Koldun Lord

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Khador Logo.jpg Koldun Lord

Khador Greylord Solo

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

Note that the rest of this page is about the model's Mark III rules.

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 5
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}}}
FA 2
UNIT SIZE N/A
COST 3
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Cold Imm symbol.jpg Immunity: Cold
  • 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.
  • LeadershipGreylord ] - Friendly Greylord models in this model's command range gain Prowl.
  • Lore Master [Greylord] - This model 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 cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
  • Prowl - While this model has concealment, it gains stealth.

Weapons

Rune Axe
Sword icon.jpg  RNG   POW   P+S 
1 5 10

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 Puppet Master expires. Puppet Master lasts for one round.
Wind Ravager

(★ Action) - Command - Round No
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

Theme Forces


Thoughts on Koldun Lord

Koldun Lord in a nutshell

The Koldun Lord is a nearly essential support and utility caster for the Wolves of Winter theme force. Arguably his most potent ability is the -2 ARM debuff to a single model hit by his Brittle Frost spell, which especially when combined with other damage buffers can help absolutely melt hard targets. In the absence of a good target for that, Puppet Master is always an excellent spell both offensively and defensively. Wind Ravager is more situational: often ranged attackers will either shoot from outside his (relatively small) bubble, or else just charge him. But it can be effective when combined with other anti-shooting tech, or against high-value Dual Attack models that want to charge in and shoot even farther, like many Battle Engines.

In addition, he combos well with other Greylords, copying their spells to increase his own flexibility, and providing solid anti-shooting tech with his Leadership when combined with clouds from the Ternion. Overall, he brings a lot to the table for a low point investment.

Combos & Synergies

  • Greylord Adjunct - Being able to hand out additional Guidances in a single turn can be really devastating if you go the right targets for it (Sorscha 1/Viktor/Destroyers).
  • Greylord Outriders - They have native Concealment, which turns into native Stealth while within the Koldun's command range, though it can be difficult for him to keep up with them. His Brittle Frost can also set them up to hurt harder targets with their sprays.
  • Greylord Ternion - You can double dip into the recursion of Bond of Woe with his Lore Master, or be in a better position to start a chain of Ice Cages due to his improved Magic Ability (8). Their clouds can be the best way to trigger his Leadership: Prowl, since most Greylords lack Pathfinder.
  • He can copy the Greylord Forge Seer's Empower for even more focus efficiency, or copy Hoarfrost at a higher Magic Ability [8], for an excellent AoE nuke with a chance to trigger Crit: Stationary.
  • He can give Kommander Sorscha Puppet Master, which is great as she wants to hit every single one of her Freezing Grips. Fog of War gives all the Greylords Stealth with his Leadership in effect.
  • Conquest loves the reroll for extra crit chance and the damage buffs for its guns.
  • Void Archons allowed in the Wolves of Winter theme can stack their -ARM aura with Brittle frost for an enviable damage buff vs. one target.
  • Old Witch2 loves to combo her Windstorm spell with one or more Wind Ravagers to keep the army truly safe from guns. Ideally, between the decreased range and the no-shooting bubble, only enemies further than 18" from Old Witch will be able to make any effective shots. She also loves to stack Curse of Shadows with Brittle Frost!
  • Zerkova2 is not only a Greylord warcaster (he can give her Prowl), but she loves spellcasters. Her Occult Whispers spell boosts his to-hit rolls, and her feat can let him cast an additional spell.
  • Zerkova1, Karchev1, and Karchev2 are also all Greylord models! Meaning the Koldun Lord grants them Leadership: Prowl. This can be a great way to protect your thematic casters from shooting. Note that he can't copy those warcasters' spells, as he can only copy Magic Ability spells.
  • Kommandant Sorscha Kratikoff - She gives friendly faction models in her command range Concealment which will trigger the prowl this guy hands out. She can also bring Demolition Corps who have Shatter to take advantage of the aforementioned Ice Cage synergy.

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 in his command range, which is easy as most guns outrange his command bubble. Without help, 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 solely on this 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 a lot 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.
  • He copies spells from friendly Greylords, but uses his own elite Magic Ability (8) to cast them. This can be great for spells that you want to land against high DEF targets, like Bonds of Woe and Ice Cage from the Ternion, Hoarfrost from the Forge Seer, or Frostbite from the Greylord Escort, Adjunct, or Outriders.

Other

Trivia

Released in Warmachine: Legends (2008)

Other faction models

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

Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev1 - Karchev2 - 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

Beast-09 - Behemoth - Berserker - Black Ivan - Decimator - Demolisher - Destroyer - Devastator - Drago - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Ruin - Spriggan - Torch

Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units

Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Great Bears of the Gallowswood - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Atanas & Standard - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Ranking Officer CA : Koldun Kapitan Valachev

Solos

Bulkhead - Fenris - Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Jozef - Koldun Lord - Malakov1 - Manhunter - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Markov - Sofya - Sorscha0 - Ol' Grim - Underboss Vizkoya - War Dog - Widowmaker Marksman - WG Artillery Kapitan - Yuri1 - Yuri2

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Korps - Flame in the Darkness - Jaws of the Wolf - Legions 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: 2021.11

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 : Battle Wizard      (Edit)

  • A Battle Wizard doesn't have to kill a model to cast a spell. They can instead skip making melee attacks and use their Combat Action to cast a spell.
  • 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 : 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 Infernal Rulings.
  • If you have two Leaders handing out different buffs (such as Iona's Leadership giving Dodge, and the Wolf Rider Champion's Leadership giving Prowl) then the benefits do stack - they'll get both Dodge and Prowl. (Infernal Ruling)
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Rules Clarification : Lore Master      (Edit)

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Rules Clarification : Magic Ability      (Edit)

  • Combat Action
Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
  • You must complete your movement before you use a MA.
  • 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)
  • You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
  • You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
  • You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Non-Combat Action
There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
  • Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
  • Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
  • Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
  • Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.
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Rules Clarification : Prowl and/or Just a Tree?     (Edit)

  • Whether you can trigger this ability is a bit awkward;
    • As long as you have concealment you get Stealth ... even if the attacker ignores concealment (such as with Hunter).
    • If you're standing in a cloud, and the attacker "ignores clouds for LOS" (such as Bird's Eye) you get Prowl/Tree.
    • If you're standing in a cloud, and the attacker "ignores clouds completely" (such as Alchemical Mask) you don't get it. (Infernal Ruling)
    • Similar for standing in a forest.
  • If a debuff removes Stealth, Prowl/Tree do not reapply stealth... But this ruling is being rechecked. (Infernal Checking)
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Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.

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 the same player casts Puppet Master on the same model/unit multiple times it doesn't stack, at all. (Infernal Ruling)
  • If different players cast Puppet Master on the same target, then they both take effect. When one player uses the Puppet Master, the other does not expire. Both players can use Puppet Master on the same roll. (Infernal Ruling)

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