Deathripper

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Deathripper
Cryx Light Warjack

The quintessential Cryxian bonejack, the Deathripper is a terrifying weapon of surprising speed and bestial ferocity that charges forward to tear apart its enemies while serving as a magical conduit for the horrifying spells of its master. In a blur of billowing smoke, screaming metal, and bleeding hydraulics, just a few Deathrippers can strip a light warjack down to its components within minutes.

Basic Info[edit]

Deathripper
Deathripper.jpg
SPD 7
STR 7
MAT 5
DEF 14
ARM 14
Cost 6
HP 20
Base Size Medium
See also How to Read the statblock

Weapons[edit]

  • Mandible - 0.5" reach, P+S 12 melee weapon.
    • Sustained Attack - During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.

Abilities[edit]

  • 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.
  • Arc Node - This model can channel spells cast by its controlling Warcaster.

Thoughts on Deathripper[edit]

Deathripper in a nutshell[edit]

Cryx is a faction which is rather short on ranged weaponry. Arc Nodes represent the firepower of your caster's focus pool, which can be very significant in several cases. Given how fragile casters can be relative to their importance, arc nodes are absolutely vital parts of most armies.

Deathripper as an arc node
The Arc Node is one of the most useful abilities a model can have, and with Cryx you can field them very cheaply. An arc node allows your warcaster to cast spells using the arc node as the point of origin. The obvious benefit is casting spells on the frontline while staying safely in the backline. You can also use it to launch surprise attacks from unexpected angles, by running an arc node right across the board into a good position before activating your warcaster. For this reason it pays to keep at least one arc node on the outskirts of the conflict, waiting for an opportunity.

Deathripper as a combat jack
You can't channel while engaged by an enemy, so be sure you actually want to get stuck in before committing yourself.

The Mandibles are a decent weapon but far from devastating. To get the most out of Sustained Attack you'll want to give the jack a bunch of focus and then skip boosting damage in favour of getting more auto-hitting attacks. So you won't do much damage vs high ARM targets but mid-to-low ARM targets don't tend to have enough hitboxes to survive your first attack. However, all things considered they are not totally hopeless in melee and if you happen to lose the arc node system to an unlucky damage roll then go ahead and get stuck into melee.

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Tip !
Deathrippers are sold in pairs - each box has two models inside.

Combos & Synergies[edit]

  • If you want to use it in melee, try Empowering it with a Warwitch Siren first. With 2 focus it has a better chance of killing whatever it attacks and thus getting itself un-engaged and free to arc spells again.

Drawbacks & Downsides[edit]

  • Its damage grid has just enough boxes to allow the bonejack to take a good hit and keep going, but a second one will likely leave it crippled if not totally destroyed. This sets the tone for Cryx bonejacks being fast and hard to hit, but easily damaged if they are struck.
  • Catch 22 scenario: a melee-only jack needs to stay out of melee so it can arc spells.
  • To get the most out of Sustained Attack, you need to feed it a lot of focus to buy attacks with ... and there is probably better ways to use that focus.
  • If you are in range to cast arc a spell, in all likelihood, your arcnode is range to be attacked. Arcnodes rarely survive the enemies attention.

Tricks & Tips[edit]

  • Slam a target to cause damage and leave it knocked down. This has the added benefit of leaving the Deathripper out of combat afterwards so its arc node may still be used.

Other[edit]

Trivia[edit]

  • Originally released in Warmachine: Prime (2003)
  • Sculptor: John Winter
  • At one point in Mk I the Deathripper was the cheapest warjack in the game, and formed the core of many Cryx armies.
    • In Mk III we see a return to this greatness!

Theme Forces[edit]

Cryx non-character warjack themes (Edit)

Other Cryx models[edit]

CryxLogo.jpg

(Edit)

Battlegroups
Warcasters Agathia - Aiakos2 - Goreshade1 - Goreshade2 - Goreshade3 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Terminus - Venethrax - Scaverous - Mortenebra1 - Mortenebra2 - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Deneghra1 - Deneghra2 - Deneghra3 - Coven
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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
Cankerworm
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

(Edit)

Mercenary Battlegroups
Warcasters Captain Bartolo - Captain Damiano - Cognifex - Drake MacBain - Exulon - Fiona - Magnus1 - Magnus2

Requires a 2+ caster game.

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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]

RC symbol.png

Rules Clarification : Sustained Attack      (Edit)

  • Translation for newbies : Once you hit your target, your next attack(s) with the same weapon will auto-hit.
  • If your target becomes out of range in between attacks (somehow), then Sustained Attack will not let you auto-hit. Refer Step 3 vs Step 4 of the Attack Sequence (Apdx A).
  • If you have sustained attack on a weapon that makes simultaneous attacks (e.g. Prime Axiom making a Sweep attack), then all the models you hit are "the last model hit" and whichever one you choose to attack next is the one you get the auto-hit bonus vs. (Infernal Ruling)
  • This only applies to the first attack after a simultaneous one - once you make that next attack, it's all reset back to being "just one" last model hit.
    • Example : you Sweep and hit models A, B, C. Then you buy an attack vs model C. It is auto-hit because it was (one of) the last model(s) hit. Then you buy another attack, now you can only auto-hit C because it is the last model hit.
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)

Rules Clarification : Construct - None yet. (Edit)

RC symbol.png

Rules Clarification : Channeler and/or Arc Node     (Edit)

  • You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
    • If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS.
  • You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
    • If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the DEF bonus.
  • Since Stealth has both a LOS component (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed); this can lead to some non-intuitive interactions between channeling and stealth when either the caster or channeler is able to ignore stealth.
    We've put a bunch of examples on the Category:Channeler page.