From Battle College
Jump to: navigation, search

This server will go offline in September 2018. Please migrate to our new server, Warmachine University


For more info on why we're moving to a new server, check out the Brief History section on the new main page, and/or listen to episode 45 of the LOS podcast
If you have made an edit within the last month or so, please check the new server and see if it was copied by the autobot.
You may need to copy-paste your work to the new server manually. Sorry.

Cryx Heavy Warjack

An eerie glow pulsates from the Slayer's furnace, a frightful light illuminating even its eye sockets, suggesting some greater intelligence. After decades of Cryxian terror along the coasts, any greenish lights - like those found floating in the bogs and fens of Immoren - are often called "Cryxlights" by superstitious travelers.

Basic Info[edit]

Slayer WEB.jpg
STR 10
DEF 13
ARM 17
HP 28
Cost 10
Base Size Large

Weapons and Attacks[edit]

  • Death Claw (2x) - 1" reach, P+S 16 melee weapons.
    • Open Fist - This warjack/warbeast may make Throw Power Attacks.
    • Combo Strike (★ Attack) - Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon. (P+S = 22)
  • 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.

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 Slayer[edit]

Comparison to Mk2[edit]

The Slayer got slightly cheaper, and its tusks gained Hard Head. Otherwise it's completely unchanged, and it fulfils the same role as it did in Mk2.

In Mk2 it was a decent jack but slightly unpopular since it was susceptible to having its arms shot off before it reached combat, and other in-faction jacks or infantry were nearly always a better investment for the points cost. It remains to be seen whether this is still the case in Mk3.

The Slayer in a Nutshell[edit]

The Slayer is Simplicity incarnate - aim at the enemy, beat face. The Slayer is a cheap helljack to field, costing as much as other faction's light warjacks. The Slayer is capable of sneaky tricks and dirty tactics when combined with various casters, but it will always be known as a straight-up melee fighter when simple, honest brutality is called for. And when isn't brutality needed?

Consider that, just by itself, with no extra focus other than power up, you have a warjack that:

  • has three initial attacks,
  • can hit most models with average rolls,
  • smash moderate-to-high ARM targets with two solid hits, or
  • swap the 3 initials to smash very high ARM targets with a Combo-Strike.

That's an incredible deal for the points cost!

The Death Claws are Open Fists, meaning the Slayer can make every possible power attack in the game (barring Colossal-only ones).

Combos & Synergies[edit]

  • Carapace from Black Industries fixes one of its major weaknesses, which is losing its arm systems from a few moderate POW shots.
  • When supported by a warcaster, the Slayer can reach even higher levels.
  • A Warwitch Siren can Power Boost it for one focus, giving it enough to charge into combat.
  • A Necrotech can repair the Slayer's crippled systems. No more skill check.

Drawbacks & Downsides[edit]

The Slayer is not a bad warjack as such, but it is a cheap warjack. As always when going with the cheap option you've got to sacrifice some performance, and in the case of the Slayer it's:

  • Low durability. Although the Slayer hits hard it cannot take a hit back.
    • The Slayer embodies the Cryx "Glass Blade" approach to warjacks; either they hit hard and take out their target, or get hit first and are destroyed with ease.
    • A Slayer can't take a charge on the chin and still be there next turn; nor multiple ranged attacks to the face, it will die or at very least be crippled.
  • Easily crippled. The combination of low durability and poor damage grid layout makes it very easy for at least one of its arms to be shot off before it gets into combat.
    • Note that this means you lose the ability to do Combo Strikes, as well as losing the effectiveness of one of your initial attacks. Losing one arm can more than halve your damage output.
  • Somewhat pillow-fisted. In comparison to other faction's heavy warjacks, the P+S on the Deathclaws is a bit mediocre.

Another minor downside is the disparity in P+S between the Tusks and the Claws. If you go against a heavy target the Tusks will barely scratch the paint job, but if you go against a lighter target that the Tusks can damage then the Claws will be complete overkill. Although: the tusks aren't really intended to enhance it's raw damage potential, and should be seen as a nice (little) boost to slams, 'butts and anti-light power.

Tricks & Tips[edit]

  • The Slayer is great as either a piece trade (tempting an enemy heavy to charge and wreck it, but be left open for your army to kill it next turn) or to be held back until the late game, when fewer models are alive still capable of tearing apart a warjack.
  • Normally it's best to use your highest P+S weapon as your charge attack. However, against single-wound models at a certain ARM level (around ARM 18-20) it actually makes more sense to use the charge boost on the Tusks. Consider:
    • Using Claw on the charge: first claw attack completely overkills target thanks to the boost, second claw attack kills with average dice, third tusk attack does no damage. Total enemy dead = 2.
    • Using Tusk on the charge: first tusk attack kills with average dice thanks to the boost, second and third claw attacks kill with average dice. Total enemy dead = 3.
  • When going up against a heavy target, try to position yourself so that you have at least one infantry in range, and use your Tusk attack against that model.
  • One of the big advantages of combo strike is that is can significantly speed up your turn. If you are playing on a clock, this is an effective way to save a great deal of time, even if you end up losing some damage. This is particularly good to do if you are strapped for focus.



  • 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 Reaper and Corruptor (old resin-plastic).
  • From 2017 onwards, it'll be sold in a multi-jack kit with Erebus (new better plastic).

Theme Forces[edit]

Cryx non-character warjack themes (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]

RC symbol.png

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.

Rules Clarification : Combo Strike - None yet. (Edit)

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)