Madrak, Great Chieftain

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Trollblood Trollkin Warlock

Madrak Ironhide has dedicated his life to guiding the United Kriels through a history fraught with suffering and betrayals. Madrak once wielded the cursed axe Rathrok, the World Ender, taken up out of desperation in the hope of using its power to save his people from impending destruction. Freed from the burden of that ancient weapon, Madrak returned to those loyal to him and has resumed the mantle of leadership, lending his strength to his people and drawing on theirs in return.

Basic Info[edit]

Madrak3
Madrak3.jpg
Base Size Medium
SPD 6
MAT 7
RAT 7
DEF 14
ARM 16/18
(★)
Fury 6
HP 18
WBP +29
(★) 18 when you include the Shield bonus
See also How to Read the statblock

Weapons and Attacks[edit]

  • Thrown Spear - 8" range, POW 14 gun
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Reload [1] - This model can spend focus/fury points to make up to 1 additional ranged attacks with this weapon during its Combat Action. It can make one additional attack for each focus/fury point spent.
    • Thrown - If this model has a STR buff/debuff, it is added to the POW of this weapon.
  • Shield of Volarr - 0.5" reach, P+S 12 melee weapon
    • Shield - This 'weapon' is a shield that provides a cumulative +2 ARM bonus. The bonus doesn't apply if the weapon is crippled or if the damage originates in your back arc.
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Beat Back - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly towards it.

Special Abilities[edit]

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • 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.
  • Protective Aura - This model can spend 1 fury to give an ARM bonus to nearby friendly faction models. The radius of this buff is increased by the number of fury points currently on this model.
  • Righteous Vengeance - If a friendly Faction model dies near this model, next turn this model gets a free small move and melee attack during the maintenance phase.
  • Shield Guard - When a nearby friendly model is hit by a ranged attack, this model can be hit instead.

Spells[edit]

  • Fortune - Short range, low cost - Target friendly faction model/unit can reroll attack rolls once.
  • Rebuke - Average Cost, Average Range, Upkeep Spell. The unit or model isn't able to give orders or make some kinds of special attacks.
  • Soothing Song - COST 1
Immediately remove up to one fury point from all friendly living Faction warbeasts in the caster's control range. Soothing Song can be cast only once per activation.

Feat: Rallying Cry[edit]

While in Madrak's control range, friendly Faction warrior models ...

  1. can't be knocked down,
  2. pass Tough checks on a 4+,
  3. advance 3" after passing a Tough check, unless disabled while advancing (eg free strikes).

Rally Cry lasts for one round

Recent Changes[edit]

2016.01 Errata

The feat was clarified to not work vs free strikes.


Thoughts on Madrak, Great Chieftain[edit]

Ambox warning orange.png

Important
This model has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Feel free to remove this warning if you, personally:

  • Have a good level of gameplay experience with the model, and
  • Have reviewed this article and either you
    • agree with the content 100% or,
    • for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.

Madrak, Great Chieftain in a nutshell[edit]

Madrak3 was what people had in mind when they talk about "toolbox warlocks" - he is his own Krielstone, he can handle incorporeal models or warcasters with buffs without any trouble thanks to Spellpiercer, he can run battlegroup heavy thanks to Soothing Song, and his feat is all about the infantry. And he can hit ARM 20 without working at it very hard.

His different incarnations fit his lore pretty well, Madrak1 supports his army but is touched by the evil of his weapon, Madrak2 has been mostly consumed to the axe and is all about wrecking face, and madrak3, now free of his burden, he is fully focused on helping and supporting the trolls around him.

When & How to Best use his Feat & Spells[edit]

Placeholder.

Typical Strategy & army selection[edit]

Drawbacks and Downsides[edit]

  • He's a counter rather than a warlock with a plan.

Tricks and Tips[edit]

  • He has shield guard. He's a WARLOCK with SHIELD GUARD. Usually you use shield guards for the warlock or warcaster! You could use this to take some heat off of someone in your battlegroup, but don't bite off more than you can chew! (It's normally used on shots like Alten Ashley's - which doesn't worry a warlock but can seriously hurt a warbeast).


Other[edit]

Trivia[edit]

Originally released 2016.12

Theme Forces[edit]

Trollblood - Warlock generic themes (Edit)

Other Trollbloods Models[edit]

Trollbloods - Faction models (Edit)
TrollbloodLogo.jpg

Warlocks etc.
Warlocks Borka1 - Borka2 - Calandra - Gunnbjorn - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Madrak1 - Madrak2 - Madrak3 - Ragnor
Warlock attachments Trollkin Runebearer
Lesser Warlock Horgle Ironstrike
Light warbeasts Night Troll - Pyre Troll - Slag Troll - Storm Troll - Swamp Troll - Troll Axer - Troll Bouncer - Troll Impaler - Winter Troll
Heavy warbeasts Dire Troll Blitzer - Dire Troll Bomber - Dire Troll Mauler - Earthborn Dire Troll


Dozer & Smigg - Mulg the Ancient - Rök

Gargantuan Glacier King - Mountain King - Sea King
 
Units, Solos, & Battle Engines
Units Dhunian Knot - Kriel Warriors - Stone Bearer - Fire Eaters - Pummeler Crew - Pyg Burrowers - Pyg Bushwhackers - Scattergunners - Thumper Crew - Champions - Fennblades - Highwaymen - Long Riders - Runeshapers - Scouts - Sluggers - Warders


Special WA: Trollkin Sorcerer
Sons of Bragg

Solos Fell Caller Hero - Fennblade Kithkar - Northkin Shaman - Stone Scribe Chronicler - Troll Whelps - Trollkin Champion Hero - Trollkin Skinner


Braylen Wanderheart - Horgle Ironstrike - Horthol - Janissa Stonetide

Battle Engines War Wagon
Trollblood - Minion models (Edit)
Minion Trollblood.jpg
Warlocks etc.
Warlocks Bloody Barnabas - Calaban - Helga - Jaga-Jaga - Lord Carver - Maelok - Midas - Rask - Sturm & Drang

Requires a 2+ warlock game

Other Controllers Lesser Warlocks: Brun & Lug - Dahlia & Skarath - Rorsh & Brine - Wrongeye & Snapjaw


'Jack Marshals: Raluk Moorclaw

Warjacks & Warbeasts The minion battlegroup members you can include in a Trollblood army depends entirely on what type of model is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what minions it can control.
 
Units, Solos, & Battle Engines
Units Bog Trog Ambushers - Croak Raiders - Bone Grinders - Brigands - Commandos - Razorback Crew - Slaughterhousers - Bokur & Swamp Shamblers - Gatorman Posse - Gobber Bellows


Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea -

Solos Mist Speaker - Bog Trog Trawler - Croak Hunter - Efaarit Scouts - Feralgeist - Witch Doctor - Gobber Tinker - Gremlin Swarm - Ogrun Bokur - Gobber Chef - Thrullg - Totem Hunter


Alten Ashley - Brun & Lug - Dahlia & Skarath - Gudrun - Hutchuk - Lanyssa - Maximus - Raluk - Rorsh & Brine - Saxon - Victor Pendrake - Wrong Eye & Snapjaw

Battle Engines Meat Thresher
Trollbloods - Theme Forces (Edit)
Band of Heroes - Power of Dhunia

Rules Clarifications[edit]

Rules Clarification : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon such as arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer latest errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines) ... [Verification needed]
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). [Verification needed]
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. They're 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 intrepreted as "immune to damage that doesn't include Damage Type: Magical" (not as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Reload      (Edit)

  • You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)
  • If you have (x2) of a weapon with Reload (such as Caine1), the special rule will only be written on the card once. But you can reload both weapons to the max limit. (Infernal Ruling)

Rules Clarification : Thrown      (Edit)

  • Placeholder

Rules Clarification : Shield and/or Buckler     (Edit)

  • The only time you lose the Shield bonus is when the weapon is crippled, or if the attack originates in your back arc. (Infernal Ruling)
    • In other words, you still get the Shield bonus while knocked down or stationary.

Rules Clarification : Beat Back      (Edit)

  • You cannot use Beat Back if you destroy the target; because you can't advance towards a model that is no longer on the table. (Infernal Ruling)
  • However if the enemy lives and you choose not to push it back, then you don't get to advance either. [Verification needed that this is still true in Mk3]
  • Beat Back can be used to push larger models.
  • You can trigger Beat Back vs models which "cannot be pushed" (such as Colossals). In this case, you move but the Colossal doesn't. [Verification needed that this is still true in Mk3]
  • See also the clarifications on Pushes.


Rules Clarification : Warcaster or Warlock     (Edit)

  • Please refer to the Warcasters & Warlocks page for a recap of the warcaster rules, and the very few associated rules clarifications.

Rules Clarification : Tough - None yet. (Edit)

Rules Clarification : Protective Aura      (Edit)

  • Placeholder

Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
  • Vengeance is not an activation. It does not prevent the unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.

Rules Clarification : Shield Guard      (Edit)

  • Shield Guard doesn't work vs spells.
  • Since Shield Guard specifies "opponent's turn", it can't be used against stuff that shoots in your own turn (such as Watcher or Counterblast).
  • The Shield Guard does not necessarily need to be in the attacker's LOS or range.
  • You shift all effects onto the shield guard, including stuff that triggers on "when this attack hits".
  • When you use Shield Guard vs an AOE attack, the template moves too. Because, with reference to Apdx A, the hit 'moves' at Step 6 and the template placement is determined at Step 7.
  • Shield Guard doesn't work vs Point Blank attacks. Because Point Blank attacks are melee attacks that are made using a ranged weapon.
    • On the other hand, it will work vs Gunfighter attacks.


Rules Clarification : Fortune      (Edit)

  • Placeholder

Rules Clarification : Rebuke - None yet. (Edit)

Rules Clarification : Soothing Song      (Edit)

  • You can remove fury from any friendly Faction beast, not just the ones in the caster's own battlegroup.

Rules Clarification : Spellpiercer      (Edit)

Rules Clarification : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon such as arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer latest errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines) ... [Verification needed]
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). [Verification needed]
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. They're 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 intrepreted as "immune to damage that doesn't include Damage Type: Magical" (not as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Blessed      (Edit)

  • Blessed only ignores the DEF/ARM buff if the spell directly adds to the stat. A spell which instead grants an ability, and it's then the ability which gives a DEF/ARM buff, would not be ignored.
  • WARNING: The new Mk3 Blessed icon resembles the old Mk2 Magical Weapon icon. Do not get them confused.
  • Blessed only ignores buffs from spells, not feats or abilities.