Riding a Dark Horse: The Void Lord

by Chuck Elswick


So this next article of mine comes from a friend’s suggestion.  The warlock I’m looking at today is one that I can full heartedly state that in a 3 warlock format tournament he would be one of my choices.  As the title suggests I will be focusing upon Void Seer Mordikaar.  In the beginning of the article I will discuss the list I used the first time I played him, at 35 points, I will then show what I would add to the list to scale it up to the 50 point level.


35 point list:

Void Seer +5

Basilisk Krea 4

Titan Gladiator 8

6 Cataphract Cetrati with Tyrant Vorkesh 14

4 Paingiver Beast Handlers 2

10 Praetorian Swordsmen with Officer and Standard 8

Void Spirit 2

Void Spirit 2

Total:  35/40


At 50 points I add:

Bronzeback Titan 10

Agonizer 2

Tyrant Commander and Standard 3

Total:  50/55


Now let’s take a look at the Void Seer his MAT is on par with what you’d expect from a spell slinging warlock. His weapon is below average POW but for every living model he kills he will heal D3 damage.  His RAT is average for someone that has access to boosting, with his range attack on 2 dice you will be able to hit DEF 13 models without boosting a bit more than half the time.  The RNG and POW are average it is an AOE 3 and has the same ability to heal the Void Seer as his dagger.  I know at first glance people ask why these abilities are good to have on this type of warlock that usually won’t see the front line but, as I see it healing abilities are big for a Hordes army during the late game. Usually Hordes has a problem when the beasts start dying. The Warlock has to start cutting themselves for fury, The Void Lord’s healing abilities give him some additional staying power in the late game.


His DEF, life and armor are a little below average for a Warlock. This is surprising as most low DEF Warlocks have better ARM but not in this case.  His best stat is FURY which is a solid 7.  The Void Seer also has the Cull Soul ability, which is the ability to gather enemy souls from destroyed models near him and then convert them into fury. This does transfer to souls in general on him will also convert over to fury points (I will address this point later during his spell list).  He also has the ability Poltergeist, which is very useful as when an enemy attack misses him they may be pushed D3 inches directly away, this is great for stopping certain assassination runs as even though his DEF is below average it can lure opponents into a false sense of security thinking they will hit on average and then if they miss they are pushed back away.  One great ability called Void Lord is where friendly Void Spirits in his control area gain boosted melee attack rolls.  His feat is purely defensive in that while in his control area friendly faction models gain a significant boost to DEF and gain the ability of Poltergeist.


Now for his spell list, which in my opinion is a great selection in regards to supporting the army but a little lacking in offensive spells.  I am not saying that his one offensive spell is not a good one but how it interacts with one of his other spells is a little disappointing.  His spell Essence Blast, which costs 3 of his fury to cast,  is where he removes from play a friendly faction model in his control area and then makes a 6″ spray from that model as the point of origin, the POW of the spray is dependent upon the strength of the model as the attack is the selected model’s base STR plus 6.  So if you select the basic trooper model then the POW of the spray will usually be 11 or 12.  This spell however will contradict another one of his spells that I will mention later on.  His first support spell of his is Banishing Ward, this is an upkeep spell for a model/unit that says they can not be targeted by enemy spells.  His next upkeep spell is for a living warrior unit called Hollow, the unit becomes undead and gains tough, also whenever an affected model is destroyed by an enemy model the Void Lord gains a soul token from the destroyed model.  As I said before this works great with his cull soul ability as he will gain fury from his own model’s destruction which can take him above his normal FURY stat.  He also has ghost walk, it is where target model/unit can move through terrain unhindered and ignores free strikes.  Keep in mind the affected models can not move through other models and can’t end their movement in impassible terrain.  As for his last spell, and this is the one that Essence Blast contradicts, is Revive.  For a decent cost spell he brings back one grunt model to a unit, assuming the unit is still on the table, with 1 wound remaining that can activate normally.  This model must be placed completely within the Void Seer’s control area and in formation with the unit and within a close distance to other models in the unit.  As I said this spell and Essence Blast contradict each other.  Revive can bring a model destroyed by any attack but you can’t bring a model back that was used for Essence Blast.  Don’t get me wrong as I do feel both spells are great but its just that having two spells that contradict themselves is just something you have to watch out for as you get to make two separate piles of the models you can bring back and can’t.


As for now what I do with the list I will start off with the 35 point army then move onto to what I would do with the 50 point list.  The list in general is my list I use when fighting against high magic casting armies, like Cryx.  The one Cetrati unit is immune to spells targeted at them, though including my own thanks to Vorkesh but thankfully Revive doesn’t count as targeting them so I can still revive them.  Also the unit is great on their own as they have shield wall and are weapon masters with reach, if there was ever a unit that did not need much assistance its this unit, which is why with their unit attachment officer I am able to have them fight and hold flanks on their own, or even take down lights and some heavies with some Chucky Voodoo magic.


Then I have Banishing Ward to help another model/unit become immune to being targeted by enemy spells.  If I think it is an enemy that is going to try and spell assassinate me then I upkeep it on the Void Seer.  If i think I am safe from the spell assassination then I upkeep it on the Gladiator, if it is my 50 point list then I upkeep it on the Bronzeback.  Though a 35 point game I did play against my friend Jake I did cast it on the Praetorians as they were squaring off against Hex Hunters led by Bethayne.


In most scenarios though I will cast and upkeep Hollow on the Praetorians as they are my unit I throw to tie up the enemy and they can still do some damage to units and beasts/jacks alike.  With every destruction of those models then the Void Seer gains another soul to convert into fury later.  My Void Spirits usually are on the outer flanks as it makes at least one’s survivability, possibly both, high as the enemy isn’t able to bring all their magic attacks to bear against both.  They are also good at scaring the enemy with their abomination ability.  Paingiver Beast Handlers are my basic beast support unit and if need be I can put Hollow on them to go and tie up units or charge lanes, though when this happens I am usually pretty behind in the game.


The Gladiator, and the Bronzeback when it is the 50 point list, hang around the Krea for her animus which gives friendly faction models a bonus to DEF and ARM against ranged attacks.  The reason for the Krea is I like how it combines with Void Seer’s feat as with the feat and the animus going model’s defense against range attacks will be plus 5 DEF, with Poltergeist.  The Gladiator and Bronzeback are both of my heavy hitting heavies, say that 3 times fast, that are able to take a hit and can give it back.  I also like to usually center when to pop my feat around when these two models and the Cetrati, and most of the Praetorians, are just about to hit home on the enemy lines.  Usually I pop the feat if I am setting up attacks for the next turn as well as in scenarios where you try to flood a zone or objective.  It gives your army a little more survivability and it can push the enemy models out of the zones.  In the 50 point list I like to bring the Agonizer as when my beasts get ready to square off against jacks/beasts the Agonizer is able to help minimize the damage my beasts take.  Combine this with the feat and you have a very stable force.


The Tyrant Commander and Standard were brought in as a way to give the Cetrati pathfinder.  I know there is a cheaper model out there to give them pathfinder but I like the Commander as it is a model that can give them pathfinder and still attack or run to get into position in the same turn.  One final thing with my list build is that my entire army is usually fearless.  Granted the Beast Handlers and Praetorians are not fearless but the fact I usually cast Hollow on the Praetorians which makes them undead, and thus fearless, as long as the Beast Handlers are within 10″ of the Tyrant’s Standard Bearer then they are also fearless.

Until next time,



Author: Bulldog

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