Archdomina Makeda

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Skorne Logo.jpg Archdomina Makeda

Skorne Warlock

Currently the leader and archdomina of House Balaash. Her destiny as the ruler of skorne is yet unfulfilled.

Basic Info

Makeda1
Missing Info
Makeda1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 7
MAT 7
RAT N/A
M.A. N/A
DEF 15
ARM 16
CMD 9
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 16
F. Field N/A
WJP {{{wjp}}}
WBP +29
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock
  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat : Defiance of the Void

Those loyal to Makeda meet every threat head-on, responding with flashes of finely honed steel. Not even death releases a soldier from obligations in service of the archdomina. Makeda can force the living spirit to linger and fight even after the heart has ceased to beat and the lungs can no longer capture breath.

  1. While in Makeda's control range, friendly living models gain Retaliatory Strike.
    Retaliatory Strike - If a model with Retaliatory Strike is hit by a melee attack made by an enemy model during your opponent's turn, after that attack is resolved the model with Retaliatory Strike can immediately make one basic melee attack against that model. The model with Retaliatory Strike can make only one Retaliatory Strike per turn.
  2. Additionally, when a friendly living warrior model in Makeda's control range is disabled, Makeda can suffer 1 damage point to remove 1 damage point from the disabled model. This damage cannot be transferred.
Defiance of the Void lasts for one round.

Abilities

  • Blood-Quenched - This model gains a cumulative +1 STR and ARM for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
  • Field Marshal [Shield Guard] - Warbeasts/warjacks in this model's battlegroup gain Shield Guard. (Shield Guard - When a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of a model with Shield Guard, you can choose to have the model with Shield Guard directly hit instead. It is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationary. The Shield Guard special rule can only trigger once per attack roll.)
  • Side Step - When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.

Weapons

Spells

COST RNG AOE POW DUR OFF
Carnage

2 SELF Control - Turn No
Friendly Faction models gain +2 to melee attack rolls against enemy models in the spellcaster's control range. Carnage lasts for one turn.
Jackhammer

1 6 - - - No
Target model in the spellcaster's battlegroup immediately makes one basic melee attack.
The Lash

3 10 - 13 - Yes
If The Lash hits an enemy model, immediately after the attack is resolved this model or a friendly Faction model within 3" of it can advance up to 2". A model can advance only once per turn as a result of The Lash.
Quicken

3 6 - - Upkeep No
Target friendly Faction model/unit gains +2 SPD, and +2 DEF against ranged and magic attack rolls.

Theme Forces

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

Recent Changes

No changes since 2021.10

Thoughts on Makeda1

Makeda1 in a Nutshell

Archdomina Makeda backstops the metagame, able to stop any shooting list cold, and doing nasty things to attempts at running DEF-skew lists. She's going to be spamming Carnage (at its low cost it's extremely good value), making her entire battle group shield guards, and trying to Quicken units into the fray on her terms. She also makes infantry very obnoxious to kill for one turn.

Maximizing Feat and Spells

  • Quicken you cast early and upkeep, the other spells are obvious.
  • The key thing to remember about her feat is that the only damage point that truly matters is the last one.

Drawbacks & Downsides

  • Her feat loses to effects like Grievous Wounds that prevent healing.
  • Fury is tight especially if she wants to cycle Quicken.

Tips & Tricks

  • Between Quicken and The Lash she can move a model 4" in a turn. This can be huge.
  • She can cast Jackhammer on herself to either unjam herself or, if she's given up her combat action, she can walk in and use Jackhammer in the way other casters might Flashing Blade rather than attack.
  • A beast can run in position before you make it jackhammer something else. Or you can use Jackhammer to unjam it before it charge a high value target. You even can jackhammer, then use The Leash, then jackhammer some more, then activate.
  • Tough Rolls and Feat heals happens at the same time, both triggering on disabled. This means you get to choose which one to use first and which second. It's usually better to use tough first, but if you don't want the model knocked down, then there are times when you want to use the feat first and never trigger tough.

List Building Advice

Strategy

Makeda is absurdly flexible so there isn't really a typical strategy with her. She is difficult to talk about coherently because she works well with just about anything; it's almost at the point that as long as you have enough Beast Handlers you can pull an army of random living models out of the bag and it will work effectively with her.

Makeda1 supports just about anything. From providing Shield Guards to make sure that nothing valuable gets shot; to a feat that gets her infantry in there and keeps it there; to using Jackhammer to finish off anything your normal attacks failed to. Oddly enough her feat doesn't specify Friendly Faction (although her spells all do).

She likes low-MAT infantry (who can be boosted by Carnage) and ones that benefit from a speed buff.

Theme Thoughts

Makeda likes to have a fair amount of living infantry for her feat - which means she doesn't play The Exalted because her feat won't keep them alive.

    Masters of War    

This is her natural home. She helps everything you're allowed here. She does like a bigger than minimal battlegroup here, like Molik, a gladiator and an Archidon.

  • Praetorian Swordsmen love Quicken as a delivery method.
  • Praetorian Ferox - A speed buff, help to avoid being shot off the board, and a MAT buff. That's their Christmas wishlist even before her feat turn makes them tougher to get rid of than they are under Makeda2!
  • Tyrant Commander & Standard Bearer - Works well with all the above, further leveraging her strengths.

    Disciples of Agony    

This is the other good theme for her. Animantarax and minion infantry work well for the feat, and making Tyrant Zaadesh immortal for a turn allow to use him as a beatstick. She has all the minion units (and both Nihilators and Slaughterhousers love Retalliatory Strike) and a wide range of beasts.

    Winds of Death    

It's a bit of an unusual match but she still works well with it, allowing the infantry to even hurt enemy infantry in melee.

    The Exalted    


  • Praetorian Karax - The Skorne's cheapest combat infantry suffer badly from a low MAT. That's what Carnage is for (and their blast immunity helps her shut down gunlines.
  • Immortal Vessel so can channeling - and +2 to hit for The Lash makes it much more usable.
  • While the feat doesn't do anything for your constructs, you can use it to keep your Extoller Novitiates and Extoller Advocates alive in addition to any Minion solos you bring (say, an Incorporeal and Stealth Gremlin Swarm or the Hermit of Henge Hold that can suddenly take even more attacks to kill)
  • Quicken goes well on any of the models/units allowed in the theme.
  • Quicken, combined with The Lash can make for surprisingly speedy statues - Hakaar, Ancestral Guardians and Supreme Guardians all love speed boosts.
  • Immortals enjoy Carnage a lot since you can't get Hakaar in every spot on the table all the time. This can also make sure you have more souls available on your Advocates to reroll the damage, go incorporeal or gain +2 DEF.
  • Points are very tight in this theme though, chances are you'll have to make some difficult choices in list building.

    Support models - Various themes    

    Minions    

  • Gremlin Swarm - It's that rare thing: a living incorporeal model. Which means that on Makeda's feat turn it is spectacularly hard to kill, able to singlehandedly hold a scenario zone against an entire army, in some match ups.
  • Hermit of Henge Hold - takes a lot of attacks to kill, and with Makeda's feat can take even more. He also synergises well with most themes and lists. He can make sure your gargantuan stays alive with Mad Visions, make both their shooting and melee more effective with Master of Ruin and with Telemetry he can aid you in having The Lash hit. Even more, in DoA you can take a Paingiver Task Master to give him Reposition (3") or Tough for extra mobility/durability.
  • Farrow Slaughterhousers - They hit really hard and have built-in Tough, Relentless Charge, and Take Down. With a Taskmaster, they are obnoxious to kill normally, and on feat turn, they won't die (unless the opponent has anti-healing).

Battlegroup

Molik Karn is her pet warbeast that she can take in any theme.
  • Molik Karn is her pet warbeast that she can take in any theme. A side stepping, Quickened, Rushed Molik Karn is an awesome threat to enemy casters - especially now that if he doesn't finish the job she can bring Jackhammer down.
  • Scarab Pack - One to three of the little pests all with Shield Guard and any warjack or warbeast gunline spam that isn't full of sprays (especially spam involving the Hunter) is going to be wasting almost all its shots on very cheap models with carapaces and a lot of hit boxes.
  • Cyclops Shaman - An extra 2" of range on her Jackhammers can make all the difference in the world for assassinations.
  • Mammoth - a common pick when she's played in Imperial Warhost. A Quickened, Rushed Mammoth can run 14" and engage a target 17" away. At MAT 8 (Carnage), POW 20 (with Enrage; 21 with fists, but threats 'only' 16") it's a great Jackhammer target. Keep in mind it has Bulldoze so it can threaten assassinations well depending on the opponent's list, jamming capability, defensive stats and camp. With the Pain Maddened rule it's also a great Shield Guard - if the opponent triggers this the threat ranges go up to 21" with the tusks and 20" with the fists, with the aforementioned buffs. Keep in mind that Jackhammer is only RNG 6 and Carnage requires the enemy model to be in her CTRL.
  • Aradus Soldier - arm 23 vs guns and shield guard fits nicely, also using pull and jackhammer to clear charge lanes is a thing.

Other

Trivia

Video Battle Reports

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

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Rules Clarification : Feat: Defiance of the Void

  • The feat triggers at the same time as Tough and since both effects occur on your model you can choose which order you resolve them in. (Locked thread)
    • If you trigger the feat first, the model will no longer be disabled and Tough no longer applies.
    • If you trigger tough first and pass the tough roll, the model will no longer be disabled and Tough no longer applies.
    • If you trigger tough first and fail the tough roll, the model is still disabled and you can still choose to apply the feat.


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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:  : Warlock      (Edit)
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  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
      There is no particular interaction between the Battle Engine rules and the Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
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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.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
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Rules Clarification : Side Step      (Edit)

  • You can't trigger Side Step by hitting friendly models.
  • You can't trigger Side Step from additional attacks that you buy, or out-of-activation attacks (such as free strikes).
  • If you have multiple initial attacks, you have to step after each one. You can't "save up" all your side steps then get a single big 4" or 6" move.

Rules Clarification : Blood-Quenched - None yet. (Edit)

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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)
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Rules Clarification : Shield Guard and/or Shadow Guardian     (Edit)

  • You can't use this ability vs spells.
  • You shift all effects onto the new model, including stuff that triggers on "when this attack hits".
  • When you use this ability vs an AOE attack, the template moves too. Because, with reference to Apdx A, the hit 'moves' at Step 6 and the template placement is determined at Step 7.
  • This ability doesn't work vs Point Blank attacks. Because Point Blank attacks are melee attacks that are made using a ranged weapon.
    • On the other hand, it will work vs Gunfighter attacks.
  • Shield Guard only
    • Since Shield Guard specifies "opponent's turn", it can't be used against stuff that shoots in your own turn (such as Watcher or Counterblast).
    • The Shield Guard does not necessarily need to be in the attacker's LOS or range.
    • The Shield Guarder 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 the Shield Guard moving the hit.) (Infernal Ruling)
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Rules Clarification : Retaliatory Strike      (Edit)

  • "Basic melee attack" also includes Mount Attacks. Refer to the definition of 'Basic Attack' in the rulebook.
  • You can't make Retaliatory Strikes vs free strikes, because the free striker is defined to be in your back arc (regardless of the actual model's facings) and thus you don't have LOS to it. (Infernal Ruling)


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Rules Clarification : Carnage      (Edit)

  • The target needs to be in CTRL range. The location of the attacker doesn't matter.

Rules Clarification : The Lash - None yet. (Edit)
Rules Clarification : Quicken - None yet. (Edit)

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Rules Clarification : Jackhammer      (Edit)

  • The caster can cast Jackhammer on themself (as they're a member of their own battlegroup).
    • The caster can do this before advancing. They can even choose to do initial ranged attack(s) as their combat action, after casting the spell.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.