Saeryn & Rhyas, Talons of Everblight
![]() |
Saeryn & Rhyas, Talons of Everblight |
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. |
The twins Saeryn and Rhyas are two of Everblight’s most deadly warlocks, and their bond has grown such that they are far more dangerous together than apart. The very being of the twins and their athancs are now entwined and they can switch places with a thought. Each one gives the other abilites and can use their magic through the other. Their living vitality is shared, so that destroying one is impossible without eliminating the other. As long as one twin still draws breath, the other can endure even the most severe wounds.
Basic Info
Saeryn2 & Rhyas2 | |||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Unit of Warlocks - All warlocks come with a stack of standard special rules - most notably being awesome. Furthermore, this unit includes more than one warlock model, so it is even more awesome. Click here for a newbie-friendly recap, or click here for the full rules.
Feat - Conjoined Spirits
Conjoined Spirits can be used once per game by either Saeryn or Rhyas. When it is used, you can either:
- have Saeryn and Rhyas immediately trade places, or
- you can return one of them to play. If you choose to return Saeryn or Rhyas to play even if they were removed from play, place the returned model completely within 3˝ of the model that used Conjoined Spirits. The returned model comes into play with a number of fury points equal to its FURY.
After Conjoined Spirits is used, Saeryn and Rhyas cannot advance for the rest of the turn. If either Saeryn or Rhyas is damaged by an attack made by the other, they both lose Conjoined Spirits for the rest of the game.
Abilities
- Both
- Twin Sister - (1) Saeryn and Rhyas are both warlock models, but only Saeryn has the Officer advantage. (2) Saeryn and Rhyas share a single battlegroup and count as one warlock for the purposes of army construction. (3) Saeryn and Rhyas cannot have an Attached model. (4) Your warlock is destroyed only if both Saeryn and Rhyas are destroyed or RFP'd.
- Saeryn only
- Rhyas only
-
Parry
- Acrobatics - This model can advance through other models if it has enough movement to move completely past their bases. This model ignores intervening models when declaring its charge target.
- Granted: Riposte - While this model is in formation, models in its unit gain Riposte. (Riposte - When a model with Riposte is missed by an enemy melee attack, immediately after the attack is resolved it can make one basic melee attack against the attacking model.)
- Channeler: [Saeryn] - As above (they can both channel through each other)
-
Weapons
- Saeryn
Staff of the Shyvess | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
RNG | POW | P+S | |||||||||||
2 | 5 | 10 | ||||||||||||
|
- Rhyas
Antiphon | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
RNG | POW | P+S | |||||||||||
2 | 7 | 13 | ||||||||||||
|
Spells - Saeryn
COST | RNG | AOE | POW | DUR | OFF | ||
---|---|---|---|---|---|---|---|
Banishing Ward
|
2 | 6 | - | - | Upkeep | no | |
Enemy upkeep spells and animi on target friendly model/unit immediately expire. Affected models cannot be targeted by enemy spells or animi. | |||||||
Blood Rain
|
3 | 8 | 3 | 12 (Corrode) | - | Yes | |
Blood rain causes corrosion damage. Models hit suffer the Corrosion continuous effect. | |||||||
Marked for Death
|
2 | 8 | - | - | Upkeep | Yes | |
Target model/unit suffers -2 DEF, loses Incorporeal or Stealth, and cannot gain Incorporeal or Stealth while affected by Marked for Death. | |||||||
Psychic Vampire
|
2 | SELF | Control | - | Upkeep | No | |
When an enemy model declares it is casting a spell while in this model's control range, the enemy spellcaster immediately suffers 1 damage points and this model can remove 1 damage point. If the enemy spellcaster is destroyed as a result of this damage, the spell does not take effect. | |||||||
Razor Wind
|
2 | 10 | - | 12 | - | Yes | |
This spell has zero special effects. |
Spells - Rhyas
COST | RNG | AOE | POW | DUR | OFF | ||
---|---|---|---|---|---|---|---|
Flashing Blade
|
1 | SELF | - | - | - | No | |
The spellcaster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous. | |||||||
Occultation
|
2 | 6 | - | - | Upkeep | No | |
Target friendly Faction model/unit gains Stealth. Models are not affected while out of formation. | |||||||
Onslaught
|
2 | SELF | Control | - | Upkeep | No | |
The spellcaster and friendly Faction models beginning their activations in its control range gain Relentless Charge for one turn.
|
Theme Forces
- Children of the Dragon. They gain Tactician [Blighted] in this theme.
- Oracles of Annihilation. In this theme they can start the game with friendly upkeeps in play. Also, enemy models that end their activation within 2" of them suffer continuous corrosion.
- Primal Terrors
- Ravens of War
Thoughts on The Twins
The Twins in a nutshell
The Twins combine Rhyas1's personal combat output with Saeryn1's offensive spellcasting into a single warlock unit. On a superficial sight it looks incredibly good - taking the best of both worlds (a strong spellcaster and a peerless combatant) to cover each other's weakness. To further sweeten the deal, they have the innate ability to channel through each other, turning a previously gimmicky ability to an actually useful one. They also confer their bonds to their character warbeast the same time if he happens to be in the control area of both, giving a fast, durable, stealthy arc node that is quite rare in the game.
As for combat prowess, the picture is a bit less clear. Saeryn parted her daggers and took up a weak, but useful staff with Dispel on it. Rhyas remains almost as frightening as before with native Acrobatics and Parry, especially with her new spell-kit which entails Flashing Blade on a 2" melee weapon with Critical Decapitation. Onslaught is also necessary to mend their lack of Pathfinder. She also offers Riposte for Saeryn, something that might occasionally be handy with their high DEF. It is a notable difference though, that her sword lost Spirit Eater and she has no access to Sprint anymore.
The bigger trade-off was their personal durability that had been reined back severely. They have roughly half the health boxes of an average warlock, making them extremely vulnerable to attempts on their life that might overcome their high DEF, and also limit your opportunities for cutting for Fury. Fortunately, their feat solves just that issue, making you eligible to feat back a deceased unit member, even if she was removed from play earlier.
And now, the really sad part: this entire toolkit is severely hamstrung by the fact that the girls form a unit rather than 2 independent models doing their job. Being in a unit is extremely restrictive in terms of positioning, spell casting and moving around in general, especially that one of them wants to be in the thick of the fight while the other wants to stay away from the frontline as far as possible. We collected an entire section of caveats, infernal rulings and erratas about being a warlock unit under the Tips and Tricks faction, but the short version for beginners: if there's a cool combo you'd love to make, you probably are not allowed to do that.
All of these above makes The Twins one of the least played warlocks of the faction throughout the 3rd edition - and unless they receive an overhaul, it is likely to remain so.
Feat thoughts
In its baseline form Conjoined Spirits is a life insurance if Rhyas or Saeryn bit the dust - either by deliberate commitment or due to miscalculation. It is among the rare recursion style mechanics that can bypass remove from play effects, giving you some edge against such tools. Watch out with its trigger though - you cannot advance after you used it, so make sure you are in the desired position. It is especially true if you want to use it make the Twins swap places.
Most of the time this will be an assassination attempt with an effective range of 17-19" as follows:
- Rhyas bit the dust earlier.
- You Slipstream Saeryn forward (and may cast Full Steam on her, if needed).
- Saeryn charges something within 5" of the opposing caster (something that you preferably pushed /slammed / threw close enough), may even cast Marked For Death to boost Rhyas' chance to score a critical hit.
- She feats back Rhyas, (preferably hands out Wraithbane on her) who then goes chop-chop on the caster with up to seven weapon master attacks.
The feat has some caveat about not damaging each other - the only way of achieving it without direct attacks is the Blood Rain template scattering over Rhyas. Be very careful with it.
Spell thoughts
Saeryn
- Banishing Ward - Its usefulness is heavily depends on your matchup; ranging from completely useless to absolutely essential. It allows you to get rid of upkeep debuffs (Parasite, Crippling Grasp, Rebuke, etc.) and protects you against nasty attack spells like Hellfire or Teleport. You must be proactive in its application though, since you cannot cancel non-upkeep debuffs, like Mortality, Breath Stealer or Deadweight once they are on your models, and does nothing against spells that leave behind AoEs with additional effects like Blight Burst, Rift or Desecration (though the first 2 still cannot target you).
- Blood Rain - A fairly uninspiring and expensive nuke, its main use is to clear chaff models that might occupy Rhyas' landing zone or the spot where you would like to feat her back. See the feat caveats about its risk. May also be useful to corrode models for your Virtue Host if they cannot use their assault shot or clouds for some reason.
- Psychic Vampire - A very specific tool against mage wielders. Since 90% of the models with magic ability have more than one health box, it rarely kneecaps spellcasting and limits its hard-counter function to a handful of models (most notably, Hex Hunters, Scharde Dirge Seers, Arcanist Mechanicks and House Shyeel Artificers, Ice Witches and the like). Occasionally, 1 damage may be a deterrent for warbeasts casting their animi if only a single healthbox is left on one of their aspect, but usually the only damage a spellcaster cares about is the last one. On that note, if an enemy Hermit is on a single damage point, Psychic Vampire can both kill him and simultaneously stop the trigger of Dark Prophecy.
- Marked for Death - A somewhat iffy debuff spell which most of the time will be a MAT/RAT fixer, something that Legion is rarely being short of. Stripping Incorporeal may cause all kinds of traffic jams for enemies who rely heavily on such models, and may also be used against incorporeal assassination feats like Maelok, Deneghra2 or the Testament of Menoth on crucial models/units. Its Stealth removal is very situational, since Saeryn lacks Eyeless sight. See the interaction between Eyeless Sight and arcing in the rule clarifications.
- Razor Wind - Bog standard nuke, use this instead of Blood Rain if there's a chance of hitting Rhyas. Beside Blood Rain, it is the only ranged asset in the Twins' arsenal.
Rhyas
- Occultation - A sweet spell of stopping your most valuable assets getting debuffed/shot. May even go upon the Twins in case of emergency, but keep in mind that another upkeep on either of them will make it disappear.
- Onslaught - Mandatory if you need to do anything in close combat. May also help you out if you could not walk out of a rough terrain but would be able to charge through and pass it completely.
- Flashing Blade - Critical decapitation with MAT8 and Weapon Master, what's not to love? It is also a means to clear jamming models. Don't forget, you only ignore models with Acrobatics when selecting your charge target, so your Flashing Blade attacks still must have LOS to your targets. On the bright side, you don't have to target anyone with it, so you can get around targeting restrictions, like in the case of Thyra's disguise.
Drawbacks & Downsides
- Incredibly fragile - with as much HP as a beefier solo and a meager ARM 14 they can die in no time from electro leaps, fire damage and blasts if you have no transfers left.
- The feat may somewhat alleviates that but cunning opponents may force you to trigger it earlier than you want.
- No access to warlock attachments
- Ninja Twins with no native Pathfinder? Booo!
- Assembling an ideal battlegroup can be difficult since they have a combined FURY need of 13, below-average warbeast points, and with 8 HP each it is rarely an option to cut for Fury.
- The rules of being a unit with a relatively small command area makes their use extremely clunky and complicated. One of them being a spellslinger (who'd rather hang back) while the other being a frontline combatant (who'd want to charge whenever possible) makes their ideal handling even more of an uphill battle.
Tips & Tricks
Being a warlock unit
- You can only ever have one active friendly upkeep spell on the unit - even if both of your unit members could cast spells. For example you cannot have both Onslaught and Occultation, or Occultation and Psychic Vampire up on the Twins.
- The situation is even more complicated with the animi, since a lot depends on the timing of said animus. As a rule of thumb you can have only one active animus in play on a unit - e.g. you cannot Slipstream Rhyas with Saeryn then cast Full Steam on her for an extra 2" charge against constructs - unless you finished Saeryn's charge move at a valid position, placed Rhyas you are in a position to cast Full Steam on her before she makes her move.
- You also can't put up the same animus twice - e.g. if you cast Full Steam on Rhyas, then on Saeryn, then the older one immediately expires.
- You can still use Slipstream with a Seraph and a Bloodseer to place both models though. You can also cast the Angelius' Repulse with both.
- The Twins cannot pay the upkeep cost for each others' upkeep spells, and cannot spend the other member's FURY points
- Rhyas must be in formation to be useful to you.- with all the attached drawbacks of being out of command range. If she begins her activation more than 8" away from Saeryn, she must advance toward or run directly toward her. Though she can still trigger the feat while outside formation, its only ever useful if you want Saeryn in her place for some reason (and don't mind sending her out of command range again by changing place).
- A unit must receive an order to run or charge - even if there's only a single model left of them. This makes them vulnerable for spells like Rebuke or abilities like Wailing or Deafen. You also must be aware that if you want to charge and cast spells, a unit must receive a Press Forward order first and only then it is allowed to cast spells.
- During the Twins' activation you also must be aware to complete each model's combat action before moving on to the next - you cannot go back to buy extra attacks with the first model once you went on to resolve the attack(s) of the second one.
- Flashing Blade is not an attack per se - you can still cast it, if you sacrificed your combat action to get up from Knockdown. It is situational, but if you do not need your combat action (for a charge, for example), it costs only 1 fury; just as many as to shake off the above mentioned effects.
List Building Advice
Strategy
The Twins have a mixed bag of abilities, pushing you toward assassination with the above detailed "Flying Rhyas" trick. Otherwise they can help their army with the denial/attrition game in the form of Marked for Death, Occultation, Death Ward and occasionally Onslaught, but since they lack damage buff you must tailor your army to cover those weaknesses.
Theme thoughts
Minions and Support
- Blight Archon - Rhyas loves stuff to be crammed for her Flashing Blade attacks via Impending Doom. They also lack means to improve their warbeasts' durability, so Crimson Ballet can be crucial in setting up piece trades.
- Hermit - Accuracy buff for Marked for Death, as well as damage booster.
Oracles of Annihilation
You may have all the relevant upkeeps out on turn 1, making the Twins eligible to run forward at a breakneck speed and to take up favorable board positions.
- Thrullg - The anti-magic toolkit mentioned in CotD can be dialed up to 11 with 2 of these guys. While Psychic Vampire's 1 point of damage can be shrugged off, a potential 2D3+1 can badly hurt warbeasts who rely on their animi, and may outright kill most of the average spell-casting solos. It can also benefit from Thagrosh0's Fog of War, while making sitting duck out of your opponents' warjacks if they are being stuck in the Blight Burst AoE.
- Thagrosh0 - an on-demand cloud supplier and Blight Burst slinger. Rhyas really likes to hang out in the middle of a BB patch and await enemies without 2" melee reach to try to punch her with unboosted attack rolls - and triggering Riposte upon failing to do so.
- Proteus - Discounting his expensive nature, you should really consider bringing him for his animus alone. Getting stuck with Rhyas between her DEF16 and Riposte is a scary scenario for many opponent.
Primal Terrors
This theme is not really encouraged for the Twins since they cannot have Ammok who would be useful for both his anti-incorporeal bubble and his Rise aura that naturally synergizes with the Tough rule of the Ogrun lineup, and the theme's Vengeance benefit on medium based models. The Blightbringer, who would be an excellent fixer for both damage and armor protection also puts an enormous burden on the Twins' battlegroup. Nevertheless...
- Chosen - If you fancy these guys, you can have one of them shielded by Occultation and another by Defender's Ward.
- Blighted Ogrun Warmongers - Onslaught is your on-demand Pathfinder for charges, ensuring that you'll have access to it even outside Gorag's unit or once his minifeat is spent.
- Golab - Since Rhyas lost native Sprint, Golab's animus may make it a bit easier to escape retaliation. Don't forget though that you cannot advance after triggering the feat.
- Blackfrost Shard - Accuracy and damage buff on a stick, they are crucial in the Twin's army - also, Sevryn will be a high priority target. Between Vyssar's Unbinding, Saeryn's Dispel staff and Psychic Vampire you may have quite a few anti-magic tool up in your sleeves.
- Blighted Nyss Swordsmen - Naurally hard hitting weapon master units, they enjoy both Onslaught and Marked for Death, so losing the Abbot will rarely hamper their effectiveness.
- Blighted Nyss Archers - CRA makes them a self-supporting unit, and Marked for Death offsets their natural weakness into Incorporeal or Stealthy models.
Ravens of War
Lots of models with access to various forms of Stealth and Pathfinder, this theme's main weakness is reliable armor cracking that the Twins don't really help either.
- Grotesque Banshees are cheap and fast, and with Marked for Death they can take out a lot of medium ARM infantry with reasonable accuracy.
- Add an Assassin, and you can build a stealth-heavy army around the twins.
- Blighted Nyss Raptors - Occultation makes wonder on these self sufficient models who might be the only source of non-battlegroup armor cracking.
Battlegroup

- Zuriel - He gets both bonds if within the two models' control area simultaneously, but he puts an enormous burden on your warbeast points.
- Raek - A cheap Fury battery, plus a counter-charging Rhyas is always a scary prospect.
- Afflictor - Yet another cheap light, and can occasionally popped Incubus can benefit from Rhyas' Onslaught.
- Naga Nightlurker - Don't let pesky upkeeps ruin your assassination run - unless you can get Saeryn close enough for a dispel, that is.
- Seraph - Slipstream is a must on the girls and also helps them to be in a favorable spot to charge or just get out of a rough terrain patch.
- Nephilim Soldier - Overtake can be triggered by Flashing Blade attacks during your combat action, making Rhyas even deadlier.
- Nephilim Protector - Pretty expensive for a Shield Guard but Guard Dog goes a long way of triggering Riposte.
Other
Trivia
Released in Hordes: Devastation (2015)
Video Battle Reports
- 2019.06 Feat Fetish, vs Caine1
- See also Category: Video Battle Reports for more casters with videos.
Other Legion Models
Rules Clarifications
![]() |
Rules Clarification : Twins, Onslaught, Psychic Vampire
Return to Play - Own Unit (Edit)
|
![]() |
Rules Clarification: : Magical Damage (Edit) |
* 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)
|
![]() |
Rules Clarification : Dispel (Edit)
|
Rules Clarification : Weapon Master - None yet. (Edit)
Rules Clarification : Decapitation - None yet. (Edit)
![]() |
Rules Clarification : Unit of Warcasters or Warlocks (Edit)
|
Rules Clarification : Twin Sister - None yet. (Edit)
![]() |
Rules Clarification : Officer (Edit)
|
![]() |
Rules Clarification : Channeler and/or Arc Node (Edit)
Channeling in melee
Channeler - LOS
Caster - Attack roll
Stealth - It affects both LOS and the attack roll
|
Rules Clarification : Parry - None yet. (Edit)
![]() |
Rules Clarification : Acrobatics (Edit)
|
![]() |
Rules Clarification : Tactics vs Granted (Edit)
|
![]() |
Rules Clarification : Riposte (Edit)
|
Rules Clarification : Banishing Ward - None yet. (Edit)
![]() |
Rules Clarification : Blood Rain (Edit)
|
Rules Clarification : Marked for Death - None yet. (Edit)
![]() |
Rules Clarification : Arcane Consumption and/or Psychic Vampire (Edit)
|
![]() |
Rules Clarification : Razor Wind (Edit)
|
![]() |
Rules Clarification : Flashing Blade (Edit)
Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities: [Show/Hide]
|
![]() |
Rules Clarification : Occultation (Edit)
|
![]() |
Rules Clarification : Onslaught (Edit)
|
- Legion of Everblight
- Blighted Nyss
- Blighted
- Nyss
- Model
- Does have Mk4 rules
- Unit of Warlocks
- Return to Play Feat
- Twin Sister
- Officer
- Channeler
- Parry
- Acrobatics
- Granted
- Riposte
- Magical Damage
- Dispel
- Weapon Master
- Critical Decapitation
- Banishing Ward
- Blood Rain
- Marked for Death
- Psychic Vampire
- Razor Wind
- Flashing Blade
- Occultation
- Onslaught
- Children of the Dragon
- Oracles of Annihilation
- Primal Terrors
- Ravens of War
- Video Battle Reports