Lord Arbiter Hexeris

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Skorne Warlock

Through cunning, raw power, political acumen, and tactical genius, Lord Arbiter Hexeris has furthered his own schemes while simultaneously strengthening the Skorne Empire. The lord arbiter’s occult knowledge goes well beyond the lore of the skorne, and no enemy arcanist is safe from his vampiric thirst for mystical secrets. To oppose him in battle is to be sapped of arcane power as he steals and transforms the energies of his foes.

Basic Info[edit]

Hexeris 2
Lord Arbiter Hexeris.jpg
Base Size Small
WBP +27
DEF 15
ARM 16
Hitpoints 17
See also How to Read the statblock


  • Gulgata - 2" reach, P+S 14 melee weapon
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Thresher (★ Attack) - Make a simultaneous melee attack against each model within its LOS and within melee range of this weapon.


  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Vampiric Harvest When a living enemy is destroyed, remove a damage point from somewhere in the battlegroup.
  • Field Marshal [Channeler] - Warbeasts/warjacks in this model's battlegroup gain Channeler.

Feat: Arcane Reaver[edit]

Take any number of soul tokens, fury points, and/or focus points from non-casters in Hexeris's CTRL range. For each each token removed, place 1 fury point on Hexeris, although he can't go beyond his current FURY stat as a result.


Ashes to Ashes - Cost 3, 8" range, POW 10

If this spell hits the target, the d3 nearest enemies within 4" suffer a simultaneous POW 10 fire damage roll. These extra damage rolls are not considered to have been caused by an attack.

Banishing Ward - Cost 2, 6" range, Upkeep

Target model/unit cannot be the target of enemy spells/upkeeps. Also, any upkeep spells and animi on the target immediately expire.

Black Spot - Cost 3, 8" range, Offensive Upkeep

This spell has two effects: 1) Target enemy warrior model/unit suffers -2 DEF. 2) When a friendly Faction model destroys one or more affected models with a basic melee or ranged attack during its activation, immediately after the attack is resolved it can make one additional melee or ranged attack. Attacks gained from Black Spot cannot generate additional attacks from Black Spot.

Cloak of Ash - Cost 2, 6" range, Upkeep.

Target friendly Faction model/unit gains Ashen Veil. (Ashen Veil - This model has concealment, and living enemy models within 2" suffer -2 to melee attack rolls, unless they have Fire immunity.)

Hellfire - COST 3, RNG 10", POW 14
Target cannot make a Tough roll and a model boxed by Hellfire is removed from play.

Thoughts on Lord Arbiter Hexeris[edit]

Lord Arbiter Hexeris in a nutshell[edit]

Lord Tyrant Hexeris is a spellslinger who can channel through his entire battlegroup. He hash two primary spells (Ashes to Ashes and Black Spot), some anti-magic tech, and the ability to run really hot on feat turn. His feat spell assassination isn't amazing but catches enemies offguard.

Maximising his feat & spells[edit]

  • Black Spot is a mainline spell that turns ranged combatants really scary - more than doubling their rate of fire. It's a good spell for unit annihilation and sometimes an interesting buff.
  • Ashes to Ashes is another unit annihilator, and really useful for getting at hard to reach squishy solos by bouncing attacks off models in front of them.
  • Hellfire is cast for its removal from play effect
  • Banishing Ward is a defence for high value targets, frequently a Siege Animantrarax or a mammoth.
  • Cloak of Ash is a buff for high DEF models.

His Feat gives him an ultra-turn of running beasts very hot and of slinging a few extra spells. Nothing complex, just raw power. That said many unwary casters have been cut down by four hellfires channeled through a beast that ran behind their caster.

Typical Strategy & Army[edit]


Lord Arbiter Hexeris is primarily an attrition warlock with a back-pocket assassination from his feat (and like most back pocket assassinations the threat is normally the important part). He seriously boosts ranged combat and makes handling infantry easy, but with no damage buff he normally likes some high powered models to break enemy armour.

Common army selection[edit]

As both Skorne's only shooting theme (and especially a theme where the Siege Animantarax contributes to free points) the Lord Arbiter is normally played in Winds of Death; it's expected that he will be played in a Cataphract theme sometimes when there is one.

Warbeasts and Battle Engines

  • Siege Animantarax - it gets to "launder" attacks through its mace tail and black spot; Black Spot lets it turn a reiver shot or a spear attack into another swing with its club tail. Also it's an assassination piece and Hexeris is very good at clearing out infantry.
  • Razor Worm - It's difficult to picture more things you'd want on an arc node/soul slave than Eyeless Sight, Long Leash, a sprint variant, Advance Deployment, and Pathfinder.
  • Archidon - the Razor Worm's superior for maneuverability and a stronger all round combatant the archidon is great for getting into the back arcs of enemies. It's also a really obnoxious target for Cloak of Ash
  • Scarab Pack - spells from all directions
  • Basilisk Drake - Drakes love black spot, and anyone who helps them run hot.
  • Heavies of all sorts to smash armour. Especially the Titan Cannoneer to convince people not to put infantry near heavies.

Units and Solos

  • Venator Slingers - One shot into the infantry you've black spotted, then a Flare onto the heavy. Slingers are highly effective.
  • Venator Reivers - you get to waterfall attacks and to hurt heavies.
  • Cataphract Incindiarii scythe through infantry with black spot.
  • Extoller Soulward - If you're going to spell sling, ignoring stealth, concealment, and clouds is the way to go. Note that the feat of Hexeris can convert some souls from a soulward into fury for him.
  • Guns in general. All faction guns are a good candidate for abusing Black Spot. Both Light Artillery, Incindiarii, Mammoth, Hydra, Venator Reivers, the upcoming Venator Dakar; you name the gun, it's good with Black Spot.

Lord Arbiter Hexeris and theme forces[edit]

One of Hexeris' key abilities is his Black Spot spell that allows his army to shred infantry. His feat is nothing to write home about - but does let him run surprisingly beast heavy - and between Black Spot, Ashes to Ashes, and the ability to throw them around like water he frequently provides enough infantry casting against a balanced list that you just need your army to take down heavies.

  • Winds of Death has the best Skorne shooting and can use the Animantarax which Hexeris works so well with. Shred the infantry with Hexeris' spells then meet what's left head on.
  • Imperial Warhost with Hexeris normally needs to start with two Animantaraxes as he doesn't have that much fury (which isn't a problem; Hexeris lists used to frequently have two turtles in Winds before the warhost came out).

It's difficult to find synergy between Hexeris2 and either The Exalted (no shooting, no derp turtles) or Masters of War (better - it even has shooting infantry - but no derp turtles and nothing to write home about.)

Drawbacks and Downsides[edit]

  • Offensive spell slingers can be teched against.
  • He lacks damage and movement buffs.

Tricks and Tips[edit]

  • Whisper it to yourself before you start every turn; Black Spot can only be put on warrior models. It's a common mistake to try putting it on illegal targets.
  • His feat can allow four ashes to ashes in a turn, and as a fury management feat it's pretty good.
  • With the mobility of the Razor Worm, he is amazing at taking out enemy support.
  • A feat hellfire assassination isn't the best assassination, but it can catch out opponents who aren't paying attention.
  • Run your light warbeasts into the enemy's back arcs to gain additional accuracy on channeled spells.
  • Although Hexeris already likes to run a big battlegroup, his Ashen Veil can make him work well with Wrong Eye & Snapjaw and their Star Crossed spell to stack Def buffs.
  • He can draw in as many tokens as he can on his feat, and any amount over his fury gets wasted. Use this to your advantage when facing a beast heavy list or one that has a lot of souls flying around.
  • Battlegroup controller like junior warcasters and warlock *aren't* warcasters, so you totally can pillage their camped fury and focus before blasting them to oblivion.



Released in Hordes: Domination (2011)

Theme Forces[edit]

Themes for any-and-all Skorne warlocks (& bonded beasts) (Edit)

Other Skorne models[edit]

Skorne Logo.jpg


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)
Warbeasts Packs & Lesser Light Heavy Character Gargantuan
Scarab Pack - Agonizer - Reptile Hounds Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm Aradus Sentinel - Aradus Soldier - Archidon - Bronzeback Titan - Rhinodon - Titan Cannoneer - Titan Gladiator - Titan Sentry Chiron - Despoiler - Molik Karn - Tiberion Desert Hydra - Mammoth
Units, Solos, & Battle Engines
Units Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - 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
Legends of Halaak
Solos Ancestral Guardian - Paingiver Bloodrunner Master Tormentor - Extoller Soulward - Mortitheurge Willbreaker - Paingiver Task Master - Venator Dakar - Void Spirit
Aptimus Marketh - Hakaar the Destroyer - Tyrant Rhadeim - Tyrant Zaadesh
Battle Engines Siege Animantarax
Theme Forces
Winds of Death - Disciples of Agony - Imperial Warhost - Masters of War - The Exalted
Minion Skorne.jpg


Minion Battlegroups
Warlocks Arkadius1 - Barnabas1 - Calaban1 - Carver1 - Helga1 - Jaga-Jaga1 - Maelok1 - Midas1 - Rask1 - Sturm & Drang1
Requires a 2+ warlock game
Lesser Warlocks Rorsh & Brine - Wrong Eye & Snapjaw
Warbeasts The minion warbeasts you can include in a Skorne 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.
Units, Solos, & Battle Engines
Units Bog Trog Ambushers - Croak Raiders - Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Gatorman Bokor & Bog Trog Swamp Shamblers - Gatorman Posse - Swamp Gobber Bellows Crew
Solos Bog Trog Mist Speaker - Bog Trog Trawler - Croak Hunter - Efaarit Scout - Feralgeist - Gatorman Witch Doctor - Gobber Tinker - Gremlin Swarm - Ogrun Bokur - Swamp Gobber Chef - Swamp Gobber River Raiders - Thrullg - Totem Hunter Character Solos
Agata, Queen of Carnage - Eilish Garrity - Gudrun the Wanderer - Hutchuck, Ogrun Bounty Hunter - Maximus - Orin Midwinter, Rogue Inquisitor - Rorsh & Brine - Saxon Orrik - Targ - Wrong Eye & Snapjaw
Battle Engines Meat Thresher

Rules Clarifications[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)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can 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:  : Thresher and/or Flashing Blade and/or Cyclone     (Edit)
Warning: This is a long one.

Resolving the attack

Under this heading, the word "Thresher" is used interchangeably for "Flashing Blade" and "Cyclone" too

  • Thresher makes an attack against every model, and as such it targets every model. Thus if a model "may not be targeted by melee attacks", you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • All attacks made by a Thresher attack are simultaneous.
    • If a model is out of LOS when you start the Thresh, then you may not attack it as part of the Thresh (even if the Thresh kills what is blocking your LOS)
    • This means you need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    • In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens (for instance the Cryx Harrower that collects souls), it cannot collect them until all Thresh attacks are resolved.

Thresher only

  • All attacks made by a Thresher are special melee attacks, and as such won't trigger stuff like Grim Salvation or Rhyas's feat. (Infernal Ruling)
  • No matter how many enemy you kill, Thresher only counts as a single attack for the purposes of triggering Berserk, Quick Work, Black Spot, etc
  • You can do a Thresher on a charge (it's a special melee attack).
    • If you charge & Thresher, only the damage roll against your charge target is automatically boosted - other models caught in the thresh suffer an unboosted damage roll (although you can spend focus/fury to boost it)
  • You can't buy additional Thresher attacks, because they're (★ Attack). You can buy additional normal melee attacks, though.
  • Thresher will hit friendly models.

Flashing Blade only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell , then you'll get your boosted charge attack against it.
  • Flashing Blade doesn't hit friendly models

Cyclone only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell , then you'll get your boosted charge attack against it.
    • If you used the advance to move out of range of your charge target, it was sitll as successful charge so it won't cause your activation to end. However, you are still limited to making melee attacks only.
  • Cyclone will hit friendly models.

Rules Clarification:  : Warlock      (Edit)
Warning: This is a long one.

  • General
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury 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 warlocks 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 Warlock rules.
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
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. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. 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).
    4. 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).
  • Units
    • 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.

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 argii 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).

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 : Vampiric Harvest      (Edit)

  • Placeholder

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 : Channeler and/or Arc Node     (Edit)

  • You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
    • If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS.
  • You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
    • If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the DEF bonus.
  • Since Stealth has both a LOS component (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed); this can lead to some non-intuitive interactions between channeling and stealth when either the caster or channeler is able to ignore stealth.
    We've put a bunch of examples on the Category:Channeler page.

Rules Clarification : Ashes to Ashes      (Edit)

Rules Clarification : Banishing Ward - None yet. (Edit)

Rules Clarification : Black Spot      (Edit)

  • Black Spot only triggers from basic attacks. Power, Special, and Chain Attacks will not trigger it.
  • Even if you destroy multiple models in an attack (such as with a spray or AOE) you only get one free attack, due to the "destroyed one or more" wording.
  • Black Spot creates an additional attack, which must occur during your Combat Action. So it is incompatible with Impact Attacks, free strikes, etc.
  • In a CRA, only the attack leader is actually making an attack, so only he will gain a free attack from Black Spot and all the other participants gain nothing.
    • The free attack he gains is a normal attack, not a free CRA (although he can use the free attack as part of a whole new CRA with different participants, if you want.)
  • The type of attack that is generated (Infernal Ruling)
    • A model can be in either of the two cases:
    1. If you have a special rule that lets you make both ranged and melee attacks in the same activation, and as many as you like (such as Dual Attack) then any Black Spot attacks you get can be either ranged or melee, your choice.
    2. If you don't have a special rule allowing both, you can only continue making attacks of the type you made initial attacks with.
    • Abilities that grant "freebie" attacks (like Kill Shot, Quick Work, Assault, etc) do not let you move from case #2 to case #1. Because they're a 'bonus attack' ability, not a "now you can make as many ranged attacks as you like" ability.
    • Point Blank also does make you case #1. It is a case #2 model (making melee attacks only)
    • Drag, on the other hand, does let you move from #2 to #1 because it specifically allows the attacker to make additional melee attacks.
      • The model with Drag starts its Combat Action as #2.
      • If the ranged attack destroys the model, you don't trigger Drag and so you stay in #2 (making ranged attacks only)
      • But if you trigger Drag then you move into #1 (Black Spot generates either kind)

Rules Clarification : Cloak of Ash      (Edit)

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)