Void Spirit

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Skorne Logo.jpg Void Spirit

Skorne Solo

Void spirits are the disembodied specters of departed skorne which, through unnatural compulsion, come back to plague the living. They are never entirely at ease on Caen and thus flicker from one place to another as they fight, making them difficult to corner. Void spirits jealously clutch at the souls of those killed around them, seeking to subject others to the pain they have endured in the terrible Void.

Basic Info

Void Spirit
Missing Info
Void Spirit.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 6
MAT 6
RAT N/A
M.A. N/A
DEF 14
ARM 12
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 4
N/A
N/A
FA 2
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Undead symbol.jpg Undead
  • Incorporeal symbol.jpg Incorporeal
  • Annihilator - The Void Spirit gains a die on melee attack and damage rolls against living models. Also, living models within 3" don't generate souls.
  • Poltergeist - When an enemy model misses this model with an attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from this model.
  • Void Walk - Once per activation, immediately after resolving an attack in which it destroyed a living or undead enemy model with an attack during its Combat Action, you can place this model anywhere completely within 8" of its current location.

Weapons

Theme Forces


Thoughts on the Void Spirit

The Void Spirit in a nutshell

The Void Spirit is a solo hunter with a short-ish charge range and a hit and run teleport effect that makes sprint look slow. A utility solo that (like the Paingiver Bloodrunner Master Tormentor) hunts high-DEF solos, the most notable thing about the Void Spirit is that it's incorporeal and therefore provides a fair amount of utility to the Skorne. It has a tiny bit of Skornergy in its abilities, so plan ahead, whether or not you'll want to use it offensively or defensively:

  • With good DEF, Incorporeal and Poltergeist it can lay low and push away enemies who try to remove it as contesting piece.
  • Annihilator and Void Walk enables it to efficiently pick off models, giving up a portion of its defensive abilities.

Combos & Synergies

The Void Spirit doesn't need much help.

  • Void Seer Mordikaar - after killing something they can teleport (into a back arc) then keep moving and killing. Very scary - and Mordikaar can bring them in any theme force. Void Spirits with Mordikaar are very strong.
  • Lord Arbiter Hexeris - not as strong as Mordikaar, he can still use his Black Spot to let them teleport then attack an enemy solo.
  • Dominar Rasheth - Rasheth can arc through one at least two times, and the void spirit is somewhat hard to kill if he doesn't attack.
  • Despoiler creates them with Mordikaar.

Drawbacks & Downsides

  • Costs as much as an average solo for a model with limited melee range and only a single attack. This is poor value unless you can combo it with something.
  • The combat potential of the equally expensive Paingiver Bloodrunner Master Tormentor is better; the Master Tormentor's 3.5" extra threat range and its ability to kill multiple models in a turn thanks to Thresher would be decisive on their own.
  • If you just want incorporeal models the Feralgeist and the Gremlin Swarm minions are both cheaper.

Tricks & Tips

  • Set up the charge for where it will be after the teleport. Whether eating the enemy support or landing right behind a high value solo to eat that.
  • Against some armies a Void Spirit can be great for contesting an objective as they simply won't have the models to remove it.

Other

Trivia

Released in Hordes: Metamorphosis (2009)

Other Skorne Models

Skorne Logo.jpg       Skorne Index       (Edit)
Battlegroup & Similar
Warlocks Hexeris1 - Hexeris2 - Jalaam1 - Rasheth1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (Lesser Warlock)
Lesser

Agonizer - Aradus Scarab - Reptile Hounds - The Terrorizer

Light Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm
Heavy

Aradus Sentinel - Aradus Soldier - Archidon - Chiron - Bronzeback Titan - Despoiler - Molik Karn - Rhinodon - Tiberion - Titan Cannoneer - Titan Gladiator - Titan Sentry

Gargantuans Desert Hydra - Mammoth
Units, Solos, & Battle Engines
Units

Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - Legends of Halaak - Nihilators - Paingiver Beast Handlers - Paingiver Bloodrunners - Praetorian Ferox - Praetorian Karax - Praetorian Keltarii - Praetorian Swordsmen - Tyrant Commander & Standard Bearer - Venator Catapult Crew - Venator Flayer Cannon Crew - Venator Reivers - Venator Slingers

Solos

Abidan the Keeper - Ancestral Guardian - Aptimus Marketh - Extoller Novitiate - Extoller Soulward - Hakaar the Destroyer - Immortal Vessel - Mortitheurge Willbreaker - Paingiver Bloodrunner Master Tormentor - Paingiver Task Master - Tyrant Rhadeim - Venator Dakar - Void Spirit - Zaadesh1

Battle Engines Siege Animantarax - Supreme Guardian
Theme Forces
Disciples of Agony - Masters of War - The Exalted - Winds of Death
Minions
Refer to Who Works for Whom and/or Category: Skorne Minion
This index was last updated: 2020.01

Rules Clarifications

RC symbol.png

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.")

Rules Clarification : Undead - None yet. (Edit)

RC symbol.png

Rules Clarification:  : Incorporeal      (Edit)
(Click Expand to read)

Damage & Debuffs
  • All spells do magical damage. Refer to the latest errata.
  • If a weapon or spell does multiple types of damage (such as Chain Lightning doing Electricity damage), then you'll still be hurt by the spell. "Incorporeal" is not the same as "has immunity to all damage types". (Infernal Ruling)
  • "Mundane" weapons can still apply debuffs to Incorporeal models, even though they can't damage them. For instance, an Ironclad could hit an Incorporeal model with a Tremor Attack and knock the incorporeal model down; Small-based Incorporeal models can be Consumeed, etc. (Infernal Ruling)

Incorporeal models moving

  • If an incorporeal model declares a charge, then they stay incorporeal until they actually make an attack. So, for example:
    • If they're Countercharged after finishing their own charge movement, they will be Incorporeal while resolving the Countercharge attack.
    • If they fail the charge, they will stay Incorporeal.
  • Entering hazards: "Enters or ends its activation" can only be triggered once each turn.
    • If the Incorporeal model begins its activation outside the hazard, moves into the hazard and loses Incorporeal, it would not take any damage from ending its activation in the hazard.
    • If the Incorporeal model begins its activation inside the hazard, stays inside the hazard, and loses Incorporeal, it would take damage from ending its activation in the hazard.
    • (Infernal Ruling)
  • 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.

Moving through an Incorporeal model

  • A model that is pushed into an Incorporeal model will go all the way through, only if the push is large enough to get all the through. If the push is too short, the moving model will "bounce back" to where they first started overlapping the incorporeal model. (Infernal Ruling)
  • The core rules that allows models to be pushed through the Incorporeal model will override any ability/spell that uses the phrase "is pushed until it contacts a model" (such as Grip, Drag, and Catch). (Infernal Ruling)
  • A model that is thrown or slammed into an Incorporeal model will end in the normal spot, and the Incorporeal model is repositioned as per the 'Rule of Least Disturbance'.
    • If the Incorporeal model cannot be moved (ie it's a Wraith Engine), then the moving model is repositioned as per the 'Rule of Least Disturbance'.

Other

  • Incorporeal models can engage enemy models. They can't make free strikes or bodyblock enemies, but they do prevent enemy models making ranged attacks, and everyone gets the 'Target in Melee' bonus.
RC symbol.png

Rules Clarification : Poltergeist      (Edit)

  • If the attack is out of range, Poltergeist is still triggered. This is because an out of range attack misses automatically, and an auto-miss is still a miss.
  • If a single attack misses multiple Poltergeists (for instance a Thresher), then you get to resolve the pushes in any order you choose (after the last thresher attack is resolved).
RC symbol.png

Rules Clarification : Annihilator      (Edit)

  • Annilhilator will prevent models with Soul Vessel (which is mostly just Convergence) from producing souls. Even though they're not living models, Soul Vessel makes it interact with Annilhilator as if they were. (Infernal Ruling)

Rules Clarification : Void Walk - None yet. (Edit)