Satyxis Raiders

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Cryx Logo.jpg

Satyxis Raiders
Cryx Unit
Sea Witch
Command Attachment

Mk4 icon.png
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.

Basic Info

Satyxis Raiders
Missing Info
Satyxis Raiders 2018.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Unit / Sea Witch
BASE Small
SPD 7
STR 5
MAT 6 / 7
RAT - / 5
M.A. N/A
DEF 14
ARM 12
CMD 7 / 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1 / 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE 6 or 10 +1 CA
COST 9 or 14 +3 CA
1.5 pts each (incl CA)
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

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
    • Officer symbol.jpg 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

  • 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


Thoughts on Satyxis Raiders

2006-ish sculpt

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

2006 CA sculpt
  • 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

2003 sculpt
  • 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

Cryx Logo.jpg       Cryx Index       (Edit)            
Battlegroup & Similar
Warcasters

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - Deathjack2 - 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 - Doctor Stygius (Partisan) - Madelyn Corbeau (Mercenary)

Other Warjack Controllers

Jack Marshals: Iron Lich Overseer       "Junior Warcasters": Aiakos1 - Asphyxious4 - Deneghra0

Light

Cankerworm - Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker

Heavy

Barathrum - Corruptor - Deathjack1 - Desecrator - Erebus - Harrower - Kharybdis - Inflictor - Leviathan - Malice - Nightmare - Reaper - Seether - Slayer

Colossal Kraken - Sepulcher
Units, Solos, Battle Engines, & Structures
Units

Asphyxious4 - Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - BO Boarding Party - BO Ironmongers - BO Smog Belchers - Blackbane's Ghost Raiders - Bloodgorgers - Marauders - Carrion Thralls - Cephalyx Drudges - Cephalyx Overlords - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates - Soulhunters - The Devil's Shadow Mutineers - The Withershadow Combine

Solos

Aiakos1 - Agrimony - Axiara - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Darragh Wrathe - Doctor Stygius - Deneghra0 - Gerlak - Hellslinger - Iron Lich Overseer - Machine Wraith - Master Gurglepox - Misery Cage - Necrotech - Ol' Grim - Pistol Wraith - Satyxis Blood Priestess - Satyxis Raider Captain - Scrap Thrall - Skarlock Thrall - Severa Blacktide - Soul Trapper - Warwitch Siren

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: 2021.11

Rules Clarifications

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

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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).
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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 : 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.
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Rules Clarification : Gang and/or Gang Fighter and/or Tag Team and/or Team Effort     (Edit)

  • You can gain the Gang bonus on free strikes, but generally only the first "Ganger" will get it.
For example, if a target is engaged by two models with Gang, when it leaves the melee range of the first Ganger it suffers a free strike with the Gang bonus. Then it leaves the melee range of the second and suffers a normal free strike.
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Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
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Rules Clarification : Prayers and/or Follow the Leader and/or Tactical Flexibility and/or Witchcraft     (Edit)

  • All models get the benefit, regardless of whether they're in formation or not.
  • Sometimes this rule is put on the whole unit, and yet specifically mentions "the Leader model" as the one that uses the ability (for instance the Gatorman Posse). As a result, if the Leader gets RFP'd you can't use the ability. See Unique Leader Model for a fuller explanation.
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
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Rules Clarification : Red Tide      (Edit)

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Rules Clarification : Swift Hunter and/or Overtake     (Edit)

  • The free move must be resolved before other abilities that involve attacks (such as Quick Work or Berserk). Refer Step 12 vs 14 in Appendix A.
  • This ability does not trigger off special attacks, only basic ones.
  • An important difference:
    • Swift Hunter can be triggered by any attack, including out-of-activation attacks.
    • Overtake only works on attacks during your Combat Action. Even stuff like Impact Attacks won't trigger it.
  • If you make a free strike during your Combat Action (for instance the enemy used a special rule to move during your Combat Action) you can trigger Overtake on that free strike. It still counts as being during your Combat Action. (Infernal Ruling)
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Rules Clarification : True Wind      (Edit)

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Rules Clarification : Whipping Winds      (Edit)

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Rules Clarification : Force Barrier      (Edit)
Rules Clarification : Blast Resistance - None yet. (Edit)


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Note to Editors
To edit the CA's tagged abilities, Click here