Kovnik Andrei Malakov
Official announcement coming soon. Watch this space.
Khador Character Solo
A rising star in the Khadoran Military, Kovnik Andrei Malakov pushes the warjacks under his control to crush those who dare oppose him. His desire to succeed regardless of the consequences sometimes demands a high cost from his men and machines, but to Malakov, such is the price of victory.
- Hand Cannon - 12" range, POW 12 gun.
- Mechanika Blade - 0.5" reach, P+S 11 melee weapon.
- Battlegroup Controller - This model is not a warcaster but has the following warcaster special rules: Battlegroup Commander, Focus Manipulation, Power Field, and Spellcaster. This model must have at least one warjack in its battlegroup at the start of the game.
- Sucker! - If this model is hit with a ranged attack, it must redirect the shot to a nearby friendly warrior.
- This spell has no special effects.
- Target warjack in the caster's battlegroup 1) gains +2 STR and SPD, 2) can run, charge, slam, or trample without spending focus, 3) but suffers d3 damage point at the end of each activation.
Thoughts on Malakov1
Malakov1 in a nutshell
Malakov is all about Redline. Think of Malakov as a 4 points upgrade to a warjack: by adding 4 points you significantly upgrade your jack's delivery and damage potential with no focus overhead to the warcaster.
Combos & Synergies
- Warcasters - Malakov shines with casters who are not very battlegroup centered. Butcher 3, Zerkova1, Sorscha1 and Irusk1 are all example of casters with little or no battlegroup spells/feats who would appreciate help with managing their jacks.
- Warjacks - go for cheap jacks and make them awesome. Even with Sucker! Malakov is vulnerable to assassination and the last thing you want is your expensive Spriggan shutting down because Malakov was killed. On the other hand, think of the humble Marauder with SPD 6 and two P+S 18 attacks or a Juggernaut with P+S 21/17 and you can see the potential.
Drawbacks & Downsides
He is a high priority target - your opponent will kill him to take out the Jack, two birds with one stone.
Tricks & Tips
- If you're running aggressively to the middle of the board, you might want to cast Redline on the first turn as you'll want to feed your jack all the focus you can on the second turn.
- On the other hand, if the game is a bit slower (for example, an assassination scenario), you might want to wait with Redline till the second turn.
Don't dwell too much on the damage inflicted by Redline as the damage is almost insignificant compared to the damage dealt by your jack. While taking Mechaniks might seems like a tempting way of reducing the damage inflicted by Redline, bear in mind that by adding Malakov and Mechaniks you're paying 7 points extra, almost the price of a new jack. On the other hands, Mechaniks do make great sacrificial pawns for Sucker!.
- Malakov is one of the journeyman warcasters released as part of the WARMACHINE: Tactics videogame Kickstarter (2014)
- His rules were later published in Warmachine: Vengeance expansion (2014)
Other Khador models
Rules Clarification: : Magical Damage (Edit)
(Click Expand to read)
| * 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.")
Rules Clarification : Battlegroup Controller (Edit)
- This model has a completely separate battlegroup to your main warcaster.
- Your main warcaster cannot allocate focus to warjacks under this model's control (and vice versa).
- Any spells/effects that apply to your main warcaster's battlegroup (such as Energizer) do not apply to warjacks under this model's control (and vice versa).
- This model is not a warcaster
- Warjacks this solo controls can still benefit from Power Up exactly as if it were a warcaster. (Closed thread)
- When this solo dies, any warjacks they are controlling go inert exactly as if it was a warcaster. (Infernal Ruling)
Rules Clarification: : Sacrificial Pawn and/or Sucker! and/or Grim Salvation (Edit)
(Click Expand to read)
- Sacrificial Pawn & Grim Salvation are optional, but Sucker! is not
- Grim Salvation only works vs basic attacks, not special attacks, power attacks, chain attacks.
- Spells are not basic attacks, because they are not "made with a weapon". (Infernal Ruling)
- CRA and CMA are basic attacks. (Infernal Ruling)
- If a Special Attack generates an additional attack (such as Multi-Fire), the second attack will be basic and as such can have Grim Salvation used vs it. (Infernal Ruling)
- Sacrificial Pawn & Sucker! don't work against melee attacks.
- None of them work vs magic attacks (spells). All of them work against Magical Ranged attacks, though.
- The model the attack is transferred to is always hit, even if they have an ability that makes them automatically get missed (such as Stealth).
Automatically missing is determined earlier in the timing sequence than when the attack is moved. (Infernal Ruling)
From here down, the terms Sacrificial Pawn, Grim Salvation, and Sucker! are interchangeable
- Using Sac Pawn moves all damage and effects onto the other model.
- The new model hit may use any abilities that trigger on being hit/damaged by an enemy attack (such as Vengeance and Shock Field).
- Sprays and AOEs
- A model hit by a spray attack can use Sacrificial Pawn to pass it to another model. The placement of the template does not change.
- Note that this may cause the Pawn to be hit twice by the same spray. So you then resolve two damage rolls against it.
- A model directly hit by a AOE may use Sacificial Pawn to pass it to another model. The AOE template is moved (because Sac Pawn is resolved at Step 6 of the Attack Sequence in Apdx A, but AOE placement occurs at Step 7).
- Depending on how far apart the original target and Pawn are, the first guy might get clipped by the AOE anyway.
- A model indirectly hit by an AOE cannot use Sac Pawn.
- Sacrificial Pawn multiple times
- If a model with the Sacrificial Pawn ability passes it to another model that also has Sacrificial Pawn ability, that second model may pass it along to a third model.
- Models can only use Sac Pawn once each, you cannot set up an infinite loop!
- Quick Draw vs Sacrificial Pawn
- If enemy "Model A" shoots you, and then you use Quick Draw against "Model A", but they use Sac Pawn to move your Quick Draw attack to "Model B" then ... Quick Draw has no effect (or rather, it affects "Model B" who isn't currently shooting you so is irrelevant). Point is, "Model A" can continue shooting you.
- This won't happen with Shield Guard though (outside of a very low-probability scenario) because Shield Guard can only be triggered during an enemy turn.
Rules Clarification : Razor Wind (Edit)
- The text description has no in-game effect. It's just for flavour.
Rules Clarification : Redline (Edit)
- If you plan on casting this often, you'll probably want to check the rules clarifications on slams and tramples