Unlimited Only This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.
Note that the rest of this page is about the model's Mark III rules.
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Asphyxious has become the Dragonfather’s chosen instrument on the mainland and the unholy general of the rapacious unliving army of Cryx. Wherever he goes, he leaves behind him ashen fields of lifeless grasses and withered trees. Blackened corpses and bubbling pools of gore are all that remain of his victims. A prime source of the cancer feeding upon western Immoren, he gleefully spreads the shadow of the Dragonlord’s wings. It is a shadow that will one day, by his efforts, extend across all Caen.
Basic Info
Asphyxious2 |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Medium |
SPD |
5 |
STR |
7 |
MAT |
6 |
RAT |
N/A |
M.A. |
N/A |
DEF |
15 |
ARM |
16 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
7 |
FURY |
N/A |
THRS |
N/A |
HP |
18 |
F. Field |
N/A |
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WJP |
+28 |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
N/A |
UNIT SIZE |
N/A |
COST |
N/A |
N/A |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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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: Spectral Legion
Return to play up to d3 + 5 destroyed small- or medium-based Grunts that were part of a friendly Faction unit, placing them completely within 3" of Asphyxious. Returned models gain Undead, Ghostly, become solos, and cannot be attacked or damaged for one turn. Returned models must charge during their activations and leave play at the end of this turn.
- Ghostly - A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. It cannot be targeted by free strikes.
Abilities
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Undead
- Soul Reaper (★ Action) - Place a 5" AOE anywhere completely within this model's control range. The AOE remains in play for one round. When a living enemy model is destroyed in the AOE, this model gains its soul token regardless of the proximity of other models or any other special rules. While the AOE is in play, this model cannot attack with Daemortus and has no melee range.
- 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.
Weapons
- Daeamortus - 2" reach, P+S 15 melee attack
Spells
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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Caustic Mist
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2
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CTRL
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3
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-
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Round
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No
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Place a 3" AOE cloud effect completely within the spellcaster's control range. A model entering or ending its activation in the AOE suffers the Corrosion continuous effect. Caustic Mist lasts for one round.
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Death Knell
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4
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8
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4
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10
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-
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Yes
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Before dealing damage, count the number of models in the AOE. Add the result to each Death Knell damage roll.
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Excarnate
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3
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10
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-
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13
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-
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Yes
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When a living enemy warrior model is boxed by Excarnate, RFP it. You can then add to play one Grunt to a friendly Faction small-based undead unit in the spellcaster's control range. Place the Grunt in formation and completely within 3" of the spellcaster. The Grunt must forfeit its Combat Action the turn it is put into play.
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Hellbound
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3
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SELF
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(★)
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-
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Round
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No
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The spellcaster cannot be targeted by charges or slam power attacks. While within 5" of the spellcaster, enemy models treat open ground as rough terrain. Hellbound lasts for one round.
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Parasite
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3
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8
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-
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-
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Upkeep
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Yes
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Target model/unit suffers -3 ARM and the spellcaster gains +1 ARM.
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Teleport
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2
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SELF
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-
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-
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-
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No
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Place the spellcaster anywhere completely within 6" of its current location, then its activation ends.
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Theme Forces
Thoughts on Asphyxious2
Asphyxious2 in a nutshell
Lich Lord Asphyxious is a strong attrition caster, although no longer the horrifying tournament staple he was in Mark 2 (largely due to nerfs to Excarnate).
Feat thoughts
His big thing is bringing back half a dozen Warriors with his feat and wrecking just about anything thanks to their charge. What you will want to bring back depends largely on what theme he is in
- Dark Host - Bane Warriors suddenly appearing and charging can be devastating.
- Scourge of the Broken Coast - Bloodgorgers, especially if you can get them in Garlak’s Vet leader range make short work on enemy infantry. They hit roughly as hard as Bane Warriors, too, but are more accurate.
- Black Industries - not a theme the Lich Lord likes with his feat, an Iron Monger or 2 can do a lot vs Warmachine armies but the rest of the feat will only really be useful on drudges or mechanithralls
On feat turn he normally pushes forward to summon them in a good spot, then protects himself by teleporting clear and/or casting Hellbound.
Spell thoughts
- Hellbound and Teleport are both ways to keep him safe
- Parasite is a mainstay spell of his for crushing armour.
- His zaps are both situational
- Caustic Mist is really useful but too small to be major control
Drawbacks & Downsides
- Enemies with RFP can neutralise his feat.
- He has relatively little infantry clearing, and must rely on his army.
- He lacks a to-hit fixer.
- You can't use Asphyxious2 alongside Asphyxious4, and #4 is possibly one of the best models in the game currently (as of 2020.11).
Tricks & Tips
- If you lose Gaspy to assassination you've messed up. Not going and not seeing is the best way to not get conquered; second best is teleporting clear.
- Remember to finish Gaspy's activation after feating. Don't get overexcited placing new models and activate them before teleporting Gaspy to safety!
- Remember the feat models are all solos. You don't have to activate them all at once, and you can activate other parts of your army in between.
List Building Advice
Strategy
Gaspy2 is an almost pure attrition caster, doing little to force the enemy out of zones; although he has a huge assassination threat with his feat.
Theme Thoughts
Dark Host
- Bane Warriors are ubiquitous with Gaspy2; his feat wants some scary chargers that can smash armour to pieces and Bane Warriors qualify in spades.
Scourge of the Broken Coast
The troops in this theme are fairly accurate without caster support, but lacking hitting power. So Gaspy bringing a damage buff and no to-hit buff works well.
- Bloodgorgers are the bets feat targets for him. With a source of Dark Shroud they hit just as hard as Bane Warriors because the second attack averages out the damage and the can also eat infantry for breakfast, where as Banes only threaten heavies.
- Gerlak Slaughterborn - The Veteran Leader for his Gorgers.
- Satyxis Blood Witches - They get Ambush and the hag has Dark Shroud.
Mercenaries
- Ragman - a source of Dark Shroud, which is excellent in Scourge as he also gives it to models around him.
- Void Archon - Another model with Dark Shroud.
Battlegroup
Cankerworm is Asphyxious' pet warjack that he can take in any theme.
Other than an arc node or two to get Parasite where you need it, there's nothing he particularly wants/needs so feel free to take what 'jacks you like.
Although in saying that we should mention Cankerworm, his pet warjack that he can take in any theme.
Other
Trivia
- Originally released in Warmachine: Apotheosis (2005)
- Sculptor: Chaz Elliot
- Nicknames: "eGaspy", "Gaspy2" ("Gaspy" as a pun on the word "Asphyxiate", and e for epic or 2 for 2nd incarnation), "The Lich"
- Daeamortus, Asphyxious's weapon, was both his predecessor and his ex-boss. Asphxyious killed Daemortus, took his job, then turned him into a weapon just to rub salt in the wound! This also means that, most likely, Daemortus's soul was claimed by Omodamos when he defeated Asphyxious and destroyed his vessel.
Other Cryx models
Rules Clarifications
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Rules Clarification : Feat: Spectral Legion
- If you return a model that has already activated earlier on the same turn, then it cannot activate again.
- If you return a model that has a once-per-game ability that has already used that ability, it cannot use it again.
- End of Turn Abilities (Edit)
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Rules Clarification : Ghostly (Edit)
- Ghostly doesn't let you move through other models, just terrain.
- Ghostly doesn't let you ignore damage from hazardous terrain. (Infernal Ruling)
- Ghostly ignores Windswept terrain penalties. A model with both Flight and Ghostly will move through Windswept terrain at full speed. (Infernal Ruling)
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* 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: : Warcaster (Edit) (Click Expand to read)
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- 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)
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Restrictions on "Any Time" abilities ( Edit) [Show/Hide]
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- 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).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- 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.)
- Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- 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.
- 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)
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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.
- If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
- Press Forward Order vs Spells cast at Any Time (Edit)
- You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
- If you cast spells before moving, you can't run so you must charge.
- If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
In this situation the spellcaster must either:
- forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
- forfeit their Normal Movement, then their activation ends.
- (Infernal Ruling)
- 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.
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Rules Clarification : Undead - None yet. (Edit)
Rules Clarification : Cull Soul - None yet. (Edit)
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Rules Clarification : Caustic Mist (Edit)
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Templates that do damage ( Edit) [Show/Hide]
- Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
- A hazard is a terrain element
- Damage from a hazard template is never considered to be from the model or weapon/spell that put it into play. So hazards never gain special rules of the weapon/spell (such as a Damage Type or Poison), nor does it gain special rules of the model (such as Hand of Fate).
- Damage from a non-hazard template is considered to be from the model that put it in play. So non-hazards do get stuff like Hand of Fate. (Infernal Ruling)
- Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance)
- Damage from a non-hazard is also not from an attack. Instead it will be a Special Action (Covering Fire), or a "instead of making an attack, place a template" (Creeping Barrage), or etc.
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- Damage templates from spells is complicated:
- (Infernal Ruling)
- Spells that leave templates that are not hazards (such as Razor Wall) do Damage Type: Magical.
- Spells that leave templates that are hazards (such as Breath of Corruption) follow the rules for hazards, which are most likely not magical damage but it varies by the hazard.
- The initial damage when you place the template, if any, is Damage Type: Magical.
- For example, Breath of Corruption's initial POW 12 corrosion damage roll is Damage Type: Magical in addition to Damage Type: Corrosion. But the hazard that is put into play from Breath of Corruption is not Damage Type: Magical, just Damage Type: Corrosion.
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- By default, when you put a template into play it doesn't do damage to models they overlap. The exceptions are templates that are created by an AOE weapon, and templates that explicitly say they do damage when they're placed.
- A model which is "placed" also counts as "entering" an area, so the template will damage any one who teleports/spawns into it, too.
- If two templates are overlapping, a model that enters them will take two points of damage.
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Rules Clarification : Death Knell - None yet. (Edit)
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Rules Clarification : Excarnate (Edit)
- If Excarnate is cast by a model without a Control Range (eg the Deathjack) then you can't summon a new grunt. You can still RFP the enemy though.
Return/Add to Play - Typical (Edit)
- If you're returning/adding multiple models simultaneously, they are placed sequentially. Often this will let you leapfrog the "within 3" of [x]" requirement.
- If you're adding models to a unit, then typically there is no limit and you can go over the unit's starting size. However, some abilities do have a limit (such as Stir the Dead)
If you're returning models to a unit, then you're limited by how many there are in the "dead but not removed from play" pile. (See Add, Return, and Remove From Play for further detail.)
- If you're adding more models than you started with, then in a Tournament you must physically own the correct models - proxies are not allowed in tournaments. (Locked thread)
Return/Add to Play - Other Units (Edit)
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"Return to Play" and "Add to Play" are quite simple if you only return models to your own unit (like Blood-Bound) or only return independent models (like Thagrosh1's feat). But if you're returning/adding models to other units, then click to read more. [Show/Hide]
- If you can return multiple troopers at once, they don't all have to be the same unit. Spread the love around.
- Troopers must return to their original unit. Even if you have two units of the same type (such as two units of Convergence Eradicators) then you can't have 4 die from unit [A] and return them all to unit [B].
- If your rule is something like "return d3 models to units within CMD range" (Old Witch3) then it is d3 models total, not d3 models to each and every unit.
- If your rule is something like "spend 1 soul to return 1 Grunt" (Enigma Foundry) then it doesn't matter where the souls came from originally. Think of them like currency, in this case.
- You can Return models even after a unit is reduced to just Attachments (Weapon or Command)
- If your Return ability lets you return a Leader or Officer model, then they will immediately become the unit commander and redefine the "in formation" bubble.
- If your Return ability only allows Grunts, then the Grunt will not be field promoted when he arrives.
This means that, in the unusual scenario where the Leader model has different wargear to the Grunts (such as Cygnar Stormguard), then that wargear is effectively 'lost'.
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Rules Clarification : Hellbound (Edit)
- The caster can still be slammed by non-Power Attack stuff, such as Force Hammer.
- "Treat Open Terrain as..." (Edit)
- This ability doesn't change the terrain type, just how models treat it. (In comparison to, say, Rapid Growth which creates a forest.)
- Because it doesn't change, models that get a benefit for being near terrain (ie the Earthborn Dire Troll) need to instead be inside the affected area to gain the benefit. If it's outside the area, then from its current point of view the area is open terrain.
- If you have two overlapping effects like this (such as "treat open as rough" overlapping with "treat open as shallow water"), the area is treated as both terrain types.
- If you then have a model that ignores one of the overlapping effects (such as Amphibious trying to treat shallow water as open terrain) they'll still suffer the effect they're not ignoring. (Infernal Ruling)
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Rules Clarification : Parasite (Edit)
- You lose the +1ARM bonus as soon as the model is destroyed - you can't maintain an upkeep spell on a model that is no longer in play.
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Rules Clarification : Teleport - None yet. (Edit)