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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 |
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| 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 |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
2 |
| UNIT SIZE |
N/A |
| COST |
3 |
| N/A |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Abilities
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Undead
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Incorporeal
- Annihilator - This model gains an additional die on melee attack and melee damage rolls against living models. When a living model is destroyed within 3" of this model, it never generates a soul token.
- 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, you can place this model anywhere completely within 8˝ of its current location unless it failed a charge this turn.
Weapons
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| Rend
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RNG
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POW
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P+S
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0.5
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6
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12
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Theme Forces
Recent Changes
2021.10 Mega Update
- -1 point
- Void Walk wording updated to match change to the Void Archon, but it doesn't affect this model.
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. Unfortunately the only theme they can go in is The Exalted where they don't really fit well.
- 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 and he normally brings his full FA2 of them in any theme.
- Despoiler creates them with Mordikaar. So have spares.
- 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.
Drawbacks & Downsides
- Limited threat range and only a single attack.
- The Exalted is the only theme force it's allowed in and it doesn't fit very well there
- It doesn't buff any of the Immortals or take buffs from the Ancestral Guardian or other models
- For melee spot removal the Ancestral Guardian does at least as well and you're probably bringing a couple of them as requisition options
- The Exalted has a lot of incorporeal threat
- ARM 12 doesn't fit with the Exalted's general ARM-skew
- If you just want incorporeal models the Feralgeist and the Gremlin Swarm minions are both cheaper
- poor positioning can cost you friendly souls from Annihilator
- Basically only used with Void Seer Mordikaar (although they are good with him)
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
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* 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 : Undead - None yet. (Edit)
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Rules Clarification: : Incorporeal (Edit) (Click Expand to read)
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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)
- Incorporeal vs Slammed/Thrown models ( Edit )
- Incorporeal models cannot be moved by someone trying to slam them.
- Slammed models can move through Incorporeal models.
- If they have enough movement to get past them, no dramas.
- If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
- If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
- For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
- The same logic applies to Throws.
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.
- If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
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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).
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Rules Clarification : Annihilator (Edit)
- Annilhilator will prevent models with Soul Vessel from producing souls.
- Even though they're not living models, Soul Vessel makes it interact with Annilhilator as if they were. (Infernal Ruling)
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Rules Clarification : Void Walk - None yet. (Edit)