Prime This model is available in one Prime Army, 5th Division. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.
Note that the rest of this page is about the model's Mark III rules.
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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.
Basic Info
Malakov1 |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Small |
SPD |
6 |
STR |
6 |
MAT |
6 |
RAT |
4 |
M.A. |
N/A |
DEF |
14 |
ARM |
13 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
4 |
FURY |
N/A |
THRS |
N/A |
HP |
5 |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
C |
UNIT SIZE |
N/A |
COST |
3 |
N/A |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Abilities
- Battlegroup Controller - (1) This model is not a warcaster but has the following warcaster special rules: Battlegroup Commander, Focus Manipulation, Power Field, and Spellcaster. (2) This model must have at least one warjack in its battlegroup at the start of the game.
- Sucker! - If this model is directly hit by an enemy ranged attack, choose a friendly non-incorporeal warrior model within 3" of it to be directly hit instead. That model is automatically hit and suffers all damage and effects.
Weapons
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Hand Cannon
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RNG
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ROF
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AOE
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POW
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12
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1
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-
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12
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Mechanikal Blade
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RNG
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POW
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P+S
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0.5
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5
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11
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Spells
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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Razor Wind
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2
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10
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-
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12
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-
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Yes
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This spell has zero special effects.
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Redline
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2
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6
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-
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-
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Upkeep
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No
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Target warjack in the spellcaster's battlegroup gains +2 STR and SPD and can run, charge, or make slam or trample power attacks without spending focus. At the end of each of its activations, the affected warjack suffers d3 damage points.
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Theme Forces
- Other Factions
- Infernal players cannot take this model in Hearts of Darkness. Malakov1 is one of the few Khador models not allowed.
Thoughts on Malakov1
Malakov1 in a nutshell
Malakov is all about Redline. Think of Malakov as a 3 points upgrade to a warjack: by adding 3 points you significantly upgrade your jack's delivery and damage potential with no focus overhead to the warcaster.
Beyond that Malakov1 takes pot shots with his gun that he is pretty awful at hitting with.
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 or Kodiak 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 5 points extra, almost the price of an expensive solo. On the other hands, Mechaniks do make great sacrificial pawns for Sucker!.
Other
Trivia
Kickstarter Exclusive sculpt
- Malakov is one of the journeyman warcasters released as part of the WARMACHINE: Tactics videogame Kickstarter (2014)
- He has some backstory in the ebook anthology Rites of Passage, 2014.04, alongside the other Journeymen released in the Tactics game.
- There was a limited edition sculpt available for Kickstarter backers. There is now a non-limited sculpt for general purchase.
- His rules were published in Warmachine: Vengeance expansion (2014)
Other Khador models
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* 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 : 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 model dies, any warjacks they are controlling go inert exactly as if it was a warcaster. (Infernal Ruling)
- See this article for the Inert warjack rules and how to re-activate them.
Inert warjacks
- Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
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Rules Clarification: : Sacrificial Pawn and/or Sucker! and/or Grim Salvation (Edit) (Click Expand to read)
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Differences
- Sacrificial Pawn is optional.
Grim Salvation and Sucker are not optional.
- 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
- With reference to the timing chart in Appendix A: placing a spray template down occurs at Step 3. Using Sacrificial Pawn occurs at step 6. Placing an AOE template down occurs at step 7.
Therefore if you use Sac Pawn vs a spray, the placement of the spray template does not change. If you use Sac Pawn vs an AOE, the placement of the AOE template does change.
- A model indirectly hit by an AOE attack cannot use Sac Pawn vs it.
- Since a spray template doesn't move, it may cause the Pawn to be hit twice by the same spray. So you then resolve two damage rolls against it.
- When/if you shift an AOE template, the original target may be clipped by the edge of the AOE anyway (depending on how far apart the original target and Pawn are).
- Quick Draw vs Sacrificial Pawn (Edit)
- 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.
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Rules Clarification : Razor Wind (Edit)
- The text description has no in-game effect. It's just for flavour.
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Rules Clarification : Redline (Edit)
- If you plan on casting this often, you'll probably want to check the rules clarifications on slams and tramples
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