Satyxis Raiders

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Cryx Logo.jpg

Satyxis Raiders
Cryx Satyxis Unit
Sea Witch
Command Attachment

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[edit]

Satyxis Raiders
Missing Info
Satyxis Raiders 2018.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR 5
MAT 6
RAT N/A
M.A. N/A
DEF 14
ARM 12
CMD 7
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE 6 / 10 +1CA
COST 10 / 16 +4CA
1.7 each
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[edit]

  • 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 +1 CMD, MAT, she has RAT 5 to shoot her pistol with, and she has 5 HP.
    • Officer - This model is the unit commander even if the unit has a Leader model.
    • Witchcraft - This model can use one of the following special rules at any time durimg each of its unit's activations. Each model in the unit gains the benefits listed.
      • Red Tide - The unit gains Overtake.(Overtake - When this model 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.(Force Barrier - This model gains +2 DEF vs ranged attacks and is immune to blast damage.)

Weapons[edit]

  • Raiders
  • Sea Witch
    • Hand Cannon - 12" range and 12 POW
    • Piercer - 2" reach, 9 P+S melee attack
      • Critical Knockdown - As above
      • Feedback - As above
      • Magical Weapon - As above
    • Horns - .5" reach, 8 P+S melee attack.
      • Critical Knockdown - As above

Theme Forces[edit]

Recent Changes[edit]

No changes since 2018.01


Thoughts on Satyxis Raiders[edit]

2006-ish sculpt

Satyxis Raiders in a Nutshell[edit]

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[edit]

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[edit]

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[edit]

  • 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[edit]

  • If in doubt, pray for Whipping Winds.


Other[edit]

Trivia[edit]

2003 sculpt
  • The unit (not including CA) was originally released 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[edit]

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
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: 2019.02

Rules Clarifications[edit]

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

  • You can gain the Gang bonus vs knocked down/stationary models (refer to the latest Errata).
  • 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.
RC symbol.png

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.
RC symbol.png

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.
  • 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. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. 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.)
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • 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
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat 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.
  • 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 : True Wind      (Edit)

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Rules Clarification : Whipping Winds      (Edit)
Rules Clarification : Force Barrier - None yet. (Edit)


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