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Cryx Character Heavy Warjack

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.

Basic Info[edit]

Deathjack 2018.jpg
STR 12
DEF 13
ARM 19
HP 32
Cost 23
Base Size Large
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[edit]

Classic sculpt

The Deathjack in a nutshell[edit]

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[edit]

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[edit]

  • 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[edit]

  • 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

Theme Forces[edit]

Other Cryx models[edit]



Warcasters Agathia - Aiakos2 - Goreshade1 - Goreshade2 - Goreshade3 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Terminus - Venethrax - Scaverous - Mortenebra1 - Mortenebra2 - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Deneghra1 - Deneghra2 - Deneghra3 - Coven
Warcaster attachments The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Madelyn Corbeau (Mercenary)
Other Controllers Iron Lich Overseer (Marshal) - Aiakos1 (BGC)
Light warjacks Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker
Heavy warjacks Corruptor - Desecrator - Harrower - Inflictor - Leviathan - Reaper - Seether - Slayer
Barathrum - Deathjack - Erebus - Kharybdis - Malice - Nightmare
Colossal Kraken - Sepulcher
Units, Solos, & Battle Engines
Living Undead
Units BO Boarding Party - BO Ironmongers - BO Smog Belchers - Bloodgorgers - Marauders - Cephalyx Drudges - Cephalyx Overlords - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - Carrion Thralls - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Soulhunters
Characters: Blackbane's Ghost Raiders - The Withershadow Combine
Solos Misery Cage - Satyxis Blood Priestess - Satyxis Raider Captain - Warwitch Siren
Characters: Agrimony - Aiakos1 - Axiara - Darragh Wrathe - Gerlak - Severa Blacktide
Bloat Thrall - Iron Lich Overseer - Machine Wraith - Necrotech - Pistol Wraith - Scrap Thrall - Skarlock Thrall - Soul Trapper
Characters: Bane Lord Tartarus - Mobius - Captain Rengrave - Hellslinger
Battle Engines No living engines Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Infernal Machines - Scourge of the Broken Coast - Slaughter Fleet Raiders
Merc cryx.jpg


Mercenary Battlegroups
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

Croe's Cutthroats - Nyss Hunters - Devil's Shadow Mutineers - Boomhowlers

Solos Ogrun Bokur - Swamp Gobber Raiders

Bloody Bradigan - Bosun Grogspar - Doc Killingsworth - [[Eilish Garrity - Hawk - Gorman - Gudran - Rockbottom - Dougal - Orin - Ragman - Raluk Moorclaw - Rorsh & Brine - Madelyn Corbeau (Attached)- Saxon - Seargeant Nicolas - Stannis - Wrong Eye & Snapjaw

Battle Engines None

Rules Clarifications[edit]

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Rules Clarification : Open Fist (aka, Power Attack Throw)     (Edit)

  • See the Throw article for a recap of the core Throw rules.
  • 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.
  • 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)
  • Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. The Infernals are currently checking it.
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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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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.

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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)

Rules Clarification : Construct - None yet. (Edit)
Rules Clarification : Advance Deployment - None yet. (Edit)

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Rules Clarification : Magic Ability      (Edit)

  • Almost every magic ability cannot be used on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Using a Magic Ability counts as a spell, for effects such as Spell Ward, Witch Hunter, etc.
  • Unlike with warcasters/warlocks, using a Magic Ability is not an "any time" ability. This means:
    • You must complete your movement before you use a MA.
    • You cannot make ranged or melee attacks on the same turn you use a MA.
    • You cannot use a MA on the same turn you charge.
    • (Unless, of course, the rules for the specific MA you're using say you can.)
  • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
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Rules Clarification:  : Necromancy      (Edit)
(Click Expand to read)

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

  • It is the Deathjack that does the casting, not the warcaster. (Infernal Ruling)
    • It's not anything simple like the warcaster getting an extra spell during their own activation.
    • Nor is it anything like an arc node.
    • Any buffs/debuffs currently on your warcaster/warlock are completely irrelevant.
  • For stuff that interacts with spellcasters (such as Witch Hunter) it is the location of the Deathjack that matters, not the location of the warcaster.
    • If the Deathjack is within an area of "models cannot cast spells within this area" effect, it cannot cast spells. Regardless of where your warcaster is.
    • If the warcaster is within an area of "models cannot cast spells within this area" effect, that has no affect on what the Deathjack can do.

When/how does the Deathjack cast

  • Deathajck uses his Magic Ability to cast spells, but because it is neither a (★ Attack) or (★ Action) it means he can cast spells as an "Any Time" ability.
  • The Deatjack must pay the full COST of the spell.
    • Since it pays the full cost of a spell, it is affected by stuff like Lamentation.

What spells can the Deathjack choose to cast

  • The Deathjack cannot cast spells with a range of SELF or CTRL, or that are an UPKEEP.
    • Unlike Spell Slaves and Geomancers, it can cast spells with a COST more than 3.
    • It can cast spells that use the phrase "Spellcaster's battlegroup" because it's in the battlegroup.
    • In addition to this, the Deathjack is limited by the definition of 'Spellcaster'. Often it will be able to cast a spell fine, but the benefits won't be fully applicable to the Deathjack.
      • Deathjack cannot benefit from anything that occurs in the 'Spellcaster's CTRL area' because they don't have one. (Infernal Ruling)
        For instance, a Deathjack that casts Excarnate will not be able to summon a new grunt.
      • Deathjack cannot benefit from spells that give the caster Focus. Such benefits are limited to models with the 'Focus Manipulation' rule, which only warcasters have.
        For instance, a Spell Slave that casts Siphon Bolt would still take focus from the enemy, but won't gain any focus itself.

How can they boost the spell

  • The Deathjack can spend focus to boost, just like with a regular attack.


  • The Deathjack doesn't gain any buffs/abilities that are on your warlock/warcaster (such as True Sight).
  • The Deathjack cannot channel spells through arc nodes. You can only channel through nodes in your control range, and he doesn't have a control range.
  • The Deathjack can use spells like Annihilation to gain enemy souls. But he will be unable to use the soul tokens so they will stay on the Deathjack for the rest of the game (doing nothing). (Infernal Ruling)
    • A Soul Trapper cannot remove these souls from Deathjack. (Infernal Ruling)
  • The Deathjack can cast Locomotion on the same target as Mortenebra2. The spell is limited to "once per activation" and they have different activations so that's fine.
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Rules Clarification : Skulls of Hate      (Edit)

  • Short version: Essentially, you get 3 focus for free and can allocate another 2.
  • Long version (Refer to Control Phase, pg 29 of pdf).
    • First you gain 1 focus from Power Up (Step 2)
    • Then you allocate focus from your warcaster (Step 3). You can allocate anything from 0 to 4 focus.
    • Finally you gain 1 focus from each Skull, up to your limit of 5 (Step 5)
  • Shaking effects occurs simultaneously with getting the Skull's focus.
  • The Deathjack's focus limit is always 5, regardless of whether the arms are crippled or not.
  • Disruption will prevent you getting focus from the Skulls.
  • Fail-Safe does not let you ignore your crippled arms for the purposes of getting focus. (Infernal Ruling)
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Rules Clarification : Snacking      (Edit)

  • Snacking occurs at boxed, and thus:
    • Doesn't prevent abilities that trigger at disabled (such as Tough, Self-Sacrifice, etc).
    • Might prevent abilities that trigger at boxed, depending on who the active player is and whose model the ability triggered on. Refer the 'Triggers' section (pg 10 of the pdf)
    • Does prevent abilties that trigger at destroyed (such as collecting soul tokens, etc)
  • You can snack friendly models.
  • You may choose where each individual point of healing goes.
  • If you kill multiple models with a single attack (such as trampling over them) then you get to heal once for each model killed.