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For more than 200 years the necromechanikal horror called the Deathjack has haunted the wilds of Western Immoren. Striking without warning, this infernal machine voraciously devours souls and leaves nothing but death and destruction in its wake.
|See also How to Read the statblock|
- Necroclaw (x2) - 1" reach, P+S 18 melee weapons
- Horns - 1" reach, P+S 15 melee weapon
- Hard Head - This model can add this weapon's POW to its head-butt and slam power attack damage rolls.
- Warjack - All warjacks share the same set of special rules. Most notably being big and stompy.
- Construct - This model is a construct and is not a living model.
- Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
- Magic Ability [ 7 ] - This model can use its Combat Action to cast spells. Offensive spells are a (★ Attack) and friendly spells are a (★ Action).
- Necromancy - While the Deathjack is in its controller's CTRL range, it can spend focus points to cast its controller's spells. The Deathjack cannot cast upkeep spells or spells with a RNG of SELF or CTRL. Use the Deathjack's Magic Ability score when making magic attack rolls.
- Skulls of Hate - The Deathjack can have up to 5 focus points at any time instead of the normal limit of 3. During your Control Phase, after focus allocation the Deathjack gains 1 focus point for each of its non-crippled arm systems.
- Snacking - When this model boxes a living model with a melee attack, it can choose to remove the boxed model from play. When it does this, this model can remove d3 damage points.
Thoughts on the Deathjack
The Deathjack in a nutshell
Deathjack is a contender for the strongest jack in the game. He is fast, accurate, evasive, well armored, and has damage output on par with a colossal. On top of that, Deathjack can cast spell off of your casters list with the focus on it with a number of restrictions (no range SELF, CTRL, or upkeeps). It's worth noting he has a price tag to match his power.
His extreme power level also comes with another fact: he attracts a LOT of attention (read: fear and hate) from the enemy. The model is big, leaning over the base. Covered in spikes, blades, and skulls, he looks scary as hell. So any player who has never seen him is going to fear him and try to kill the big guy. Any player who HAS seen him in action will REALLY fear him and try even harder. Deathjack has a huge target on his back and everyone knows it. He is apt to get vaporized before he ever hits the enemy lines.
In truth, Deathjack is more of a 2nd warcaster than he is a warjack. Treat him as such. The way to use Deathjack is as a second line support unit. Deathjack can still participate in the battle by casting spells as he approaches from safety. In the later turns when things get ugly, have Deathjack charge in and use his incredible offensive power to scrap just about anything.
Combos & Synergies
When considering whether or not to use Deathjack, seek two qualities in your caster:
- Something to increase his threat range (Infernal Machine, Overrun, Ghostwalk, Countercharge).
- Have a good spell for Deathjack to cast (Mortality, Stranglehold, Deadweight, Hellfire, etc).
- A Warwitch Siren is always useful to get rid of Disruption on your jack, and fill it up with a focus, so it can still charge and get stuck in.
- Special mention to Mortenebra 1 for Interface plus Tune Up from Derilyss, and Mortenebra 2 due to her feat and Field Marshal ability.
Drawbacks & Downsides
- Infamous and feared; it is a high priority target.
- It is still a Cryx jack, and armies in Mk3 are prepared to deal with an ARM 19 heavy.
- No native Pathfinder; vulnerable to targeted damage (Sniper, Precision Strike) and Disruption
Tricks & Tips
- Deathjack's Necromancy ability can be damned powerful. If you aren't ready to commit Deathjack into the field, use him as a glorified arcnode. With only committing two focus from your caster, you can cast heavy duty spells such as Hellmouth, Scourge, and still have a little left over to boost the attack to protect your investment. Note, that unlike a regular arc node, you can still cast spells, while being engaged.
- Deathjack has some really impressive combat output, while with Power-Up and Skulls of Hate, it can operate near-autonomously. Whether or not you'll need an extra focus from your caster to get the job done, depends on your target. As a rule of thumb, with DJ's intial attacks, it will take him on average...
- 1 focus to kill a Slayer chassis warjack.
- 2 focus to kill a Ironclad chassis warjack.
- 3 focus to kill a Crusade chassis warjack.
- 5 focus to kill a Juggernaught chassis warjack.
- Originally released in Warmachine: Apotheosis (2005)
- Original (2005) sculpt by John Winter
- Resculpted in 2018
Other Cryx models
|Warcasters|| Captain Bartolo - Captain Damiano - Cognifex - Drake MacBain - Exulon - Fiona - Magnus1 - Magnus2|
Requires a 2+ caster game.
|Other Controllers||Raluk Moorclaw (Marshal) - Rorsh & Brine (Lesser Warlock) - Wrongeye & Snapjaw (Lesser Warlock)|
|Warjacks, Warbeasts, & Monstrosities||The mercenary battlegroup members you can include in a Cryx army depends entirely on what type of model is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.|
|Mercenary Units, Solos, & Battle Engines|
|Units||Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates & CA & WA - Steelhead Halberdiers - Steelhead Heavy Cavalry - Steelhead Riflemen|
|Solos|| Ogrun Bokur - Swamp Gobber Raiders
| * The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
| Important Note|
This Rules Clarification is very similar to the ones for Spell Slave and Geomancy (since all 3 are very similar abilities). Where Necromancy is different to the other two, the text has been coloured purple.
Who does the casting
When/how does the Deathjack cast
What spells can the Deathjack choose to cast
How can they boost the spell