Koldun Lord

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Khador Logo.jpg Koldun Lord

Khador Greylord Solo

Grim masters of elemental cold, the icy stares of the Koldun Lords seem almost to freeze the blood of those they gaze upon. Koldun Lords often obscure themselves and the warjacks under their control in a mist filled with churning snow and capable of freezing solid any foolish enough to approach too closely. So too do these wizards instill the blade or cannon of their 'jacks with a chilling mystical rime that even the fleshless dead can feel.

Basic Info

Koldun Lord
Missing Info
Koldun Lord.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR
MAT 6
RAT N/A
M.A. 8
DEF 13
ARM 13
CMD 9
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 4
N/A
N/A
FA 2
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Immunity: Cold - This model does not suffer cold damage.
  • Battle Wizard - Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
  • Leadership [Greylord] - Friendly Greylord models in this model's command range gain Battle Wizard (as above).
  • Lore Master [Greylord] - The Koldun Lord can cast the Magic Ability spells of any Greylord models in its command range as if they were its own.
  • Magic Ability [ 8 ] - This model can use its Combat Action to cast a single spell.

Weapons

  • Rune Axe - 1" reach, P+S 10 melee attack
    • Damage Type: Magical - This weapon deals Magical damage.
    • Critical Dispel - When critically hit with this weapon, upkeep spells and animi on the model/unit immediately expire.

Spells

COST RNG AOE POW DUR OFF


Brittle Frost

(★ Attack) 10 - 10 (Cold) Turn -
A model hit by this attack suffers a POW 10 cold damage roll and suffers –2 ARM for one turn unless it has Immunity: Cold.
Puppet Master

(★ Action) or (★ Attack) 10 - - Round (★)
When Puppet Master targets an enemy model/unit, it is a magic attack. You can have one affected model reroll one attack or damage roll, then it expires. Puppet Master lasts for one round.
Wind Ravager

(★ Action) - Command - Round -
While in this model's command range enemy models cannot make ranged attacks. Wind Ravager lasts for one round.

Plus whatever spells he grabs from Lore Master

Recent Changes

2019.01 Conucopia Errata - He got a substantial rework

  • Gained Lore Master
  • Swapped Frostbite and Ice Cage for Brittle Frost and Puppet Master

Thoughts on Koldun Lord

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.

Koldun Lord in a nutshell

The Koldun Lord is a decent support ant utility caster who empowers the other Greylords, and provides a solid anti-shooting bubble.

Combos & Synergies

  • Greylord Adjunct - Being able to hand out two Guidances a turn can be really devestating if you go the right targets for it (Sorscha 1/Viktor/Destroyers).
  • Greylord Outriders are the unit really placed to take advantage of Battle Wizard thanks to the cavalry boosted charge attack rolls.
  • Greylord Ternion - You can double dip into the recursion of Bond of Woe with his Lore Master.
  • He can copy the Greylord Forge Seer's Empower for even more focus efficency!
  • The Doom Reaver Swordsmen UA is the Greylord most likely to charge, which, with Combat Caster and Battle Wizard, allows the UA to potentially cast twice a turn.
  • He can give Kommander Sorscha Puppet Master, which is great as she wants to hit every single one of her Freezing Grips.

Drawbacks & Downsides

  • Battle Wizard doesn't work on Greylord warcasters because it only gives you a free Magic Ability spell.
  • He's fragile. And Flammable.
  • Wind Ravager can be easily avoided by the enemy by simply not being hin his command range, which is easy as most guns outrange his command bubble. You have to practically stand in front of the model you want to shut down, which is a dangerous enterprise for a squishy model like this. Never rely on the spell in list building.

Tricks & Tips

  • Watch for enemies with Assault, Dual Attack, and Gunfighter. Those are the ones you are most likely to shut down shooting from, as alot of other shooting has a longer RNG than his CMD. Remember that Point Blank is a *melee* attack, not a ranged attack, and is not subject to wind ravager.

Other

Trivia

Originally released in Warmachine: Legends (2008)

Theme Forces

Other faction models

Khador Logo.jpg       Khador Index       (Edit)            
Battlegroup & Similar
Warcasters

Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2

Warcaster attachments

Khador: War Dog - Greylord Adjunct
Mercenary: Madelyn Corbeau - Reinholdt - Wyshnalyrr

Other Warjack Controllers

"Junior" Warcasters: Malakov1 - Sorscha0
'Jack Marshals: Man-o-War Kovnik - Greylord Forge Seer

Heavy Warjacks Berserker - Decimator - Demolisher - Destroyer - Devastator - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Spriggan
Beast-09 - Behemoth - Black Ivan - Drago - Ruin - Torch
Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Great Bears of the Gallowswood - MOW Atanas & Standard
Ranking Officer CA : Koldun Kapitan Valachev
Solos

Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Sofya - Sorscha0 - Yuri

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Corps - Flame in the Darkness - Jaws of the Wolf - Legion of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Mercenaries
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2019.04

Rules Clarifications

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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.")
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Rules Clarification : Dispel      (Edit)

  • Dispel can't be used versus upkeeps that are not "on" a model/unit (such as Rock Wall, Void Gate, etc), because you can't "hit" them.
  • Because Dispel causes spells to expire on a hit, it will prevent spells that trigger on a hit from triggering at all.
    • For instance, the defensive animus Spiny Growth causes any model that hits the target to suffer d3 damage. This damage will not occur if it's hit by a Dispel weapon.
  • Anti-Upkeep vs a unit (Edit)
    • If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
    • It doesn't matter if the target is in formation or not. (Locked thread)
    • However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)

Rules Clarification : Cold - None yet. (Edit)

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Rules Clarification : Leadership      (Edit)

  • If you have two Leaders handing out the same buff, then sometimes they stack (Bronzeback) and sometimes they don't (Exemplar Bastion). (Infernal Ruling)
  • See specific models for case-by-case clarifications.
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Rules Clarification : Lore Master      (Edit)

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Rules Clarification : Battle Wizard      (Edit)

  • Cavalry Battle Wizards can trigger it from their Mount Attacks. (Infernal Ruling)
  • This does not, however, allow them to trigger it twice in the same turn. (Infernal Ruling)
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Rules Clarification : Magic Ability      (Edit)

  • Almost every magic ability cannot be used on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Using a Magic Ability counts as a spell, for effects such as Spell Ward, Witch Hunter, etc.
  • Unlike with warcasters/warlocks, using a Magic Ability is not an "any time" ability. This means:
    • You must complete your movement before you use a MA.
    • You cannot make ranged or melee attacks on the same turn you use a MA.
    • You cannot use a MA on the same turn you charge.
    • (Unless, of course, the rules for the specific MA you're using say you can.)
  • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)

Rules Clarification : Brittle Frost - None yet. (Edit)

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Rules Clarification : Puppet Master      (Edit)

  • Puppet Master can be put on a model in a unit, and it will be applied to the whole unit. However, as soon as any model in the unit chooses to use it then it expires on the entire unit (so really it only affects one model).
  • Puppet Master can be used on "secondary" damage rolls such as Electro Leap, Magic Bullet, etc.
  • It can't be used on "stay in play" damage effects like a Scather's AOE.
  • If you cast Puppet Master on the same model/unit multiple times (eg Dhunian Knot) it doesn't stack, at all. (Infernal Ruling)

Rules Clarification : Wind Ravager - None yet. (Edit)