Asphyxious the Hellbringer & Vociferon

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Asphyxious the Hellbringer & Vociferon
Cryx Warcaster & Companion Solo

More than one thousand years of preparation has brought Asphyxious closer than ever to his goal of rising above the other lich lords to stand as Toruk’s most invaluable general. He alone holds the key to unleashing the terrible might of the Nightmare Empire. To aid him in his great work, Asphyxious has applied his impressive mastery of thrall runes to craft Vociferon, a skarlock perfectly equipped to serve as a conduit for souls. Vociferon’s battle standard of death and discord resonates with unholy intent, for it was made to collect the essences of all who perish within its reach and fuel Asphyxious’ fell sorceries.

Basic Info[edit]


DEF 15
ARM 17
HP 18
WJP +24
Base Size Medium
See also How to Read the statblock


  • Daimonion – 2" reach, P+S 16 melee weapon
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Blood Boon - If this weapon kills an enemy, this model can cast a spell of COST 3 or less for free. Blood Boon can only trigger once per activation.


  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • Undead - This model is an undead model and not a living model.
  • 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 focus during the next Control Phase, replace each soul token with 1 focus point.
  • Field Marshal [Unyielding] - Warbeasts/warjacks in this model's battlegroup gain Unyielding. (Unyielding - This model gains +2 ARM against melee damage rolls.
    This rule changed in 2018.01')


  • Calamity - Cost 3, 10" range, Offensive Upkeep
Target model/unit suffers -2 DEF & ARM.
Target friendly Faction model/unit gains Ashen Veil. (Ashen Veil - This model has concealment, and living enemy models within 2" suffer -2 to attack rolls, unless they have Fire immunity.)
Models disabled by Hellfire cannot make a Tough roll. Models boxed by Hellfire are removed from play.
  • Hex Blast - Cost 3, 10" range, 3" AOE, POW 13
On a direct hit, enemy upkeeps and animi on the target expire.
Battlegroup models gain +2 SPD and Pathfinder for one turn.

Feat - Rites of Shadow[edit]

When an enemy model is forced, casts a spell, or spends 1 or more focus or fury points while in Asphyxious' control range, Asphyxious can remove d3 damage points and gains one soul token. If a model casts a spell by spending focus or fury, Rites of Shadow triggers only once. Rites of Shadow lasts for one round.

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Tip !
The souls do nothing to begin with, but on your next turn they will convert into focus via Cull Soul.


DEF 13
ARM 16
HP 5
Base Size Small


  • Claws - 0.5" reach, P+S 8 melee weapon.


  • Undead - This model is an undead model and not a living model.
  • Companion [Asphyxious] - This model only comes with Asphyxious, is part of their battlegroup, and if Asphyxious dies this model is RFP'd.
  • Death Reaper - Asphyxious can collect souls from models killed in Vociferon's CMD range.
  • Magic Ability [ 7 ] - This model can use its Combat Action to cast spells. Offensive spells are a (★ Attack) and friendly spells are a (★ Action).
    • Spectral Leech (★ Attack) - Average range spell which does no damage but instead removes a small amount of FOCUS/FURY from the target.
    • Spell Slave (★ Action) or (★ Attack) - While in its controlling warcaster/warlock's control area, this model may cast a single spell from their boss's spell card. There are several limits on what type of spells can be cast.

Thoughts on Asphyxious3[edit]

Asphyxious3 in a Nutshell[edit]

Gaspy3 has two core abilities on his card - Mobility and Field Marshal: Unyielding. This makes all his warjacks faster moving and a lot harder to destroy in melee. Follow that up with support from Calamity and Cloak of Ash and feat to disrupt casters and that's Gaspy in a nutshell. Vociferon is a very efficient companion for Asphyxious3 ; he's basically a better Skarlock Thrall with a great soul collection ability.

Maximising his feat & spells[edit]

  • His feat basically gives him a scary alpha turn and shuts down some forms of spellcasting.
  • Essentially, the feat is a question to your opponent: are they willing to forgo spending resources on a critical turn in order to starve your caster of souls?
  • As such, the feat can also be used to intimidate or punish an opponent that wants to bring their strong alpha strike capabilities to bear on your army. It can sometimes be worth getting nothing from the feat in terms of souls if it means forcing your opponent into timid play, especially if you have a strong scenario presence.
  • To get the most mileage out of the feat, it is usually necessary to play Asphyxious far up the board so that he catches the enemy caster and their battlegroup, as well as any other spellcasting models. He will want a healthy camp on feat turn, possibly with Cloak of Ash on himself.
  • Cloak of Ash is an excellent spell to protect high DEF models like Satyxis Raiders, who are already DEF 14 base, and DEF 16 against shooting with Force Barrier. Soul Hunters are another great target, and can maximize the spell's effect on enemy models due to their large base and ability to spread out via reposition and incorporeal. A special mention to Carrion Thralls, whose Prowl ability grants them Stealth under this spell.

Typical Strategy & Army[edit]

Asphyxious3's main win condition is attrition, but he has decent magic assassination potential if you brought a node and your opponent went too hot during your feat turn. Remember that Vociferon has a way to remove Focus/Fury camp from range (even though his spell needs to hit).

Stuff you take in his army to help achieve this victory is ...

  • Deathjack - With Mobility and Unyielding, Deathjack is a scary killing machine under Asphyxious3. Hex Blast and Hellfire are also decent spells to cast with him.
  • Barathrum - For the same reasons, Barathrum is a point-efficient warjack that benefits a lot from Mobility and Unyielding. Being able to Drag Below 8" back under Mobility can be hard to deal with for your opponents.
  • Cankerworm - While Cankerworm has a harder time using Unyielding, he's still a very focus-efficient and annoying jack to deal with, especially with Reposition 5" from the bond coupled to Parry. But Cankerworm can also become surprisingly tanky under cloak of ash, with an effective 16/18 statline in melee to go with his 24 boxes.
  • Inflictor - the shield-jack that pairs well with Unyielding for a good melee ARM.
  • Malice - can also achieve high levels of ARM via ghost shield.
  • Kraken - Mobility raises the Kraken's threat range to 14", which is quite impressive, and Unyielding fixes his somewhat low armour of 19 (for a colossal). Asphyxious3 is only missing a way to easily fix his poor MAT6 (even if Calamity can work at some point).
  • Slayer - Cheap heavy for more use out of Unyielding and Mobility
  • Any crabjack will benefit heavily from the +2 SPD, and their built-in Steady will make sur you can't be knocked down to deny you benefitting from Unyielding.
  • Deathripper - Just a single arc node is enough to threaten any opponent of magic assassination if they give Asphyxious too much focus during his feat turn. It also allows Asphyxious to put Calamity on a juicy target without having to commit himself.
  • Satyxis Raiders are great under Cloak of Ash as they will go up to DEF18 against shooting that does not ignore dissimulation. Even DEF16 in melee is hard to deal with for many armies.
  • Banes, especially Bane Knights, played in a Dark Host under Cloak of Ash will cause trouble to your opponent. We're talking about Stealth Banes, DEF16 against charges, and ARM18 with Wall of Steel.
  • Darragh Wrathe can be tough to deal with for living armies, raising some of your jacks to effective ARM22 (Barathrum) or even ARM23 (Inflictor, Deathjack, Kraken).
  • Wrongeye & Snapjaw can also be used to enhance the brick even harder, as DEF13 jacks under Star Crossed are really hard to deal with for MAT6 or 7 heavies.
  • Warwitch Siren for extra focus.

Drawbacks, Downsides, & Bad Match-Ups[edit]

  • Unlike other casters and locks that come with extra bodies, Gaspy3 is NOT a Warcaster unit, so Vociferon is a perma attachment (no Withershadow Combine for you!). That being said, with his automatic soul collection and Magic Ability [7] Spell Slave, Vociferon is a very good deal.
  • He likes casting spells AND fueling jacks (well who doesn't), so he will often get short on focus, but he likes to play a bit forward (to use his good melee abilities and to activate Blood Boon). Be very aware of your opponent's assassination runs.

Tricks & Tips[edit]

  • Asphyxious3 is a fairly tanky caster with decent melee abilities. Don't commit him too early (he will still die quickly, especially if he is Knocked Down), but after that he's fairly capable to deal with things himself.
  • Hexblast removes enemy upkeeps and animi only. If you are going after a particularly hard target (looking at you colossals) with an armour buff, hit them with Calamity first and then your Hexblast as the damage from the Hexblast will be effectively POW15.



Theme Forces[edit]

Themes for any-and-all casters (Edit)

Other Cryx models[edit]



Warcasters Agathia - Aiakos2 - Goreshade1 - Goreshade2 - Goreshade3 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Terminus - Venethrax - Scaverous - Mortenebra1 - Mortenebra2 - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Deneghra1 - Deneghra2 - Deneghra3 - Coven
Warcaster attachments The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Madelyn Corbeau (Mercenary)
Other Controllers Iron Lich Overseer (Marshal) - Aiakos1 (BGC)
Light warjacks Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker
Heavy warjacks Corruptor - Desecrator - Harrower - Inflictor - Leviathan - Reaper - Seether - Slayer
Barathrum - Deathjack - Erebus - Kharybdis - Malice - Nightmare
Colossal Kraken - Sepulcher
Units, Solos, & Battle Engines
Living Undead
Units BO Boarding Party - BO Ironmongers - BO Smog Belchers - Bloodgorgers - Marauders - Cephalyx Drudges - Cephalyx Overlords - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - Carrion Thralls - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Soulhunters
Characters: Blackbane's Ghost Raiders - The Withershadow Combine
Solos Misery Cage - Satyxis Blood Priestess - Satyxis Raider Captain - Warwitch Siren
Characters: Agrimony - Aiakos1 - Axiara - Darragh Wrathe - Gerlak - Severa Blacktide
Bloat Thrall - Iron Lich Overseer - Machine Wraith - Necrotech - Pistol Wraith - Scrap Thrall - Skarlock Thrall - Soul Trapper
Characters: Bane Lord Tartarus - Mobius - Captain Rengrave - Hellslinger
Battle Engines No living engines Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Infernal Machines - Scourge of the Broken Coast - Slaughter Fleet Raiders
Merc cryx.jpg


Mercenary Battlegroups
Warcasters Captain Bartolo - Captain Damiano - Cognifex - Drake MacBain - Exulon - Fiona - Magnus1 - Magnus2

Requires a 2+ caster game.

Other Controllers Raluk Moorclaw (Marshal) - Rorsh & Brine (Lesser Warlock) - Wrongeye & Snapjaw (Lesser Warlock)
Warjacks, Warbeasts, & Monstrosities The mercenary battlegroup members you can include in a Cryx army depends entirely on what type of model is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
Mercenary Units, Solos, & Battle Engines
Units Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates & CA & WA - Steelhead Halberdiers - Steelhead Heavy Cavalry - Steelhead Riflemen

Croe's Cutthroats - Nyss Hunters - Devil's Shadow Mutineers - Boomhowlers

Solos Ogrun Bokur - Swamp Gobber Raiders

Bloody Bradigan - Bosun Grogspar - Doc Killingsworth - [[Eilish Garrity - Hawk - Gorman - Gudran - Rockbottom - Dougal - Orin - Ragman - Raluk Moorclaw - Rorsh & Brine - Madelyn Corbeau (Attached)- Saxon - Seargeant Nicolas - Stannis - Wrong Eye & Snapjaw

Battle Engines None

Rules Clarifications[edit]

Rules Clarification : Feat: Rites of Shadow

  • Asphyxious gains one soul and heals every time an enemy casts a spell and/or boosts and/or etc.
    • Example: An enemy warcaster casts a spell and boosts the hit roll and boosts the damage roll. Asphyxious will gain a total of 3 souls and heal 3 times.
  • He gains these soul & heals immediately, not at the end of the attack. This means you can't use heals from the casting/boosting-to-hit to heal damage from the damage roll (because the damage roll happens after those first heals).
  • Asphyxious only gains one soul&heal regardless of the cost of the spell - whether the enemy casts it for free, or spends 4 focus, it's all the same to him.
  • Asphyxious only gains one soul&heal when a warlock casts an animus, despite the fact it is 'technically' a spell and an animus.
  • Asphyxious only gains one soul&heal when an enemy beast is riled, regardless of how much fury the beast is riled for.
  • If a model spends fury that is "on another model" (such as Sentry Stones or a Grunt in a warbeast pack), it is the location of the model actually doing the spending that is relevant to Asphyxious's feat. (Infernal Ruling)

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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 : Blood Boon and/or Rites of Blood     (Edit)

  • Blood Boon doesn't interact with abilities that change the COST of a spell. (Infernal Ruling)
    • For instance, if you trigger Blood Boon while being affected by Lamentation then you can still cast a COST 3 spell (even though if you spent focus to do the same thing it would cost you 6 focus).
  • (Rites of Blood only): The Priestess doesn't need to be in the caster's CTRL area to use her ability.
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Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

  • General
    • 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)

Restrictions on "Any Time" abilities     (Edit)      
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • 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
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat 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)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • 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.

Rules Clarification : Undead - None yet. (Edit)
Rules Clarification : Cull Soul - None yet. (Edit)

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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks in the battlegroup, so (normally) the warcaster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)

Rules Clarification : Unyielding - None yet. (Edit)

Rules Clarification : Companion - None yet. (Edit)

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Rules Clarification : Death Reaper      (Edit)

  • Asphyxious will only gain the souls if he is the closest eligible model. Death Reaper doesn't have the "regardless of proximity" wording that Dark Fire does.
  • Other than that, though, there is no range limit to Death Reaper - Vociferon could be on the opposite side of the table and Asphyxious can still collect souls via him.
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Rules Clarification : Magic Ability      (Edit)

  • Almost every magic ability cannot be used on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Using a Magic Ability counts as a spell, for effects such as Spell Ward, Witch Hunter, etc.
  • Unlike with warcasters/warlocks, using a Magic Ability is not an "any time" ability. This means:
    • You must complete your movement before you use a MA.
    • 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.
    • (Unless, of course, the rules for the specific MA you're using say you can.)
  • 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)

Rules Clarification : Spectral Leech - None yet. (Edit)

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Rules Clarification:  : Spell Slave      (Edit)
(Click Expand to read)

Explanatory Note

This Rules Clarification is very similar to the ones for Necromancy and Geomancy (since all 3 are very similar abilities). Where Spell Slave is unique, the text has been coloured blue.

Who does the casting

  • It is the model with Spell Slave that does the casting, not the warcaster. (Infernal Ruling)
    • It's not anything simple like "the warcaster gets an extra spell" during the warcaster's activation.
    • Nor is it the "Spell Slave acts like an arc node". (On that note, Spell Slaves can't use arc nodes).
    • Any buffs/debuffs currently on your warcaster/warlock are completely irrelevant to the Spell Slave's casting.
  • For stuff that interacts with spellcasters (such as Witch Hunter) it is the location of the Spell Slave that matters, not the location of the warcaster.
    • If the Spell Slave is within an area of "models cannot cast spells within this area" effect, it cannot cast spells. Regardless of where your warcaster is.
    • If the warcaster is within an area of "models cannot cast spells within this area" effect, that has no effect on what the Spell Slave can do.

When/how does a Spell Slave cast

  • Spell Slaves use their Magic Ability to perform either a (★ Attack) or (★ Action).
    • Because you use your Combat Action to do (★ Attack) or (★ Action) you must complete your movement before casting a spell (unlike warcasters).
    • Typically, you cannot cast a spell after charging, because instead you must use your Combat Action to make a melee attack.
    • If you forfeit your action, or are affected by a enemy abilities that prevents you using your action, you will be unable to cast spells.
    • After casting a spell, a Spell Slave's activation ends (unlike what happens when your warcaster casts spells) because it has now completed both its move and its action.
  • Spell Slaves do not pay the full cost of a spell, so are unaffected by stuff which changes the COST of a spell; such as Lamentation. (Infernal Ruling) or Scaverous's feat (Infernal Ruling)

What spells can they choose to cast

  • A Spell Slave cannot cast spells with a range of SELF or CTRL or with a COST more than 3, or that are an UPKEEP.
    • In addition to this, a Spell Slave is heavily limited by the definition of 'Spellcaster'. Specifically:
      1. Spell Slaves can't cast spells that use the phrase "Spellcaster's battlegroup" because (most) spell slaves aren't in the battlegroup.
      2. Spell Slaves cannot benefit from anything that occurs in the 'Spellcaster's CTRL area' because they don't have one. (Infernal Ruling)
        For instance, a Spell Slave that casts Excarnate will not be able to summon a new grunt.
      3. Spell Slaves cannot benefit from spells that give the caster Focus. Such benefits are limited to models with the 'Focus Manipulation' rule, which only warcasters have.
        For instance, a Spell Slave that casts Siphon Bolt would still take focus from the enemy, but won't gain any focus itself.
      4. Sometimes a Spell Slave can cast a cast a spell, but they will miss out on some of the benefits of the spell (as described above)
    • A Hordes Spell Slave cannot cast animi, because they're not "spells on the warlock's spell card".

How can they boost the spell

  • You can not use focus that is on the warcaster to boost spells that the Spell Slave casts. (refer rulebook section on using focus to boost: only the model with focus on it can spend it, and only during its own activation)
  • Spell Slaves can only boost if they have a special rule allowing them do so - for instance, the Skarlock Thrall can spend soul tokens on spells via its 'Strength of Death' ability.


  • The Spell Slave doesn't gain any buffs/abilities that are on your warlock/warcaster (such as True Sight).
  • The Spell Slave cannot channel spells through arc nodes. You can only channel through nodes in your CTRL area, and none of the three models have a CTRL area.
  • The Spell Slave can use spells like Annihilation to gain enemy souls. But generally they will be unable to use the soul tokens so they will stay on the Spell Slave for the rest of the game (doing nothing). (Infernal Ruling)

Rules Clarification : Calamity - None yet. (Edit)

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Rules Clarification : Cloak of Ash      (Edit)

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Rules Clarification : Ashen Veil      (Edit)

  • The concealment bonus and the attack roll penalty do stack with each other, so someone making a ranged or magic attack while within 2" of you will suffer -4 to the attack.

Rules Clarification : Hellfire - None yet. (Edit)

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Rules Clarification : Hex Blast      (Edit)

  • If you miss and deviate onto a different target, no upkeeps or animi expire. You need a direct hit.
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Rules Clarification : Mobility      (Edit)

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