Pirate Queen Skarre

From LOS Warmachine University
Jump to: navigation, search
We have 1356 articles and 93% are complete!   Please help review these models from 12+ months ago: (and/or the rest) (Edit)  

Cryx Logo.jpg Pirate Queen Skarre

Cryx Satyxis Warcaster

Skarre Ravenmane, called the Pirate Queen, is the bloodthirsty ruler of the Satyxis, the warrior women of the island of Satyx blighted by ancient dragon blood to become something more than human. Her ship, the Widower, strikes along the western coast frequently and without apparent rhyme or reason. Following the guidance of mystical omens revealed to her through rites of slaughter and bloodletting, she braves the storm and lands ashore to deliver panic and grief. For decades anxious mainland admirals and captains entrusted to guard the coastline have tried and failed to predict her movements. Any foolish enough to confront her directly have been destroyed to fuel her legend.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 16
ARM 15
ESSENCE {{{essence}}}
HP 16
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock

Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat: Blood Magic

Skarre immediately suffers any number of damage points. For each damage point suffered as a result of Blood Magic, one friendly Faction model currently in her control range gains +5 STR and ARM for one round. Skarre cannot spend focus points to reduce this damage.

Tip lightbulb.png

Tip !
You can't put the feat on the same model more than once.


  • Sacrificial Strike (★ Action) - RNG CMD. Target a model in this model's LOS. If that model is in range, RFP one friendly Faction trooper model within 1" of this model. The target model suffers an unboostable magical damage roll with POW equal to the base ARM of the removed model.


Sword icon.jpg  RNG   POW   P+S 
1 7 13
  • Magical dam symbol.jpg Damage Type: Magical
  • Life Trader - When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can be used only once per attack.
Sword icon.jpg  RNG   POW   P+S 
0.5 3 9
Great Rack
Sword icon.jpg  RNG   POW   P+S 
0.5 4 10



3 8 - - Upkeep Yes
When target enemy warjack that is part of a battlegroup is damaged, its controller suffers 1 damage point.
Blood Rain

3 8 3 12 (Corrode) - Yes
Blood rain causes corrosion damage. Models hit suffer the Corrosion continuous effect.
Dark Guidance

4 SELF CTRL - Turn No
While in the spellcaster's control range, friendly Faction models gain an additional die on their melee attack rolls this turn.

3 10 - 14 - Yes
Models disabled by Hellfire cannot make a Tough roll. Models boxed by Hellfire are removed from play.
Ritual Sacrifice

2 6 - - (★) No
RFP target friendly warrior model. Skarre gains d6 additional focus points at the start of her next activation. Skarre can gain the benefit of Ritual Sacrifice only once per round.

Theme Forces

Thoughts on Skarre1


Skarre1 in a Nutshell

Pirate Queen Skarre is a bully caster who aims to overwhelm her opponents. She boasts both powerful support abilities and top tier close combat strength. Her brutal simplicity makes an effective cudgel to beat your enemies to death with. This does however force her into a few stereotypical builds.

Spell thoughts

  • Probably the single most important element about Skarre is her Ritual Sacrifice spell. That might be a bit of hyperbole, but this spell is the lynch pin of making her work. At the cost of a warrior model, you get bonus focus for her next activation. A poor roll will force you to play defensively, yet a high roll can allow Skarre to make powerful reckless plays with few if any repercussions.
  • Dark Guidance is incredibly powerful, but expensive. The trouble with this spell is that it does require over half of Skarre's natural focus. If you rolled poorly on your Ritual Sacrifice the previous turn, Skarre will be focus starved and open to assassination, forcing her away from the front lines. Despite it's cost, you are probably going to want to cast this every turn you are engaged in melee.
  • Sacrifical Strike is not a spell but rather an action. This grants you a guaranteed damage roll on a target next to a model in her command range. While this ability costs the life of one of your own models, it can be a small price to pay in exchange for killing a valuable solo regardless of their defense. If you find her low on focus that must be camped while still wanting to participate in combat without full blown engagement, this can be an effective use of her action.
  • As far as Cryx is concerned, Skarre has a pretty crumby natural focus stat. This will typically make her want to shy away from her offensive spells. That said, sometimes Skarre is safe enough that she can burn her focus on spell attacks, or sometimes desperate enough that she has to.
    • Blood Rain can be used to spread corrosion on high armor single hitpoint units or possibly knock out solos.
    • Hellfire much like Bloodrain suffers from Skarre's low focus. As such it will only be cast in rare circumstances. Having better range and power than Blood Rain, it can be used to snipe out valuable targets from time to time. Getting good use out of this spell can require a very heavy focus investment.
  • Access to Backlash will typically not play a huge role in your battle plans, but it does provide some problems for your enemy. As mentioned before, Skarre is a bully. Backlash allows you to damage enemy warcasters without direct engagement. The extra damage is likely to force your opponent to play more conservatively. If you are making the most of your caster's powers from the front line and your opponent is hiding in the back, the flow of battle should favor your side.

Feat thoughts

Blood Magic is a very powerful feat. Several models will for one turn benefit from overcharged strength and armor. This feat will simultaneously cripple your opponent with strong attacks and reduce the effectiveness of their counter attack with the armor bonus. With this feat active and compounded with the effects of Dark Guidance, even a few models can be a legitimate threat to the life of an enemy caster. While she does have high defense, this ability combined with the damage she will probably suffer from using Takkaryx's Life Trader means she might end up dealing herself significant damage and put herself in danger of assassination.

The best candidates for this spell will have either mid to good armor, and multiple or accurate attacks.

  • Skarre exemplifies all the requirements for Blood Magic to be effective. Significant armor, multiple attacks, and good mat. Even in the case that she won't be engaging, it's probably worth using the feat on herself for protection since she damages herself.
  • After Skarre you are probably going to target warjacks with this ability.
  • Banes who hit hard will probably want Dark Guidance to be considered for this feat. Afterwards, their armor should be good enough to shrug off small arms or warrant heavy attacks from your enemy.
  • Satyxis have multiple accurate attacks which is definitely nice, but keep in mind their armor is so low, they are still probably going to die to relatively weak attacks on even average dice.

Drawbacks & Downsides

  • While being a force multiplier for her own army, she also happens to kill off her own guys. Between Sacrificial Strikes and Ritual Saccrifice, she can actually make a noticable dent in her own forces.
  • Skarre doesn't just hurt her own army, she can actually hurt herself quite a bit. Her feat is going to knock off about a third of her life while she will continually harms herself with Life Trader. Despite good focus camp, great defense, and a turn of strong armor, her low hitpoints will keep her vulnerable to sudden death.
  • Skarre's offensive spell power is weak without using a great deal of focus.
  • Poor control range can force her up to the front lines before it is favorable to do so.
  • The larger your army, the more powerful Skarre is. This draws her to leans towards spam lists. So despite her simplicity, this makes her favored armies difficult to collect, particularly for beginners starting with a Battlebox which doesn't have any particularly good synergy with her.

Tricks & Tips

  • Even if you cast Ritual Sacrifice multiple times, only the first roll counts.
  • Skarre has three attacks, each one can be useful in it's own way.
    • Takkaryx hits the hardest, but uses up life. Use this to deal the most damage.
    • Great Rack knocks down on hit. Against models with good defense, open with this to ensure subsequent hits.
    • Blood Wyrm heals on a kill, so use this as your charge attack if you are fighting infantry who don't necessarily need a powerful hit to kill. The healing will mitigate her more suicidal tendencies.
  • Models with feedback like Satyxis Raiders and Satyxis Gunslingers can potentially make Backlash a real threat against the enemy caster. This is a cool trick, but building an army around this idea might not necessarily work well.

List Building Advice


Skarre is a brute force caster whose typical game is going to look something like this. She will be commanding her army from a central position as you seek to overwhelm your opponent in several locations. She should be casting Ritual Sacrifice every turn after the first and Dark Guidance whenever you expect to seriously engage the enemy. At a critical moment, use the feat to vastly increase the damage of your army removing a key elements from your enemy as well as protecting your best troops. As the lines close, seek to push Skarre into the front lines so that she can leverage her powerful close combat abilities in your favor.

Theme thoughts

     Various themes    

  • Skarre wants a Spell Slave to cast Ritual Sacrifice for her, and of the three available Doctor Stygius is the best option.
  • Scrap Thralls are the the cheapest models per points you can get in the army. Seeing as you will be using them as fuel, this makes them ideal for Skarre who is likely to eat more than a few models during the course of a game.
  • Aiakos1 with his character jack Kharybdis are two of her best feat targets and and greatly appreciate Dark Guidance.
  • Asphyxious the Sanctified - The other best target for her feat and Dark Guidance. Being able to feat on a merc jack like a Toro also has it's perks.

    Dark Host    

Skarre's army is molded by what she can provide for them. Dark Guidance promote her using high powered, but not necessarily accurate attacks. The best way to load up your army with this are Bane units. They both hit very hard and greatly benefit from the increased accuracy.

  • 30 Bane Knights. In a battle strategy that is about as brutal as it is simple, vomit 30 Bane Knights on to the field. Every turn you run these ghostly units run or charge across the board. Being super accurate from Dark Guidance, they should probably kill anything they hit. They also benefit from having relatively high natural armor for Sacrificial Strike. Not exactly a cost effective use of the ability, but it is certainly a high damage roll that is guaranteed to hit.
  • A powerful build for Skarre1 often seen in tournament play is to bring two Wraith Engines in Dark Host.

    Scourge of the Broken Coast    

  • Given her strong defense score, many plans to kill her involve knockdown. Being a Satyxis model, a Satyxis Raider Captain provides immunity to this.
  • All her jacks and those the juniors bring gain Gang Fighter for even more hitting power and accuracy.
  • Aiakos1 is here (see above).


  • Stalkers provide many things that Skarre appreciates. With naturally high speed and pathfinder, they provide threat to a caster who cannot extend it. Extended control range means that they can operate almost anywhere on the board and benefit from her pool of focus, Dark Guidance, or her Blood Magic feat. Some lists involve simply loading up with as many Stalkers as possible.

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.

  1. Warjack: Stalker
  2. Warjack: Stalker
  3. Warjack: Stalker
  4. Warjack: Stalker
  5. Solo: Doctor Stygius
  6. Solo: Bane Lord Tartarus
  7. Unit: Bane Warriors + CA

I don't like suggesting new players buy 4 copies of the same warjack, but in Skarre1's case it literally is what everyone runs with her. Also, Skarre1 really only has a "Top 5" - Bane Lord Tartarus & the Bane Warriors could be swapped out to pretty much any other combat unit and that unit's corresponding solo - because Skarre1 works well with almost everything.



Limited Edition sculpt
  • Released in Warmachine: Prime (2003)
  • Sculptor (Skarre 2009): Werner Klocke
  • The Bloody Buccaneer Skarre model can be substituted for the stock model.

Video Battle Reports

Other Cryx models

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

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 - Doctor Stygius (Partisan) - Madelyn Corbeau (Mercenary)

Other Warjack Controllers

Jack Marshals: Iron Lich Overseer       "Junior Warcasters": Aiakos1 - Asphyxious4 - Deneghra0


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


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

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

Asphyxious4 - Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - BO Boarding Party - BO Ironmongers - BO Smog Belchers - Bloodgorgers - Marauders - Carrion Thralls - Cephalyx Drudges - Cephalyx Overlords - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates - Soulhunters - The Devil's Shadow Mutineers - The Withershadow Combine


Aiakos1 - Agrimony - Axiara - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Darragh Wrathe - Doctor Stygius - Deneghra0 - Gerlak - Hellslinger - Iron Lich Overseer - Machine Wraith - Master Gurglepox - Misery Cage - Necrotech - Ol' Grim - Pistol Wraith - Satyxis Blood Priestess - Satyxis Raider Captain - Scrap Thrall - Skarlock Thrall - Severa Blacktide - Soul Trapper - Warwitch Siren

Battle Engines & Structures Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Scourge of the Broken Coast
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2020.12

Rules Clarifications

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.")
RC symbol.png

Rules Clarification : Life Trader      (Edit)

  • LT can only be used once per attack, but it can be used on every attack you make with the weapon.

Rules Clarification : Life Drinker - None yet. (Edit)

RC symbol.png

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.

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. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "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).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When 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.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • 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
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability 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)
(Click Expand to read)

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.
  • 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 not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • As of 2020.08, I have lost track of how this is supposed to work and I'm giving up until it is sorted properly. Refer to this thread for the latest ruling and follow-up questions.

  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • 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 : Sacrificial Strike      (Edit)

  • You use the base ARM of the model, not the current ARM. Because the damage roll occurs after it has been RFP'd, and any ARM buffs expire the instant it was removed.
  • You need LOS to the target, as per normal, but you don't need LOS to the trooper that you RFP.
  • Despite having a target and a damage roll, this ability is an action, not an attack. So ...
    • It doesn't trigger stuff like Vengeance.
    • You cannot purchase additional attacks after using Sacrificial Strike.
    • Stealth doesn't work vs Sacrificial Strike. There is no attack roll, so Stealth can't make the attack auto-miss.

RC symbol.png

Rules Clarification : Backlash      (Edit)

  • Backlash doesn't affect Jack Marshals, because they don't have battlegroups.
  • Backlash triggers from any damage, not just attacks. So stuff like fire and corrosion on the warjack will also cause harm to the warcaster.
  • Backlash won't trigger if you take control of an enemy warjack (for example with a Machine Wraith) because it's not part of its original battlegroup while under your control (refer 'Battlegroup Commander' in the core rulebook).
  • Backlash + Feedback (Edit)
    • If you stack Backlash and Feedback on the same enemy warjack, then the warcaster will take two damage every time the warjack is damaged.
    • Furthermore, the warcaster has to spend two focus to negate this damage.
      Because it's two different effects which are both resolved at Step 10a of the Attack Sequence (Apdx A of core rulebook) but have to be resolved one at a time (refer 'Triggers' in the core rulebook).
RC symbol.png

Rules Clarification : Blood Rain      (Edit)

  • Damage Type (Edit)
    • This spell does elemental damage in addition to magical damage, not instead of magical damage. (Infernal Ruling)

Rules Clarification : Dark Guidance - None yet. (Edit)
Rules Clarification : Hellfire - None yet. (Edit)

RC symbol.png

Rules Clarification : Ritual Sacrifice      (Edit)

  • You get the bonus focus during Skarre's next activation, not your next Maintenance Phase.
    If you cast it before Skarre activates, she'll get the bonus in the same turn.
    If you cast it after she activates (via Spell Slave etc), she gets the bonus next round.
  • You roll the d6 when the spell is cast, not at the start of Skarre's activation. (Infernal Ruling)
    If you cast it multiple times before she activates, the other castings have no affect whatsoever. You keep the d6 you rolled the first time you cast it. (Infernal Ruling)