Makeda & the Exalted Court
99% of this website is about Mark 3 (mk3), which is the previous edition of the game (2016 to 2022). The reasons for this are explained here. 1% of the website is about Mark 4 (mk4), but only in regards to which mk3 models are useable in mk4 Prime and which are mk4 Unlimited. See Legacy Armies for more detail. |
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Makeda
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Limbo This model has not (yet) been updated with Mk IV rules, as of 2022.12. Privateer Press have promised it will get updated ... eventually. You can view the Mk3 models that have been updated on this page. Note that the rest of this page is about the model's Mark III rules. |
Makeda leads the Skorne Empire into a new era and in doing so embodies all the strength, pride, and martial prowess of her people. She is not merely supreme archdomina, but one of the greatest military minds and combatants ever forged in the harsh and unforgiving crucible that is eastern Immoren. To signify her rule over the Skorne Empire she now wields the Talon of Murzoul, an ancient relic of great significance and incredible power. At her side stand some of the skorne’s greatest heroes of the past, given new life in stone to serve as her inner guard. Their presence is a tangible sign of approval from some of the greatest warriors and leaders in her house’s history.
Basic Info
Makeda
Makeda3 | |||||||||||||||||||||||||||||||||
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- Warlock Unit - All warlocks come with a stack of standard special rules - most notably being awesome. Furthermore, this warlock comes with some grunts that can be ordered around. Click here for a newbie-friendly recap, or click here for the full rules.
- This unit is made up of Makeda3 and two Exalted Guardians.
Feat : Dance of Death
Few can compare with Makeda's peerless and deadly grace in combat. At the crescendo of battle she fills her blade and the weapons of her warbeasts with mortitheurgical energies. With every foe she slays, her mystical might grows, fueling her strikes while granting her absolute command of the warbeasts that fight beside her.
- Makeda immediately casts Incite (refer to her spells) without spending fury.
- Additionally, when a model in Makeda’s battlegroup destroys one or more enemy models in her control range with an attack, either Makeda can gain 1 fury point, or 1 fury point can be removed from a model in her battlegroup that is in her control range.
- Dance of Death lasts for one turn.
Abilities
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Officer
- Battle-Driven - When one or more models in this unit are damaged by an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round.
- Overtake - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".
Weapons
- Talon of Murzoul - 2" reach, POW 8, P+S 15 melee attack
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Damage Type: Magical
- Blood Boon - Once per activation, immediately after resolving an attack in which it destroyed an enemy model with this weapon, this model can cast a spell with COST 3 or less without spending fury points.
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Spells
COST | RNG | AOE | POW | DUR | OFF | ||
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Bladed Gale
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3 | 8" spray | - | 13 | (★) | Yes | |
Models hit lose Flight for one round. | |||||||
Bulwark
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2 | SELF | Control | - | Upkeep | No | |
While in the spellcaster's control range, and B2B with one or more models in its battlegroup, models in the spellcaster's battlegroup gain +2 DEF and cannot become knocked down. | |||||||
Deathbringers
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2 | SELF | Control | - | Turn | No | |
While within the spellcaster's control range, the melee weapons of models in its battlegroup gain Grievous Wounds. Deathbringers lasts for one turn.
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Eliminator
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3 | 8 | 3 | 13 | - | Yes | |
Immediately after this attack is resolved, the spellcaster can advance up to 2" for each enemy model destroyed by the attack. | |||||||
Incite
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4 | SELF | Command | - | Turn | No | |
Friendly Faction models gain +2 to attack and damage rolls against enemy models while the enemy models are within the spellcaster's command range. Incite lasts for one turn. |
Exalted Guardians
Exalted Guardian | ||||||||||||||||||||||||
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Abilities
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Construct
- Battle-Driven - When one or more models in this unit are damaged by an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round.
- Overtake - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".
- Shield Guard - Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary. The Shield Guard special rule can only trigger once per attack roll.
- Soul Vessel - This model generates soul tokens as if it were a living model.
Weapons
- Sword (x2) - 1" reach, POW 5, P+S 12 melee attacks
Theme Forces
Makeda bonded warbeast, Molik Karn, she can take in any theme.
- Disciples of Agony
- Masters of War. They gain "Optional Take Down" in this theme
- The Exalted
- Winds of Death
Thoughts on Makeda3
Makeda3 in a Nutshell
The completely overhauled Makeda 3 is a bully of a caster who plays forward and encourages infantry and warbeasts alike to beat the enemy's face in while being able to do plenty of work herself. Incite is just a scary spell for anything within 10" of Makeda, and it's entirely possible for her to reach DEF 17, ARM 20 while having Fury to spare for transfers so she can stand there and take it. And then beat enemies who get too close to a pulp. Initial playtesting shows her to be powerful but easy to play just that bit too far forward; she's extremely tough but not indestructable.
Feat thoughts
Makeda's feat in general has two purposes. The first and least interesting is to dance through the enemy and assassinate - but more normal is to allow her to cast Incite, Deathbringers, wreck some face herself by playing forward, and end up with a full stack of Fury and daring the enemy to bring it on because she is extremely tough and the enemy's army should be a smoking wreck after her turn.
Molik Karn is a really strong model on her feat because he side steps on his first two hits which are incite buffed into clumps of enemy infantry, or into a key enemy heavy that thought it was safe.
Spell thoughts
- Incite is her bread and butter spell. +2 to hit and damage is just good, and the only downside is that she needs to be within 10" of the enemy. It's not a safe spell for her to cast outside of her feat turn as she won't have much left over to camp with. But the best form of controlling the enemy is killing them. It's also worth noting that it stacks up more the more attacks you make, so is a better infantry than beast spell.
- Bulwark should normally be her turn 1 cast and upkept. +2 DEF and no knockdown is awesome and you can upkeep with the help of Marketh. Really strong synergy with Cyclops brutes
- Eliminator is her assassination tool. Just that extra 2" from a blood boon (or very occasionally 4") can allow Makeda to apply Talon to face. Because she's so tough she can play forward and bully enemy casters into staying back. It's a core part of her kit even if you'll have no need for it many games; it makes enemies run scared.
- Deathbringers is a nice utility spell when you need it. Either for tough models or for things like a Phoenix Field.
- Bladed Gale is just a very solid spell to Blood Boon with some extra utility.s like a freight train or ends up next to an enemy colossal and boosts all the attack rolls from her beasts.
Drawbacks & Downsides
- She's tough, but with enough firepower anything dies.
- She does nothing to assist with threat ranges other than her own.
Tips & Tricks
- Assassination: Charge something, kill it, and then use overtake and the Blood Booned Eliminator (and possibly Deathbringers) to guide her into the enemy. Threat range 14". Like most assassination threats, this normally won't win but will restrict how your opponent plays their caster and make them paranoid.
- Makeda's threat extends 3 to 5" behind the model she charges : 2" reach (which may or not apply), 2" from Eliminator, and 1" from Overtake.
- Blood Boon
- If you want to cast an offensive spell, you need to resolve Overtake first. If you want to cast a non-offensive spell, you can resolve them in either order. (This is because of Step 12 vs Step 14 of the Attack Sequence)
- * Blood Boon doesn't have to trigger after the first model you kill in a turn; "Pac-Man" assassinations where you've overtaken a couple of models before Blood Booning into the enemy caster are possible, although rare.
- If you don't have Battle Driven working, you can run the Exalted Guardians past the enemy and hope the free strikes triggers Battle Driven.
- Remember the Exalted are part of Makeda's battlegroup. They can benefit from Bulwark, Deathbringers, and her feat.
- Makeda can go over her Fury stat due to the feat.
- You should always have Bulwark in play.
List Building Advice
Strategy
Makeda is primarily a warbeast warlock, with Incite, Deathbringers, Bulwark, and her feat, but she's also Fury 6 so she needs to bring other models than warbeasts. Still, Disciples of Agony also gives battle engines and Zaadesh. But really Incite is a great spell that works well with everything, and better with infantry than beasts so she can go in any theme force.
Theme Thoughts
- Siege Animantarax moves fast and hits hard, but MAT 6 can be a bit of a let down on anything it can't knock over. Also those Venator guns got a whole lot better with Incite.
- She has minion warbeasts (and both Primal and Rage) in this theme
- The Road Hog and the Swamp Horror are both the sort of high threat range but pillow fisted models she loves.
- The War Hog is a cheap heavy (for Hordes) that can have massive damage output with stacked buffs (Enrage, Incite, Agression Dial) - even without Primal or Rage!
- If you're bringing a Blackhide Wrastler and/or a Battle Boar she can make light warbeasts such as Cyclopses or Boneswarms hit like heavies, for a fraction of the cost.
- Praetorian Swordsmen get two attacks each with a Side Step. Under Incite this is very nasty for their cost.
- Praetorian Ferox have a MAT deficiency ; Incite make them *much* stronger for infantry clearing. Incite also works for their mount attacks.
- The Supreme Guardian can potentially protect her with Arcane Vortex if need be.
- Supreme Guardian, mentioned above, can also be in this theme.
- Immortals have only one major weakness - MAT 6, POW 13. At MAT 8, POW 15 incorporeal Immortals are a scary assassination threat on any turn.
- Despoiler. 17 points is probably a bit much, but the free upkeep is good if you want an alternative to Marketh. Coupled with Dark Shroud, this gives your Immortals/Hakaar/Ancestral Guardians a great damage boost where you need it.
- Both the Supreme Guardian & Siege Animantarax, mentioned above, can also be in this theme.
- Venator Slingers can actually hit the broad side of a barn door under Incite and the two point POW boost lets them seriously hurt warjacks with Erosion as well as serving as a crumple zone.
- Venator Flayer Cannon benefit a lot from Incite too, being the biggest amount of ranged attack per point you can get, and thoses attacks aren't particulary shabby either. If you bring a Venator Dakar and have the opportunity to aim you'll get d3+1 (provided the grunt's still alive) shots at RAT 10, POW 15/16/17 (depending on what you're shooting).
Support Models - Various themes
- Aptimus Marketh is almost necessary for Makeda 3; he provides free upkeeps and a second fury from Harmonious Exaltation - or a Bladed Gale. (Eliminator isn't much use as it will move Marketh).
- Paingiver Beast Handlers are also on the mandatory list if you're running battlegroup-heavy, of course.
Battlegroup
Defence gets better with even more defence so Bulwark means that Makeda likes high DEF warbeasts for Bulwark. On the other hand Incite means that Makeda can supply the damage as long as the warbeasts can actually get there, meaning she's a fan of fast warbeasts. You also want to make your opponent come to you to catch more of his army in incite, which favor ranged warbeasts as well as the one that can move after attacking.
- Molik Karn, Makeda's personal warbeast, is an incredibly good choice with her. Bulwark puts him up to DEF 15 - but it's the Incite/Side Step combination from her that's scary (especially on feat turn). A non-linear 15" threat range when charging and hitting at MAT 9, POW 18 Weapon Master with the ability to boost after rolling can kill a lot of enemies and especially casters. DEF 15 works really well with Intuition. And finally Fate Walker is useful for a variety of purpose, like serving to retreat, allowing to go further up the board on turn 1, or catching other stuff in the incite bubble. Molik is amazing with Makeda 3.
- Desert Hydra goes to DEF 12 with Bulwark, which mean attacks can theoretically miss it.
- Her CMD is very high so, when Makeda casts its animus, it spreads over quite a lot of her army.
- Archidon. 11" threat, MAT 8, POW 19 for a 10 point warbeast. And DEF 16. Finally lightning strike lets Makeda sprint, which is more conditional but cheaper than Fate Walker - while also letting the archidon sprint to end up in Bullwark formation.
- Rhinodon. A 12 point warbeast with a lot of attacks for the cost - and the ability for Makeda to cast Spiny Growth for an ARM buff. It does far more work than the Razor Worm alternative if the ARM is your thing.
- Razor Worm - For the most part, a cheaper, crappier archidon. Advance Deployment do allow them to got aggressively up the board, and Drag Below is very useful for placement, but normally upgrading to an archidon is really worth it.
- Cyclops Brute. More shield guards are good. DEF 15 ARM 18 on a light warbeast is better.
- Basilisk Krea +2 DEF on top of Bullwark's +2 DEF is really annoying for incoming shooters. And combined with the Basilisk Drake for flanking the Krea hits like a low end heavy.
- Basilisk Drake - so that's a RAT 7 POW 16 spray, and DEF 15 under Bulwark. Yes please?
- Cyclops Shaman - it's just good, especially at DEF 15 and if you mass them you've another assassination option thanks to their ghost shots.
Starting a 25 point Brawl list
In 2020.09 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.
- Makeda & the Exalted Court: [+25 WBP]
- The Terrorizer: [Free] {7 pts)
- Basilisk Krea: [7 pts]
- Cyclops Brute: [8 pts]
- Archidon: [10 pts]
- Molik Karn: [19 pts]
- Swamp Gobber Chef: [1 pt]
- Paingiver Beast Handlers (Min unit): [5 pts]
Total RRP: USD $190 (based on PP's online store prices 2021.05)
For more Brawlmachine list ideas, see Category: Brawl List
Other
Trivia
Released in Hordes: Gargantuans (2013)
Video Battle Reports
- 2019.06 Lock & Load Iron Gauntlet Semi-Final, vs Iona1
- 2019.02 Deathclock Dave, vs Iron Mother1
- 2019.02 Deathclock Dave, vs Lucant1
- 2019.01 Death Clock Dave, vs Grim1
- 2019.01 Arcane Assist, vs High Reclaimer1
- See also Category: Video Battle Reports for more casters with videos.
Other Skorne Models
Rules Clarifications
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Rules Clarification : Makeda3
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Rules Clarification: : Magical Damage (Edit) |
* 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)
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Rules Clarification : Blood Boon and/or Rites of Blood and/or Ritual Slaughter and/or Soul Food and/or Blood Weaver and/or Meat for the Beast and/or Reckless Arcana (Edit)
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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 Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
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Rules Clarification : Officer (Edit)
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Rules Clarification : Battle-Driven - None yet. (Edit)
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Rules Clarification : Swift Hunter and/or Overtake (Edit)
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Rules Clarification : Bladed Gale (Edit)
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Rules Clarification : Bulwark (Edit)
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Rules Clarification : Deathbringers (Edit)
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Rules Clarification : Eliminator (Edit)
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Rules Clarification : Incite - None yet. (Edit)
Rules Clarification : Construct - None yet. (Edit)
Rules Clarification : Battle-Driven - None yet. (Edit)
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Rules Clarification : Shield Guard and/or Shadow Guardian (Edit)
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Rules Clarification : Soul Vessel (Edit)
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Note to Editors |