Reaper

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Reaper
Cryx Heavy Warjack

The fiendish inventiveness of Cryxian necrotechs has resulted in many machines perfected to employ the killing arts. The Slayer is a swift, hulking beast of bone and black iron that relishes murdering anything in its path. The Reaper can fire its harpoon to sink deep into flesh or steel before reeling in its victim with frightening speed to within range of its vicious helldriver spike. The Corruptor is the culmination of Cryx’s pioneering work in caustic compounds and necrotic poisons, a helljack armed with venomous weapons designed to consume both body and soul.

Basic Info[edit]

Reaper
Reaper WEB.jpg
SPD 6
STR 10
MAT 7
RAT 5
DEF 13
ARM 17
HP 28
Cost 13
Base Size Large
See also How to Read the statblock

Weapons & Attacks[edit]

  • Harpoon - 8" range, POW 12 gun
    • Drag - When this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed directly toward this model until it contacts a model, an obstacle, or an obstruction. After the damaged model is moved, this model can make one basic melee attack against the damaged model. After resolving this melee attack, this model can make additional melee attacks during its combat action.
  • Tusks - 1" reach, P+S 12 melee weapon
    • Hard Head - This model can add this weapon's POW to its head-butt and slam power attack damage rolls.
  • Helldriver - 2" reach, P+S 16 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.

Special 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.

Thoughts on the Reaper[edit]

Notable changes from Mk2[edit]

It's pretty much the same model, doing the same thing.

The Reaper in a Nutshell[edit]

The Reaper is a support Warjack that can help you get the alpha strike on the enemy. By dragging an enemy model towards yourself, it allows other elements of your force to dogpile in and finish it off.

It is also great for the psychological effect from Drag. Your opponent, knowing that you could Drag his key model out of formation, is going to go to extra lengths to protect that key piece from Drag. Knowing that he knows this can let you control the ebb and flow of the battlefield.

However, the Reaper really needs a minimum of 2 focus to achieve anything one of which given by power up. If you're shooting, you'll probably want to boost to hit and to damage to ensure you get Drag. In melee, you'll probably want to boost to hit on the additional then buy a second auto-hitting Helldriver attack.

Combos & Synergies[edit]

The Reaper likes a buddy to "Tag-team" with. Between blowing all its focus on boosting the ranged attack, and being a little bit pillow-fisted, you're often left with an enemy jack in base contact with the Reaper, looking scratched and annoyed but not busted. There are lots of options here. One is the Scavenger. With Flight it doesn't need to worry about the Reaper's base getting in the way of its charge lane, and with Finisher it can turn that scratch job into a scrap job. Another one is a Slayer due to his damage potential and low point cost.

A Warwitch Siren and/or an Iron Lich Overseer can help, since as mentioned above the Reaper really needs a minimum of 2 focus to do anything reliably.

Skarre2 can help the Reaper's efficiency. With her Seas of Fates, you can avoid boosting the ranged attacks unless you need to, and save all your focus for the melee attacks after the drag has occurred.

Slaughter Fleet Raiders Theme Force gives it Gang Fighter. Really helps its melee game so drag enemy models in range of warrior models and then start jabbing!

Drawbacks & Downsides[edit]

  • The Reaper needs focus.
    • If you're using the harpoon you will probably need the free focus from power up to boost to hit, offsetting the Reaper's average RAT.
    • If dragging the enemy model is crucial to your tactics, you'll give him another focus to boost the damage and ensure Drag triggers.
    • If you want to take advantage of the free melee attacks and sustained attack, you'll probably give him an additional focus to buy extra attacks.
    • Even in melee, you'll probably want to load him up with 2-3 focus to get the most out of sustained attack.
  • The P+S isn't super high, so you may feel a little pillow-fisted when fighting super-hard targets.
    • Assuming a low DEF, high ARM enemy you'll probably not boost the hit roll. Then boost the first damage roll, buy another attack and boost damage again. Once again, a hungry 3-focus jack.
    • If the Reaper is stuck in the middle of a bunch of single-wound models, you're wasting your time - you won't get Sustained Attack, and his P+S is so high you're just splattering them.

Tricks & Tips[edit]

  • Place a Bane Warrior near where the enemy model will be dragged to, so that they will be dragged into the Bane's Dark Shroud aura and the Reaper will get a +2 damage bonus on it's melee attacks.
  • At a pinch, it can jam enemy lines thanks to its high SPD and long range melee weapon. But being a fragile Slayer chassis, it won't jam for very long. (The Inflictor is a better choice for this tactic.)
  • In melee, buying additional attacks is normally better than boosting damage (due to Sustained Attack combined with a good P+S). To ensure Sustained Attack triggers, you'll probably want to assign him one focus (given by power up) to boost the initial hit, then another 2 to buy additional attacks and maximise Sustained Attack.


Other[edit]

Trivia[edit]

  • The Reaper is in the Mk3 Cryx battle box.
  • Originally released in Warmachine: Prime (2003)
  • Sculptor: John Winter
  • From 2003 to 2010 it was sold as a single metal model.
  • From 2010 to 2017 it was sold in a multi-jack kit with the Slayer and Corruptor (old resin-plastic).
  • From 2017 onwards, it'll be sold in a multi-jack with the Corruptor and Malice (new better plastic).

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.

C
R
Y
X
I
A
N
M
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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:  : Drag , Pull, and/or Catch     (Edit)
(Click Expand to read)

Ranged Attack Damage (Drag and Catch only)
  • If a model is destroyed by the ranged attack, Drag/Catch does not trigger.
    • Corpse tokens, soul tokens, and etc will be generated from the model’s original position.
    • You won't get the free melee attack from Drag, even if there's something different already in your melee range. No drag = no melee.
  • Enemy effects that occur after the attack (such as "Enliven" and "Whelp") are triggered before Drag but after Pull. Refer Apdx A:
    • Pull occurs at Step 12 of the attack sequence . (Infernal Ruling)
    • Enemy effects occur at Step 13. (Infernal Ruling)
    • Drag occurs at Step 14.
    • As such, Enliven & Whelp etc can be used to 'block' the Drag movement, for instance, using Enliven to move behind an obstruction or another model.


The Movement

  • You cannot Drag/Pull/Catch models with a larger base size than you.
  • The movement is a Push effect, which is involuntary movement.
    • It is not an advance and will not trigger stuff like Countercharge.
    • They won't take free strikes because it is involuntary movement.
    • They will take damage from any hazards they're pushed through/into (such as Scathers).
  • You can drag your target through Incorporeal models, if there's enough space on the other side, because the rules for Incorporeal specifically allow this. (If there's not enough space, the push will stop on the far side of the Incorporeal model.)
  • You cannot drag models through Curse-of-Shadows-ed or similar models, because those rules refer to "models can advance through this model" and a push is not an advance.
  • You may drag models that you are already in melee with. However most models can't shoot while in melee, so this is pretty much limited to the Prime Axiom and Galleon (see the corner-case scenarios, below).
  • If you get to trigger Drag/Pull/Catch on a free strike (mostly just Pull), the moving model will never get out of your melee range. They have to keep advancing out and being pushed back until either they run out of movement, or you fail a free strike. (Infernal Ruling)
Push     (Edit)      
  • Pushed models do not change their facing.
  • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
  • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
  • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
  • Pushed models suffer the effects of anything they move through (such as acid clouds).
  • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
    • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
    • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)


The Free Melee Attack(s) (Drag and Catch only)

  • If the target model doesn't end up in melee range (whether because the ranged attack killed it outright, or something blocked the drag movement) then you don't get a free melee attack and don't get the option to buy additional melee attacks.
  • If the dragged model can't be targeted by melee attacks, you may not make your free drag attack and don't get the option to buy additional melee attacks. (Infernal Ruling)
  • For both of the above two cases, you may still complete your initial ranged attacks and buy additional ranged attacks as per normal (if you have more guns and/or Reload).
  • You may make the free melee attack against models that "cannot be pushed" (assuming you're in melee range already). The "After the model is moved" is a timing clause, not a conditional clause.
    • To pull this off, you need an ability that allows you to make ranged attack while you're already in melee, so is pretty much limited to just Colossals and/or models attacking objectives.
  • After using Drag/Catch, the attacking model may make a single melee attack without spending focus. (So Black Ogrun can make a single melee attack.)
  • After doing the free attack, you may buy additional attacks if you have a method of purchasing them. Models with Drag but no focus/fury (such as Black Ogrun) can't buy additional attacks (despite what is implied by the rule on their card) - it's just a standarised wording for Drag.


More corner-case Rules Clarifications

  • Models that can make Ranged Attacks while in melee
    • This section is pretty much limited to the Prime Axiom and Galleon who, thanks to being Colossals, can continue to shoot after dragging something into melee with themselves. It can also apply to any model shooting at a "can never be in melee" model (eg Scenario objectives).
    • When you start your activation, you still need to choose either 'initial ranged attacks' or 'initial melee attacks'. If you choose melee attacks, then you will never get to shoot your Drag weapons.
    • If you shoot a Drag weapon you need to resolve the drag move and the free melee attack, but afterwards you're still in "shooting" mode. The best way to think of it is it's "interrupting" your normal ranged attacks and after resolving it, you go back to completing your initials. So it might go:
      • Shoot the Drag weapon.
      • Drag the enemy closer.
      • Resolve the free melee attack.
      • Drag resolved. Now you finish shooting the rest of your weapons.
    • Once you've completed all your initial ranged attacks (and any free drag melee attacks) then you have the option of buying additional attacks (ranged if you have Reload, melee otherwise.
    • However, if you get overexcited and start buying melee attacks after the free drag one then you don't get to finish shooting the rest of your weapons.
    • This is because shooting the rest of your guns is completing your "Initial Ranged Attacks" but by buying melee attacks you have jumped ahead to "After Initial Attacks" (refer first sentence of "Additional Attacks" pg 36 of Prime).
  • Black Spot + Drag or Catch
    • If you trigger Drag/Catch, then any attacks you get from Black Spot can be either ranged or melee, your choice. (Infernal Ruling)
  • Dual Attack & Drag ( Edit )
    • This is pretty-much limited to just the Prime Axiom under Syntherion
    • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
    • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
    • If you didn't charge then ... just go nuts. There's no restrictions that I know of.
  • Assault & Drag ( Edit )
    • You determine whether a charge was successful or not before making the Assault attack.
    • If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
      • It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
      • You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
      • Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
      • You won't be able to purchase additionals (because your activation ended).
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 : 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.
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)