Cryx Warjacks Deep Dive (July 2021 Edition)

Cryx warjacks are pretty misunderstood these days.  Considering the incredible warjack benefits afforded by Black Industries and Scourge of the Broken Coast and the many ways Cryx casters interact with warjacks, it’s no exaggeration that Cryx has morphed into a jack-focused faction in Mk3.  I do see a lot of fundamental misunderstanding about what makes Cryx jacks good and in what situation, however.  There’s a lot of talk about Slayer spam and Karchev2 with whatever jacks (Slayers?  Stalkers?  Something else?) generally, but there’s such a wide variety of jacks and I feel most of them have a place in one position or another.  Thus, I’m taking this opportunity to go through the entire faction’s warjacks jack-by-jack.  Talking about what makes them good or not good, where they fit in, and if they have any special casters or other attachments that get the most from them.  I’m going to be going from least to most expensive and generally ranking them via the following categories and grades.

A-Staple: This jack is in more lists than not.  You’ll see it all the time and with good reason.

B-Option: This jack probably works well with at least 3 casters or a larger list archetype.  Can certainly substitute for staple options under many circumstances.

C-Niche: This jack really only works 1 or 2 places, either because of a specific caster interaction or because theme/caster restrictions limit its usage.

D-Experimental: This jack has certain design or cost limitations that make it almost strictly inferior to other options popularly available in the faction. 

A brief disclaimer: I’m going to be mentioning Karchev2 a fair bit due to his unique and powerful warjack interaction rules.  I understand that we don’t have his final rules yet and they are subject to change.  However, he’s too relevant not to discuss and I believe his changes, if any, will concentrate on his ranged weapon and focus efficiency and not his spells or feat, which will be the prime focus of the discussion.

That said, away we go!

Deathripper: Almost everybody’s first warjack and a faction staple since Mk1, the humble Deathripper is Cryx’s cheapest way to arc spells from a considerable distance.  Most of the time, that’s all it does and in most cases that’s enough.  However, its POW 12 jaw can’t be underestimated in Scourge of the Broken Coast, as it’s capable of going to POW 14 or higher with Gang Fighter and other benefits and so can serve as a surprise secondary fighter there, if ignored.  Otherwise, there’s not too much to say about it.  If you’re playing a caster that slings debuffs or offensive spells as a good part of their game plan, you’re bringing one or maybe two.  The more interesting conversation regards the more expensive arc nodes and whether they are justified compared to this no-frills piece.

Grade: A

Caster Interactions: Basically any caster who uses debuffs or other offensive spells.

Helldiver: The Helldiver has gone through quite a few rules in its history, but where it currently sits is placing the burrow marker up to 27”-30” from your table edge and thus creating about an 8” diameter circle of threat in that area.  While a mid-table ambush option does sound useful, the unfortunate thing is that the Helldiver, at MAT 6 and POW 13, just isn’t especially threatening.  Another complication is that its ability to emerge so far up the board means positioning for focus and other benefits can put your caster at risk, leaving casters like Skarre1 or Mortenebra2 in a potentially awkward position if they want to take advantage of the Helldiver.  Still, it’s quite resilient for its 6 points, having an efficient damage grid and requiring actual attention to remove.  Drag Below is also a piece of Remove from Play in Cryx, a notable rarity in the faction.  The uniqueness of its abilities don’t really warrant putting additional resources into improving its capabilities that could be better spent on another Cryx warjack.  There is a potential exception in Karchev2, however.  Between Full Throttle and his feat, which he was going to use anyway, the Helldiver gets a massive increase in its sphere of influence with the out-of-activation movement and free boosts on melee attacks to eat valuable solos or free headbutts to knock down hardier targets.  Karchev can also play forward enough and has a large enough control area to actually keep the Helldiver in there, so there’s some potential there. 

Grade: C

Caster Interactions: Karchev2

Shrike: It’s a better version of the Razorwing Griffon, but does that make it playable?  The Shrike is our final 6-point jack option that seems custom-built to taking out high-defense light infantry with its tramples.  3 dice boostable MAT 7 POW 11 trample attacks are a danger to any single wound model or DEF 14/15 solo-stat model and it’s actually surprisingly resilient for its point cost at DEF 15 and its 3-system damage grid where, practically speaking, it really only needs its movement system to trample at full efficiency.  However, getting that 10” movement that deals damage, avoids killing the Shrike and allows a landing zone is easier said than done and Cryx has many excellent ways to deal with high-defense infantry.  I think the real value of the Shrike is its potential to dig deep and fly over enemy lines to attack valuable solos, so a caster that can increase the Shrike’s threat range significantly can get the most out of it.

Grade: C

Caster Interactions: Mortenebra1, Karchev2

Nightwretch: Moving onto our 7 point jack options, the Nightwretch is our arc node that trades the bite attack for a short range blast gun.  The power 14 AOE weapon is actually pretty flexible, threatening from 13” away and giving you the option to boost damage against directly-hitting hard targets, boost to hit against high-def targets, or boost the blast damage roll against really difficult to hit targets.  The main disadvantage it has compared to the Deathripper is that you’re not using its gun if it’s running to arc and it’s less able to extricate itself from engagement without a melee weapon.  Still, if you’re in a situation where you can simply walk into spell range rather than run, it’s nice to have a warjack that can actually contribute to the battle the same turn it arcs a spell, rather than one or the other.  If you have an extra point, want an arc node, and feel you have plenty of solos already, it’s worth a try, presuming your plan is to arc into resilient front-line units.  If your plan is spell-sniping things in the back line, the Deathripper is still a superior choice.

Grade: B

Caster Interactions: Casters that arc spells at front-line models.

Ripjaw: Another variation of arc node, this one trades the Nightwretch gun for a critical armor-piercing buzzsaw and Powerful Attack.  I appreciate the idea of a warjack with the potential to deal massive armor-breaking damage, but it unfortunately lacks the reliability in damage compared to the Nightwretch or Deathripper.  It also has much lower threat range to match that mixed potential, as charging means it loses the focus efficiency that comes from Powerful Attack and you probably don’t want to be allocating much focus to the Ripjaw.  The ideal caster for the Ripjaw is a caster that adds dice to its accuracy on the charge and has useful spells to arc, meaning Venethrax is probably the best use of this jack with Skarre1 waiting in the wings.  All told, though, it’s unreliability and the fact it kind of works at cross purposes with its role since it wants to get into melee where it can’t channel puts it strictly in the niche category.

Grade: C

Caster Interactions: Venethrax, Skarre1

Scavenger: Our other “bird” warjack, this one is far more focused on taking down single targets with Finisher and Sprint.  Finisher does give it the distinction of being the best “bought” attack of our light warjacks and it’s very fast and mobile.  However, there are better options for our combat light warjacks in general.  2 specific interactions that are worth pointing out are Mortenebra1 and Venethrax.  With Spectral Steel and Overrun, Scavengers can go an extremely long way and the long threat range combined with Ghostly allows the jack to make full use of its Flight.  The other distinction is Venethrax, who gives the option of flying countercharges over your own lines.  I love the design of the Scavenger, but it’s a bit of an odd duck.  It doesn’t hit quite hard enough to break heavy targets on its own and there are better jacks if you have damage buffs to work with.

Grade: C

Caster Interactions: Venethrax, Mortenebra1

Defiler: The black sheep of the arc nodes, and for good reason.  For a full 8 points, you get a RAT 5 corroding spray as your weapon.  Unlike the Nightwretch, this weapon will only ever threaten single wound infantry, and usually not even that since you’ll have to boost to hit so often.  The corrosion typing is also a big curse in an age where Legion and Crucible Guard are among the latest factions to be updated.  If you’re not using the gun, it’s an 8 point Deathripper and the utility of its ranged weapon is inferior to the Nightwretch while somehow being more expensive.  Leave it on the shelf.

Grade: D

Caster Interactions: Skarre3 for Guided Fire, I suppose, but she has no spells worth taking a node for.

Stalker: The infamous assassin-jack, the Stalker is known for having the highest base threat range in Cryx at a significant 13” non-linear threat range.  It’s got a whole bunch of other relevant rules (Advance Deploy, Stealth, Pathfinder, Blessed, Grievous Wounds) packed into a paper-thin chassis and Extended Control Range lets them fully function almost anywhere on the board.  To be clear, Stalkers require 2 main things to function optimally: A damage buff and focus to jump and buy more attacks.  Fortunately, Extended Control Range make Stalkers very easy to outsource to journeymen like Aaikos1 or Asphyxious4, and the combination of Skarre1’s feat and excess focus from Ritual Sacrifice make her the perfect caster to run these little terrors.  Damage buffs are fortunately easy to come by, especially in Scourge of the Broken Coast, but POW 12s only threaten so much without help.  Ways to extend their threat range or help deliver them to opponents that don’t see Stealth as a concern is also appreciated, especially Ghostly to allow them to walk through obstructions to threaten deep.  Just don’t spam them with Karchev2.  The prospect of high threat range is scary, but they don’t take most of his tools very well at all and they’re stuck at POW 12 in that case.  There are lots of better options and many of them are used well.

Grade: A

Caster Interactions: Skarre1, Aaikos1, Witch Coven, Deneghra1.

Cankerworm: Our first character jack and most expensive light jack, Cankerworm is often viewed as the poor man’s Slayer (for when you’re short a point), when it actually has much more going for it.  It’s our only light jack with natural Parry, which makes it ideal for striking into trouble-spot areas in enemy lines.  It has Pathfinder, which isn’t unique among our light jacks, but it is distinguished by having the hardest-hitting single attack of our light warjacks and its Repo 5” with Asphyxious allows it to get out of trouble as well.  Finally, it’s surprisingly resilient with Stealth, a 14/16 defense statline, and a unique 24 box 3-system damage grid that ensures it will retain full function unless it’s on the edge of death.  Obviously, all versions of Asphyxious get a lot of use out of it as a more mobile and adaptable power-striking jack (Asphyxious3 being the standout), but in Black Industries, any caster who makes good use of out-of-activation movement will highly appreciate the combination of Parry and Pathfinder on a high-powered attack.  Pathfinder on our jacks becomes significantly more expensive from this point forward, so an inexpensive Pathfinder jack that can chew up a heavy target is a welcome addition in many armies even without the caster bond, especially if such casters don’t have a way of granting Pathfinder.  Salvage and Replication are corner-case rules, but they’re also the rules you tell stories about when they go off.

Grade: B

Caster Interactions: All versions of Asphyxious, Mortenebra1, Mortenebra2, Karchev2, Venethrax

Slayer: The cheapest heavy warjack in Cryx and the ultimate basic workhorse heavy.  First, to address “Slayer spam”, it exists for two reasons: Slayers take wide ranging Cryx benefits easily, and they don’t take much focus to function.  Most Slayers can smash heavy targets with a combo strike or deal with more numerous targets with 3 initial attacks just fine without additional allocation, making them extremely efficient.  They also take things like Unyielding, Carapace and other control range based buffs quite well due to their low point cost, but even without such buffs, you usually see them in a list just to add another Carapace heavy because they’re just so efficient.  Similar to Deathrippers, Slayers are your “default” heavy and the more interesting conversation comes when evaluating when other faction options might be better than just more Slayers.  I hope to convince you that the answer is wider than you think, but there’s no denying that a Slayer is rarely a bad choice.

Grade: A

Caster Interactions: Gaspy3, Karchev2, Venethrax, Rahera

Inflictor: The first of the surprisingly crowded 13 point Cryx jack category, the Inflictor actually has more going for it than players give it credit for.  Its shield actually makes it significantly resistant to damage (comparing 3 Inflictors to 4 Slayers in resilience, it’s actually pretty close) and it has a long threat range as one of our only 3 heavies with a reach beyond 1”.  It’s high armor, tied for the highest in Cryx jacks, make it a good target for armor buffs like Death Ward and Hellwrought.  It also has Shield Guard, a very rare rule in Cryx currently shared only by Brute Thralls.  Unlike Slayers, who usually find a home in Black Industries due to a common “arms fall off” condition without Carapace, Inflictors are much more at home in Scourge since they really want a damage buff and their armor/shield guard combination is more valuable in the absence of Carapace.  Any sort of armor stacking build suits them fine so long as their damage can also be improved, with a special shout to Agathia since Shield Guard and Hellwrought interact incredibly well. 

Grade: B

Caster Interactions: Karchev2, Gaspy3, Agathia1

Reaper: Everyone has one from a battlebox and it’s our other 2” reach heavy, but the really significant feature on it is the harpoon.  Unfortunately, the harpoon is just really easy to stop.  Shield Guards, intervening models, Sturdy, and every other anti-range rule in the world make it really difficult to land your RAT 5 Pow 12 hook in the way of profit.  Absent that Harpoon, it’s a one-armed Slayer with 2” reach for 3 points more.  The reality of the situation is that there aren’t many good targets for the harpoon, since they either tend to be cheaper than the Reaper itself, or are expensive targets with a solid number of protections that tend to prevent them from being harpooned in the first place.  They’re good in battleboxes and can be solid in Brawlmachine where there are fewer shooting protections or intervening models between you and your target, but they’re mostly a disappointment.

Grade: C

Caster Interactions: None

Seether: Probably the most divisive heavy in the faction, the Seether hits like a character heavy (MAT 8, 2 POW 17 attacks with a Pow 12 chaser, free charges and Berserk) and takes damage like a light with its pathetic 12/17 statline, though Carapace does help that somewhat.  The real issue is Uncontrollable Rage, which unfortunately makes the Seether very easily controlled by placement effects, LOS blockers, or things that stop charges entirely.  It’s a difficult thing to weigh against even the Seether’s pure combat efficiency, but I’d actually give a nod to Scaverous and the Mortenebras, who can counter placement effects with Telekinesis, Overrun and Locomotion and appreciate having a jack that can do lots of damage without needing focus.  Most other casters don’t have ways to manipulate Seethers that way though and those that do, like Karchev2, offer benefits that are redundant with the Seether’s innate advantages and kind of take away from what makes it worth going through all that trouble in the first place.

Grade: C

Caster Interactions: Scaverous, Mortenebra2, Mortenebra1

Corruptor: This jack has been pretty maligned since its introduction in MK2 and for largely the same reasons as the Reaper and Defiler: The main distinction in its kit being reliant on a single RAT 5 shot.  The Corruptor does have a neat mix of effects in healing, burst damage to surrounding targets and creating temporary arc nodes and it’s nice that those effects apply to its Slayer-claw style melee weapon as well, especially with the RFP elements involved.  Unfortunately, it’s always been a niche jack that’s actually gotten worse over time.  Single wound infantry have become less popular, it’s corrosion damage type does it no favors, and its reliance on killing its target becomes a lot less reliable with Tough, damage-blocking effects like Threads of Life, and the fact that boxing constructs has no effect.  It’s different, but not really in a good way.  At least not right now.

Grade: D

Caster Interactions: Casters that like disposable arc nodes and can take advantage of Psycho Venom.

Desecrator: Its gun might have the same range, power and damage type as the Corruptor that I just denigrated, but that’s where the similarities end as the Desecrator has a lot to recommend it.  It’s the cheapest Pathfinder heavy in Cryx, which is significant with casters whose ability to grant Pathfinder or Ghostly is limited, and it brings Grievous Wounds and Steady, two seemingly random but highly relevant rules.  Critical Shred makes it a potential nightmare with any caster that can naturally boost its melee attacks like Venethrax, Karchev2 and Skarre1 (though she can’t boost its low threat range), and its gun’s AOE 4 and Void Field gives it a lot more utility than the kill-reliant Corruptor gun.  Finally, it has Accumulator: Bane.  While this normally only comes up in Dark Host, Agathia and Goreshade1 can use this rule in any of their lists.  Most Cryx jack casters don’t have a problem with handing out Pathfinder or Ghostly, but for those casters who do, the Desecrator is a significant consideration, especially if you can boost its melee attacks, as that solves its MAT 6 accuracy problem and makes it a terror against almost any single big target.  It’s a semi-random mish-mash of abilities, but so many of them are useful that the jack somehow works and should really be taken more.

Grade: B

Caster Interactions: Venethrax, Karchev2, Agathia, Goreshade1.

Barathrum: Definitely winning the “most improved character jack” award between Mk2 and Mk3, Barathrum is a Seether-chassis jack that keeps most of the advantages of the Seether while discarding the weaknesses.  A 13/18 defensive statline is actually decent compared to the Seether and it keeps the MAT 8 Pow 17 attacks that are the Seether’s best feature.  Although it can’t charge for free, it more than makes up for it with Drag Below, Dig In and Advance Deploy, making it a resilient area-denial piece that also happens to have some of the best melee stats in the faction.  This makes it among the rare Cryx heavies that can actually protect itself from guns outside of Black Industries, making it a consideration among Scourge heavies for sure.  However, it’s just fine in Black Industries as well, as it hits hard enough and takes buffs/focus well enough to stand on its own there.  The Unyielding bond with Terminus isn’t bad either.  If you’re considering going multiple Slayers and have a good single-target buff, or if you’re going minimum battlegroup Scourge and need a single adaptable heavy to round things out, Barathrum slots in perfectly as the token heavy to go with arc nodes.  He threatens a lot of board space early on and is the rare jack that can deal considerable damage with full focus but also doesn’t need any extra focus to do significant work.

Grade: A

Caster Interactions: Terminus, Gaspy3, Karchev2, minimum-battlegroup casters with 2 arc nodes.

Malice: Malice shares all the weaknesses of the Reaper, but is somehow worse for a variety of reasons.  Its barbed harpoon is a bit more reliable at RAT 6 POW 14, but it still suffers the same rule and positioning problems of the standard issue and this is compounded by it being even more expensive than the original article.  The rest of its abilities are downgrades, as it loses a point of melee range and the tusk attack and replaces that with soul-based abilities that are extremely hard to leverage with its 5” soul collection aura.  It’s also only allowed in Black Industries with no caster bonds, which closes off a lot of potential applications and combinations for Drag both now and in the future compared to the Reaper.  If it does manage to gain a soul, its Domination ability is extremely powerful, but it’s a lot of work in this age of widespread soul denial and 15 points is a lot to try to pull that off.  It used to start the game with a soul.  Perhaps it could again.

Grade: D

Caster Interactions: None

Erebus: Erebus is almost a good jack.  16 points for a Slayer chassis can be tough sell, but Erebus has the incredible 14/18 Poltergeist statline and its immunity to cold helps to keep that defense up.  It also has auto-freeze claws, Overtake, and a bond with Scaverous that steals souls for him.  What could be wrong?  Well, with its loss of Combo Strike and the tusk attack compared to the standard Slayer, Erebus requires a focus investment to do work and his chosen master, Scaverous, does not like to give focus to his jacks.  He’s a hard sell over the much more efficient Barathrum and available on in Black Industries aside from Scaverous, but there are a couple casters that get good use out of it.  Venethrax giving it countercharge make its auto-freeze claws a whole different level of threatening and Terminus can give it Berserk to make the best use out of its otherwise underutilized Overtake ability.  He’s worth experimenting with and the auto-freeze claws are cute, but there’s a lot that can counter stationary these days and he just isn’t distinctive enough in his abilities compared to other choices available around this point level.

Grade: C

Caster Interactions: Scaverous, Venethrax, Terminus

Harrower: This is, in my opinion, the worst warjack in Cryx.  It’s an incredibly expensive 16 points, suffers the same soul collection problems as Malice, and a heavy designed to take out infantry that, as MAT 6 and SPD 5, isn’t even very good at that job.  I can see a potential niche vs. medium base infantry where a POW 16 Thresher might matter, but its low SPD and MAT is so crippling there.  Unlike the Leviathan or Desecrator, its gun doesn’t have the range or power to make a pre-melee impact on the game.  The thing is, even if it performs optimally where it Threshers a few things and then makes a quick work Wraith Shot, it’s still probably not doing 16 points worth of work.  Leave it on the shelf.

Grade: D

Caster Interactions: Venethrax, Mortenebra1

Leviathan: The Leviathan is our shootiest non-colossal warjack and there’s a lot going for it.  A 13” range is pretty good and burst fire makes it up to POW 15 against the targets you really should be shooting with it due to its low RAT.  It’s a comparable gun to the Cygnaran Defender, but with d3 shots instead of one to make up for its lower range, and Cryx has a number of ways to buff it between debuffs, eyeless sight, and the unique addition of Guided Fire from Skarre3.  Unfortunately, that d3 shots means its turn-to-turn output is pretty inconsistent, which is not a word you want associated with a 16 point jack.  Besides not knowing how much work it’s going to do in a given turn with important shots (as opposed to the Kraken’s relatively unimportant shots, which we’ll get to later), it also makes focus allocation kind of a nightmare.  Still, it has some good applications simply due to its long range and we have nothing similar in function to what it does.  It does fill a niche, even though it can very much feel like a roulette spin to take it.

Grade: C

Caster Interactions: Skarre3, Deneghra1, Deneghra3

Kharybdis: In contention for the best heavy in Cryx and certainly the best character heavy, Kharybdis boasts the longest non-colossal melee threat in Cryx at 12” on a Pathfinder chassis.  Given all the ways Cryx has to speed up warjacks, that threat range easily moves to terrifying levels.  It’s a little weak in the arms (although chain weapon helps a lot with that), but again, Cryx has a lot of ways to solve that problem, especially for jacks.  It can even protect itself by trampling while putting up an acid cloud and gets that little extra benefit of stealth when run with an Aaikos.  Its gun is a very niche option, but it’s something to use if your arms are destroyed or if you want to roll the dice to Blind a battle engine and at least it gives Aaikos2 a reason to add assault to his feat.  Finally, don’t overlook its immunity to corrosion given the popularity of Bethanyne2 and the resurgence of Crucible Guard.  17 points isn’t cheap, but this is a warjack that will almost always hit first and hit threateningly.  It has a ton of applications in the faction and is a great choice for almost any caster, or all of them with Aaikos1.

Grade: A

Caster Interactions: Aaikos1, Aaikos2, almost any caster in Scourge of the Broken Coast

Nightmare: Nightmare is a really cool model.  It has a really cool name, really cool fluff and really cool rules.  It’s also 18 points you’re paying for a model with comparable threat range and resilience to your 10 point garden-variety Slayer and the nifty tricks it can do with Prey, Ghostly and Smash and Grab just aren’t good enough to make up the difference.  To make matters worse, Deneghra1 and Denegrha0 can’t be bothered to fuel it and Deneghra3 has no way to upgrade its threat range while having Ghostly be a redundant rule.  Deneghra2 is the only caster I’d use it with as the combination of Stealth, Incorporeal, Ghostly and Damnation is occasionally interesting, but it’s just way overpointed right now.  And that’s a shame, because it’s really cool.

Grade: D

Caster Interactions: Deneghra2

Deathjack: The big daddy!  Cryx’s Apotheosis jack, legendary scourge of the Iron Kingdoms, the most powerful encounter in the IK RPG 5e Monsternomicon, and the most destructive warjack in Cryx.  With the ability to make 7 MAT 8 POW 18 attacks with a POW 15 chaser unbuffed, it will kill almost anything it touches.  However, it shares the same threat range as the humble Slayer at more than double the price, with only slightly more resilience in its increased health, armor and Snacking (though better than Nightmare in that regard).  That price ensures that if you just send it in as a melee piece, it will never trade up.  Thus, its best partners are those that make good use of its Necromancy ability to supplement powerful spells or boost its threat range to stratospheric heights.  The Mortenebras are capable of adding 6” of threat to it on a given turn (Morty1 with Ghostly even), while with Denny2 and Scaverous, it turns into more of a supplemental spell-slinger with powerful options like Telekinesis, Hellmouth and Breath Stealer available.  It suffers the same point problems as Nightmare, but has enough niche potential where it stands on its own.  Plus, occasionally you engineer a situation into multiple targets or a gargossal where it does trade up.  And it is glorious.

Grade: C

Caster Interactions: Scaverous, Deneghra2, Mortenebra1, Mortenebra2

Sepulcher: Our “shooty necrofactory” colossal that’s not good at shooting or raising the dead, the Sepulcher is a failure in design.  It has slightly more firepower than 2 Leviathans with 2 Spikers and the Crit Paralysis main gun, but the Sepulcher’s Spikers are inexplicably range 10, meaning that any chance of shooting and remaining safe is gone.  It can also theoretically make Mechanithralls as its other notable thing (in the theme it derives no theme benefit from), but besides Mechanithralls being a shadow of their Mk2 versions, it also has an insanely restrictive 4” corpse collection radius, all but ensuring most value won’t happen until its already in melee, where it’s wholly unremarkable.  I understand the restriction of Necroharvester ensuring that we didn’t distill our own models into the much more powerful Brute Thralls, but there was such potential for the jack in its 6 months of Mk2 release that just vanished, a casualty of the widespread nerf to resurrection mechanics at the start of the edition change.  If you’re considering taking a Sepulcher, just take a Kraken or 2 Leviathans instead.  The Crit Paralysis gun (that no longer even works on Gargantuans or Colossal Horrors) and the brief interest in its Pull rule as a potential Clockatrice counter before Clockatrices were nerfed are the only reason I rate this over the likes of the Harrower.

Grade: D

Caster Interactions: ???

Kraken: Ending on a high note, the Kraken is the most expensive warjack in Cryx, but boasts good ranged and melee mechanics that actually blend well together.  The Kraken has its awesome RNG 16 AOE 5 Hellblaster as its primary gun and at least 2 RNG 12 minigun shots a turn, which means it can use its focus to its full potential.  The superior range on its guns means that it can deal chip damage or take out support models and remain relatively safe on turns before melee happens.  Once melee occurs, the Kraken boasts a rare Remove from Play element in Cryx that powers up itself, its main gun, and can be used for added focus efficiency in times where POW 19 is enough.  The Kill Shot ability blends its powerful ranged and melee capabilities, encouraging you to send it into combat and rewarding you for doing so.  It’s not for every list, but it takes single-target Cryx jack buffs like nothing else and is Skarre2’s best friend.  Unlike the Sepulcher, you don’t lose any functionality for using it outside of Black Industries either.  It’s harder to fit into lists these days with so many other powerful models vying for points, but it’s still a highly flexible and powerful piece that can definitely still find a place in Cryx lists.

Grade: B

Caster Interactions: Skarre2, Skarre 3, Goreshade3, Witch Coven

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