Makeda of House Balaash

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Skorne Logo.jpg Makeda of House Balaash

Skorne Character Solo - (Lesser Warlock)

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.

Before becoming Archdomina and claiming from her cowardly brother her place as the head of house Balaash, Makeda was trained to be the house’s backup heir. Despite being superior to her brother in every domain of worth, she was still merely an understudy. Yet during that time, she claimed many victories and proved herself on the field of battle.

Basic Info

Makeda0
Missing Info
Makeda0.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 6
MAT 6
RAT N/A
M.A. N/A
DEF 14
ARM 16
CMD 7
ESSENCE {{{essence}}}
FOCUS N/A
FURY 4
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST 4
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Hero of the People - When this model destroys one or more enemy models with a melee attack during its unit's activation, other friendly warrior models gain +2 to their attack rolls while in this model's command range. Hero of the People last for one turn.
  • Lesser Warlock - 1) This model is not a warlock but has the following warlock special rules: Battlegroup Commander, Fury Manipulation, Healing, Spellcaster, and Transferring Damage. 2) This model must have at least one warbeast in its battlegroup at the start of the game.
  • Sacrificial Pawn [ Warrior ] - When this model is directly hit by an enemy ranged attack, you can have one friendly, non-incorporeal warrior model within 3" of it directly hit instead. That model is automatically hit and suffers all damage and effects. The Sacrificial Pawn special rule can only trigger once per attack roll.
  • Understudy - While a friendly Faction warlock is in this model's command range, this model can use the warlock's current MAT in place of its own.

Weapons

The Teeth of Vaactash
Sword icon.jpg  RNG   POW   P+S 
2 5 11

Spells

COST RNG AOE POW DUR OFF
Celerity

2 6 - - Upkeep No
Target friendly Faction warrior model/unit gains +1 DEF. Additionally, affected models gain +2" movement when advancing as part of their Normal Movement.
Flashing Blade

1 SELF - - - No
The spellcaster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.

Theme Forces

Makeda bonded warbeast, Molik Karn, she can take in any theme.


Thoughts on Makeda of House Balaash

Makeda0 in a nutshell

Makeda0 is lesser warlock who brings a small battlegroup for when your caster is overloaded. She supports all infantry including minions with Hero of the People although Celerity can only go on Skorne warriors (including warlocks).

If you just want to bring an extra mini-battlegroup Tyrant Zaadesh is a point cheaper and enhances the beasts he is with, but Makeda's a weaponmaster who does things for infantry outside her battlegroup with Celerity then engages as a super-solo weaponmaster to trigger Hero of the People.

Battlegroup thoughts

  • An Archidon for the Lightning Strike animus so she can back up after having killed something. It also has extended control range, so it can stay 16" away from her.
  • support warbeasts like an Agonizer, a Basilisk Krea or The Terrorizer - early on Makeda can easily use their support animus and non combat beasts have an easier time staying in control range
  • Putting 4-6 fury worth of beast can be useful if you expect to use her spell a lot. You really don't want to cut for fury, and with a single fury 3 beast you cannot transfer on 1 fury on you and 3 on the beast. On the other hand it can lead to her being sniped and leaving a lot of beasts casterless.

Combos & Synergies

Makeda0 goes well with any assassin warlock; 2" extra on your assassination is a huge benefit.

  • Morghoul2 - a 15" threat range on his assassination is absolutely no joke, and the defence boost can be useful too.
  • Morghoul3 Starting an activation affected by Mirage then swapping to Celerity makes infantry threat really far.
  • Hexeris1 - his feat and hero of the people work together meaning the models you kill in Mak0's control range are more accurate. Also you can effectively stack the movement from Death march and Celerity.
    • You can also use sac pawn to trigger Death March Vengeance.
  • Zaadesh2 he doesn't have as much fury to throw around as he would like for support animi like rush. But she is also a great recipient of his feat and he can hide her behind a cloud.
  • Naaresh1 has a solid assassination run that 2" extra threat helps

Disciples of Agony

  • Nihilators the only 10 man faction unit in theme, the extra speed is great and the extra defence makes them less likely to hit each other with berserk, providing that hero of the people hasn't triggered.
  • Paingiver Bloodrunners are already DEF 14 and have a superb threat range; Makeda0 makes them even better this way.

In Masters of War

  • Any and all units in that theme will love Celerity. Their speed and/or defence will appreciate the bump, and Makeda's likely to practice Spell Cycling to get the movement buff on two units in a turn. In a 75 point game she's close to being an auto-include. Some units that stand out:

Drawbacks & Downsides

  • She offers no battlegroup bonuses and easily require 3 or 4 points of fury in her BG
  • She's Makeda so she can't be used with other versions of Makeda as your primary warlock.
  • Can easily die to non ranged attack, including but not limited to :

A lot of theses can scalpel her on turn 1 if you don't keep some transferts (including a beast you can transfert to)

Tricks & Tips

  • You can put Celerity on Paingiver Beast Handlers, and that can make your life a lot easier, especially to heal beasts with them
  • she can sacrificial pawn on any warrior models. That include archons and the Hermit of Hengehold.

Other

Trivia

  • Released 2021.10
  • Released to celebrate the 15th anniversary of Warmachine, alongside Krueger0, Thagrosh0, Madrak0, and Barnabas0. Four of them are characters from the 2006 Primal rulebook, and the 5th is Barnabas.

Other Skorne models

Skorne Logo.jpg       Skorne Index       (Edit)
Battlegroup & Similar
Warlocks Hexeris1 - Hexeris2 - Jalaam1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Rasheth1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (Lesser Warlock) - Makeda0 (Lesser Warlock)
Lesser

Agonizer - Aradus Scarab - Reptile Hounds - The Terrorizer

Light Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm
Heavy

Aradus Sentinel - Aradus Soldier - Archidon - Chiron - Bronzeback Titan - Despoiler - Molik Karn - Rhinodon - Tiberion - Titan Cannoneer - Titan Gladiator - Titan Sentry

Gargantuans Desert Hydra - Mammoth
Units, Solos, & Battle Engines
Units

Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - Legends of Halaak - Nihilators - Paingiver Beast Handlers - Paingiver Bloodrunners - Praetorian Ferox - Praetorian Karax - Praetorian Keltarii - Praetorian Swordsmen - Tyrant Commander & Standard Bearer - Venator Catapult Crew - Venator Flayer Cannon Crew - Venator Reivers - Venator Slingers

Solos

Abidan the Keeper - Ancestral Guardian - Aptimus Marketh - Extoller Novitiate - Extoller Soulward - Hakaar the Destroyer - Immortal Vessel - Makeda0 - Mortitheurge Willbreaker - Paingiver Bloodrunner Master Tormentor - Paingiver Task Master - Tyrant Rhadeim - Venator Dakar - Void Spirit - Zaadesh1

Battle Engines Siege Animantarax - Supreme Guardian
Theme Forces
Disciples of Agony - Masters of War - The Exalted - Winds of Death
Minions
Refer to Who Works for Whom and/or Category: Skorne Minion
This index was last updated: 2021.11

Rules Clarifications

Rules Clarification : Hero of the People - None yet. (Edit)

RC symbol.png

Rules Clarification : Lesser Warlock and/or Draconic Consort     (Edit)

  • This model has a completely separate battlegroup to your main warlock.
    • Your main warlock cannot force warbeasts under this model's control (and vice versa).
    • Any spells/effects that apply to your main warlock's battlegroup (such as Warpath) do not apply to warbeasts under this model's control (and vice versa).
  • This model is a solo, and is not a warlock
    • It is affected by stuff which specifies "non-warlock models" (such as Seduction).
    • It is not affected by stuff which specifies "warlock" (such as Black Arts).
  • When this solo dies, any warbeasts they are controlling go wild exactly as if it was a warlock. (Infernal Ruling)
    • See this article for the Wild warbeast rules and how to re-tame them.
RC symbol.png

Rules Clarification:  : Sacrificial Pawn and/or Sucker! and/or Grim Salvation     (Edit)
(Click Expand to read)

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.

Rules Clarification : Understudy - None yet. (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 : Weapon Master - None yet. (Edit)

Rules Clarification : Celerity - None yet. (Edit)

RC symbol.png

Rules Clarification : Flashing Blade      (Edit)

  • Flashing Blade is an unlimited spell.
  • Flashing Blade is optional.
  • All attacks generated are basic attacks.
  • Flashing Blade will not hit friendly models.
  • Simultaneous melee attack (Edit)
There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
      Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities:   [Show/Hide]
Targeting/Timing
  • To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • The attacks are effectively multiple separate attacks.
    • If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
  • The attacks are simultaneous.
    • If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
    • You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
Charging
  • If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
  • If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
Triggering other abilities
  • Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
  • Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
  • If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
  • If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)