Bane Witch Agathia

From LOS Warmachine University
Jump to: navigation, search
We have 1159 articles and 85% are complete! Please help us finish these articles (and/or the rest) (Edit)  


Cryx Logo.jpg Bane Witch Agathia

Cryx Bane Warcaster

Fluff

Tip lightbulb.png

Tip !
Agathia comes in the Mk3 battlebox starter set, alongside 3 warjacks: a Reaper, Slayer, and Deathripper. At the time of writing (2018.08) she is not available for individual purchase.

Basic Info[edit]

Agathia1
Missing Info
BaneWitchAgathiaTerrainNoBase.png
COST N/A
UNIT SIZE N/A
FA N/A
Warcaster 0
BASE Small
SPD 6
STR N/A
MAT 7
RAT N/A
M.A. N/A
DEF 15
ARM 15
CMD N/A
FOCUS 7
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +29
WBP N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
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[edit]

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Undead - This model is an undead model and not a living model.
  • Dark Shroud - While in this model's melee range, enemy models suffer -2 ARM.
  • Soul Taker: Cull Soul - This model can gain soul tokens. When a living enemy model is destroyed within 2" of this model, this model gains the destroyed model's soul token. After this model replenishes focus during the next Control Phase, replace each soul token with 1 focus point.

Weapons[edit]

  • Death Kiss - 2" reach, P+S 12 melee weapon

Spells[edit]

COST RNG AOE POW DUR OFF


Ghost Walk

2 6 - - Turn -

Target friendly Faction model/unit gains Ghostly for one turn.

Ghostly - This model can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. It cannot be targeted by free strikes.
Hellfire

3 10 - 14 - Yes

Models disabled by Hellfire cannot make a Tough roll. Models boxed by Hellfire are removed from play.

Hellwrought

2 6 - - Upkeep -

Target warjack in Agathia's battlegroup gains +2 ARM and Retaliation.

Retaliation - if this model is damaged, at the start of the next turn it can advance up to 3" & make one melee attack.
Parasite

3 8 - - Upkeep Yes

Target model/unit suffers -3 ARM and the spellcaster gains +1 ARM.

Vanish

1 SELF - - - -

Place the caster anywhere completely within 3". Can only be cast once per turn.

Feat: Shadowfall[edit]

This feat has 3 effects:

  1. Friendly Cryx models/units currently in Agathia's CTRL range are affected by Ghost Walk (as above).
  2. While in Agathia's CTRL range, friendly Cryx models gain Stealth.
  3. When a warjack in Agathia's battlegroup ends its activation in her CTRL range, you can immediately place that model anywhere completely within 3" of its location.

Shadowfall lasts for one round.

Tip lightbulb.png

Tip !
Unlike many similar abilities that happen at the end of a model's activation, Shadowfall is worded so warjacks get to be placed even if they run or fail a charge. See this article for a more detailed explanation about the different wordings.

Theme Forces[edit]

Thoughts on Bane Witch Agathia[edit]

Bane Witch Agathia in a nutshell[edit]

Bane Witch Agathia is the Cryx Battlebox caster. Like all Battlebox casters, she is built to be relatively simple to use while still providing a meaningful introduction to the faction. As such she exemplifies many of the powers and weaknesses of Cryx.

Her tool box hits many of the hall marks of Cryx including a debuffs,soul mechanics, mobility improvements, above average focus, and a strong offensive spells. On the down side, her protective abilities will be short lived and she is not that hard to kill.

Leveraging her strengths primarily means using her spells rather than her personal combat ability. As good as Dark Shroud can be, it's best to keep her safe with distance and clever use of Vanish.

Feat thoughts[edit]

Agathia's feat provides several different bonuses to your army including faction wide stealth, faction wide ghostly, and battlegroup teleport at the end of activation. Each one of these buffs can be powerful in turn and should be leveraged if possible.

Against a gunline with limited anti-stealth tech, it may be worth using this feat for this buff alone. You can rush your army into position to threaten objectives forcing enemy gunlines to move forward or lose on scenario.

Faction wide ghostly is a huge buff. In anticipation of using this feat, take advantage of the terrain. Cover from walls, blocking LOS obstruction, and patches of rough terrain to restrict enemy movement.

The last element of the feat is a short teleport, don't underestimate the utility of this. It can be used to dive into protective terrain like a forest's concealment or cover from a wall or trench. After charging an enemy, you can teleport out of the way so another one of your units can move in and continue the attack if the enemy survived. Without this, you might be hard pressed to to fit more than one heavy warjack around some targets.

Spell thoughts[edit]

  • Hellwrought is a spell with unexpected utility, as not only does it make Deathjack an arm 21 snacking terror, the vengeance move it provides can allow drag jacks threat extension and shooting crab jacks the ability to aim. Because of its synergy with Shield Guard, an Inflictor is also a great target for this spell. Helljacks also arm buff, but even at arm 19 they are easy to kill or cripple in one round, limiting the value of the vengeance.

Battlebox Fights[edit]

In a battlebox fight, two players who bought nothing but their Faction's starter set use everything in that box to play a game.

As a Cryx caster, Agathia is going to win through denying your opponent's strengths, superior mobility, and debuffs. Parasite will help you remove even heavily armored targets. Ghostwalk and her feat will let the most dangerous element of your army reach the enemies most valuable. Superior arcnode availability should allow Agathia the board presence to leverage these advantages.

Drawbacks & Downsides[edit]

  • Agathia does not have any form of DEF debuffs so she has a hard time dealing with high def targets without Satyxis.
  • True Sight casters, like Issyria or Kara Sloan, are a hard counter to the defensive portion of Agathia's feat.
  • She is sometimes compared unfavorably to Gaspy1 who is another all-around caster who has superior anti-armor game and personal combat ability both in spell slinging and melee.

Tricks & Tips[edit]

  • Using her feat, a warjack with the Drag ability can walk through LOS-blocking terrain, drag an enemy heavy towards your line, then teleport away. Leaving either the enemy heavy stranded somewhere useless or perhaps just standing in front of your army ready for a pummeling. And if your Dragging warjack misses, the teleport can help save its bacon.

List Building Advice[edit]

Strategy[edit]

Once moving beyoumd the battlebox fights, discussed above, Agathia supports her army in a variety of ways allowing newer players to explore the faction in their own fashion. When seeking infantry, find the units that are most likely to use both Ghostwalk and Parasite. Also she generally wants models that can hit accurately, as she has no to-hit buff.

Theme Thoughts[edit]

Scourge of the Broken Coast
This theme is full of infantry that hit accurately, but not very hard. They can also sometimes struggle with rough terrain. So they make excellent use of Agathia's Parasite debuff as well as Ghostwalk.

Slaughter Fleet Raiders
Similar to Scourge, this theme is full of accurate but low-POW infantry and Agsthia does well to lead them. The Trolls and Ogrun in this theme especially like the Ghost Walk and Stealth from her feat to help them cross the board somewhat unscathed.

Dark Host
Dark Host is the home of the Banes but oddly Agathia doesn't really want to be there. You see, her spells and feat make her army be more like Banes so taking her with actual Banes is like taking sand to the Sahara. That said, as she is a Bane herself there are some synergies there:

  • First off, the theme gives her Prowl and fog to hide in, letting her have stealth all game.
  • Secondly, she can benefit from Tartarus's Veteran Leader. It applies to her offensive spells as well as her melee attacks (although hopefully she stays out of melee).
  • Stealth from her feat can all but guarantee the Banes get to combat unscathed (if you feat early).

Black Industries or Infernal Machines

Battlegroup[edit]

  • A Desecrator can get a free focus from her just by activating within 3" of her.

Other[edit]

Trivia[edit]

  • Bane Witch Agathia is the battlebox caster for Cryx
  • Originally released in Prime Mk3 (2016.06)

Other Cryx models[edit]

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
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: 2019.02

Rules Clarifications[edit]

RC symbol.png

Rules Clarification : Agathia


RC symbol.png

Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • 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. 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).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    6. 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)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


RC symbol.png

Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control rectangle zones and flags by himself.
    • However, to control a circular zone, the entire unit needs to be within the circle.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
RC symbol.png

Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
RC symbol.png

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 : Undead - None yet. (Edit)

RC symbol.png

Rules Clarification : Dark Shroud      (Edit)

  • Dark Shroud only applies to your melee range, and this doesn't include behind you. Refer to the latest errata.
  • The ARM debuff still applies during a free strike.

Rules Clarification : Cull Soul - None yet. (Edit)


RC symbol.png

Rules Clarification : Ghost Walk      (Edit)

RC symbol.png

Rules Clarification : Ghostly      (Edit)

  • Ghostly doesn't let you move through other models, just terrain.
  • Ghostly doesn't let you ignore damage from hazardous terrain. (Infernal Ruling)

Rules Clarification : Hellfire - None yet. (Edit)

RC symbol.png

Rules Clarification : Hellwrought      (Edit)

RC symbol.png

Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
  • Vengeance is not an activation. It does not prevent the unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
  • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
    • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
    • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
RC symbol.png

Rules Clarification : Parasite      (Edit)

  • You lose the +1ARM bonus as soon as the model is destroyed - you can't maintain an upkeep spell on a model that is no longer in play.

Rules Clarification : Vanish - None yet. (Edit)