Satyxis Blood Priestess

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Cryx Logo.jpg Satyxis Blood Priestess

Cryx Satyxis Solo - (Warcaster Attachment)

Blood priestesses preserve the ancient traditions of Satyxis blood magic, worshipping the very act of bloodletting itself. Able to harness the arcane force of spilled vitality, these priestesses perform sacred rituals of primal power that predate Toruk's reign. Wetting their sacral blades in the blood of their fresh victims they evoke potent spells and safeguard the lives of those they deem worthy, including such preeminent figures as the Queen of the Broken Coast.

Basic Info

Satyxis Blood Priestess
Missing Info
Satyxis Blood Priestess.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR
MAT 7
RAT N/A
M.A. N/A
DEF 14
ARM 12
CMD 6
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST 4
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilites

  • Attached - Before the start of the game, attach this model/unit to a friendly warcaster/warlock for the rest of the game. Each warcaster/warlock can have only one model/unit attached to it.
  • Arcane Assist - If its {{{1}}} is in this model's command range during your Control Phase, the {{{1}}} can upkeep one spell without spending {{{2}}}.
  • Temptations of Fate - While this model is within 3" of its warcaster, the warcaster gains Sucker!. (Sucker! - If a model with Sucker! is directly hit by an enemy ranged attack, choose a friendly non-incorporeal warrior model within 3" of it to be directly hit instead. That model is automatically hit and suffers all damage and effects.)

Weapons

  • Sacral Blade - 1" reach, P+S 13 melee weapon
    • Magical dam symbol.jpg Damage Type: Magical
    • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
      • Dispel - When this weapon hits a model/unit, upkeep spells and animi on that model/unit immediately expire.
      • Distillation - When a living enemy model is destroyed by this attack while this model is in its warcaster’s control range, immediately after the attack is resolved remove d3+3 damage points from this model’s warcaster.
      • Rites of Blood - Once per activation, immediately after resolving an attack in which it destroyed a living model with this weapon, this model can cast one of the spells on its warcaster's card that are COST 3 or less. This model cannot cast upkeep spells or spells with a RNG of SELF or CTRL. Use the warcaster's FOCUS stat when making magic attack rolls.
  • Horns - 0.5" reach, P+S 9 melee weapon

Theme Forces

Thoughts on the Satyxis Blood Priestess

Satyxis Blood Priestess in a nutshell

The Blood Priestess is a support solo that grants its warcaster three major things: Sucker, Arcane Assist, and killing your own troops to generate free spells.

Increasing the durability of some of the more fragile Cryx Warcasters can be very powerful. Focus efficiency in the form of Arcane Assist is also a very compelling choice for some of Cryx’s more buff-oriented caster options. We also would like to see the Blood Priestess join the fight in the mid-to-late game where her Sacral Blade’s menu of abilities can really come into effect. With the utility abilities to Heal, Dispel, or cast spells the toolbox of options are quite unique in this model.

Combos & Synergies

  • Any caster who doesn't want to be hit. The various Deneghras are obvious examples, but Skarre after bleeding for her feat also likes some ranged protection.
  • Venethrax has a particularly nasty array of spells she can cast. She has a better magic ability than a Skarlock and since she can charge, kill, and cast the spell, she also has a longer threat range.
  • Perform your sacrifices near a Misery Cage for extra focus efficiency.

Drawbacks & Downsides

  • Sucker! isn't optional, so your opponent might use it to force you to kill models with hits that would not have killed your caster. Especially painful for Skarre, Admiral of the Black Fleet since she is usually easier to hit than the troops.
    • If there are no other troops in range, Sucker! must be used to kill the Blood Priestess herself.
  • Arcane Assist is tethered to the Priestess's CMD range, instead of the caster's CTRL.

Tricks & Tips

  • Rites of Blood can trigger from friendly living models.
    • It can be worth earmarking some cheap living models for the Priestess to sacrifice for fuel when she's with casters who would like her to function as a pseudo-Spell Slave. Especially in the early stages of the game, and extra especially if she has access to utility buffs like Ghost Walk or Telekinesis.
    • The cheapest sacrifices you can field, when playing in a theme,
    • When picking which schmuck she's going to sacrifice, remember you can't charge your own models; and also you want the Priestess to finish her movement somewhere that your caster will benefit from Arcane Assist next turn.
    • If possible, activate the schmuck first so that you at least get a Combat Action out of it before it dies.
    • Ideally, position the schmuck next to an enemy model so the Priestess can get a charge (for extra distance), use her horns for the charge attack, then stab the schmuck for a free spell.
    • Don't forget to expose the schmuck's back arc to the Priestess.

Other

Trivia

  • Originally released in the Black Fleet CID (2017.11)

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

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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 : Attack Type and/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
  • If your target can only be targeted by certain kinds of attack (ie a Menoth warjack with Passage), you can first choose the correct Attack Type (ie Magical Damage vs Passage) and then that allows you to target it. The Attack Type selection and target declaration both occur at Step 1 (Refer Appendix A). (Infernal Ruling)
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Rules Clarification : Dispel      (Edit)

  • Dispel can't be used versus upkeeps that are not "on" a model/unit (such as Rock Wall, Void Gate, etc), because you can't "hit" them.
  • Because Dispel causes spells to expire on a hit, it will prevent spells that trigger on a hit from triggering at all.
    • For instance, the defensive animus Spiny Growth causes any model that hits the target to suffer d3 damage. This damage will not occur if it's hit by a Dispel weapon.
  • Anti-Upkeep vs a unit (Edit)
    • If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
    • It doesn't matter if the target is in formation or not. (Locked thread)
    • However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)
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Rules Clarification : Distillation      (Edit)

  • With the Coven, since their are 3 warcasters that share control of the Corruptor, what you do is choose one witch to get the heal. It doesn't get divided between them. (Infernal Ruling)
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Rules Clarification : Blood Boon and/or Rites of Blood and/or Ritual Slaughter and/or Soul Food and/or Blood Weaver and/or Meat for the Beast and/or Reckless Arcana     (Edit)

  • General
    • The free spell doesn't interact with abilities that change the COST of a spell. (Infernal Ruling)
      • For instance, if you trigger it while being affected by Lamentation then you can still cast a COST 3 spell (even though if you spent focus to do the same thing it would cost you 6 focus/fury).
    • (Rites of Blood only): The Priestess doesn't need to be in the caster's CTRL range to use her ability.
    • (Blood Weaver only): It's not tied to a specific weapon, and it can be triggered multiple times per turn.
    • (Reckless Arcana only):
      • You can trigger it once during your turn, and a second time during the opponent's turn (via a free strike, countercharge, etc)
      • The model doesn't need to be in your control range to trigger it.
  • Timing
    • With reference to other abilities that occur "after the attack is resolved", the timing sequence is:
      • If you choose a non-offensive spell then it's resolved at Step 12.
      • If you choose an offensive spell then it's resolved at Step 14.
      • If you have another ability that triggers at Step 12 (such as Iona1 having Overtake), you can either cast a non-offensive spell and resolve both things at Step 12 in any order, or you can resolve the other ability at Step 12 then cast an offensive spell at Step 14. Note that you cannot cast an offensive spell at Step 14 then go back to Step 12 to resolve the other ability.
      • (Infernal Ruling for all of the above)
  • Multiple Attacks
    • If when you destroy the model, you get a free melee/ranged attack as well as the free spell (for instance you cast Black Spot on them), then you need to follow the "attack-generating abilities" rule in the core rulebook and make sure you only make one bonus attack:
      • You can cast a non-offensive spell (step 12) then get the free melee/ranged attack (step 14); or
      • You can cast an offensive spell (which is an attack) and forgo the free melee/ranged attack.
      • (Locked Thread)
    • If the model that triggered the free spell has Berserk and something is in its melee range, you don't get a choice of offensive spell or non-offensive. You have to choose either
      • a non-offensive spell plus the compulsory melee attack, or
      • no spell at all plus the compulsory melee.
      • (Locked Thread)
  • Spells outside of caster's activation
    • Some versions of this ability let the caster get a free spell when something else kills something. In this case:
      • The caster can channel the spell if they want. (Infernal Ruling)
      • The spell is cast during the other model's activation, so that model can potentially trigger any of their own activation-only abilities.
        Specifically, if one of Deathchev's warjack triggers Meat for the Beast, and Deathchev casts Abattoir for all warjacks to get a free attack, then the active warjack can boost the Abattoir attack, use Overtake, etc.
        (Infernal Ruling)
      • For similar logic, spells that "can only be cast once per activation" (such as Abattoir) can be cast twice per turn via this sort of ability. (Infernal Ruling)
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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 : Attached      (Edit)

  • Attached models are not (normally) part of the warcaster's/warlock's battlegroup. (Infernal Ruling)
(You need the Companion rule to become part of the battlegroup).
  • Thus, attachments are not affected by battlegroup-only effects such as Energizer (unless they're a Companion).
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Rules Clarification : Arcane Assist and/or Arcane Support     (Edit)

  • Arcane Assist: The caster needs to be in the support model's CMD range.
  • Arcane Support: The support model needs to be in the caster's CTRL range.
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Rules Clarification : Temptations of Fate      (Edit)

  • Because the range of Temptations of Fate is the same as Sucker!, the Priestess can be killed by it. Also, it's not optional, so eventually she must be killed by it.
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Rules Clarification:  : Sacrificial Pawn and/or Sucker! and/or Grim Salvation     (Edit)
(Click Expand to read)

Differences
  • Sacrificial Pawn is optional.
    Grim Salvation and Sucker are not optional.
  • Grim Salvation only works vs basic attacks, not special attacks, power attacks, chain attacks.
    • Spells are not basic attacks, because they are not "made with a weapon". (Infernal Ruling)
    • CRA and CMA are basic attacks. (Infernal Ruling)
    • If a Special Attack generates an additional attack (such as Multi-Fire), the second attack will be basic and as such can have Grim Salvation used vs it. (Infernal Ruling)
  • Sacrificial Pawn & Sucker! don't work against melee attacks.
  • None of them work vs magic attacks (spells).
    All of them work against Magical Ranged attacks, though.
  • The model the attack is transferred to is always hit, even if they have an ability that makes them automatically get missed (such as Stealth).
    Automatically missing is determined earlier in the timing sequence than when the attack is moved. (Infernal Ruling)

From here down, the terms Sacrificial Pawn, Grim Salvation, and Sucker! are interchangeable

  • Using Sac Pawn moves all damage and effects onto the other model.
  • The new model hit may use any abilities that trigger on being hit/damaged by an enemy attack (such as Vengeance and Shock Field).
  • Sprays and AOEs
    • With reference to the timing chart in Appendix A: placing a spray template down occurs at Step 3. Using Sacrificial Pawn occurs at step 6. Placing an AOE template down occurs at step 7.
      Therefore if you use Sac Pawn vs a spray, the placement of the spray template does not change. If you use Sac Pawn vs an AOE, the placement of the AOE template does change.
    • A model indirectly hit by an AOE attack cannot use Sac Pawn vs it.
    • Since a spray template doesn't move, it may cause the Pawn to be hit twice by the same spray. So you then resolve two damage rolls against it.
    • When/if you shift an AOE template, the original target may be clipped by the edge of the AOE anyway (depending on how far apart the original target and Pawn are).
  • Quick Draw vs Sacrificial Pawn (Edit)
    • If enemy "Model A" shoots you, and then you use Quick Draw against "Model A", but they use Sac Pawn to move your Quick Draw attack to "Model B" then ... Quick Draw has no effect (or rather, it affects "Model B" who isn't currently shooting you so is irrelevant). Point is, "Model A" can continue shooting you.
    • This won't happen with Shield Guard though (outside of a very low-probability scenario) because Shield Guard can only be triggered during an enemy turn.