Axiara Wraithblade

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Cryx Logo.jpg Axiara Wraithblade

Cryx Satyxis Character Solo

Admiral Axiara Wraithblade is one of the most feared women on the Meredius and oversees countless pirate flotillas from her flagship, the Morbid Angel. Wraithblade earned her moniker from the blood-consecrated sword Anathema she wields. The weapon is a relic of Satyx, purified by blood priestesses in a ritual of carnage to infuse it with occult power. When she cuts enemies down by its edge, the spilled blood allows her to become as insubstantial as smoke, letting her bypass enemy defenses to close on her chosen foe.

Basic Info

Axiara Wraithblade
Missing Info
Axiara Wraithblade.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR {{{str}}}
MAT 8
RAT 6
M.A. N/A
DEF 15
ARM 14
CMD 9
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 6
N/A
N/A
FA C
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Battle Plan - This model can use one of the following plans at any time during its activation. A friendly Faction model/unit can be affected by only one plan each turn.
    • Serpent's Grace - RNG 5". Target friendly living Cryx model/unit. If it's in range, it gains Dodge for one round (as below).
    • Sneak - RNG 5". Target friendly living Faction warrior model/unit. If the model/unit is in range, it gains Prowl. Models are not affected while out of formation. (Prowl - While this model has concealment, it gains stealth.)
    • Special Orders - RNG 5". Target friendly living Cryx model/unit. If the model/unit is in range, it gains Reposition [3"] for one turn. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.)
  • Dodge - When an enemy misses this model with an attack at any time except when it is advancing, this model can immediately advance 2" ignoring free strikes.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Tactician [Living Cryx] - While in this model's command range, friendly living Cryx models can ignore other friendly living Cryx models when determining LOS. Friendly living Cryx models can advance through other friendly living Cryx models in this model's command range if they have enough movement to move completely past them.

Weapons

  • Hand Cannon - 12" range, POW 12 gun
  • Anathema - 1" reach, P+S 13 melee weapon
  • Horns - 0.5" reach, P+S 9 melee weapon

Theme Forces

Thoughts on Axiara Wraithblade

Axiara Wraithblade in a nutshell

Axiara is a support solo who can kick ass in melee, too (but only if you're sure it's worth the risk). Tactician is great, just for how it simplifies your order of activation issues, and her battle plans are always handy. She'll (almost) always be the first free pick for free solo in both the Slaughter Fleet Raiders and Scourge of the Broken Coast themes.

On the charge, she hits like a brick (P+S 13 + 4d6 = 27 on an average roll) and has the possibility of going Incorporeal and/or using Reposition on herself to stay safe the following round.

Combos & Synergies

  • As a purely infantry oriented support solo, she's good for everything you'd want to take in the two themes she's available in, especially the medium-based Black Ogrun and Blighted Trollkin because Tactician lets them unpack more easily.
  • Any high DEF living caster could do with a timely Dodge late game.
  • Reposition on Deneghra1 allows her to leverage her feat then reposition back to a safer position.
  • When Tactician is paired with Severa Blacktide's Run and Gun, Satyxis Gunslingers become extremely mobile; walking through your frontlines, shooting then darting back.
    • You can even put Reposition on the Gunslingers for more darty-ness, because they stack (unlike most bonus moves).

Drawbacks & Downsides

  • She's one of those solos that has no apparent downside. Battle Plans are any time abilities, she has inbuilt defensive tech (Dodge and ability to become Incorporeal to prevent retaliation) and said Battle Plans with Tactician make a marvelous suite of support abilities. Any complaint about her points cost is moot because she'll be one of the first free options, whether in Scourge or Slaughter Fleet. That she can Battle Plan, her Tactician skill is passive and she can duke it out like a champ (MAT 8/PS 13 Magical Weapon Master & Blood Shadow) makes her the envy of many other factions' combat and support solos.
  • Prepare for a bunch of placement nightmare after the turn she goes down, and your models are all crammed up without Tactician.
  • Seriously, though, her main weakness is being a quite squishy for a high cost solo (with just a little... not quite enough of either DEF or ARM to let you be especially aggressive with her) and a lack of Pathfinder, but as a solo, it's a lot easier to play around this.

Tricks & Tips

  • If you have no better target, she can use a Battle Plan on herself. Repositioning yourself after putting yourself somewhere stupid is like a "Get Out of Jail Free" card.

Other

Trivia

  • Originally released in the Black Fleet CID (2017.11)
  • She ranks just under Skarre in the chain of command.
  • "Anathema" means vehement disliking, or strong curse.

Other Cryx models

Cryx Logo.jpg       Cryx Index       (Edit)            
Battlegroup & Similar
Warcasters

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - Deneghra1 - Deneghra2 - Deneghra3 - Goreshade1 - Goreshade2 - Goreshade3 - Mortenebra1 - Mortenebra2 - Rahera - Scaverous - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Terminus - Venethrax

Warcaster attachments The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Iron Lich Overseer (Marshal) - Aiakos1 (BGC) - Deneghra0 (BGC)
Light

Cankerworm - Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker

Heavy

Barathrum - Corruptor - Deathjack - Desecrator - Erebus - Harrower - Kharybdis - Inflictor - Leviathan - Malice - Nightmare - Reaper - Seether - Slayer

Colossal Kraken - Sepulcher
Units, Solos, Battle Engines, & Structures
Units - Living

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 - The Devil's Shadow Mutineers

Units - Undead

Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - Carrion Thralls - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Soulhunters - The Withershadow Combine

Solos - Living/Construct

Aiakos1 - Axiara - Darragh Wrathe - Deneghra0 - Gerlak - Misery Cage - Satyxis Blood Priestess - Satyxis Raider Captain - Severa Blacktide - Warwitch Siren

Solos - Undead

Agrimony - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Hellslinger - Iron Lich Overseer - Machine Wraith - Necrotech - Pistol Wraith - Scrap Thrall - Skarlock Thrall - Soul Trapper

Battle Engines & Structures Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Infernal Machines - Scourge of the Broken Coast - Slaughter Fleet Raiders
Mercenaries
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2019.05

Rules Clarifications

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Weapon Master - None yet. (Edit)

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Rules Clarification : Blood Shadow      (Edit)

  • If you make another attack after triggering Blood Shadow (for example, a Blood Witch making a horn attack) then you will immediately lose incorporeal.
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Rules Clarification : Knockdown      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.


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Rules Clarification : Battle Plan      (Edit)

  • A model can issue a Battle Plan to itself (assuming it meets the 'model type' criteria).
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Units: Before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    2. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    3. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    4. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    5. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    6. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    7. You're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an Any-Time ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    8. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    • Units with "Any Time" abilities
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)

Rules Clarification : Serpent's Grace - None yet. (Edit)

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Rules Clarification : Sneak      (Edit)

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Rules Clarification : Prowl      (Edit)

  • Whether you can trigger Prowl is a bit awkward; As long as you have concealment you can trigger Prowl ... even if the attacker ignores concealment, (such as with Hunter).
    • If you're standing in a cloud, and the attacker "ignores clouds for LOS" (such as Bird's Eye) you get Prowl.
    • If you're standing in a cloud, and the attacker "ignores clouds completely" (such as Alchemical Mask) you don't get Prowl. (Infernal Ruling)
    • Similar for standing in a forest.
  • If a debuff removes Stealth, Prowl does not reapply stealth. But this ruling is being rechecked. (Infernal Checking)
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Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.
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Rules Clarification : Special Orders      (Edit)

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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)
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Rules Clarification : Dodge      (Edit)

  • Dodge triggers after any missed attack - melee, ranged, or magic.
  • If you shoot at a model with Dodge that's in melee and miss, Dodge will trigger regardless of whether you then hit the random new target or not.
    • The Dodge movement occurs after making the attack against the new target.
  • An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
  • If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, you can choose whether to dodge or riposte first. Appendix A Step 13 applies here, because the controller of the model being attacked is not the active player.
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Rules Clarification : Tactician and/or Operations Command     (Edit)

  • The moving model doesn't have to be in CMD range, just the model they're moving through.
  • The "can ignore for LOS" is not optional. You cannot opt to "turn off" your ability to see through models, in the hope of getting a free strike or some such. (Infernal Ruling)