Asphyxious the Hellbringer & Vociferon

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Cryx Logo.jpg

Asphyxious the Hellbringer
Cryx Warcaster
Companion Solo

More than one thousand years of preparation has brought Asphyxious closer than ever to his goal of rising above the other lich lords to stand as Toruk’s most invaluable general. He alone holds the key to unleashing the terrible might of the Nightmare Empire. To aid him in his great work, Asphyxious has applied his impressive mastery of thrall runes to craft Vociferon, a skarlock perfectly equipped to serve as a conduit for souls. Vociferon’s battle standard of death and discord resonates with unholy intent, for it was made to collect the essences of all who perish within its reach and fuel Asphyxious’ fell sorceries.

Basic Info


Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
M.A. N/A
DEF 15
ARM 17
ESSENCE {{{essence}}}
HP 18
F. Field N/A
WJP +24
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock

Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat - Rites of Shadow

When an enemy model is forced, casts a spell, or spends 1 or more focus or fury points while in Asphyxious' control range, Asphyxious can remove d3 damage points and gains one soul token. If a model casts a spell by spending focus or fury, Rites of Shadow triggers only once. Rites of Shadow lasts for one round.

Tip lightbulb.png

Tip !

  • The souls do nothing to begin with, but on your next turn they will convert into focus via Cull Soul.
  • The second sentence, about it triggering only once, just means Gaspy gets 1 soul no matter the COST of the spell. One soul for a COST 1 spell, one soul for a COST 4 spell. One soul for a "cast for free" spell, for that matter.
    • If the enemy spellcaster then boosts the spell's attack or damage roll, though, each boost will trigger Gaspy's feat again.


  • Undead symbol.jpg Undead
  • Soul Taker: Cull Soul - This model can gain soul tokens. When a living enemy model is destroyed within 2" of this model, this model gains the destroyed model's soul token. After this model replenishes its focus during your next Control Phase, replace each soul token with 1 focus point.
  • Field Marshal [Unyielding] - Warbeasts/warjacks in this model's battlegroup gain Unyielding. (Unyielding - A model with Unyielding gains +2 ARM against melee damage rolls.)


Sword icon.jpg  RNG   POW   P+S 
2 8 16
  • Magical dam symbol.jpg Damage Type: Magical
  • Blood Boon - Once per activation, immediately after resolving an attack in which it destroyed an enemy model with this weapon, this model can cast a spell with COST 3 or less without spending focus points.



3 10 - - Upkeep Yes
Target model/unit suffers -2 DEF & ARM.
Cloak of Ash

2 6 - - Upkeep No
Target friendly Faction model/unit gains Ashen Veil. Models are not affected while out of formation.
Ashen Veil - A model with Ashen Veil has concealment. Living enemy models without Immunity: Fire suffer -2 to attack rolls while within 2" of a model with Ashen Veil.

3 10 - 14 - Yes
Models disabled by Hellfire cannot make a Tough roll. Models boxed by Hellfire are removed from play.
Hex Blast

3 10 3 13 - Yes
Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire.

3 SELF - - Turn No
Models in the spellcaster's battlegroup that are currently in its control range gain +2 SPD and Pathfinder for one turn.


Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. 7
DEF 13
ARM 16
ESSENCE {{{essence}}}
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • Undead symbol.jpg Undead
  • Companion [ Asphyxious the Hellbringer ] - This model is included in any army that includes Asphyxious the Hellbringer. If Asphyxious is destroyed or removed from play, remove this model from play. This model is part of Asphyxious's battlegroup.
  • Death Reaper - When a living enemy model is destroyed while in this model's command range, Asphyxious gains the destroyed model's soul token.
  • Magic Ability [ 7 ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.


Sword icon.jpg  RNG   POW   P+S 
0.5 3 8


Spectral Leech

(★ Attack) 10 - - - Yes
Spectral Leech causes no damage. Instead, remove d3 focus or fury points from the target model hit.
Spell Slave (★ Action) or (★ Attack) Stats vary every time

This model must be in its warcaster/warlock's control range to make the Spell Slave special action. When it does, it casts one of the spells on its warlock/warcaster's card with a COST of 3 or less. This model cannot cast upkeep spells or spells with a RNG of SELF or CTRL. When casting an offensive spell, Spell Slave is a magic attack. Use this model's Magic Ability score when making magic attack rolls.

Theme Forces

Thoughts on Asphyxious3

Asphyxious3 in a Nutshell

Gaspy3 has two core abilities on his card - Mobility and Field Marshal: Unyielding. This makes all his warjacks faster moving and a lot harder to destroy in melee. Follow that up with support from Calamity and Cloak of Ash and feat to disrupt casters and that's Gaspy in a nutshell. Vociferon is a very efficient companion for Asphyxious3; he's basically a better Skarlock Thrall with a great soul collection ability.

Feat thoughts

His feat basically gives him a scary alpha turn and shuts down some forms of spellcasting. Essentially, the feat is a question to your opponent: are they willing to forgo spending resources on a critical turn in order to starve your caster of souls?

As such, the feat can also be used to intimidate or punish an opponent that wants to bring their strong alpha strike capabilities to bear on your army. It can sometimes be worth getting nothing from the feat in terms of souls if it means forcing your opponent into timid play, especially if you have a strong scenario presence.

To get the most mileage out of the feat, it is usually necessary to play Asphyxious far up the board so that he catches the enemy caster and their battlegroup, as well as any other spellcasting models. He will want a healthy camp on feat turn, possibly with Cloak of Ash on himself.

Spell thoughts

  • Cloak of Ash is an excellent spell to protect high DEF models like Satyxis Raiders, who are already DEF 14 base, and DEF 16 against shooting with Force Barrier. Soul Hunters are another great target, and can maximize the spell's effect on enemy models due to their large base and ability to spread out via reposition and incorporeal. A special mention to Carrion Thralls, whose Prowl ability grants them Stealth under this spell.

Drawbacks & Downsides

  • Unlike most other casters that come with extra models, Gaspy3 is NOT a Warcaster unit, so Vociferon is a perma attachment (no Withershadow Combine for you!). That being said, with his automatic soul collection and Magic Ability [7] Spell Slave, Vociferon is a very good deal.
  • He likes casting spells AND fueling jacks (well who doesn't), so he will often get short on focus, but he likes to play a bit forward (to use his good melee abilities and to activate Blood Boon). Be very aware of your opponent's assassination runs.
  • You can't use Asphyxious3 alongside Asphyxious4, and #4 is possibly one of the best models in the game currently (as of 2020.11).

Tricks & Tips

  • Asphyxious3 is a fairly tanky caster with decent melee abilities. Don't commit him too early (he will still die quickly, especially if he is Knocked Down), but after that he's fairly capable to deal with things himself.
  • Hexblast removes enemy upkeeps and animi only, not general buffs
  • If you are going after a particularly hard target (looking at you colossals) with an armour buff, hit them with Calamity first and then your Hexblast as the damage from the Hexblast will be effectively POW15.
  • When using Vociferon to collect souls vs other Soul Takers, Asphyxious needs to be the closest eligible model. Vociferon doesn't actually collect souls, he just extends the area Asphyxious can collect from.

List Building Advice


Asphyxious3's main win condition is attrition, but he has decent magic assassination potential if you brought a node and your opponent went too hot during your feat turn. Remember that Vociferon has a way to remove Focus/Fury camp from range (even though his spell needs to hit).

Theme thoughts

For quite a while, Gaspy3 was most often seen in Black Industries with a whopping 9 Slayers, which used up 90 points of his 99 point allotment. Changes to the themes during the Oblivion update led that list to take a back seat, but it still poses questions that some opponents may be hard-pressed to answer.

    Black Industries - Slayer Spam    

Gaspy3 is often seen these days with up to seven Slayers. What makes this so strong is the combination of Unyielding, Carapace, and Mobility. Your Slayers are ARM 21 vs. shooting and ARM 19 vs. melee. They're so fast they can rocket up the board and prevent the enemy getting to the scenario, and position themselves to avoid getting charged. A minimum unit of Mechanithralls with three Brutes attached serve as speed bumps and shield guards.

    Black Industries - Other    

If you want to do something other than 9 Slayers, you can try:

  • Deathjack - With Mobility and Unyielding, Deathjack is a scary killing machine under Asphyxious3. Hex Blast and Hellfire are the only spells DJ can utilize, but they are decent spells to cast with him.
  • Malice - can also achieve high levels of ARM via ghost shield.
  • Warwitch Siren for extra focus.
  • See also the warjack suggestions in #Battlegroup

    Scourge of the Broken Coast    

  • Barathrum is a point-efficient warjack that benefits a lot from Mobility and Unyielding. Being able to Drag Below 8" back under Mobility can be hard to deal with for your opponents.
  • Satyxis Raiders are great under Cloak of Ash as they will go up to DEF18 against shooting that does not ignore dissimulation. Even DEF16 in melee is hard to deal with for many armies.

    Dark Host    

  • Banes, especially Bane Knights, played in a Dark Host under Cloak of Ash will cause trouble to your opponent. We're talking about Stealth Banes, DEF16 against charges, and ARM18 with Wall of Steel.
  • Darragh Wrathe is good support for the Banes, and can indirectly increase the ARM of your jacks vs living armies.


  • Wrongeye & Snapjaw can also be used to enhance the brick even harder, as DEF13 jacks under Star Crossed are really hard to deal with for MAT6 or 7 heavies.


Cankerworm is Asphyxious' pet warjack that he can take in any theme.
  • Cankerworm is Asphyxious' pet warjack that he can take in any theme. While Cankerworm has a harder time using Unyielding, he's still a very focus-efficient and annoying jack to deal with, especially with Reposition 5" from the bond coupled to Parry. But Cankerworm can also become surprisingly tanky under cloak of ash, with an effective 16/18 statline in melee to go with his 24 boxes.
  • Inflictor - the shield-jack that pairs well with Unyielding for a good melee ARM.
  • Kraken - Mobility raises the Kraken's threat range to 14", which is quite impressive, and Unyielding fixes his somewhat low armour of 19 (for a colossal). Asphyxious3 is only missing a way to easily fix his poor MAT6 (even if Calamity can work at some point).
  • Slayer - Cheap heavy for more use out of Unyielding and Mobility
  • Deathripper - Just a single arc node is enough to threaten any opponent of magic assassination if they give Asphyxious too much focus during his feat turn. It also allows Asphyxious to put Calamity on a juicy target without having to commit himself.

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.

  1. Warjack: Cankerworm
  2. Warjack: Slayer
  3. Warjack: Slayer
  4. Warjack: Barathrum
  5. Solo: Necrotech (x3)
  6. Solo: Hellslinger Phantom
  7. Unit: Mechanithralls + Brute Thrall (x3)



  • Released in the Warmachine: Colossals expansion (2012)
  • Nickname: Gaspy (a joke playing on the meaning of "Asphyxiate").

Other Cryx models

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

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 - Doctor Stygius (Partisan) - Madelyn Corbeau (Mercenary)

Other Warjack Controllers

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


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


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

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

Asphyxious4 - Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - BO Boarding Party - BO Ironmongers - BO Smog Belchers - 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


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
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2020.12

Video Battle Reports

Rules Clarifications

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Rules Clarification : Feat: Rites of Shadow
Asphyxious3's & Locke1's feats (Edit)
These two warcasters have identical triggers for their feat, so I'm lumping their clarifications together.

  • Number of tokens gained
    • You get one token every time an enemy casts a spell and/or boosts and/or etc.
    • You only get one token when a warlock casts an animus, even though technically it's a spell and an animus.
    • You only get one token when a beast uses Geomancy, even though technically being forced to Geomancy and using Geomancy to cast a spell are 2 separate steps. (Infernal Ruling)
    • You only gain one token regardless of the cost of the spell - whether the enemy casts it for free, or spends 4 focus, it's all the same to him.
    • You only get one token when an enemy beast is riled, regardless of how much fury the beast is riled for.
      • Example: An enemy warcaster casts a spell and boosts the hit roll and boosts the damage roll. You'll get 3 tokens.
  • Other
    • If an attack is boosted you gain the tokens immediately, not at the end of the attack. This means Gaspy has to heal old damage before suffering new damage, and Locke has to decide who to buff before seeing whether the attack manages to hit/damage.
    • If a model spends fury that is "on another model" (such as Sentry Stones or a Grunt in a warbeast pack), it is the location of the model actually doing the spending that is relevant to the feat. (Infernal Ruling)

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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 : 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     (Edit)

  • 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)
  • If you trigger the free spell from an attack that also grants a free melee/ranged attack (such as Rahera1 with Black Spot) then you can't have both an offensive spell and the free attack, because of the "attack-generating abilities" rule in the core rulebook. You can cast a non-offensive spell and get the free attack, though. (Locked Thread)
  • 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.
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Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • 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)         [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)
  • 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)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • As of 2020.08, I have lost track of how this is supposed to work and I'm giving up until it is sorted properly. Refer to this thread for the latest ruling and follow-up questions.

  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • 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.

Rules Clarification : Undead - None yet. (Edit)
Rules Clarification : Cull Soul - None yet. (Edit)

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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)

Rules Clarification : Unyielding - None yet. (Edit)

Rules Clarification : Companion - None yet. (Edit)

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Rules Clarification : Death Reaper      (Edit)

  • Asphyxious needs to be the closest eligible model, not Vociferon. Vociferon does not collect souls, he just extends the area Asphyxious can collect from.
  • Also, this rule doesn't have the "regardless of proximity" clause (like Dark Fire does) so an enemy soul taker could "steal" souls right from under Vociferon's nose, depending on model placement.
  • Other than that, though, there is no range limit to Death Reaper - Vociferon could be on the opposite side of the table and Asphyxious can still collect souls via him.
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Rules Clarification : Magic Ability      (Edit)

  • Combat Action
Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
  • You must complete your movement before you use a MA.
  • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
  • You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
  • You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
  • You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Non-Combat Action
There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
  • Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
  • Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
  • Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
  • Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.

Rules Clarification : Spectral Leech - None yet. (Edit)

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Rules Clarification:  : Spell Slave      (Edit)
(Click Expand to read)

Explanatory Note

This Rules Clarification is very similar to the ones for Necromancy and Geomancy (since all 3 are very similar abilities). Where Spell Slave is unique, the text has been coloured blue.

Who does the casting

  • It is the model with Spell Slave that does the casting, not the warcaster. (Infernal Ruling)
    • It's not anything simple like "the warcaster gets an extra spell" during the warcaster's activation.
    • Nor is it the "Spell Slave acts like an arc node". (On that note, Spell Slaves can't use arc nodes).
    • Any buffs/debuffs currently on your warcaster/warlock are completely irrelevant to the Spell Slave's casting.
  • For stuff that interacts with spellcasters (such as Witch Hunter) it is the location of the Spell Slave that matters, not the location of the warcaster.
    • If the Spell Slave is within an area of "models cannot cast spells within this area" effect, it cannot cast spells. Regardless of where your warcaster is.
    • If the warcaster is within an area of "models cannot cast spells within this area" effect, that has no effect on what the Spell Slave can do.

When/how does a Spell Slave cast

  • Spell Slaves use their Magic Ability to perform either a (★ Attack) or (★ Action).
    • Because you use your Combat Action to do (★ Attack) or (★ Action) you must complete your movement before casting a spell (unlike warcasters).
    • Typically, you cannot cast a spell after charging, because instead you must use your Combat Action to make a melee attack.
    • If you forfeit your action, or are affected by a enemy abilities that prevents you using your action, you will be unable to cast spells.
    • After casting a spell, a Spell Slave's activation ends (unlike what happens when your warcaster casts spells) because it has now completed both its move and its action.
  • Spell Slaves do not pay the full cost of a spell, so are unaffected by stuff which changes the COST of a spell; such as Lamentation. (Infernal Ruling) or Scaverous's feat (Infernal Ruling)

What spells can they choose to cast

  • A Spell Slave cannot cast spells with a range of SELF or CTRL or with a COST more than 3, or that are an UPKEEP.
    • In addition to this, a Spell Slave is heavily limited by the definition of 'Spellcaster'. Specifically:
      1. Spell Slaves can't cast spells that use the phrase "Spellcaster's battlegroup" because (most) spell slaves aren't in the battlegroup.
      2. Spell Slaves cannot benefit from anything that occurs in the 'Spellcaster's CTRL area' because they don't have one. (Infernal Ruling)
        For instance, a Spell Slave that casts Excarnate will not be able to summon a new grunt.
      3. Spell Slaves cannot benefit from spells that give the caster Focus. Such benefits are limited to models with the 'Focus Manipulation' rule, which only warcasters have.
        For instance, a Spell Slave that casts Siphon Bolt would still take focus from the enemy, but won't gain any focus itself.
      4. Sometimes a Spell Slave can cast a cast a spell, but they will miss out on some of the benefits of the spell (as described above)
    • A Hordes Spell Slave cannot cast animi, because they're not "spells on the warlock's spell card".

How can they boost the spell

  • You can not use focus that is on the warcaster to boost spells that the Spell Slave casts. (refer rulebook section on using focus to boost: only the model with focus on it can spend it, and only during its own activation)
  • Spell Slaves can only boost if they have a special rule allowing them do so - for instance, the Skarlock Thrall can spend soul tokens on spells via its 'Strength of Death' ability.


  • The Spell Slave doesn't gain any buffs/abilities that are on your warlock/warcaster (such as True Sight).
  • The Spell Slave cannot channel spells through arc nodes. You can only channel through nodes in your CTRL area, and none of the three models have a CTRL area.
  • The Spell Slave can use spells like Annihilation to gain enemy souls. But generally they will be unable to use the soul tokens so they will stay on the Spell Slave for the rest of the game (doing nothing). (Infernal Ruling)

Rules Clarification : Calamity - None yet. (Edit)

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Rules Clarification : Cloak of Ash      (Edit)

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Rules Clarification : Ashen Veil and/or Swarm     (Edit)

  • The concealment bonus and the attack roll penalty stack with each other. If a living model targets you with a gun/spell, and they're within 2" of you, they effectively suffer -4 to the attack.
  • The attack roll penalty applies to all types of attacks.
  • The attack roll penalty applies even if the enemy model is trying to target something completely different.

Rules Clarification : Hellfire - None yet. (Edit)

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Rules Clarification : Hex Blast      (Edit)

  • If you miss and deviate onto a different target, no upkeeps or animi expire. You need a direct hit.
  • 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 : Mobility      (Edit)

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