Inflictor
Inflictors are fiercely protective of their masters and use their considerable mass and armor to shield them at all costs. These nigh uncontrollable constructs are more than mere killing machines, though; they are an accomplishment of malign intent. The soul drives grafted to their cortexes alter the behavior of these abominations in combat—captive souls give the Inflictor preternatural awareness of incoming threats.
Basic Info
Abilities
Weapons
- Shield Claw - 1" reach, POW 3, P+S 13 melee attack
- Stinger - 2" reach, POW 6, P+S 16 melee attack
Theme Forces
- Cryx
- Template:Black Industries. Inflictor gains Carapace in this theme.
- Template:Dark Host
- Template:Scourge of the Broken Coast. Inflictor gains Gang Fighter in this theme.
- Template:The Ghost Fleet
- Other Factions
- Infernal players can use this model in the Template:Hearts of Darkness theme, but only if Mortenebra is leading the army. It gains Accumulator [Soulless] in this theme.
- Mercenary and Convergence players can use it by either:
- putting it under the control of Asphyxious4 in various themes,
- putting it under the control of Mortenebra in Template:Strange Bedfellows.
Thoughts on the Inflictor
Inflictor in a Nutshell
It's a defensive warjack, which is unusual for Cryx. Though its stinger is not much to rely on, it's the shield ARM bonus plus the shield guard ability that makes this the perfect buddy and escort on the field. In Black Industries you can really leverage it’s anti ranged presence as it will be armour 23vs shooting.
Combos & Synergies
- Buffing its ARM will allow it to shrug off chip damage in the early game and survive to melee at full capacity - especially in Black Industries.
- Bane Witch Agathia has a unique spell, Hellwrought, for +2 ARM and Vengeance. Vengeance is great on a model with shield guard (if a little unlikely to trigger in Black Industries). Death Shroud makes it tankier as well, albeit not against guns.
- Karchev & Deathjack, Skarre2 and Scaverous have Death Ward for +2 ARM.
- Darragh Wrathe or Death Archon - Mortal Fear acts as a pseudo ARM buff
- Goreshade the Bastard - Breath Taker from the Deathwalker acts as another pseudo ARM buff. Shadowmancer makes it hit harder in melee.
- Mortenebra2 - Has Fail Safe.
- Karchev & Deathjack and Asphyxious3 give their jacks Unyielding.
- Casters that can give extra attack dice can greatly increase the chance of scoring a critical.
- Karchev & Deathjack has Full Throttle for boosted to-hit.
- Lich Lord Venethrax has Terminal Velocity for boosted to-hit vs living.
- Pirate Queen Skarre has Dark Guidance for +d6 to hit.
- Coven and Goreshade3 have Infernal Machine for +d6 to hit vs warriors.
Drawbacks & Downsides
- Typical low Cryx warjack health doesn’t really mesh well with being a defensive piece. Concentrated fire will take it down (outside of Black Industries).
Tips & Tricks
- Keep it near the warcaster at all times unless you need it to escort a key piece that you do not wish to be shot down early in the game (eg Asphyxious4).
Other
Trivia
- The rules for this model were published in Warmachine: Vengeance March 2014.
- The physical model wasn't available for purchase until about June 2016, more than two years later.
- The Inflictor & Seether are sold in one box, with enough pieces to make either but not both. Magnets are your friends.
Other Cryx models
Rules Clarifications
Template:RC Open Fist Template:RC Shield Template:RC Critical Poison Template:RC Warjack Template:RC Construct Template:RC Shield Guard