Satyxis Raider Captain

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Cryx Logo.jpg Satyxis Raider Captain

Cryx Satyxis Solo

Raider Captains are some of the fiercest pirates to sail the black waves of the Meredius. Each commands a crew of Satyxis and other inhuman monsters kept in line by barbaric punishments and promise of pillage and bloodshed.Once the inertia of violence has taken a raider captain, she becomes caught up in the slaughter, leaping from victim to victim as the deck runs slick with blood and the air grows heavy with the screams of the dying.

Basic Info

Satyxis Raider Captain
Missing Info
Satyxis Captain.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR {{{str}}}
MAT 8
RAT 6
M.A. N/A
DEF 14
ARM 12
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 4
N/A
N/A
FA 2
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

Weapons

  • Lacerator - 2" reach, P+S 9 melee attack
  • Horns - 0.5" reach, P+S 8 melee attack
  • Hand Cannon - 12" range, POW 12 ranged attack

Theme Forces

Recent Changes

No changes since 2018.01

Thoughts on Satyxis Raider Captain

Satyxis Raider Captain in a Nutshell

The Satyxis Raider Captain is a combat solo useful for causing havoc on single targets. She has decent defense, but is likely to attract enemy attacks more than capable of killing her. Her survival depends on using reposition and LOS to keep her safe until it is time to engage the enemy line.

She has two attacks with elite level MAT that knockdown on hit. This is combined with Relentless Charge and a good speed score. This can help other units who might otherwise struggle to hit their target.

Her gun relies on her average RAT (can be improved with aiming), which is essentially something for her to do before she fully engages the enemy.

Combos & Synergies

  • Since she has knockdown on both melee weapons (not just critical knockdown), a Satyxis Raider Captain can be a good addition to armies who might struggle to consistently land hits. For instance, Iron Lich Asphyxious hits very hard but not necessarily accurately.
  • The No Sleeping on the Job is a great boon for Satyxis Raiders, Skarre1, and/or Skarre2, as those models rely on high DEF to stay alive and being knocked down makes high DEF moot.
    • Other Satyxis models also benefit, of course, but the Raiders and Skarre stand out particularly as getting "the most bang for their buck".

Drawbacks & Downsides

  • Rather easy to kill.
  • She fills a similar niche to the Warwitch Siren - the same points cost, and a comparable level of offensive and defensive power (although for completely different reasons). However the Siren brings options for offense (Venom), support (Empower), and board control (Influence) ... whereas the Captain is (pretty much) limited to just killing stuff.

Tricks & Tips

  • An optimal activation will see the Captain trying to charge two targets - one to kill and trigger sprint, and one just to hit and knockdown so the rest of your army can whale on it.

Other

Trivia

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 - Master Gurglepox - Necrotech - Pistol Wraith - Scrap Thrall - Skarlock Thrall - Soul Trapper

Battle Engines & Structures Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Scourge of the Broken Coast
Mercenaries
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2019.09

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.")

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

RC symbol.png

Rules Clarification : Feedback      (Edit)

  • Feedback only triggers on damage, not on hits. (Infernal Ruling)
  • Feedback doesn't affect 'Jack Marshals, because they don't have a battlegroup.
  • If Feedback is on a CMA, it will only be triggered once (not once per participant). Because it's only one attack.
  • Warcasters can spend focus to negate Feedback damage.
  • 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 : 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 : Relentless Charge      (Edit)

RC symbol.png

Rules Clarification : Sprint and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
  • You can't purchase additional attacks after the move, because you can only buy attacks during your Combat Action and by definition "the end of your activation" happens after "your Combat Action".
  • Differences
    • With Sprint, you cannot trigger other abilities that also occur "at the end of activation" (such as Reposition), because Sprint includes the phrase "and then its activation ends". Click here for a detailed explanation
    • Run & Gun doesn't have this restriction.
    • Run & Gun won't trigger if you RFP the model, but Sprint will.
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Rules Clarification : No Sleeping on the Job      (Edit)

  • If a model is already knocked down, and is then affected by NSotJ, it doesn't get to stand up. The "cannot be knocked down" isn't retroactively applied.

Rules Clarification : Tough - None yet. (Edit)