Nephilim Bloodseer

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Legion Logo.jpg Nephilim Bloodseer

Legion Nephilim Light Warbeast

Mk4 icon.png
Prime
This model is available in one Prime Army, Ravens of War. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

The bloodseers are a potent breed of nephilim, perfectly attuned to the dragon’s blight. The power of the dragon surrounds these creatures, who wield it with frightening ease. As they glide among the Legion’s armies, they summon the blighted essence from within their fellow spawn to bolster their brethren or their own attacks as necessary.

Basic Info

Nephilim Bloodseer
Missing Info
NephilimBloodseer.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR 8
MAT 5
RAT N/A
M.A. N/A
DEF 12
ARM 18
CMD 6
ESSENCE {{{essence}}}
FOCUS N/A
FURY 3
THRS 10
HP 22
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE N/A
COST 7
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock
  • Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good. Click here for a newbie-friendly recap, or click here for the full rules.

Abilities

  • Eyeless Sight symbol.jpg Eyeless Sight
  • Flight symbol.jpg Flight
  • Primal Magic - This model can be forced to cast the animus of any friendly Faction non-character warbeast in its command range as if the animus were its own.
  • Telemetry - Other friendly models gain +2 to magic attack rolls against enemy models in this model's command range.

Weapons

Animus

COST RNG AOE POW DUR OFF
Arcane Suppression

2 SELF - - Round No
While within 10" of the spellcaster, when an enemy model casts a spell, increase the COST of the spell by 1. Additionally, while within 10" of the spellcaster, enemy models must pay double to upkeep spells. Arcane Suppression lasts for one round.

Theme Forces


Thoughts on Nephilim Bloodseer

Nephilim Bloodseer in a nutshell

The Bloodseer is primarily a supporting warbeast, and surprisingly well armored for its cost. It is your second cheapest light beast beyond the Afflictor and the Raek and offers excellent utility for magic focused warlocks/lists. Failing that, he also has some use against magic-wielding warlocks and warcasters or armies reliant upon upkeep spells or animi (Arcane Suppression works against animi, even those cast by warbeasts). All of these things are definitely great but his greatest strength may be his Primal Magic, though this varies depending on which other warbeasts you bring. He won't always be the first warbeast you reach for in a list, but his niche can sometimes be very important to fill when you need it.

Arcane Suppression can be crippling for warnouns with very low FOCUS/FURY to mess with, like Lylyth2/Lylyth3. It can also throw monkey wrench into the plans of upkeep dependent casters, like Stryker1, or Irusk1, or those with expensive spells, like Haley2, or The Harbinger. Without channeling very few spells have longer range, than the aura. Of course, they can re-cast upkeeps, or kill the Bloodseer, but to do that, they'll have to divert resources that would have been spent elsewhere. Considering the Bloodseer's low cost and relatively decent durability for that cost, this can mean a lot more than it seems on paper. Additionally, most of the times offensive spells need focus/fury to boost to hit, and with an increased cost, casters surely don't want to miss. Thus, Arcane Suppression often adds not 1, but 2 to the spell's actual cost.

Finally, Arcane Suppression's greatest boon is against other Hordes factions where warbeasts may have important - and preferably expensive - animi they want to cast. Want to keep safe Ghetorix with a humble Spiny Growth? Guess what, it now eats half his FURY stack (provided not in The Wild Hunt theme).

Combos & Synergies

  • Spellcasters, like either incarnation of Vayl, both Thagroshes or even Saeryn all have strong, expensive offensive spells, as well as high FURY, so the extra help from Telemetry can often eliminate the need for for boosting, or confirm hits on the most evasive of targets.
  • While the Bloodseer himself doesn't offer a gun for her feat, Lylyth2 relies heavily on Pincushion to execute her game plan. Unfortunately she has critically low FURY to work with when trying to land this spell. Telemetry helps her tremendously in ensuring key pincushions make it to their intended targets, and in some cases can save her a FURY for boosts. Don't forget, it also helps spells channeled through a Spell Martyr
  • Blighted Nyss Sorceress & Hellion - lets him charge for free and he buffs her magic ability. You don’t really want this support beast in melee but on the last or penultimate turn you may as well throw him in.


Theme Thoughts

Oracles of Annihilation - This is your go-to theme for monsters and magic users, plus it rewards you with free stuffs for taking beasts. There is a fair selection of magic slinging models in this list, so a Bloodseer may find plenty of occasions to help around with Telemetry and Primal Magic.

Children of the Dragon - Sadly, the Nephilim theme offers next to no bonus for this Nephilim warbeast. Stacking Unyielding with other ARM bonuses might be interesting, but the main role of the Bloodseer is rarely holding back the opponent. Also, this list is often being built around the two anchors of the theme, Azrael and Zuriel, plus any additional character warbeast the caster might have - and being characters mean the Bloodseer cannot use their animi. On that note, having access to Spiny Growth from a Carnivean may form an ARM24 light in melee, which may form an obnoxious scenario anchor.

Primal Terrors - Usually this theme features the Blightbringer and maximum one additional beast. It is rare that you will find spare points to squeeze in the Bloodseer, if you can take so many, more appealing choices instead of it.

  • Hex Hunters may appreciate having Telemetry for their Hex Bolts. Since they have to get close to the enemy anyway they can pair well with the Bloodseer.
  • Bayal, Throne of Everblight and Sorceress - super accurate sprays, thanks to Telemetry. Due to Necrophage the Throne gets even nicer boosts, on Ice Cages as well as on Spine Bursts. Just watch out for not getting caught by the additional hits from the latter. The Sorceress can help the Bloodseer if you need to extend an animus' influence with Primal Magic. You can't cast an animus if you run, but you can before willingly failing a charge - something that a Bloodseer does for free in the Aerial Coordination bubble.
  • Any time you are bringing the Blackfrost Shard or Ice Witches, consider that Ice Cage and Puppet Master get all the more dangerous with the Bloodseer around its target. Even more critical can be ensuring that key Kiss of Lyliss lands successfully.
  • It's an incredible corner case, but the Succubus can reliably land Influence on DEF16 targets near the Bloodseer.
  • Bethayne1 has a feat that really supports magic spellslingers, and Bethayne2 can get the most mileage from the Bloodseer, being a Telemetry target for its own Spell-Driver attacks, plus providing feat tokens without needing any to operate at peak efficiency.

Animi Worth Casting

There are a few animi that the Bloodseer can make a lot of good use of in the right army. Remember that you cannot cast Character animi with the Bloodseer. You also can't cast his own Animus the same turn you steal one, as a beast can only use an animus once a turn, even if they have enough FURY to do more. These are some of the more notable ones worth casting with Primal Magic.

  • If you want a second (third, counting your warlock) Slipstream, bringing a Bloodseer when you already brought a Seraph gives you an extra one for half the points.
  • Should your Naga be hot on Fury, and unable to cast its valuable animus, the Bloodseer can do it in its stead.
  • If you brought a Carnivean, the Bloodseer can steal Spiny Growth to become impressively hard to kill considering his low point investment.
  • Angelius have the incredibly useful Repulse, and a Bloodseer gives you a second use of Repulse for 10 less points. This can be fairly valuable in a scenario focused list.
  • Afflictors and Neraph both have the Attractor animus, and it's not a bad one for the Bloodseer to steal, though it's a lot harder to use effectively compared to Repulse
  • The Archangel's Draconic Aura is a really nice supporting animus, but its 10" range is usually short enough to put this frail Gargantuan into retaliation range. The Bloodseer can help you to extend this support bubble, and keep your prized dragon safe.
  • The Mechanoshredder rather than charging normally, the bloodseer can cast this on himself for the bonus effect on constructs.

Drawbacks & Downsides

  • Arcane Suppression won't work against units and models with Magic Abilities. Resourceful casters won't have to worry much about their upkeeps either.
  • Telemetry requires the Bloodseer to close in on the enemy, often resulting in suicide missions.
  • Not much combat ability to speak about.
  • Below average speed by Legion's standards - which might mean trouble to keep up with faster magic users AND use his animus at once. It's made up for a bit by his access to wings, but won't solve every issue with SPD5

Tips & Tricks

  • Telemetry adds the bonus to attack rolls only against enemy targets. Keep that in mind, if you need to target your own models with sprays and AoEs.
  • Arcane Suppression and various other FURY modifying tools can disrupt the enemy's ability to cast important animi by his warbeasts. Examples are Thagrosh1's Twisted Form, or the Inflict Pain arrow on Lylyth1's bow.
  • It's own animus is often overshadowed by the fact it can cast other animi, but if you're running it up to tag something with Telemetry it's very worthwhile to cast it and disrupt some enemy plans.
  • Speaking of last-ditch melee commitment, it has a critical knockdown - quite hilarious if goes off against a low DEF heavy or warcaster.

Other

Trivia

Released in Hordes: Gargantuans (2013)

Other Legion models

Legion Logo.jpg       Legion Index       (Edit)            
Battlegroup & Similar
Warlocks

Absylonia1 - Absylonia2 - Anamag - Bethayne1 - Bethayne2 - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Lylyth4 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2

Other Warbeast Controllers

Beast Mistress - Blight Archon - Thagrosh0

Lesser Blight Wasps - Shredder - Harrier - Mekanoshredder - Stinger
Light Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph
Heavy

Angelius - Azrael - Carnivean - Golab - Neraph - Proteus - Ravagore - Scythean - Typhon - Seraph - Zuriel

Gargantuans Archangel - Blightbringer
Units, Solos, & Battle Engines
Units

Blackfrost Shard - 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 - Virtue Host

Solos

Ammok - Annyssa Ryvaal - Beast Mistress - Blight Archon - B.N Shepherd - B.N. Sorceress - B.N. Warlord - Craelix - Forsaken - Fyanna1 - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - Thagrosh0 - Virtue Champion - B.O. Warmonger War Chief - Yssylla

Battle Engines Throne of Everblight
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Minions
Refer to Who Works for Whom and/or Category: Legion of Everblight Minion
This index was last updated: 2021.11

Rules Clarifications

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

See also the Warbeast page for a recap of the core warbeast rules.
  • Forcing
    • If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)
  • Animi
    • A single Animus can be on several models at the same time. (Infernal Ruling)
    • Unlike in Mk2, in Mk3 if a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)
    • An animi cast by a warlock is an animi and a spell. (Infernal Ruling)
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
  • Frenzy (Edit)
    • You cannot trigger optional abilities (such as Cleave or Sprint). (Infernal Ruling)
    • You must trigger compulsory abilities (such as Consume) ... except for compulsory abilities that also generate an extra attack (such as Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)
    • A warbeast may not make an Assault shot as part of a Frenzy activation.
    • If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Ruling)
    • If a frenzying warbeast can't reach its charge target (because the charge lane is blocked by terrain, etc) then it will make a failed charge and end its activation. (Locked thread)
    • If a frenzying warbeast has two melee weapons with the same POW, it can choose which one to use. (Infernal Ruling)
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Rules Clarification : Eyeless Sight      (Edit)

  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
  • Blind vs Eyeless Sight (Edit)
    • If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
    • Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.
  • Anti-Cloud abilities vs Burning Earth (Edit)
If you make a piece of terrain "Burning Earth" it counts as a cloud effect in addition to it's original type. This has 2 odd rulings:
  1. If any part of the terrain piece is "hit" by an ability that makes clouds expire (such as Gale Winds) then the entire terrain piece is taken off the table. (Infernal Ruling)
  2. If a model can ignore clouds but not the original terrain type, they don't ignore the terrain. For instance if you have a burning forest, then Eyeless Sight can't see through the forest. (Infernal Ruling)
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Rules Clarification:  : Flight      (Edit)
(Click Expand to read)

 
  • Flight doesn't ignore:
    • Impassable terrain.
    • Most hazards. The exception is they do ignore Acid Bath and Burning Earth as long as they don't land in them.
    • Templates that stay in play and do damage to models moving through them (such as a Scather).
    • Free strikes.
  • Trampling with a flying model (Edit)
    • Flight allows you to trample "over" medium- and larger-bases.
    • Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
      • Unless, of course, you have an exception like Blade Rush.
  • Flight on a Cavalry model (Edit)
    • Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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Rules Clarification : Primal Magic      (Edit)

  • You still need to obey the normal rules for casting animi - be within the warlock's CTRL range, pay the COST, etc.
  • You can still only cast one animus per turn.
  • If combined with another ability that changes the COST of animus (such as Awakened Spirit which makes it free), then you get that cost discount to whichever animus you choose to cast.

Rules Clarification : Telemetry - None yet. (Edit)


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Rules Clarification : Arcane Suppression      (Edit)

  • Two instances of AS are not cumulative. (Infernal Ruling)
  • AS does not interact with models that have a special ability to cast their warlock's "COST X or less" spells (such as Spell Slave and Geomancy). (Infernal Ruling)
  • AS does not interact with warcasters that can cast spells "for free" even if the free spell is limited to "COST X or less" (such as Blood Boon).
  • AS does not interact with warcasters that upkeep their spells by paying a 'different' cost' (such as Blood Trade). (Infernal Ruling)