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====Bonejacks (Light Warjacks)==== Some fantastic options here, primarily in the regions of mobility and cheap arc nodes. Also, mobility and cheap arc nodes. Did we mention mobility and cheap arc nodes? Yes? Good, because we definitely have mobility and cheap arc nodes. *'''Deathripper:''' Your arc node of choice. Dirt cheap, fast. It's reasonably effective in melee, but you aren't taking it for that. You take Deathrippers to get your spells where you need them to be, and if it's in melee, it's not channeling for you, so why the hell is it there? *'''Defiler:''' A more expensive Deathripper outfitted with a spray cannon that inflicts Corrosion. You may wonder if that's worth one more point than a Deathripper, but you also probably wonder if that cute girl you saw likes war games (hint: it isn't, and she doesn't). Stick with the Deathripper. You have better ways to kill infantry; these guys exist for arc nodes, and arc nodes alone. *'''Helldiver:''' One of the faction's best 'jacks. The Helldiver has a solid statline and is one of Cryx's best options for board control. It is ''much'' faster than its low SPD would imply, and much more durable than you'd think. This is because its signature ability, Burrow, is basically a free 3" of movement in any direction and makes it immune to attack for a turn. This lets it control much more space and cover much more ground than most people expect, and makes it a serious threat despite its middling melee capability. More than one game has been ended due to a careless player leaving their 'caster open to a Helldiver charge from an unexpected angle, and even if your opponent is paying attention, they have to dedicate a large amount of resources to dealing with the threat. *'''Nightwretch:''' A ranged Deathripper. Somewhat useful in the right situation, but most of the time you want to keep your arc nodes mobile, which means running, and running means not shooting, and having a gun in place of a melee weapon means you're more vulnerable to getting tarpitted. *'''Ripjaw:''' Yet another cheap arc node based on the Deathripper chassis. This one comes with the ability to do at least ''some'' damage to high-ARM targets due to Armor Piercing and the ability to stop a target from moving for a turn. Not bad, but exercise caution in doing this, as it leaves your valuable arc node vulnerable. Definitely worth looking at, though. *'''Scavenger:''' Light, speedy flying bonejack that is ''meant'' as a finisher for pesky units that just didn't die when you wanted them to, as it gets a bonus die on damage rolls against wounded targets and can run away after it kills something. It ends up being of debatable use, though, because rather than spending points on something that is only useful when something is already near death, you could spend points on something that is able to hurt things even if they're healthy. *'''Stalker:''' Cryx's trademark assassination 'jack. Pathfinder, Stealth, can be allocated focus points at twice the normal distance, ignores magical increases to DEF and ARM, cuts right through any ARM boosts warcasters get from camping focus, removes healing, negates Tough. Basically, murders things. It's awesome. Definitely worth looking at if you're planning to run the assassination game (which you probably should be).
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