Pirate Queen Skarre

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Pirate Queen Skarre
Cryx Satyxis Warcaster

Skarre Ravenmane, called the Pirate Queen, is the bloodthirsty ruler of the Satyxis, the warrior women of the island of Satyx blighted by ancient dragon blood to become something more than human. Her ship, the Widower, strikes along the western coast frequently and without apparent rhyme or reason. Following the guidance of mystical omens revealed to her through rites of slaughter and bloodletting, she braves the storm and lands ashore to deliver panic and grief. For decades anxious mainland admirals and captains entrusted to guard the coastline have tried and failed to predict her movements. Any foolish enough to confront her directly have been destroyed to fuel her legend.

Basic Info[edit]

Skarre1
Skarre1.png
SPD 7
MAT 7
DEF 16
ARM 15
FOCUS 6
HP 16
WJP +28
Base Size Small
See also How to Read the statblock

Weapons[edit]

  • Takkaryx - 1" reach, P+S 13 melee weapon.
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Life Trader - When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can be used only once per attack.
  • Bloodwyrm - 0.5" reach, P+S 9 melee weapon
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Life Drinker - When it destroys a living enemy model with this weapon, immediately after the attack is resolved this model can remove d3 damage points.
  • Great Rack - 0.5" reach, P+S 10 melee weapon...I see what you did there...

Abilities[edit]

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • Sacrificial Strike (★ Action) - Target a model within CMD range, then RFP a friendly Faction model within 1" of this model. The targeted model suffers a magic damage roll with a POW equal to the RFP'd model's ARM.

Feat: Blood Magic[edit]

Skarre immediately suffers any number of damage points. For each damage point suffered as a result of Blood Magic, one friendly Faction model currently in her control range gains +5 STR and ARM for one round. This model cannot spend focus points to reduce this damage.

Spells[edit]

  • Backlash - Cost 2, 8" range, Offensive Upkeep
When target enemy warjack that is part of a battlegroup is damaged, its controller suffers 1 damage point.
The spell deals corrosion damage. Models hit suffer continuous corrosion.
While in the spellcaster's control range, friendly Faction models gain an additional die on their melee attack rolls this turn.
Models disabled by Hellfire cannot make a Tough roll. Models boxed by Hellfire are removed from play.
RFP target friendly warrior model. Skarre gains d6 additional focus points at the start of her next activation. Skarre can gain the benefit of Ritual Sacrifice only once per round.


Thoughts on Pirate Queen Skarre[edit]

Skarre1-orig.jpg

Pirate Queen Skarre in a nutshell[edit]

Pirate Queen Skarre is a bully caster who aims to overwhelm her opponents. She boasts both powerful support abilities and top tier close combat strength. Her brutal simplicity makes an effective cudgel to beat your enemies to death with. This does however force her into a few stereotypical builds.

Maximising her feat & spells[edit]

Spell thoughts[edit]

  • Probably the single most important element about Skarre is her Ritual Sacrifice spell. That might be a bit of hyperbole, but this spell the lynch pin of making her work. At the cost of a warrior model, you get bonus focus for her next activation. A poor roll will force you to play defensively, yet high roll can allow Skarre make powerful reckless plays with few if any repercussions.
  • Dark Guidance is incredibly powerful, but expensive. The trouble with this spell is that it does require over half of Skarre's natural focus. If you rolled poorly on your Ritual Sacrifice the previous turn, Skarre will be focus starve and open to assassination forcing her away from the front lines. Despite it's cost, you are probably going to want to cast this every turn you are engaged in melee.
  • Sacrifical Strike is not a spell but rather an action. This grants you a guaranteed damage roll on a target next to a model in her command range. While this ability costs the life of one o your own models, it can be a small price to pay in exchange for killing a valuable solo regardless of their defense. If you find her low on focus that must be camped while still wanting to participate in combat without full blown engagemen, this can be an effective use of her action.
  • As far as Cryx is concerned, Skarre has a pretty crumby natural focus stat. This will typically make her want to shy away from her offensive spells. That said, sometimes Skarre is safe that she can burn her focus on spell attacks, or sometimes desperate enough that she has to.
    • Blood Rain can be used to spread corrosion on high armor single hitpoint units or possibly knock out solos.
    • Hellfire much like Bloodrain suffers from Skarre's low focus. As such it will only be cast in rare circumstances. Having better range and power than Blood Rain, it can be used to snipe out valuable targets from time to time. Getting good use out of this spell can require a very heavy focus investment.
  • Access to Backlash will typically not play a huge role in your battle plans, but it does provide some problems for your enemy. As mentioned before, Skarre is a bully. Backlash allows you to damage enemy warcasters without direct engagement. The extra damage is likely to force your opponent to play more conservatively. If you are making the most of your casters powers from the front line and your opponent is hiding in the back, the flow of battle should favor your side.

Feat[edit]

Blood Magic is a very powerful feat. Several models will for one turn benefit from overcharged strength and armor. This feat will simultaneously cripple your opponent with strong attacks and reduce the effectiveness of their counter attack with the armor bonus. With this feat active and compounded with the effects of Dark Guidance, even a few models can be a legitimate threat to the life an enemy caster. While she does have high defense, this ability combined with the damage she will probably suffer from using Takkaryx's Life Trader means she might end up dealing herself significant damage to put her in danger of assassination.

The best candidates for this spell will have either mid to good armor, and multiple or accurate attacks.

  • Skarre exemplifies all the requirements for Blood Magic to be effective. Significant armor, multiple attacks, and good mat. Even in the case that she won't be engaging, it's probably worth using the feat on herself for protection since she damages herself.
  • After Skarre you are probably going to target warjacks with this ability.
  • Banes who hit hard will probably want Dark Guidance to be considered for this feat. Afterwards, their armor should be good enough to shrug off small arms or warrant heavy attacks from your enemy.
  • Satyxis have multiple accurate attacks which is definitely nice, but keep in mind their armor is so low, they are still probably going to die to relatively weak attacks on even average dice.

Typical Strategy & Army[edit]

Strategy[edit]

Skarre is a brute force caster whose typical game is going to look something like this. She will be commanding her army from a central position as you seek to overwhelm your opponent in several locations. She should be casting Ritual Sacrifice every turn after the first and Dark Guidance whenever you expect to seriously engage the enemy. At a critical moment, use the feat to vastly increase the damage of your army removing a key elements from your enemy as well as protecting your best troops. As the lines close, seek to push Skarre into the front lines so that she can leverage her powerful close combat abilities in your favor.

Army[edit]

  • Skarre happens to be one of the few casters in Cryx who is better off with a Skarlock Thrall than the Withershadow Combine. Her spell slave will rarely ever need to do anything except eat a model to fuel her with focus.
    • Scrap Thralls are the the cheapest models per points you can get in the army. Seeing as you will be using them as fuel, this makes them ideal for Skarre who is likely to eat more than a few models during the course of a game.
  • Skarre's army is molded by what she can provide for them. Dark Guidance promote her using high powered, but not necessarily accurate attacks. The best way to load up your army with this are Bane units. They both hit very hard and greatly benefit from the increased accuracy.
    • 30 Bane Knights. In a battle strategy that is about as brutal as it is simple, vomit 30 Bane Knights on to the field. Every turn you run these ghostly units run or charge across the board. Being super accurate from Dark Guidance, they should probably kill anything they hit. They also benefit from having relatively high natural armor for Sacrificial Strike. Not exactly a cost effective use of the ability, but it is certainly a high damage roll that is guaranteed to hit.
  • Stalkers provide many things that Skarre appreciates. With naturally high speed and pathfinder, they provide threat to a caster who cannot extend it. Extended control range means that they can operate almost anywhere on the board and benefit from her pool of focus, Dark Guidance, or her Blood Magic feat. Some lists involve quite simply loading up with as many Stalkers as possible.
  • Given her strong defense score, many plans to kill her involve knockdown. Being a Satyxis model, a Satyxis Raider Captain provides immunity to this.
  • A powerful build for Skarre1 often seen in tournament play is to bring two Wraith Engines in Dark Host.

Drawbacks, Downsides, & Bad Match-Ups[edit]

  • While being a force multiplier for her own army, she also happens to kill off her own guys. Between Sacrificial Strikes and Ritual Saccrifice, she can actually make a noticable dent in her own forces.
  • Skarre doesn't just hurt her own army, she can actually hurt herself quite a bit. Her feat is going to knock off about a third of her life while she will continually harm herself with Life Trader. Despite good focus camp, great defense, and a turn of strong armor, her low hitpoints will keep her vulnerable to sudden death.
  • Skarre's offensive spelll power is weak without using a great deal of focus.
  • Poor control range can force her up to the front lines before it is favorable to do so.
  • The larger your army, the more powerful Skarre is. This draws her to leans towards spam list. So despite her simplicity, this makes her favored armies difficult to collect, particularly for beginners starting with a Battlebox which doesn't have any particularly good synergy with her.

Tricks & Tips[edit]

  • Even if you cast Ritual Sacrifice multiple times, only the first roll counts.
  • Skarre has three attacks, each one can be useful in it's own way.
    • Takkaryx hits the hardest, but uses up life. Use this to deal the most damage.
    • Great Rack knocks down on hit. Against models with good defense, open with this to ensure subsequent hits.
    • Blood Wyrm heal on a kill, so use this as your charge attack if you are fighting infantry who don't necessarily need a powerful hit to kill. The healing will mitigate her more suicidal tendencies.
  • Models with feedback like Satyxis Raiders and Satyxis Gunslingers can potentially make Backlash a real threat against the enemy caster. This is a cool trick, but building an army around this idea might not necessarily work well.

Other[edit]

Trivia[edit]

Limited Edition sculpt
  • Originally released in Warmachine: Prime (2003)
  • Sculptor (Skarre 2009): Werner Klocke
  • The Bloody Buccaneer Skarre model can be substituted for the stock model.

Theme Forces[edit]

Themes for any-and-all casters (Edit)

Other faction models[edit]

CryxLogo.jpg

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Battlegroups
Warcasters Agathia - Aiakos2 - Goreshade1 - Goreshade2 - Goreshade3 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Terminus - Venethrax - Scaverous - Mortenebra1 - Mortenebra2 - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Deneghra1 - Deneghra2 - Deneghra3 - Coven
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Warcaster attachments The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Madelyn Corbeau (Mercenary)
Other Controllers Iron Lich Overseer (Marshal) - Aiakos1 (BGC)
Light warjacks Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker
Cankerworm
Heavy warjacks Corruptor - Desecrator - Harrower - Inflictor - Leviathan - Reaper - Seether - Slayer
Barathrum - Deathjack - Erebus - Kharybdis - Malice - Nightmare
Colossal Kraken - Sepulcher
 
Units, Solos, & Battle Engines
Living Undead
Units 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 Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - Carrion Thralls - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Soulhunters
Characters: Blackbane's Ghost Raiders - The Withershadow Combine
Solos Misery Cage - Satyxis Blood Priestess - Satyxis Raider Captain - Warwitch Siren
Characters: Agrimony - Aiakos1 - Axiara - Darragh Wrathe - Gerlak - Severa Blacktide
Bloat Thrall - Iron Lich Overseer - Machine Wraith - Necrotech - Pistol Wraith - Scrap Thrall - Skarlock Thrall - Soul Trapper
Characters: Bane Lord Tartarus - Mobius - Captain Rengrave - Hellslinger
Battle Engines No living engines Wraith Engine
 
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Infernal Machines - Scourge of the Broken Coast - Slaughter Fleet Raiders
Merc cryx.jpg

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Mercenary Battlegroups
Warcasters Captain Bartolo - Captain Damiano - Cognifex - Drake MacBain - Exulon - Fiona - Magnus1 - Magnus2

Requires a 2+ caster game.

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Other Controllers Raluk Moorclaw (Marshal) - Rorsh & Brine (Lesser Warlock) - Wrongeye & Snapjaw (Lesser Warlock)
Warjacks, Warbeasts, & Monstrosities The mercenary battlegroup members you can include in a Cryx army depends entirely on what type of model is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
 
Mercenary Units, Solos, & Battle Engines
Units Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates & CA & WA - Steelhead Halberdiers - Steelhead Heavy Cavalry - Steelhead Riflemen


Croe's Cutthroats - Nyss Hunters - Devil's Shadow Mutineers - Boomhowlers

Solos Ogrun Bokur - Swamp Gobber Raiders


Bloody Bradigan - Bosun Grogspar - Doc Killingsworth - [[Eilish Garrity - Hawk - Gorman - Gudran - Rockbottom - Dougal - Orin - Ragman - Raluk Moorclaw - Rorsh & Brine - Madelyn Corbeau (Attached)- Saxon - Seargeant Nicolas - Stannis - Wrong Eye & Snapjaw

Battle Engines None


Rules Clarifications[edit]

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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 : Life Trader      (Edit)

  • LT can only be used once per attack, but it can be used on every attack you make with the weapon.

Rules Clarification : Life Drinker - None yet. (Edit)

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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:  : Warcaster      (Edit)
(Click Expand to read)

 
  • General
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


Restrictions on "Any Time" abilities     (Edit)      
  • "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. Note that the attack is not over until you finish step 14 of the attack sequence (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)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
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Rules Clarification : Sacrificial Strike      (Edit)

  • You cannot purchase additional attacks after using Sacrificial Strike, because it is a Special Action.
  • You use the base ARM of the model. Any buffs/debuffs on the sacrifice have no effect on the attack.
  • You need LOS to the target, as per normal, but you don't need LOS to the trooper that you RFP.
  • Stealth doesn't defend vs Sacrificial Strike. There is no attack roll, so it can never miss.


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Rules Clarification : Backlash      (Edit)

  • Backlash doesn't affect Jack Marshals, because they don't have battlegroups.
  • Backlash triggers from any damage, not just attacks. So stuff like fire and corrosion on the warjack will also cause harm to the warcaster.
  • Backlash won't trigger if you take control of an enemy warjack (for example with a Machine Wraith) because it's not part of its original battlegroup while under your control (refer 'Battlegroup Commander' in the core rulebook).
  • 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 : Blood Rain      (Edit)

  • Damage Type (Edit)
    • This spell does elemental damage in addition to magical damage, not instead of magical damage. (Infernal Ruling)

Rules Clarification : Dark Guidance - None yet. (Edit)
Rules Clarification : Hellfire - None yet. (Edit)

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Rules Clarification : Ritual Sacrifice      (Edit)

  • You get the bonus focus during Skarre's next activation, not your next Maintenance Phase.
    If you cast it before Skarre activates, she'll get the bonus in the same turn.
    If you cast it after she activates (via Spell Slave etc), she gets the bonus next round.
  • You roll the d6 when the spell is cast, not at the start of Skarre's activation. (Infernal Ruling)
    If you cast it multiple times before she activates, the other castings have no affect whatsoever. You keep the d6 you rolled the first time you cast it. (Infernal Ruling)