Lord Tyrant Hexeris
Template:Skornebox This model is playable only in an Unlimited format.
A master mortitheurge, Hexeris is unrivaled in the manipulations of life and death. He has lost the ability to empathize with the living and now sees them as machines with precisely analyzed thresholds for potential, injury, and pain. Those who speak to him leave feeling tainted, for his eyes pierce through to their immortal essence. Hexeris is skilled in battle and is strong enough to have been a Cataphract if his mind had not destined him for a darker path.
Basic Info
- This model is a Warlock.
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Warlock Rules
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Feat : Dark Dominion
- To Hexeris death is just another strategic mechanism, for he can insinuate his will into a body even as its spirit slips away. Invoking the most potent of his powers, he reaches across the battlefield to turn dying enemies into his puppets, their flesh pulled by the strings of his volition.
When a living or undead enemy warrior model is boxed by an attack while in Hexeris' Template:CTRL range, you can take control of it.
- The model becomes an independent model and gains Undead.
- The model can immediately advance up to 3" and can make one basic melee attack, then remove the model from play. The model cannot be targeted by free strikes during this movement.
Dark Dominion lasts for one turn. Template:Tipbox
Abilities
Weapons
- Gulgata - 2" reach, POW 6, P+S 14 melee weapon
Spells
{{Category: Template:Death March DELETE Template:ParasiteTemplate:Soul SlaveTemplate:Sunder Spirit }}[[Category: Template:Death March DELETE Template:ParasiteTemplate:Soul SlaveTemplate:Sunder Spirit ]]
Theme Forces
- Template:Disciples of Agony
- Template:Masters of War. He gains "Optional Take Down" in this theme
- Template:The Exalted
- Template:Winds of Death
Thoughts on Hexeris1
Hexeris1 in a Nutshell
Lord Tyrant Hexeris is a jack of all trades and, consequently, a master of none. He's got a really nasty and fun anti-infantry feat, and a toolbox of spells.
His focus is as a bully, he offers nothing to deliver your force (beyond the movement granted by Vengeance) but he can improve accuracy and damage as well as cast spells from afar.
Spell thoughts
- Death March enables him to deal with high DEF foes and adds mobility.
- Obliteration is good against infantry.
- Parasite is great against heavies, especially when ranged units focus fire on them.
- Soul Slave is unique to Hexeris1, this doesn’t mean it’s good. Always passing threshold checks and casting spells as a channel fits best on something you don’t put in melee, the Krea or an Archidon are great picks.
- Sunder Spirit is a zap to take out solos, incorporeal models, but also who can remove key animis, especially Rush and Lightning Strike.
Feat thoughts
The first thing to note about the feat is that if the model you take over kills another model, you can take over the second model and use it to kill a third, then take over the third one and etc. This means you can generate very long "feat chains" which will decimate enemy infantry swarms.
- Note that, for a single chain, no model in the chain are RFP'd until you get to the end of the chain (the last model in the chain fails to kill something).
This is because, when it comes to the Attack Sequence, it goes- Box an enemy model (Step 10c)
- Trigger the feat, do the move, and start a new attack.
- Go through Steps 1 to 10c again.
- Only once you fail to box an enemy model do you progress to "after the attack" and RFP all the models in that chain (at Step 12).
- When it comes to AOEs and sprays, each model boxed in the initial AOE/spray can start a chain.
- Choose one model in the AOE/spray, do its entire chain (until a model fails to box an enemy).
- But before you RFP that chain, go back to the initial AOE/spray, pick another model by the AOE/spray, and start a new chain.
- So you don't RFP models from any chain until every chain has been resolved.
The second thing to note about the feat is that when your opponent's model is RFP'd it is still under your control; so it is friendly model to you & an enemy model to your opponent. Therefore your opponent can't trigger any of their abilities that are worded "when a friendly model is destroyed or RFP'd" (such as Swift Vengeance, Hand of Vengeance, Righteous Fury, etc).
Drawbacks & Downsides
- If successful, the feat takes a long time, which can be a problem when on the clock.
- The feat is more or less useless if the enemy units can't reliably kill themselves. So it is best used against squishy models with moderate to low defense (which does include most single wound infantry)
- Tough weakens his feat; knocked down models can't move and attack.
- His feat is weak against constructs and battlegroup focused lists.
- Outside the feat he can feel a little dull to play, essentially being a parasite bot with the occasional offensive spell.
- Soul Slave can only be cast by Hexeris inside activation, this makes his spell threats and angles predictable. Killing his soul slaved beast will also deny him effective arcing for a whole round.
- Obliteration is over priced even with AOE 5 as it very often needs a boost to hit for optimal AOE placement.
Tips & Tricks
- Parasite lets him trade up. Use lightweight heavies like the Rhinodon or Archidon to wreck heavy heavies.
- RFP on the feat can be incredibly powerful against certain armies, such as Cryx and Grymkin.
List Building Advice
Strategy
Hexeris1 gives something to everyone, giving you a lot of options for strategy and list building. In saying that though, he's likely to be focused on armor cracking; because if your opponent drops an infantry swarm into Hexeris he'll just destroy them with his feat.
He's got a decent Fury allocation when backed with the ubiquitous Paingiver Beast Handlers, but wants at least one combat infantry unit for Death March.
Theme Thoughts
Hexeris1, being a jack of all trades, works with most of Skorne's themes although avoids one.
- Winds of Death is the Skorne ranged theme and absolutely loves Parasite and uses his feat to clear infantry. Unfortunately, Death March does little more than turns a unit of Venators into something just about viable - and even more unfortunately in this theme he plays like a cut rate Dominar Rasheth.
- Masters of War gives him shooting infantry in Cataphracts, the ability to ignore tough on his feat turn to start the chains, and a lot of Praetorians really like Death march.
- Disciples of Agony has Nihilators and Paingiver Bloodrunners as excellent Vengeance targets, and minion shooting units. It therefore has most of what Hexeris wants from both the two previous lists.
- The Exalted has its units all already having Vengeance and it doesn't have the shooting to properly exploit Parasite.
- Immortal Vessel enables Hexeris to channel without needing to go through his upkeep spelled model.
- Aptimus Marketh has up to three spells to upkeep and can either make him even more fury efficient or zap with the spirit eye.
- Extoller Soulward for when you need guidance to cast spells on stealth models. Or for when you want to blow an aspect off a heavy warbeast with a 3 point model.
- Siege Animantarax is normally great - and can really burn down targets with Parasite and its shooting.
- The Hermit of Henge Hold can provide an extra ARM debuff or Telemetry - both very useful for a spellslinger. Getting him into position is another matter.
- Venator Slingers become MAT 7 with Vengeance and love burning down Parasited models. An average of 3.5 damage to a Khadoran heavy per shot.
- Venator Reivers - see slingers above, but can hit more stuff.
- Siege Animantarax - again the heavy beatdown. They can hit heavies with that artillery piece on their back, and really appreciate the arm debuff.
- Cataphract Cetrati enjoy the extra speed from Vengeance
- Praetorian Swordsmen can really get up to the enemy with Vengeance - and hit really hard, both working well with Hexeris' feat and doing ridiculous amount of damage between their minifeat and Parasite.
- Praetorian Karax can move decently fast with Vengeance and can charge and do actual damage to enemies thanks to Parasite.
- Praetorian Keltarii move even faster and more obnoxiously with Vengeance.
- Supreme Guardian is just good.
- Nihilators can really benefit from the extra movement and MAT by way of Death March.
- Paingiver Bloodrunners become even tricksier with Vengeance and don't have to worry about tough paralysing models.
- The Blind Walker is a useful channeller if you don't have access to the Immortal Vessel.
- Croak Raiders already start to burn down heavies. Mix boosted damage and parasite and yum
- Farrow Valkyries are good all round.
- Minions heavies add so much flexibility to the battlegroup it's ridiculous.
Battlegroup
- 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.
- Of course the Archidon might even do a better job with Long Leash, very fast movement, sprint, flight, and significant hitting power.
- Cheap heavies like the Rhinodon and the Archidon can trade up with Parasite.
Other
Trivia
Hexeris1 was one of the first three Skorne Warlocks in Primal Mk1 (2006), alongside Makeda1 and Morghoul1
Video Battle Reports
Other Skorne models
Rules Clarifications
Template:RC Magical Weapon Template:RC Beat Back
Template:RC Warlock Template:RC Vampiric Reaving Template:RC Great Power
Template:RC Death March Template:RC Obliteration Template:RC Parasite Template:RC Soul Slave Template:RC Sunder Spirit