We have the full spoilers now it seems, and I for one just got very excited about him. The first and most obvious point of awesome is that he’s just 8 points, because the other two 8 point options we have are pretty lackluster in most list.
So the Inflictor is a strange fellow, as Privateer Press took the most unlikely chassis (the Seether) and made us a defensive Helljack. This made very little sense to me until we got the rules, because the Inflictor has nothing in common with the Seether, except for a Soul Drive.
So these are actually Slayer stats, but of course we have something to add for the additional two points. Just about every interesting thing about the Inflictor is located on the left arm, where it carries a shield. This baby adds armor, making the Inflictor ARM 19, and the Inflictor has mother#¤%&@£$ Shield Guard!
I remember a Shield Guard jack being on the first wish-list I read, back when I joined the Privateer Press forums in 2011, and I would be very surprised if that was the first time someone wished for a way to get Shield Guard by spending jack points you didn’t need anyway.
The Inflictor is the answer to Eiryss2, but it also protects key solo characters who’s demise can spell doom for the Cryx player (seriously, removing linchpins is THE way to beat Cryx, and getting a way to prevent that is just juicy!). This on a Helljack with the survivability to actually stick around, and a price tag that allows us to actually field him!
The Inflictor is not a tank though, so he won’t stand up to dedicated beatings, but that’s not his job so it’s alright. The Inflictor is hyper resistant to small arms fire, which has traditionally been a major problem for our Helljacks in Cryx, and his job is to survive enemy shooting until he can engage.
Finally the Inflictor is a standard non-character Cryx Helljack, so he can fit in almost every Tier list we have, which is pretty darn awesome, because the Ogrun Bokur cannot…
Several people have been moaning about the perceived low potential of the Inflictor, but did you seriously expect an 8 point, SPD 6 Helljack with Reach to have more than P/S sixteen? News flash, we’re Cryx, we don’t get high power on a fast chassis, because we have casters that make everything hit like a 747.
We did get Critical Poison, which is a pretty shitty rule for sure, but we have a couple of casters that boost to hit rolls, making the Inflictor more likely to deal a bit more damage. This is not something to be relied on, but again this Helljack is not a melee power house, it’s a cheap Shield Guard that can fight! On top of this, the Inflictor has a non-reach attack at P/S thirteen, which is solid for a Helljack though of course it could have been better.
The final little doohickey is the Soul Drive, which allocates one Focus to the Inflictor each round. This allows it to run or charge without draining your caster, and this just adds gravy to a Helljack that will most likely be trying to keep up with a caster or important solo.
The Inflictor will see table time, and lots of it unless I’m sadly mistaken, as we have several casters that begin salivating when hearing the words ‘Shield Guard’ and ‘Warjack points’ in the same sentence.
- Skarre1: This is a dream come true for Skarre1, as she plays aggressively and have fuck all to do with her Warjack points anyway. The added bonus is that Skarre1 has Dark Guidance, which allows Critical Poison to be worth something, and she can turn the P/S dial up to 21 while taking advantage of the long threat range. Add to this that Skarre1 can turn the Inflictor into an ARM 24 monster for a round, and it’s a match made in heaven.
- Terminus: A way to use his Warjack points to protect his important solo characters, while running without draining Terminus… and it’s pretty cool with Ravager because of Reach and MAT 7. I think the Inflictor is going to be almost auto-include with Terminus.
- Venethrax: A way to give Eyriss2 the finger, as well as something to spend the WJ points on. I see the Inflictor being almost auto-include with Venethrax as well.
- Asphyxious1: Standard Eyriss2 issues, and with his massive ARM swing the Inflictor can really fight as well. I see a Bane Rider / Inflictor combination being really workable here in the future.
On top of that Skarrr2 & Scaverous might end up using him a bit, but I think it’s a mistake taking him because of Death Ward. If you bring the Inflictor it should be because of Shield Guard, and +2 ARM won’t save him from the shots he’s supposed to be taking, so that spell should probably be on something else.
Mortenebra is the final question, an while she will love the Inflictor I’m not sure it’ll make her any more viable in competitive play. Goreshade 3 might also like the Inflictor, but currently I’m thinking he has better things to spend his WJ points on, though a Shield Guard could really make live on a huge base easier.
This seems like a damn solid release. It won’t be in every list, but it’s borderline auto-include in some lists, and useful in others, which is exactly what a new release should be! I for one welcome a new tool in our arsenal, that will give several of our casters a tool they’ve needed for years.