kill.
  • Since Wraith Shot ignores LoS, you can fire at targets that are not in your front arc.

Other

Trivia

  • Originally released in Warmachine: Superiority (2006)
  • Sculptor (original metal model): John Winter
  • The Harrower used to be one of the most awkward models to assemble in the game. Now, however, the legs are designed to fit directly into the torso, which allows for much easier construction than the previous sculpt.

Other Cryx models

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

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

Light

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

Heavy

Barathrum - Corruptor - Deathjack1 - Desecrator - Erebus - Harrower - Kharybdis - Inflictor - Leviathan - Malice - Nightmare - Reaper - Seether - Slayer

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

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

Solos

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
Mercenaries
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)

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Rules Clarification : Thresher      (Edit)

  • Thresher is a special attack. If you make additional attacks, they will be a single basic attack (you cannot buy additional special attacks).
  • Thresher is optional.
  • All attacks generated are Special Attacks.
  • Thresher will hit friendly models.
  • Simultaneous melee attack (Edit)
There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
      Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities:   [Show/Hide]
Targeting/Timing
  • To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • The attacks are effectively multiple separate attacks.
    • If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
  • The attacks are simultaneous.
    • If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
    • You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
Charging
  • If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
  • If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
Triggering other abilities
  • Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
  • Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
  • If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
  • If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)
RC symbol.png

Rules Clarification : Wraith Shot      (Edit)

  • Ignore LOS (Edit)
    • Since you ignore LOS, you can target models in your back arc. (Infernal Ruling)

Rules Clarification : Amphibious - None yet. (Edit)

RC symbol.png

Rules Clarification : Steady      (Edit)

  • If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
    In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
  • Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
  • Steady models who make a tough check during an advance can continue advancing. (Locked Thread)
RC symbol.png

Rules Clarification : Quick Work      (Edit)

  • If you're still engaged in melee when Quick Work triggers, you won't be able to make the ranged attack.
  • Quick Work specifies "Combat Action" so doesn't work with Impact Attacks or out-of-activation attacks
  • Attack-Generating Abilities (Edit)
    • From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
    • If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
    • If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)
RC symbol.png

Rules Clarification : Spirit Harvester      (Edit)

  • A warjack cannot go over its normal focus limit (which is 3 for most jacks) as a result of Spirit Harvester. Refer to the Cortex rules.