Calaban the Grave Walker

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Minion Gatorman Warlock

The monstrous gatorman warlock called Calaban the Grave Walker commands fearsome powers over life and death. With his bone staff in one hand and skull talisman in the other, Calaban can drain the life force from an enemy and then use the withered shell left behind as a conduit for his dark magic.

Basic Info[edit]

Calaban the Grave Walker
CalabanTheGraveWalkerPNG
Base Size Medium
SPD 6
MAT 5
RAT 6
DEF 14
ARM 16
Fury 7
HP 15
WBP +29
See also How to Read the statblock

Weapons[edit]

  • Heart Stopper - 10" range, POW 10 gun.
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Grave Door - If this attack kills an enemy you may instead keep it alive (temporarily). You take control of it, can turn it around once, and can channel through it. It dies at the end of your turn.
  • Bite - 0.5" reach, P+S 11 melee attack.
  • Carcass - 2" reach, P+S 11 melee attack.

Abilities[edit]

  • Minion - Will work for Skorne, Legion, Circle, and Trollbloods
  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Amphibious - This model treats shallow water as open terrain while advancing. While completely in shallow water, this model gains concealment and does not block line of sight.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Gatorman Warlock - This model's battlegroup must contain only minion Gatorman warbeasts.
  • Dark Power - When making magic attack or damage rolls roll an extra dice and drop the lowest.

Spells[edit]

If Bone Shaker boxes an enemy living or undead non-warcaster/warlock warrior model, you may advance that model, make a melee attack with it, and then RFP it.
Target friendly Faction model/unit gains +2 to melee attack rolls against living models. Also, when they box a living model it is RFP'd and the caster may heal d3 damage points.
  • Hex Blast - Cost 3, 10" range, 3" AOE, POW 13
On a direct hit, enemy upkeeps and animi on the target expire.
Target Friendly faction model/unit gains Stealth. Models are not affected while out of formation.
  • Parasite - COST 3, RNG 8", Offensive Upkeep
    Affected model/unit suffers -3 ARM and the spellcaster gains +1 ARM.

Feat: Death Harvest[edit]

Each time a friendly Faction model destroys an enemy model while in Calaban's control range, then ...

  1. Calaban gains 1 fury point.
  2. Calaban can immediately cast a spell. He can boost attack and damage rolls on these spells (even though they're occurring out of activation).

Thoughts on Calaban the Grave Walker[edit]

Calaban the Grave Walker in a nutshell[edit]

Calaban is a nasty debuffing warlock, able to handle almost any type of enemy. Parasite for high ARM, Carnivore for high DEF, Hex Blast for upkeep spam, his feat to take the edge off infantry spam, Bone Shaker for recursion, and Occultation for shooting. The only thing he doesn't do is extend threat ranges.

Maximising his feat & spells[edit]

Calaban has a deep toolbox, but his two key spells are Parasite to break armour and Bone Shaker to deal with infantry swarms. On feat turn he can cast whichever he needs a lot of times (although Bone Shaker can break your Blind Walker with the channeling damage) and either allow you to wreck enemies

The other spells are either standard buffs or (in the case of Hex Blast) upkeep removal. The upkeeps should be cast early, and it's occasionally worth cycling Carnivore on feat turn,

Typical Army & Strategy[edit]

Strategy[edit]

His main method of winning is Attrition. Parasite enables almost anything you have to wreck things, while Bone Shaker and Carnivore deal with melee enemies.

Army[edit]

  • Blackhide Wrastler - the best beast he can take, with an animus that combines awesomely with Parasite.
  • Blind Walker - He's a spellslinger. Having models to sling the spells through is always and without exception a good thing.
  • Croak Raiders or Farrow Brigands - With Parasite and an arc node (plus his gun) he can send Parasite deep and then uses ranged infantry to wreck the Parasite target.
  • Sacral Vault will improve his already stella magic ability, and with Parasite the gun will get significant work done with a full soul stack.

But in general almost anything works well with Calaban.

Drawbacks and Downsides[edit]

  • No threat range extenders.
  • His personal melee threat is poor.
  • A very effective jack of all trades is still a jack of all trades.
  • He doesn't like anti-magic effects much.
  • Despite answering almost all common questions, Calaban doesn't really ask any in return.

Tricks and Tips[edit]

  • Use his feat to cycle either Parasite or Carnivore.
  • Calaban really likes the Sacral Vault . Like, he REALLY likes the Sacral Vault. Telemetry and his own innate magical ability means that he almost never has to boost to hit (will hit DEF16 comfortably). This has massive implications on his feat turn, so make sure your positioning with the vault has all the potential targets in it's CMD.

Changes from Mk II[edit]

He gained Dark Power - an effective +2 to hit. Calaban didn't really come into his own until the very final months of Mk2 with the release of the Blind Walker as Grave Door wouldn't turn people round and he didn't have an arc node.

Other[edit]

Trivia[edit]

Placeholder.

How can I include this Minion in my army?[edit]

Minion are a bit more complicated than regular Faction models, they can be taken in one of three different ways.

  1. This model can be included in a pure Minion army.
  2. This model can be included in the following Faction armies (requires a 2+ warlock game):
  3. This model can be included in the following theme forces:

Other Minion models[edit]

MinionsLogo.jpg

(Edit)

Farrow Warlocks (Edit)
Warlocks Arkadius1 - Carver1 - Helga1 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh
Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks Wrong Eye
Gatorman Warbeasts (Edit)
Lights Boneswarm - Bull Snapper
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile
  M  
I
N
I
O
N
S
 
Units, Solos, & Battle Engines
Warlock attachments Targ Gatorman Soul Slave
Units Farrow Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Farrow Valkyries
Gatorman Bog Trog Ambushers - Croak Raiders - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Unaligned
Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea
Solos Farrow Maximus - Rorsh & Brine - Targ
Gatorman Boil Master & Spirit Cauldron - Bog Trog Mist Speaker - Bog Trog Trawler - Croak Hunter - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor
Kwaak Slickspine & Gub - Longchops - Wrong Eye & Snapjaw
Unaligned Efaarit Scout - Feralgeist -Gobber Tinker - Gremlin Swarm - Ogrun Bokur - Gobber Chef - Gobber Raiders - Thrullg - Totem Hunter
Alten Ashley - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Eilish Garrity - Gudrun the Wanderer - Hutchuck - Lanyssa Ryssyl, Nyss Sorceress - Orin - Raluk - Saxon Orrik - Viktor Pendrake
Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
 
Minion - Theme Forces (Edit)
The Blindwater Congregation - The Thornfall Alliance - Will Work for Food

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 : Grave Door      (Edit)

  • You can't use Grave Door to channel through friendly models. (Infernal Ruling)
  • You don't get to activate the model you take control of. (Infernal Ruling)
  • Once he is under your control, the meatnode is an enemy to his old army. If they're close enough, they will engage him in melee and prevent you using him as an arc node.
  • See also the Channeler rules clarifications.

Rules Clarification : Life Trader      (Edit)

  • LT can only be used once per attack, but it can be used on every attack you make with the weapon.


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 : Amphibious - None yet. (Edit)
Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Gatorman Warlock - None yet. (Edit)

Rules Clarification : Dark Power      (Edit)

  • Placeholder


Rules Clarification : Bone Shaker      (Edit)

Taking Control of an Enemy Model (Edit)

General

  • Taking control of a model means it is now friendly to you, and will immediately be engaged by it's erstwhile allies.
    • This will limit your ability to make ranged attacks.
    • If you get to make an advance with the controlled model, this can allow the original owner to take free strikes against his own model. He doesn't have to take these, of course.
  • Buffs and effects:
    • The controlled model counts as a "friendly model" and will benefit from any buffs that your own models are handing out (such as Mark Target), (assuming the controlled model meets the criteria for the buff).
    • If your opponent is the same faction, then the controlled model will count as a "friendly faction model" and even more buffs are potentially available (such as Veteran Leader).
    • If you have an ability that is "take control of an enemy then make an attack", and that model has an ability that triggers after making an attack (such as Death Toll), then (most) such abilities won't work. Because you must recheck the trigger conditions for Death Toll at the time of resolving it, and the friendly/enemy criteria are no longer valid.

Movement

  • You can advance a model into an acid cloud and force them to take damage, but they only take damage once per advance (ref Prime rulebook pg 65). Thus you cannot keep moving them micro-millimetres in and out of an acid cloud to inflict infinite damage.
  • The model is friendly while under your control, so you can't force free strikes by walking it past your own models. You can, however, walk it past your opponent's models and politely ask if they want to take free strikes against their own model.

Melee Attacks (Influence, Seduction, Bone Shaker, etc)

  • Normally the controlled model can't make Gunfighter attacks (because that would be a ranged attack, and most "take control" abilities only allow melee attacks).
  • Nor does it allow Point Blank attacks (Point Blank is only allowed 'during activation').
  • Controlled models can't get backstrike bonusses, because you can only get that bonus during your normal activation.
  • With reference to the attack sequence (apdx A) your control of the model doesn't expire until after Step 14. So you can potentially trigger abilities like Snacking (Step 11.4).
    • As long as it's not limited to "during combat action" or "during activation".

Destroying the Controlled model
If the model is destroyed or RFP'd while under your control (for instance you walked it into a hazard), this has two consequences:

  1. It is considered to be under your control at the moment it is taken off the table:
    • Your opponent can't reave fury off a warbeast destroyed this way, because it is an enemy warbeast when it is taken off the table.
    • Your opponent can't trigger stuff that depends on a "Friendly model" being destroyed (such as Righteous Vengeance).
    • You can't trigger stuff that depends on an "Enemy model" being destroyed (such as Cull Soul).
  2. It returns to the original owner once it's off the table:
    • Your opponent can use Spirit Bond to get fury from the dead warbeast.
    • Your opponent can use Return To Play abilities to get it back on the table (assuming it wasn't RFP'd).

Taking control of an enemy Trooper (member of a unit)

  • A trooper you take control of becomes an independent model. Thus:
    • It will not benefit from any bonuses that it gets from its comrades (such as Gang, Shield Wall, etc).
    • It will not benefit from any bonuses that rely on the trooper being "in formation" (such as Granted and Tactics abilities).
    • Spells on a unit are considered to be on the "unit", not on the "models that make up the unit". So a controlled trooper will not benefit from any spells on the unit.
    • If you take control of the last survivor of a unit then the "unit" ceases to exist for the duration of the control. This means that any spells on the "unit" will expire. Woo, free dispel!

Rules Clarification : Carnivore      (Edit)

  • You can use Carnivore, kill friendly models, and heal your warlock.
  • Carnivore will always RFP, regardless of if your warlock is at full health and regardless of if you'd prefer a corpse token.
  • Because Carnivore lacks the "one or more" wording, then you get d3 per models killed. So, if you make a single attack with multiple attack rolls (eg Trample or Thresher) and box 5 models, you'll heal 5d3.
  • If you trigger multiple effects at Boxed (such as Carnivore and Snacking) then you need to choose one to resolve.
    • If you use Snacking, then the model that made the attack heals. If you use Carnivore, you heal the caster. You can’t double-dip.

Rules Clarification : Hex Blast      (Edit)

  • If you miss and deviate onto a different target, no upkeeps or animi expire. You need a direct hit.

Rules Clarification : Occultation      (Edit)

Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.

Rules Clarification : Parasite      (Edit)

  • You lose the +1ARM bonus as soon as the model is destroyed - you can't maintain an upkeep spell on a model that is no longer in play.