Molik Karn

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Skorne Logo.jpg Molik Karn

Skorne Character Cyclops Heavy Warbeast

Molik Karn has borne the paingivers’ lash and learned to obey, but his will has never been broken. His service to Makeda extends beyond mere slavery; he has some deeper loyalty to her and brings the full force of his deadly strength and barbaric nature to fight at her side. He truly is a cyclops lord—a giant of his species, cunning despite his brutishness.

Basic Info

Molik Karn
Missing Info
Molik Karn.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 6
STR 9
MAT 7
RAT N/A
M.A. N/A
DEF 13
ARM 18
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 4
THRS 10
HP 28
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST 17
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good. Click here for a newbie-friendly recap, or click here for the full rules.

Abilities

  • Future Sight - This model can boost attack and damage rolls after rolling.
  • Intuition - When an enemy model targets this model with an attack and the attack roll results in a hit, you can immediately force this model to cause the enemy model to reroll the attack roll.
  • Bond [ Makeda ] - If this model begins the game in Makeda's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to Makeda and in their control range, this model gains Side Step. (Side Step - When a model with Side Step 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

Falchion (x2)
Sword icon.jpg  RNG   POW   P+S 
2 5 14
  • Weapon Master symbol.jpg Weapon Master
  • Combo Strike (★ Attack) - Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon. (Giving a total P+S = 19)

Animus

COST RNG AOE POW DUR OFF
Fate Walker

2 SELF - - Turn No
The spellcaster gains Reposition [5"]. Fate Walker lasts for one turn.
Reposition [5"] - At the end of an activation in which it did not run or fail a charge, a model with Reposition [5"] can advance up to 5", then its activation ends.

Theme Forces

Recent Changes

2021.10 Mega Update

  • -2 points

Thoughts on Molik Karn

Molik Karn in a nutshell

Molik Karn is a very fast and hard hitting melee warbeast with a fair amount of resilience. With Makeda, he's a very effective assassin while with anyone else he's a circle style hit and run warbeast. He isn't the hardest hitting warbeast in Skorne (that would be the Bronzeback Titan), but with Paingiver Beast Handlers he's still exceptionally hard hitting - which he combines with the threat range of an Archidon for an all round offensive powerhouse.

Weapon Master makes up for the relatively low P+S

Combos & Synergies

  • Paingiver Beast Handlers - fury management and to make it an effective melee warbeast when it needs to engage by buffing its strength.
  • Titan Gladiator - why not make him even faster?
  • Makeda - Side Step allows another 4" non-linear movement. Many casters get caught by surprise by this.
    • Makeda1 Quicken and The Lash gives up to another +4" movement, which combined with Rush gives Molik a 17" threat before Side Steps, though 15" is more realistic as The Lash is situational. Jackhammer helps for out of activation attacks or to finish harder targets. Field Marshal [Shield Guard] delivers.
    • Makeda3 Molik loves Bulwark and Shield Guards to get to his targets, and with Incite they always die.

    Masters of War combos    

In the Masters of War theme any warlock can take him, which opens up a few more combos:

  • Master Tormentor Morghoul - There's not much in this game that can survive 6 attacks from an enraged and abused Molik Karn
  • Master Ascetic Nareesh - Karn can fight very well on his feat turn, and is very durable. Blur means he can't be hit, which is always good.
  • Tyrant Xerxis - Gives him an additional die damage during the feat. As if 4 die on the charge wasn't enough.
  • Primus Jalaam - can deliver Karn and make him harder to remove

Drawbacks & Downsides

  • expensive
  • Relies on moderate DEF and Intuition forcing rerolls for his survivability. If those don't work, he dies very fast.

Tricks & Tips

  • Everyone knows how dangerous he is. An opponent will go to great lengths to kill him early. This sounds like a downside, but really it lets you bait out opposing heavies. As long as you have something else in position to kill whatever killed Molik, everything is going to plan.


Other

Trivia

  • Molik Karn's origin story is likely inspired by Spartacus, the infamous gladiator that led a revolt against the Roman Empire.
  • In Mk2 he gained +1 FURY while in Makeda's CTRL range. Combined with Side Step and the "any fury in excess of your FURY are discarded" rule, it led to a loophole where he could move in and out of her CTRL range to get infinite attacks.
  • Released in Hordes: Metamorphosis (2009)

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 : Weapon Master - None yet. (Edit)

RC symbol.png

Rules Clarification : Combo Strike      (Edit)

  • You cannot make a Combo attack if the weapon is crippled. Refer "Crippled Systems" in the core rulebook.


RC symbol.png

Rules Clarification:  : Warbeast      (Edit)
(Click Expand to read)

See also the Warbeast page for a recap of the core warbeast rules.
  • Forcing
    • If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)
  • Animi
    • A single Animus can be on several models at the same time. (Infernal Ruling)
    • Unlike in Mk2, in Mk3 if a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)
    • An animi cast by a warlock is an animi and a spell. (Infernal Ruling)
  • 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)
  • Frenzy (Edit)
    • You cannot trigger optional abilities (such as Cleave or Sprint). (Infernal Ruling)
    • You must trigger compulsory abilities (such as Consume) ... except for compulsory abilities that also generate an extra attack (such as Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)
    • A warbeast may not make an Assault shot as part of a Frenzy activation.
    • If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Ruling)
    • If a frenzying warbeast can't reach its charge target (because the charge lane is blocked by terrain, etc) then it will make a failed charge and end its activation. (Locked thread)
    • If a frenzying warbeast has two melee weapons with the same POW, it can choose which one to use. (Infernal Ruling)
RC symbol.png

Rules Clarification : Future Sight      (Edit)

  • Adding/Removing dice (from other abilities)
    • If a Future Sight model is under an effect that causes it to roll extra dice and drop the lowest/highest (such as Star Crossed or Manifest Destiny), then the timing chart in Appendix A changes at Step 5a and 5b as follows: (Infernal Ruling)
      • Step 5a. Add/remove all extra dice as per normal except the dice you'd get from boosting (not normal, but as per Future Sight)
      • Step 5b. Roll the dice (as per normal)
      • Step 5b.1 Decide whether or not to boost (not normal, but as per Future Sight)
      • Step 5c. Remove the dice (as per normal)
  • Powerful Attack + Future Sight
    • You can use Powerful Attack simultaneously with Future Sight. That is: make an unboosted attack roll, see the result, then spend one focus to boost that roll and boost the damage roll. (Infernal Ruling)
  • Rerolls + Future Sight
    • If you use Future Sight to boost before deciding to reroll, then you must keep the boost for the reroll. You don't get to "unspend" the focus/fury.
      So it would go [Roll]-[Future Sight boost]-[Reroll with boost] (Infernal Ruling)
    • If you decide to reroll before using Future Sight, then you still have the option to use Future Sight after the reroll. You haven't "lost" Future Sight just because you didn't use it the first time.
      So it would go [Roll]-[Reroll with no boost]-[Future Sight boost]
  • Attack rolls
    • With reference to the Apdx A Timing chart; Future Sight moves "Boosting the roll" from Step 5a to straight after Step 5b. (Infernal Ruling)
    • All other effects that add/remove dice are still carried out at Step 5a.
    • Effects that trigger from hitting/missing are paused until you decide whether or not you're using Future Sight.
  • Damage rolls
    • Vs warjacks/warbeasts you must complete the damage roll (step 9) before rolling the location (step 10).
      If you're one of those players that roll damage and location together, you have forfeited your option to boost after seeing the dice roll. (Because otherwise you'd be like "Oh, I rolled column 4. I'll boost it to make sure I cripple the arc node.")

Rules Clarification : Intuition - None yet. (Edit)

RC symbol.png

Rules Clarification : Bond      (Edit)

  • Bonds are ineffective while the model is under your opponent's control. Refer the core rulebook.
  • Bonds & Themes
    • If a warjack/warbeast with a bond is in that caster's battlegroup, they can be taken in any theme force. Refer the core rulebook.
    • This is true even if the caster isn't a full warcaster or warlock (this interaction changed as of 2018.06).
RC symbol.png

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.


RC symbol.png

Rules Clarification : Fate Walker      (Edit)

RC symbol.png

Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.