Satyxis Raider Captain
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Satyxis Raider Captain |
Prime This model is available in one Prime Army, Black Fleet. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page. Note that the rest of this page is about the model's Mark III rules. |
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.
Contents
Basic Info
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Abilities
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Tough
- Relentless Charge - While advancing as part of a charge, this model gains Pathfinder.
- 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.
- No Sleeping on the Job [ Satyxis ] - This model and Satyxis models in its command range cannot become knocked down.
Weapons
- Lacerator - 2" reach, P+S 9 melee attack
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Damage Type: Magical
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Chain Weapon
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Weapon Master
- Feedback - If this weapon damages a warjack that is part of a battlegroup, the warjack's controller suffers 1 damage point.
- Knockdown - When a model is hit by an attack with this weapon, it becomes knocked down.
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- Horns - 0.5" reach, P+S 8 melee attack
- Knockdown - When a model is hit by an attack with this weapon, it becomes knocked down.
- Hand Cannon - 12" range, POW 12 ranged attack
Theme Forces
- Other Factions
- Infernal players can use this model in the Hearts of Darkness theme, but only if Mortenebra is leading the army.
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, and he can put Parasite on an enemy model, Scything Touch on a Captain and have her knock down the target so it's DEF 5 and takes -5 to ARM.
- 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
- Released in Forces of Warmachine: Cryx (June 2010)
Other Cryx models
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) |
* 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)
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Rules Clarification : Chain Weapon - None yet. (Edit)
Rules Clarification : Weapon Master - None yet. (Edit)
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Rules Clarification : Feedback (Edit)
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Rules Clarification : Relentless Charge (Edit)
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Rules Clarification : Sprint and/or Run & Gun (Edit)
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Rules Clarification : No Sleeping on the Job (Edit)
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