Blighted Nyss Hex Hunters

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Blighted Nyss Hex Hunters
Legion Blighted Nyss Unit
Bayal, Hound of Everblight
Character Command Attachment

Nyss hex hunters are blighted sorcerers who have forsaken the greater arcane mysteries to focus purely on the destructive aspects of magic. A unit of Nyss hex hunters can unleash hellish bolts of concentrated energy, reducing enemies to blight-scarred ruin in a matter of seconds, or slash them to ribbons with wickedly sharp enchanted blades called hex razors.

Bayal, called the Hound of Everblight, is first among hex hunters. He is an incredibly potent battle wizard who can unleash withering bolts of blighted energy upon foes or freeze their bones with blasts of icy power. When leading his men in battle, Bayal becomes a whirling dervish of destruction, eviscerating his victims with twin hex blades or channeling his blighted magic through the weapons to bind a foe in shadow.

Basic Info

Blighted Nyss Hex Hunters
Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. 6
DEF 14
ARM 12
ESSENCE {{{essence}}}
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE 6 / 10 +1 CA
COST 9 / 15 +6 CA
1.3 each (excl CA)
1.7 each (incl CA)
FA 2
Warcaster 1
the Statblock


  • Everyone
    • Pathfinder symbol.jpg Pathfinder
    • Battle Wizard - Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
    • Magic Ability [ 6 ] - 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.
    • Prowl - While this model has concealment, it gains stealth.
  • Bayal only
    • He has +1 MAT, +1 Magic Ability, +1 CMD, and 5 hitpoints
    • Officer symbol.jpg Officer
    • Magic Ability [ 7 ] - He has 2 spells
    • Granted: Shadow Bind - While this model is in formation, models in its unit gain Shadow Bind. (Shadow Bind - A model hit by this attack suffers -3 DEF, and for one round when it advances it cannot move except to change facing. Shadow Bind can be shaken.)
    • Tactics: Advanced Deployment - Models in this unit gain Advanced Deployment.


  • Bayal
  • Hex Razor (x2) - Same statline, but double the fun
    • Damage Type: Magical
    • Shadow Bind - A model hit by this attack suffers -3 DEF, and for one round when it advances it cannot move except to change facing. Shadow Bind can be shaken.
    • Weapon Master symbol.jpg Weapon Master


   Leader, Grunts, & Bayal


Hex Bolt

(★ Attack) 6 - 13 Round Yes
A model hit by this spell cannot make special actions, special attacks, or power attacks for one round

   Bayal only



(★ Attack) 8" Spray - 12 (Cold) - Yes
Models hit suffer a POW 12 cold damage roll.

Theme Forces

Thoughts on Blighted Nyss Hex Hunters

Command Attachment

Blighted Nyss Hex Hunters in a nutshell

Hex Hunters are multi-tasked light infantries in the Legion's arsenal. These offensive spell-slingers' main job is to hunt down light/medium infantry, while also acting as jamming and denying models. Their stats and abilities define them as an in-between unit: they have better mobility and the same MAT, as the Swordsmen, and are more capable in melee than the Strider Scouts, while still retaining some ranged threat thanks to their Hex Bolts. The flip-side is also true; Swordsmen hit much harder in melee and have more ARM, while Scouts can eliminate threats much further away, sport superior DEF and native Stealth instead of Prowl.

Battle Wizard also strengthens their infantry/killing ability - and often misleads people. In an ideal world a full unit with Bayal is capable of killing up to 23 infantry in a turn. In reality, you must carefully select your targets to make the most out of them:

  • Hard targets will rarely be scared by their P+S10 attacks. Even if you manage to scratch them, it will rarely score a kill to trigger Battle Wizard.
  • Without charge, most shield wall infantry will not care much about your attacks; and harder targets can also run up to jam your lines.
  • Tough rolls can also deny your Battle Wizard attacks to be triggered.
  • If you killed your target, Battle Wizard takes place immediately, so you'll need another suitable target. Those standing in melee with your squad mates are rarely ideal choices, but line of sight issues can make this your only choice sometimes. Best case scenario that you are in melee with multiple models, so you can cast the Hex Bolt on them.

That all makes Hex Hunters a less appealing choice, when compared to the more straightforward units. However, they bring a degree of denial upon the field, something that the other units lack. Upon hits Hex Bolts deny special actions/attacks and power attacks on the target. Its range is very low, but can be a good counter to stop the enemy from trampling through your own jamming, or slamming a key model of yours through the front line and into your warlock. They also work well, if the enemy models rely on Combo Strike to crack hard targets (like the Slayer, or the Marauder) or special actions to be effective (like Arlan with his abilities).

Thoughts on adding the CA

Adding Bayal to the mix will boost further their jamming and denying capability. Advance Deployment helps you to find suitable terrain patches to activate Prowl, while Shadow Bind allows them to mess with order of activation, and enemy resource management. That said, Shadow Bind is still somewhat situational: most of your single-wound targets should not live long enough to make it useful to you, while jacks and beasts can shake it off. On the other hand, Shadow Bind can be crippling against Battle Engines, as they have no innate abilities to shake it off. He himself fares much better in melee, thanks to his increased MAT and Weapon Master, but that still doesn't immediately make him an infantry shredder. His Frostbite spray has a longer range than the Hex Bolt.

Combos & Synergies

Hex Hunters generally need a bit of help to be fully useful. They prefer warlocks who offer boosts for their ranged accuracy, or their melee hitting power and the ones who like the Children of the Dragon, and the Oracles of Annihilation themes - an unfortunately short list. Still, there are definitely a few models that can make Hex Hunters work.

Children of the Dragon

  • Nephilim Bloodseer - A solid, warlock independent method to add a crucial accuracy bonus for Hex Bolt with Telemetry. Since both its CMD (where Telemetry works) and Hex bolts have the same range, it is hardly a problem that he has to be on the front to be effective.
  • Blighted Nyss Swordsmen with Warlord, Zuriel, Nephilim Soldier - All have (or can have) Precision Strike, ensuring that once you tagged heavy targets with Shadow Bind, they can carve out their cortices/spirits to shake it off. For extra nastiness consider some source of Grievous Wounds.

Oracles of Annihilation

  • This theme oddly rewards units with Apparition, while giving free stuff for warbeasts. Alas, it is still something, and the extra 2" placement can help you to position your Hex Hunters better, and is usually more valuable on a 10 (11) men strong unit, than on small units like the Ice Witches, or the BFS.


  • Lylyth1 is one of the few warlocks who can offer the full package for Hex Hunters. Her feat makes all of their attacks more accurate, and Parasite negates most of the problem with their low P+S, and even makes their Hex Bolts very dangerous against middling armor.
  • Fog of War from Thagrosh1 offers Hex Hunters stealth regardless of terrain, but make sure to let it drop when they need to use Hex Bolt, as they don't ignore concealment like Legion beasts.
    • Draconic Blessing can boost their melee prowess, but other units might be better targets for this spell.
  • Vayl1, like Lylyth1 can offer the whole package to Hex Hunters with Incite. Against affected targets, you'll be delivering Hex Bolts at a solid POW15. If Frost Field is also on them, they will be swinging to hit at MAT11, Magic Ability 10.
    • Her feat will allow the unit to back off and do it again the following turn, or take advantage of their decent DEF to jam the enemy and let the rest of the army back off.
  • Rhyas1 helps their mobility with Dash, while her feat gives another chance to trigger Battle Wizard. In case there's nowhere to lay low for Prowl, Occulation will deliver them safely through the battlefield, though look for sources of Concealment first so a more needy unit can benefit.
    • The place/teleport effect from Rhyas's feat will work even if you destroy your target, so you can add a little range to a Battle Wizard shot by placing the Hex Hunter in question before you remove the enemy model from the table (placing it on the back side of a small base model adds about 2" to the range of the spell).
  • Kryssa can give the unit permanent stealth with Cloak of Ash, or offer them additional maneuverability with Tactical Supremacy. The latter is an excellent when you tag a target with Shadow Bind, then maneuver out of the way for your heavies to finish the job. Under her feat Hex Hunters can threaten harder targets, and trigger Battle Wizard more reliably.
  • Considering their tissue paper defenses, you'll likely to suffer losses, so why not pop out some Incubi then under Kallus1's feat? Ignite also works well on them if you don't want to double down on Swordsmen, and Dark Guidance helps with their melee accuracy.

Drawbacks & Downsides

  • Strider Scouts beat them in threat range, mobility and survivability (vs. direct attacks).
  • Their only means of staying alive is relying on Prowl - and even so, unboosted blast damage will take them down.
  • Battle Wizard will rarely trigger outside of charges thanks to their poor P+S.
  • They require spotless order of activation to operate at peak efficiency.
  • Compete at the same price point with Swordsmen, who can kill the same number of infantry models with cleave/overtake on their CA, all while still being capable of threatening heavy armor as well.

Tips and Tricks

  • Keep Bayal safe. Shadow Bind is granted, and is lost upon his death.
  • Try to get into the back arc of a beatstick jack/beast and war engines. Even if you can't reliably scratch them, you can threaten them with effectively MAT 9 Shadow Bind-causing free-strikes, forcing them to deal with the Hex Hunters first.



The unit and CA were both released in Forces of Hordes: Legion of Everblight (2010)

Other Legion models

Legion Logo.jpg       Legion Index       (Edit)            
Battlegroup & Similar
Warlocks Absylonia1 - Absylonia2 - Anamag - Bethayne - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2
Other Warbeast Controllers Beast Mistress
Lesser Blight Wasps - Shredder - Harrier - Stinger
Light Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph
Heavy Angelius - Carnivean - Neraph - Ravagore - Scythean - Seraph
Azrael - Golab - Proteus - Typhon - Zuriel
Gargantuans Archangel - Blightbringer
Units, Solos, & Battle Engines
Units B.N. Archers - B.N. Hex Hunters - B.N. Legionnaires - B.N. Raptors - B.N. Scather Crew - B.N. Swordsmen - B. Rotwings - B.O. Warmongers - B.O. Warspears - Chosen - Grotesque Banshees - Grotesque Raiders - Hellmouth - Ice Witches - Strider Blightblades - Strider Scouts - Spawning Vessel
Blackfrost Shard
Solos Beast Mistress - B.N Shepher - B.N. Sorceress - B.N. Warlord - Forsaken - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - B.O. Warmonger War Chief
Ammok - Annyssa Ryvaal - Fyanna the Lash - Craelix
Battle Engines Throne of Everblight
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Refer to Who Works for Whom and/or Category: Legion of Everblight Minion
This index was last updated: 2019.07

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 : Shadow Bind , Force Hold, Force Lock, Quagmire, and/or Crawling Chaos     (Edit)

  • Models affected by this ability may still advance 0" and thus abilities that trigger on "ends their movement within ..." or "after this model advances ..." will still trigger (for example Slipstream, Countercharge, etc).
  • Models may still be placed, so abilities like Apparition will still work.
  • The restriction applies to all advances: normal activation, bonus in-activation (like Overtake), and out-of-activation (like Energiser).
  • Shadow Bind only
    • If you manage to free strike a charging model and Shadow Bind it, their charge movement ends because they can no longer advance. At that point, you check whether their charge movement was successful or not.

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

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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Battle Wizard      (Edit)

  • Cavalry Battle Wizards can trigger it from their Mount Attacks. (Infernal Ruling)
  • This does not, however, allow them to trigger it twice in the same turn. (Infernal Ruling)
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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 ranged or melee attacks on the same turn you use a MA.
    • 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 at any time (eg Geomancy and Necromancy), or can cast a spell "for free" under specific conditions that would otherwise require their Combat Action (eg Battle Wizard and Combat Caster). These models get around all the restrictions listed above.

Rules Clarification : Hex Bolt - None yet. (Edit)

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Rules Clarification : Prowl      (Edit)

  • Whether you can trigger Prowl is a bit awkward; As long as you have concealment you can trigger Prowl ... even if the attacker ignores concealment, (such as with Hunter).
    • If you're standing in a cloud, and the attacker "ignores clouds for LOS" (such as Bird's Eye) you get Prowl.
    • If you're standing in a cloud, and the attacker "ignores clouds completely" (such as Alchemical Mask) you don't get Prowl. (Infernal Ruling)
    • Similar for standing in a forest.
  • If a debuff removes Stealth, Prowl does not reapply stealth. But this ruling is being rechecked. (Infernal Checking)
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Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.

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Rules Clarification : Officer      (Edit)

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

Rules Clarification : Frostbite - None yet. (Edit)

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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies.
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Rules Clarification : Advance Deployment      (Edit)

  • Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)

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