Captain Rahera, Terror of the Wailing Sea
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| Captain Rahera, Terror of the Wailing Sea |
For most who dwell among the Scharde Islands, the pirate's life means freedom and a chance for wealth, at least for those who are sufficiently ruthless and driven. Captain Rahera represents these ideals better than most, having risen above the riff-raff of the many pirate dens to seize her own destiny. She has somehow managed to retain autonomy while also staying in the good graces of Cryx's lich lords and considers herself beholden to no man, living or dead. She claims to know the sacrificial magics of the Satyxis - and the ships she claims certainly see their decks painted red with the blood of the fallen.
- 1 Basic Info
- 2 Thoughts on Rahera
- 3 List Building Advice - Mercenary
- 4 List Building Advice - Cryx
- 5 Other
- Mercenary - Rahera will work for Cryx.
- Partisan [Cryx] - When included in a Cryx army, this model/unit is a Cryx model/unit instead of a Mercenary model/unit.
- Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
- Parry - This model cannot be targeted by free strikes.
- Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
- 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.
- Acrobatics - This model can advance through other models if it has enough movement to move completely past their bases. This model ignores intervening models when declaring its charge target.
- Blood Weaver - When Rahera destroys one or more enemy models with a melee attack, immediately after the attack is resolved, she can cast a spell with COST 3 or less without spending focus.
- Gang Fighter - When making a melee attack targeting an enemy model in the melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
- Leadership [Privateer or Scharde] - Friendly living Privateer or Scharde models in this model's command range gain Sprint.
- Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.
- Hand Cannon - 12" range, POW 12 ranged attack
- Blood Axe - 1" reach, POW 6, P+S 13 melee attack
- Bone Cleaver - 1" reach, POW 6, P+S 13 melee attack
- Damage Type: Magical
| Black Spot
|(1) Target enemy warrior model/unit suffers -2 DEF. (2) When a friendly Faction model destroys one or more affected models with a basic melee or ranged attack during its Combat Action, immediately after the attack is resolved it can make one additional melee or ranged attack. Attacks gained from Black Spot cannot generate additional attacks from Black Spot.|
|When Bleed damages a living enemy model, this model can remove d3 damage points.|
|Warjacks in the caster's battlegroup beginning their activations in the caster's control range gain +2" movement when advancing as part of their Normal Movement. Also, the caster gains +2 ARM while a battlegroup warjack is within 3" of it.|
| Manifest Destiny
|While in the caster's control range, models in its battlegroup roll an extra die on all melee attack and melee damage rolls, then discard the lowest. Manifest Destiny lasts for one turn.|
| Rough Seas
|When a friendly model is targeted by a ranged attack while in Rahera’s control range, the attack suffers –3 RNG. Rough Seas lasts for one round.|
Feat : Bloodletting
Models in Rahera’s battlegroup currently in her control range and friendly living warrior models currently in her control range can immediately make one basic melee attack or ranged attack. These attacks must target enemy models currently in Rahera’s control range.
Thoughts on Rahera
New model - This article is a Work In Progress
Please don't delete this warning unless you (1) have played several games with the final rules (games with CID rules don't count) and (2) you've reviewed this article and it mostly(★) matches your experiences.
(★) Bearing in mind that other editors may make suggestions you don't think are the "best" but that doesn't make them "wrong". Dont delete stuff just because you disagree with it, please.
Rahera in a nutshell
Rahera was designed as a high-risk, hit-and-run style caster who dashes forward, kills a model or two to empower her spells, and sprints 7" to safety. This will get you killed if you are not extremely careful. In a perfect world, you will charge forward with Gang Fighter, kill 2 models to proc Manifest Destiny and Rough Seas for free, and then get away clean behind a wall, building or forest while camping 2 or 3. In competitive play, such risks are entirely unacceptable, and so she should only stick her neck out when she actually can get to total safety. That is, you shouldn't actually stick her neck out at all unless absolutely necessary.
Her main draws are Rough Seas and her feat, which is very nearly an offensive time walk allowing most of your army to attack twice. If coupled with the appropriate models, this can have quite an impact.
Allowing your army to attack twice, and also to make extra attacks in any order, is very strong providing you can coordinate everything. For example, you can run Devil Dogs into position and then feat to throw their nets at the opposing army. You can take Steelhead Cannons and get 2 extra quake shots, 2 disruptions from Eiryss1, 2 blinds from Gorman, etc...
With Pirates you can Money Shot Scharde Pirates with Rockbottom, assault with No Quarter, then feat and spray twice with a lot of RAT 7, POW 14's. Press Gangers can get Payday, Shanghai new Press Gangers onto the table, who could then use Rahera's feat to Shanghai even more stuff.
Her feat is much better with ranged warjacks since you usually want to send them in AFTER casting Manifest Destiny, which would naturally be post-feat.
- Escort is her backbone spell. +2 SPD for her jacks and normally +2 ARM for her makes her battlegroup fast moving and her herself pretty tough. Cast at the start of the game and then upkeep it.
- Bleed is her zap. It's occasionally cast, but not often - especially at Focus 6. Short range, low POW and inaccurate. Quite possibly the very worst spell in the game, but thematic for a blood mage.
- Rough Seas is cast early to deliver the army by keeping it safe from ranged attacks and work threat ranges in her favor thanks to Escort. Later in the game it keeps her from getting shot off the board as she dashes in and out.
- Manifest Destiny is a very powerful battlegroup buff that affects her of course. Effectively +2 to hit, +1.5 damage on unboosted attacks for every attack.
- Black Spot is a shooting support spell, but at Focus 6 she generally needs to boost to land this. It can be arced, when playing in Cryx, and is more frequently cast for free after she's killed someone in melee, opening up the enemy's back lines. You have to get dangerously close to the other force to use this spell without an arc node.
Drawbacks & Downsides
- 6 Focus. One almost mandatory upkeep spell. Three 3-cost spells. She can't do anything without Blood Weaver.
- DEF 16 ARM 15 with only a slight ARM buff means that she's tougher than average - but plays a lot more recklessly than most casters.
- Rahera is an astonishingly difficult caster to play. It is Warmachine on hard mode. The high cost of her spells renders her almost useless unless she triggers Blood Weaver at least once and usually twice because you'll probably want Rough Seas up most turns. So you have to take major risks with her and play mistake free just to have her perform as an average caster would. Thus she is highly unforgiving. A single positioning mistake will lose you the game.
- If she plays back and relies on her battlegroup to do work in melee aided by Manifest Destiny she is in general worse than Magnus2 in mercs and Asphyxious3 in Cryx, both of whom have +2 movement for their battlegroup and get Field Marshal: Unyielding for a +2 ARM battlegroup buff which they don't need to spend three of their scarce Focus on.
- Her feat is harder to use than it appears because of timing issues. You want the warjacks up the board prior to the feat, but you want to cast Manifest Destiny before they go up the board. You also want your units to attack but you want them to activate first so they can move up and attack twice in a turn and if they kill everything nearby, you may not want to put Rahera far enough forward so the feat attacks can hit the next wave. You may also find that everything you could have killed on her feat could have been killed by casting Black Spot anyway. It's also difficult to get enough friendly and enemy models into her 12" bubble to get a ton of value out of it.
Tricks & Tips
- Watch for safe places to sprint to.
- She can charge through her own Colossals, and sprint back through them.
- If you use her feat during her Combat Action, it can potentially trigger Black Spot. For everyone else, though, Black Spot and her feat don't stack at all.
- Blood Weaver:
- Unlike many similar abilities, Blood Weaver has no "once per turn" clause. You can trigger it on every attack.
- If you trigger Blood Weaver and Black Spot at the same time, there's a bit of a weird interaction. If you cast a non-offensive spell, you're basically fine. But if you cast an offensive one you run afoul of the "attack generating abilities can't stack" rule.
- Leadership: Sprint works on her Privateer warjacks. But they do not benefit from Escort when making a Sprint move as Escort only grants a bonus during normal movement.
List Building Advice - Mercenary
Protect your army from incoming ranged attacks via Rough Seas and leverage her feat to build an attrition advantage. Take a mix of warjacks and self-sufficient units.
Escort and Manifest destiny steer you toward warjacks. However she has nowhere near the focus to run very many unless she's playing very far forward to get Manifest Destiny cast for free. Gang Fighter makes you want to bring some infantry so she can do her hit and run thing. She can likely run 3 warjacks competently with some help from Powder Monkeys or Steelhead Arcanists, but bringing too many will hinder her offensive output, and she has little in the way of defense beyond Rough Seas, so you want all the offense you can get.
Given her limited focus, you'll only want a small handful of warjacks despite having Escort and Manifest Destiny lest your army be unable to get anything done; if she's running as a privateer the Powder Monkey helps a lot. These are the best picks for her.
- Mangler: She is the best choice to run the Mangler, and it has significant synergy with her. It threats 12" with a free charge and under Manifest Destiny can wreck a lot of shop with a Thresher. In Soldiers of Fortune, the Ironhead can get it 14" up the board.
- Mariner: Similar to the Mangler, though without the free charge and 1 less POW it is less dangerous to opposing heavies - but the cannon lets it do work closing in and be more of a threat to infantry. With Powder Monkeys and her feat, they can shoot a lot, though it will be unboosted and low RAT. She also grants it Sprint if it kills a model while in her CMD range, though 5" may not be enough to save it.
- Galleon: The Harpoon is great with her feat, and the Power Lifter can get her the extra 2" towards melee that lets her get a free spell. Further Black Spot plus Drag and her feat offer a lot of very-difficult-to-pull-off combos. Kill a model in the Black Spot unit with a blast, fire the Harpoon at a heavy, rinse, repeat. That's the theory anyway.
- Blockader: Rocket Fists are far more dangerous under Manifest Destiny and it threats 14" while not getting shot on the way in. She also gives it an extra spray with her feat.
- Scallywag: With Gang Fighter and Manifest Destiny, he can punch above his weight class but choose his target wisely because he won't get two turns to attack.
- Freebooter: Like Scallywag, it can do well under Manifest Destiny, and it's extra fast under escort with Jury Rigged. If it uses Jury Rigged, it can Sprint 7" at the end of its activation.
Lots of potential here with the Powder Monkeys and pirate synergies.
- Privateers tend to be squishy and shootable; Rough Seas protects them.
- Doc Killingsworth and Bosun Grogspar make her 4+ tough and immune to knockdown.
- She gains focus or ancilliary attacks for her jacks from the dirt cheap Powder Monkey - and Scharde Dirge Seers can get her jacks through stealth and cloud walls.
- Lord Rockbottom makes Scharde Pirates POW 14 to really clear away enemy infantry. With her feat you can run the Pirates on their turn and then use the feat to spray absolutely everything down at RAT 7 POW 14 - or get two lethal sprays in a turn.
- Scharde Pirates have a natural synergy with her feat. Because of Money Shot, Assault and No Quarter, they are one of the few units that can rush forward while attacking and then deliver an equally-effective second attack as all their sprays will be at minimum RAT 7 and POW 14.
- Press Gangers and Sea Dog Pirates are very cheap, more dangerous with her feat, and gain boosts from the various pirate solos.
- Lady Aiyana & Master Holt provide an extremely handy ARM debuff
- The Commodore Cannon does not benefit from her feat and may not fire due to its rules.
Soldiers of Fortune allows different compelling options.
- Rocinante is very focus efficient and gets on well with her feat. And he has Guard Dog, just in case someone melees her.
- Eiryss1 is very effective with her feat; either two disruptor bolts or even run and disrupt to shut down the enemy's focus next turn.
- Gorman di Wulfe, Rogue Alchemist, the Steelhead Cannon Crew, and the Steelhead Mortar Crew (especially when backed by the Steelhead Gunner) love her feat. Mark the Target helps improve the low accuracy of the guns as well.
- Steelhead Riflemen with Mark the Target and/or Black Spot should get enough work done to justify their cost before they get melted - if you're facing infantry anyway.
- Stannis Brocker and Steelhead Cavalry can get extra 3d6 POW 12 attacks if all goes well
- Sylys Wyshnalyrr and the Steelhead Arcanist provide focus and Black Spot range extension.
- Alexia2 provides anti-magic protection.
- The Steelhead Ironhead plays with threat ranges, bringing her melee game more into play.
- The downside is Steelhead Halberdiers are awful with her feat swinging at MAT 5.
Irregulars offers the widest variety of solo choices and a bunch of ranged units with Prey, but lacks some of the synergies and boosts of Taliion and SOF.
- Idrian Skirmishers, Dannon Blythe & Bull and Croe's Cutthroats can leverage Prey on her feat turn.
- You can bring the Devil Dogs which you can run and then feat for a 16" knock down threat, and every character solo in the faction (including Eiryss1 and Gorman1) to get the most out of her feat.
- Sylys Wyshnalyrr and Balthazar Bamfist provide focus support. But that's less than is possible in either other theme.
- You can get damage buffs from Aiyana & Holt, Gorman1, Ragman, and Grand Master Gabriel Throne in this theme, which is really good for any caster without damage buffs themselves.
- The Hermit is another damage buff and since her units will most likely ranged based, they can stay outside his ARM debuff bubble. Telementry can be combined with Sylys's Arcane Secrets for some very accurate Black Spots.
- Models with powerful guns, and/or guns with control effects, so Alten Ashley, the afomentioned Eiryss, Dez, Gorman1, Gorman2, Harlan Versh, Harlowe Holdemhigh, Hutchuck, and Kell Bailoch, go very well with her feat and Black Spot.
- If your list is primarily ranged based, it can be a good idea to bring Lynus and Edrea for cloud mitigation. Being able to pick columns is also very powerful for a gunline.
List Building Advice - Cryx
Her strategy remains the same as above, it's just her tools that change.
Cryx theme thoughts
This is her main Cryx theme, as it provides her with masses of living warrior models for her feat, many of whom have good guns, and also gives her jacks Gang Fighter which, combined with Manifest Destiny, makes them into very scary melee fighters.
- Satyxis Blood Priestess - A free upkeep is always appreciated. However the Priestess' other two most useful abilities (Sucker and a free spell) are harder to leverage with Rahera. She's a nimble caster who might not stay within 3" of the Priestess for Sucker, and the only free spell the Priestess can cast is Bleed which is so-so.
- Satyxis Gunslingers and Severa Blacktide - Excellent guns that you get to shoot multiple times thanks to blackspot and the feat. All good.
- Satyxis Raiders - At 2" melle range thaey are excellent at setting up Gang Fighter.
- Axiara Wraithblade is a must have for anyone running living troops in Scourge.
- Blighted Trollkin Marauders - They combine 1" melee range with good guns and as such are very good with her.
- Warwitch Sirens and Misery Cages provide her with more focus efficiency, which she always appreciates.
- Warwitch Initiate Deneghra - She has an ARM debuff. Rahera doesn't. Thus fielding her under Rahera is strongly recommended.
- Kharybdis under Escort and Pathfinder he becomes a very mobile heavy warjack. His tendrills become deadly under Manifest Destiny and Gang Fighter and he's got a neat gun for the feat and Blackspot.
- Scharde Pirates, discussed in the Mercenary section, are also in this theme. Unfortunately in this theme they can't benefit from Rockbottom's Money Shot ability and losing that makes them a lot less appealing. Still, if any Cryx caster wants them, it'll be Rahera.
BI lets her stack Carapace on her Rough Seas, which could be said to be overkill. The main draw is the abundance of character jacks she can bring, and the main anti-draw is the lack of living troops. All you get are the Cephalyx, the Ironmongers, and a handful of solos.
- You can field the aforementioned Sirens here too, including Denny, for focus efficiency.
- Cephalyx Overlords are good at contesting and pack a mean spray.
- Malice - She generates her own focus and Manifest Destiny makes her less flimsy in melee. Also a drag gun is neat for Rahera's feat and Black Spot. If you manage to get souls onto her early, she can be a real headache to remove under Rough Seas, Carapace and Ghost Shield.
- Erebus- Similar to Malice, he gets deadlier in melee with Manifest Destiny, and even more difficult to remove under Rough Seas. Also he leaves enemies he got his claws on stationary, which makes them prime targets for Rahera.
- Cankerworm - Stacking Escort on top of AD, Pathfinder and Parry makes him extremely mobile and pretty much able to go where ever it wants. Manifest Desiiny becomes very interesting depending on which weapon it is able to steal (Try to get a thresher weapon if you can.) Armour Piercing also goes well together with it Manifest Destiny, of course.
- Nightmare just plain wrecks things and that is even before Manifest Destiny. Ghostly and Escort is also really nice together for mobility.
As a combined arms battlegroup warcaster no one Cryx jack provides everything she wants although Manifest Destiny has a bias towards the amphibious (MAT 6) chassis, which normally has the same threat range as the slightly faster standard chassis due to longer weapons.
- Her feat works best with the Desecrator because the AoE has to land and stay somewhere.
- Manifest Destiny gets ugly on a Harrower on the Thresher attack - and if it can get souls it can get boosted attacks on her feat turn.
- Escort works well on a Seether; it is melee dedicated and doesn't put too much strain on your supply of focus.
- The Kraken is only Mat 6 so loves the to hit buff - and the feat works really well with its big gun, while Escort enables it to land more melee attacks and kill shots.
- Defilers and Nightwretches have natural synergies with her thanks to their guns. Run them into position to Arc and you can still get a ranged attack out of them with her feat. She really likes to have these Arc Nodes to apply Black Spot where she needs it.
Released in the Talion Expansion (2019.06)
Which warjacks can she take?
When she is included in a Cryx army Rahera has access to the full range of Cryx warjacks, but she cannot include any Mercenary warjacks in her battlegroup.
When she is included in a Mercenary army Rahera has to choose from the "Human" Mercenary warjacks shown below, but she cannot include any Cryx warjacks in her battlegroup.
|Mercenary Warjacks (Human) (Edit)|
|Light||Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard|
|Heavy||Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber|
|Colossal||Blockader - Galleon|
Video Battle Reports
- None yet
- See also Category: Video Battle Reports for more casters with videos.
Other Faction models
|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 - Madelyn Corbeau (Mercenary)|
|Other Warjack Controllers||Iron Lich Overseer (Marshal) - Aiakos1 (BGC) - Deneghra0 (BGC)|
|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|
|Solos - Living/Construct|
|Solos - Undead||
Agrimony - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Hellslinger - Iron Lich Overseer - Machine Wraith - Master Gurglepox - Necrotech - Pistol Wraith - Scrap Thrall - Skarlock Thrall - Soul Trapper
|Battle Engines & Structures||Wraith Engine|
|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: 2019.09|
| * 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)