Satyxis Blood Priestess

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Cryx Logo.jpg Satyxis Blood Priestess

Cryx Satyxis Solo - (Warcaster Attachment)

Blood priestesses preserve the ancient traditions of Satyxis blood magic, worshipping the very act of bloodletting itself. Able to harness the arcane force of spilled vitality, these priestesses perform sacred rituals of primal power that predate Toruk's reign. Wetting their sacral blades in the blood of their fresh victims they evoke potent spells and safeguard the lives of those they deem worthy, including such preeminent figures as the Queen of the Broken Coast.

Basic Info

Satyxis Blood Priestess
Missing Info
Satyxis Blood Priestess.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR
MAT 7
RAT N/A
M.A. N/A
DEF 14
ARM 12
CMD 6
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 4
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

Abilites

  • Attached - Before the start of the game, attach this model/unit to a friendly Faction warcaster/warlock for the rest of the game. Each warcaster/warlock can only have one model/unit attached to it.
  • Arcane Assist - If its warcaster/warlock is in this model's command range during your Control Phase, the warcaster / warlock can upkeep one spell for free.
  • Temptations of Fate - While the Priestess is within 3" of its warcaster, that warcaster gains Sucker!. (Sucker! - If this model is directly hit by an enemy ranged attack, choose a friendly non-incorporeal warrior model within 3" of it to be directly hit instead. That model is automatically hit and suffers all damage and effects.)

Weapons

  • Sacral Blade - 1" reach, P+S 13 melee weapon
    • Damage Type: Magical - This weapon deals Magical damage.
    • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
      • Dispel - When hit with this weapon, upkeep spells and animi on the model/unit immediately expire.
      • Distillation - When a living enemy model is destroyed by this attack while this model is in its warcaster’s control range, immediately after the attack is resolved remove d3+3 damage points from this model’s warcaster.
      • Rites of Blood - Once per activation, immediately after destroying a living model with this weapon, the Priestess can cast one of the spells on its warcaster's card that are COST 3 or less. She can't cast upkeeps, SELF, or CTRL spells. Use the caster's FOCUS stat to make magic attack rolls.
  • Horns - 0.5" reach, P+S 9 melee weapon

Theme Forces

Thoughts on the Satyxis Blood Priestess

Satyxis Blood Priestess in a nutshell

The Blood Priestess is a support solo that grants its warcaster three major things: Sucker, Arcane Assist, and killing your own troops to generate free spells.

Increasing the durability of some of the more fragile Cryx Warcasters can be very powerful. Focus efficiency in the form of Arcane Assist is also a very compelling choice for some of Cryx’s more buff-oriented caster options. We also would like to see the Blood Priestess join the fight in the mid-to-late game where her Sacral Blade’s menu of abilities can really come into effect. With the utility abilities to Heal, Dispel, or cast spells the toolbox of options are quite unique in this model.

Combos & Synergies

  • Any caster who doesn't want to be hit. The various Deneghras are obvious examples, but Skarre after bleeding for her feat also likes some ranged protection.
  • Venethrax has a particularly nasty array of spells she can cast. She has a better magic ability than a Skarlock and since she can charge, kill, and cast the spell, she also has a longer threat range.
  • Perform your sacrifices near a Misery Cage for extra focus efficiency.

Drawbacks & Downsides

  • Sucker! isn't optional, so your opponent might use it to force you to kill models with hits that would not have killed your caster. Especially painful for Skarre, Admiral of the Black Fleet since she is usually easier to hit than the troops.
    • If there are no other troops in range, Sucker! must be used to kill the Blood Priestess herself.
  • Arcane Assist is tethered to the Priestess's CMD range, instead of the caster's CTRL.

Tricks & Tips

  • Rites of Blood can trigger from friendly living models.
    • It can be worth earmarking some cheap living models for the Priestess to sacrifice for fuel when she's with casters who would like her to function as a pseudo-Spell Slave. Especially in the early stages of the game, and extra especially if she has access to utility buffs like Ghost Walk or Telekinesis.
    • The cheapest sacrifices you can field, when playing in a theme,
    • When picking which schmuck she's going to sacrifice, remember you can't charge your own models; and also you want the Priestess to finish her movement somewhere that your caster will benefit from Arcane Assist next turn.
    • If possible, activate the schmuck first so that you at least get a Combat Action out of it before it dies.
    • Ideally, position the schmuck next to an enemy model so the Priestess can get a charge (for extra distance), use her horns for the charge attack, then stab the schmuck for a free spell.
    • Don't forget to expose the schmuck's back arc to the Priestess.

Other

Trivia

  • Originally released in the Black Fleet CID (2017.11)

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.")
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Rules Clarification : Attack Type and/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
  • You choose your Attack Type during Step 1 of the Attack Sequence. So, if your target can only be targeted by certain kinds of attack (such as a Menoth warjack with Passage), then you can choose an Magical Damage attack type and target it. (Infernal Ruling)
RC symbol.png

Rules Clarification : Dispel      (Edit)

  • Dispel can't be used versus upkeeps that are not "on" a model/unit (such as Rock Wall, Void Gate, etc), because you can't "hit" them.
  • Because Dispel causes spells to expire on a hit, it will prevent spells that trigger on a hit from triggering at all.
    • For instance, the defensive animus Spiny Growth causes any model that hits the target to suffer d3 damage. This damage will not occur if it's hit by a Dispel weapon.
  • Anti-Upkeep vs a unit (Edit)
    • If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
    • It doesn't matter if the target is in formation or not. (Locked thread)
    • However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)
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Rules Clarification : Distillation      (Edit)

  • With the Coven, since their are 3 warcasters that share control of the Corruptor, what you do is choose one witch to get the heal. It doesn't get divided between them. (Infernal Ruling)
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Rules Clarification : Blood Boon and/or Rites of Blood and/or Ritual Slaughter and/or Soul Food and/or Blood Weaver     (Edit)

  • The free spell doesn't interact with abilities that change the COST of a spell. (Infernal Ruling)
    • For instance, if you trigger it while being affected by Lamentation then you can still cast a COST 3 spell (even though if you spent focus to do the same thing it would cost you 6 focus/fury).
  • (Rites of Blood only): The Priestess doesn't need to be in the caster's CTRL area to use her ability.
  • (Ritual Slaughter only): Anamag can channel spells from Ritual Slaughter. (Infernal Ruling)
  • (Blood Weaver only): It's not tied to a specific weapon, and it can be triggered multiple times per turn.
  • Blood Boon & Overtake (Edit)
    As of 2019.03, this interaction is only available to Iona the Unseen   [Show/Hide]
    • Overtake is resolved at Step 12. Blood Boon is resolved at either Step 12 or 14 depending on whether you cast an offensive spell or not.
    • You can choose whether to trigger Overtake or Blood Boon first.
    • If you decide to cast a spell before resolving Overtake, that's fine. But if you choose an offensive spell, then you've skipped ahead to Step 14 and you've lost your chance to use Overtake.
    • (Infernal Ruling for all of the above)
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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.


RC symbol.png

Rules Clarification : Attached      (Edit)

  • Attached models are not (normally) part of the warcaster's/warlock's battlegroup. (Infernal Ruling)
(You need the Companion rule to become part of the battlegroup).
  • Thus, attachments are not affected by battlegroup-only effects such as Energizer (unless they're a Companion).
RC symbol.png

Rules Clarification : Arcane Assist and/or Arcane Support     (Edit)

  • Arcane Assist: The caster needs to be in the support model's CMD range.
  • Arcane Support: The support model needs to be in the caster's CTRL range.
RC symbol.png

Rules Clarification : Temptations of Fate      (Edit)

  • Because the range of Temptations of Fate is the same as Sucker!, the Priestess can be killed by it. Also, it's not optional, so eventually she must be killed by it.
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Rules Clarification:  : Sacrificial Pawn and/or Sucker! and/or Grim Salvation     (Edit)
(Click Expand to read)

Differences
  • Sacrificial Pawn is optional.
    Grim Salvation and Sucker are not optional.
  • Grim Salvation only works vs basic attacks, not special attacks, power attacks, chain attacks.
    • Spells are not basic attacks, because they are not "made with a weapon". (Infernal Ruling)
    • CRA and CMA are basic attacks. (Infernal Ruling)
    • If a Special Attack generates an additional attack (such as Multi-Fire), the second attack will be basic and as such can have Grim Salvation used vs it. (Infernal Ruling)
  • Sacrificial Pawn & Sucker! don't work against melee attacks.
  • None of them work vs magic attacks (spells).
    All of them work against Magical Ranged attacks, though.
  • The model the attack is transferred to is always hit, even if they have an ability that makes them automatically get missed (such as Stealth).
    Automatically missing is determined earlier in the timing sequence than when the attack is moved. (Infernal Ruling)

From here down, the terms Sacrificial Pawn, Grim Salvation, and Sucker! are interchangeable

  • Using Sac Pawn moves all damage and effects onto the other model.
  • The new model hit may use any abilities that trigger on being hit/damaged by an enemy attack (such as Vengeance and Shock Field).
  • Sprays and AOEs
    • A model hit by a spray attack can use Sacrificial Pawn to pass it to another model. The placement of the template does not change.
      • Note that this may cause the Pawn to be hit twice by the same spray. So you then resolve two damage rolls against it.
    • A model directly hit by a AOE may use Sacificial Pawn to pass it to another model. The AOE template is moved (because Sac Pawn is resolved at Step 6 of the Attack Sequence in Apdx A, but AOE placement occurs at Step 7).
      • Depending on how far apart the original target and Pawn are, the first guy might get clipped by the AOE anyway.
      • A model indirectly hit by an AOE cannot use Sac Pawn.
  • Sacrificial Pawn multiple times
    • If a model with the Sacrificial Pawn ability passes it to another model that also has Sacrificial Pawn ability, that second model may pass it along to a third model.
    • Models can only use Sac Pawn once each, you cannot set up an infinite loop!
  • Quick Draw vs Sacrificial Pawn
    • If enemy "Model A" shoots you, and then you use Quick Draw against "Model A", but they use Sac Pawn to move your Quick Draw attack to "Model B" then ... Quick Draw has no effect (or rather, it affects "Model B" who isn't currently shooting you so is irrelevant). Point is, "Model A" can continue shooting you.
    • This won't happen with Shield Guard though (outside of a very low-probability scenario) because Shield Guard can only be triggered during an enemy turn.