Maelok the Dreadbound

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Maelok the Dreadbound
Minion Gatorman Warlock

The gatorman warlock known as Maelok the Dreadbound exists in a torturous state of undeath as an animated corpse bound to the will of another. Despite his decaying physical form, Maelok is still a mighty bokor who can return slain allies to life, steal the souls of the living, or connect to the spirit world to transform his army temporarily into ghostly horrors unimpeded by flesh, stone, or steel.

Basic Info[edit]

Maelok1
Maelok
Base Size Medium
WBP +28
SPD 5
MAT 6
DEF 14
ARM 17
HP 17
FURY 7
See also How to Read the statblock

Weapons[edit]

  • Bite - 0.5" reach, P+S 12 melee weapon. He probably shouldn't be in melee, though.
  • Claw (x2) - 0.5" reach, P+S 12 melee weapons.

Abilities[edit]

  • Minion - In a +2 warlock game, he can work as a Circle Orboros minion, Legion of Everblight Minion, Skorne minion, or Trollblood minion
  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Gatorman Warlock - This model's battlegroup must contain only minion Gatorman warbeasts.
  • 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.
  • Undead - This model is an undead model and not a living model.
  • Field Marshal [Undead] - Warbeasts/warjacks in this model's battlegroup gain Undead.
  • Soul Taker: Cull Soul - This model can gain soul tokens. When a living enemy model is destroyed within 2" of this model, this model gains the destroyed model's soul token. After this model replenishes focus during the next Control Phase, replace each soul token with 1 focus point.

Spells[edit]

While in Maelok's CTRL range, friendly Faction warrior models gain +2 ARM and Undead. Models are not affected while out of formation. Lasts for one round.
  • Mortality - Cost 3, 10" range, offensive spell that does no damage
Target model/unit suffers -2 DEF and ARM, loses Tough, and cannot have damage removed form it. Mortality lasts for one round.
Return to Play one friendly Faction Grunt model anywhere in the caster's CTRL range, in formation, and completely within 3" of another model in its unit. The Grunt returns with 1 hitpoint and must forfeit its Combat Action this turn.
When target friendly Faction model/unit destroys a living enemy model with a melee attack, the caster gains the destroyed model’s soul token regardless of the proximity of other models.
  • Venom - Cost 2, 8" spray, POW 10
Venom deals Corrosion Damage. Models hit suffer Continuous Corrosion.

Feat: Spirit World[edit]

This feat has two effects:

  1. Friendly Faction models currently in Maelok's CTRL range become incorporeal for this turn.
  2. While within Maelok's CTRL range, friendly Faction undead models gain +2 ARM.

Spirit World lasts for one round

Recent Changes[edit]

2017.12 Blindwater Dynamic Update

His Death Pact spell was reworked (it used to be cheaper and an upkeep, but only affect a single model/unit)
Gained Soul Harvester.


Thoughts on Maelok the Dreadbound[edit]

Recent Release icon.jpg

Recent Change
This model/theme's rules have recently changed dramtically, and the "Thoughts On" section has not (yet) been updated to reflect its new capabilities.

Please feel free to update the article and remove this warning.

Maelok the Dreadbound in a nutshell[edit]

Maelok is a brick caster who excels at running Gators. Death Pact brings the Posse up to ARM 18 (20 in melee), and his feat raises that by two. An army of ARM 22 multi-wound models on feat turn is very very tough for many armies to deal with.

Maximising his feat & spells[edit]

  • Maelok's feat is an attrition or assassination feat - turning your entire army incorporal for the turn allows most of it to charge straight through enemy defences and into their caster. (Or just into their back lines). On the other hand +2 ARM for an already tough army is nothing to sniff at. It's probably best used as the lines meet to dig deep and wreck.
  • Death Pact is a backbone spell Maelok casts almost every turn. +2 ARM for all infantry? Yes please.
  • Soul Harvester is just nice against infantry, allowing Maelok to cast more spells. Like Mortality.
  • Mortality is an excellent debuff for when you need it.
  • Venom is a great magical attack.
  • Revive is probably too expensive unless you've had a soul-bonanza or have somewhere really awkward to put your revived model.

Typical strategy[edit]

Brick up.

Common army selection[edit]

Maelok is normally played in the Blindwater theme; the difference between an 8 health Posse and a 5 health Posse for forming the bricks his feat enables is fairly huge.

  • Gatorman Posse - If you're running an infantry brick this is a good first choice.
  • Blind Walker - A spell slinger wants to channel. That's what this beast is for - and Mortality is an excellent spell to arc.
  • Gatorman Witch Doctor - Make your undead faster! That's everything
  • Croak Raiders - Croaks love Mortality. And he can't brick with everything.

Drawbacks and Downsides[edit]

  • Some people don't like playing bricks.

Tricks and Tips[edit]

  • If assassinating, see if you can land Mortality. It's your mainline offensive spell and with Offerings to Kossk effectively makes your Gators MAT 10.


Other[edit]

Trivia[edit]

Released in Hordes: Domination (2011)

Theme Forces[edit]

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
Special WA: Void Leech
Unaligned
Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea
Solos Farrow
Agata, Queen of Carnage - 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]

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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 : Spirit Eater - None yet. (Edit)


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Rules Clarification:  : Warlock      (Edit)
(Click Expand to read)

 
  • 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.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • 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).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
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. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. 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).
    6. 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).
  • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
  • Units with "Any Time" abilities
    • 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.


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

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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks in the battlegroup, so (normally) the warcaster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)

Rules Clarification : Cull Soul - None yet. (Edit)


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Rules Clarification : Death Pact      (Edit)
Rules Clarification : Undead - None yet. (Edit)

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Rules Clarification : Mortality      (Edit)

  • Mortality prevents models removing damage, but it doesn't prevent secondary effects associated with that heal rule (if there are any). For example:
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Rules Clarification : Revive and/or Raise the Dead     (Edit)

  • Revive, and Raise the Dead, can be used on models with Spell Ward etc, because it doesn't actually 'target' anybody.
  • Return to Play - Other Units (Edit)
    • If you can return multiple troopers at once, they don't all have to be the same unit. Spread the love around.
    • Troopers must return to their original unit. Even if you have two units of the same type (such as two units of Convergence Eradicators) then you can't have 4 die from unit [A] and return them all to unit [B].
    • If your rule is something like "return d3 models to units within CMD range" (Old Witch3) then it is d3 models total, not d3 models to each and every unit.
    • If your rule is something like "spend 1 soul to return 1 Grunt" (Enigma Foundry) then it doesn't matter where the souls came from originally. Think of them like currency, in this case.
    • Troopers are placed sequentially, and you can leap frog the "within 3" of another model in its unit" requirement.
    • You can Return models even after a unit is reduced to just Attachments (Weapon or Command)
      • If your Return ability lets you return a Leader or Officer model, then they will immediately become the unit commander and redefine the "in formation" bubble.
      • If your Return ability only allows Grunts, then the Grunt will not be field promoted when he arrives.
        This means that, in the unusual scenario where the Leader model has different wargear to the Grunts (such as Cygnar Stormguard), then that wargear is effectively 'lost'.
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Rules Clarification : Soul Harvester      (Edit)

  • "Regardless of proximity of other models" means exactly what it says. (Infernal Ruling)
  • Power Attacks are melee attacks, so will trigger Soul Harvester. (Locked thread)
  • Colleteral damage is not considered to be from an attack, so won't trigger SH. (Locked thread)
  • "Regardless of proximity" soul takers (Edit)
    • The model which ignores distance doesn't always get the soul. Abilities which say you "can't" collect souls (such as Soul Ward) trump it, due to the general rule that "can't trumps can".
    • If there are multiple models that all have the "regardless of proximity" clause, then you randomise who the soul goes to. (Infernal Ruling)
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Rules Clarification : Venom      (Edit)

  • Damage Type (Edit)
    • This spell does elemental damage in addition to magical damage, not instead of magical damage. (Infernal Ruling)