Satyxis Raiders
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Satyxis Raiders
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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. |
Even in a region known for its terrifying pirates, the Satyxis stand above the rest. Belonging to an ancient tradition in which sailing is as natural as breathing, these fierce warrior women believe nothing in life to be sweeter than plunder and slaughter.
Satyxis sea witches are exalted among the warrior clans of the dark amazons. They are the right hands of their fierce captains as well as the navigators and taskmasters of their raiding ships. With their black magic, these pirate sorceresses conjure mists and numinous winds to escort their black ships in silence.
Contents
Basic Info
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Abilities
- Entire Unit
- Gang - When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
- Sea Witch only
- She has a better statline
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Officer
- Blast Resistance - This model gains +4 ARM against blast damage.
- Witchcraft - This model can use one of the following special rules at any time durimg each of its unit's activations. Each model in this unit gains the benefits listed.
- Red Tide - Affected models gain Overtake this activation. (Overtake - When a model with Overtake destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".)
- True Wind - Affected models gain Pathfinder this activation.
- Whipping Winds - Affected models gain Force Barrier for one round. Models are not affected while out of formation. (Force Barrier - A model with Force Barrier gains +2 DEF against ranged attack rolls and Blast Resistance.) (Blast Resistance - A model with Blast Resistance gains +4 ARM against blast damage.)
Weapons
- Leader & Grunts
- Lacerator - 2" reach, P+S 9 melee attack
Chain Weapon
- Feedback - If this weapon damages a warjack that is part of a battlegroup, the warjack's controller suffers 1 damage point.
Damage Type: Magical
- Critical Knockdown - On a critical hit, the model hit becomes knocked down.
- Horns - 0.5" reach, P+S 8 melee attack.
- Critical Knockdown - On a critical hit, the model hit becomes knocked down.
- Lacerator - 2" reach, P+S 9 melee attack
- Sea Witch
- Hand Cannon - 12" range, POW 12 ranged weapon
- Piercer - 2" reach, P+S 9 melee attack
- Critical Knockdown - As above
- Feedback - As above
- Magical Weapon - As above
- Horns - 0.5" reach, P+S 8 melee attack.
- Critical Knockdown - As above
Theme Forces
- Other Factions
- Infernal players can use this model/unit in the Hearts of Darkness theme, but only if Mortenebra is leading the army.
Thoughts on Satyxis Raiders
Satyxis Raiders in a Nutshell
Satyxis Raiders are currently the best infantry in Cryx. Primarily they are jamming infantry, although their damage output is not to be scoffed at. You can throw them into a flank, and the opponent is likely to struggle to wipe them out in an efficient manner.
One of the major weaknesses of Cryx is that they are typically out gunned by other armies, a fault that Raiders are particularly well suited against. High speed means that enemies are going to have one turn of shooting before they can charge the line. High defense means that without boosts or aiming, they are going to be very hard to hit. Whipping Winds means that blast, a traditional Achilles heel of many light infantry, is pretty much useless against them. After that, they boast highly accurate attacks.
Thoughts on adding the CA
The Satyxis Raider Sea Witch is extremely valuable to the unit and vastly increases the survival abilities of the unit as a whole via her witchcraft ability.
- Whipping Winds is by far the most useful ability. It provides the unit with immunity to blast damage and a bonus to their already high defense. Even without the bonus, some players elect to pay focus to boost attacks. Once engaged in melee, their in-melee-def-bonus makes them practically impossible to remove with shooting.
- True Winds gives them pathfinder on the charge. If the unit they are charging absolutely needs to be engaged, use this ability if no other means of navigating terrain are available. Otherwise, it is probably best to reapply Whipping Winds so that if they wipe the enemy out, they are harder to clear out with shooting.
- Red Tide provides the unit with Overtake. This can potentially increase the number of units the squad can engage and kill. Again, a good part of the survival of this unit lies in their immunity to blast damage. Judge whether or not switching off of Whipping Winds is worth the amount of fire they will take.
Combos & Synergies
- Any Cryx caster with Parasite, Scything Touch, Curse of Shadows, Mortality or any other armor debuff will make their hitting substantially more lethal.
- Backlash stacks with Feedback. Skarre1 and Skarre2 have a shot at killing a warcaster with Backlash, but to be truly lethal, your opponent has to all but let this happen. For the most part, either you will kill the enemy warjack on the charge, or their armor will be so high that damage is unreliable.
- The Satyxis Raider Captain is a solid combat solo on her own. She provides knockdown immunity to nearby Satyxis. While it is relatively rare that something knocks them down without killing them, if your opponent can do this (High Exemplar Kreoss and casters with Scourge for example), protection against it makes them that much more difficult to kill.
Drawbacks & Downsides
- For all their advantages, Satyxis Raiders don't hit all that hard. Without a charge or debuff, they might struggle to actually cause damage.
- There are a number of counters to this unit, and as good as they are, you may find that these counters are annoyingly common.
- Boosted Sprays, particularly from Sentry Stone & Mannikins, roll so many attacks that the Satyxis are likely to fall in significant numbers to them.
- There are AoE attacks that read that they damage every model under the AoE without specifically mentioning blast damage such as Annihilation, Hellmouth, and Breath of Corruption to name a few in the faction alone. These attacks will bypass their high defense and hit their laugably weak “armor”. This can be particularly true if used in combination with the minimum distance rule.
- Things that knock them down make them easy targets.
- Automatic hits are lethal to a unit with such low armor; Electroleap in Cygnar, so fire attacks in Menoth, Bile Thrall Purges, the list goes on.
Tricks & Tips
- If in doubt, pray for Whipping Winds.
Other
Trivia
- The unit (not including CA) was released way back in Warmachine: Prime (2003)
- The Sea Witch UA was released in Warmachine: Superiority (2006)
- 2018 unit & CA sculpt by Michael Vaillancourt
- 2006-ish unit sculpt by Kev White
- 2006 CA sculpt by Werner Klocke
- 2003 original unit sculpt had slender horns that came separate from the rest of the model. That were difficult to glue into place and even more difficult to keep attached.
Other Cryx models
Rules Clarifications
Rules Clarification : Chain Weapon - None yet. (Edit)
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Rules Clarification : Feedback (Edit)
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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 : Gang and/or Gang Fighter and/or Tag Team and/or Team Effort (Edit)
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Rules Clarification : Officer (Edit)
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Rules Clarification : Prayers and/or Follow the Leader and/or Tactical Flexibility and/or Witchcraft (Edit)
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Rules Clarification : Red Tide (Edit)
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Rules Clarification : True Wind (Edit)
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Rules Clarification : Whipping Winds (Edit)
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Note to Editors |