Inflictors are fiercely protective of their masters and use their considerable mass and armor to shield them at all costs. These nigh uncontrollable constructs are more than mere killing machines, though; they are an accomplishment of malign intent. The soul drives grafted to their cortexes alter the behavior of these abominations in combat—captive souls give the Inflictor preternatural awareness of incoming threats.
Basic Info
Inflictor |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Large |
SPD |
6 |
STR |
10 |
MAT |
7 |
RAT |
N/A |
M.A. |
N/A |
DEF |
13 |
ARM |
17 / 19 (★) |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
28 |
F. Field |
N/A |
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|
|
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
U |
UNIT SIZE |
N/A |
COST |
13 |
N/A |
N/A |
|
|
|
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(★) 19 with the Shield bonus |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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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
- Shield Guard - Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary. The Shield Guard special rule can only trigger once per attack roll.
Weapons
- Shield Claw - 1" reach, POW 3, P+S 13 melee attack
- Stinger - 2" reach, POW 6, P+S 16 melee attack
Theme Forces
Thoughts on Inflictor
Inflictor in a Nutshell
It's a defensive warjack, which is unusual for Cryx. Though its stinger is not much to rely on, it's the shield ARM bonus plus the shield guard ability that makes this the perfect buddy and escort on the field.
Combos & Synergies
- Hook this boy up with any warcaster that can grant a warjack an ARM bonus (its melee already hits 80% of the time) that way its ARM goes up so high damage wont be an issue for early game.
- While getting critical poison is a strong bonus in combat, it is rather unreliable and many times, the better strategy is to simply buy more attacks. However if you can get free boosted attacks, the ability can be much more likely to trigger.
- Terminal Velocity on Lich Lord Venethrax only boosts against living models which is fine since Critical Poison only effects the living.
- Pirate Queen Skarre can cast Dark Guidance to boost your melee attacks.
- Bane Witch Agathia has Hellwrought which is great on a model with shield guard (if a little unlikely to trigger in Black Industies)
Drawbacks and Downsides
- Despite how it looks it's more-or-less the Slayer with a shield, reach and a stinger that MIGHT do poison damage if it's fighting a living enemy. If you are not using shield guard the 3points upgrade spent on the Inflictor could easily go elsewhere.
Tips and Tricks
- Keep it near the warcaster at all times unless you need it to escort a solo that you do not wish to be shot down early in the game.
OTHER
Trivia
- The rules for this model were published in Warmachine: Vengeance March 2014.
- The physical model wasn't available for purchase until about June 2016, more than two years later.
- The Inflictor & Seether are sold in one box, with enough pieces to make either but not both. Magnets are your friends.
Other Cryx models
Rules Clarifications
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Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
- Throw ( Edit )
- See also the Throw article for a recap of the core Throw rules.
- If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
- 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.
- Incorporeal vs Slammed/Thrown models ( Edit )
- Incorporeal models cannot be moved by someone trying to slam them.
- Slammed models can move through Incorporeal models.
- If they have enough movement to get past them, no dramas.
- If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
- If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
- For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
- The same logic applies to Throws.
- Collateral Damage
- Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
- It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
- It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
- It doesn't matter if the attacker has crippled weapon systems or aspects.
- 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.
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Rules Clarification : Shield and/or Buckler (Edit)
- The only time you lose the Shield bonus is when the weapon is crippled, or if the attack originates in your back arc. (Infernal Ruling)
- In other words, you still get the Shield bonus while knocked down or stationary.
- You don't get the Shield bonus vs stuff originating in your back arc. This includes stuff that "leaps" off models in your back arc, such as Electro Leap. (Locked thread)
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Rules Clarification : Poison - None yet. (Edit)
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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.
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Rules Clarification : Construct - None yet. (Edit)
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Rules Clarification : Shield Guard and/or Shadow Guardian (Edit)
- You can't use this ability vs spells.
- You shift all effects onto the new model, including stuff that triggers on "when this attack hits".
- When you use this ability vs an AOE attack, the template moves too. Because, with reference to Apdx A, the hit 'moves' at Step 6 and the template placement is determined at Step 7.
- This ability doesn't work vs Point Blank attacks. Because Point Blank attacks are melee attacks that are made using a ranged weapon.
- On the other hand, it will work vs Gunfighter attacks.
- Shield Guard only
- Since Shield Guard specifies "opponent's turn", it can't be used against stuff that shoots in your own turn (such as Watcher or Counterblast).
- The Shield Guard does not necessarily need to be in the attacker's LOS or range.
- The Shield Guarder is always hit even if they have an ability that makes them automatically get missed, such as Stealth. (Automatically missing is determined earlier in the timing sequence than the Shield Guard moving the hit.) (Infernal Ruling)
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