Malekus, The Burning Truth: Difference between revisions

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{{Protbox|{{Protectorate}} [[Warcaster]]}} [[Category: Model]] [[Category: Battlebox Caster]]
[[Protectorate of Menoth]] [[Flameguard]] [[Temple Guardians]] [[Scout]] [[Warcaster]]
{{4P|'''Temple Guardians'''}}
 
[[Category:Protectorate of Menoth]]
[[Category:Temple Guardians]]
[[Category:Legacy]]
[[Category:Prime]]
[[Category:Warcaster]]
[[Category:Leader]]
[[Category:Flameguard]]
[[Category:Scout]]


''Determined to bring Menoth’s glory to the world, Malekus, the Burning Truth carries with him the righteous fire of the Creator. Malekus’ youth as an orphan was harsh, giving him insight into the perfidy of the world, and this inspired his conversion to the Sul-Menite faith. Malekus is ever willing to intercede on behalf of those willing to return to Menoth’s embrace, but he offers only scouring flames for those who persist in blind heresy.''


=Basic Info=
==Model stats and abilities==
{{Infobox-Model
{{Model-stats
| name  = Malekus1
| name  = Malekus 1
| image = Malekus 2021.jpg
| base  = 40 mm
| base  = Medium
| hp    = 18
| spd  = 5
| spd  = 5
| str   = 7
| aat   = 7
| mat  = 6
| mat  = 6
| rat  = 6
| rat  = 7
| def  = 14
| def  = 14
| arm  = 16
| arm  = 16
| cmd   irrelevant
| arc   = 7
| focus = 7
| ctrl  = 14
| hp    = 18
| fa = C
| wjp  = +30
|abilities=
}}
{{AbilitySingle|Resistance-Fire}}
 
{{AbilitySingle|Dual Attack}}
{{Warcaster}}
{{AbilitySingle|Ashen Veil}}
 
{{AbilityComplex|main=Field Marshal|main1=|sub1=Ashen Veil}}}}
===Feat - Raging Inferno===
== Weapons ==
# When an enemy model suffers a [[fire damage]] roll while in Malekus' {{CTRL}} range, add an additional die to that roll.
{{Weapon|weapon=Scouring Flames|type = R |rng = Sp 10 |rof = 1 |aoe = - |pow = 13| loc = -| abilities = {{AbilitySingle|Pistol}}{{AbilitySingle|Damage Type-Fire}}{{AbilitySingle|Continuous Effect-Fire}}}}
# Additionally, [[Fire continuous effect]]s that affect enemy models in Malekus' {{CTRL}} range cannot expire.
{{Weapon|weapon=Burning Blades|type = M |rng =2 |rof = - |aoe = - |pow = 12| loc = -| abilities ={{AbilitySingle|Continuous Effect-Fire}}}}
: Raging Inferno lasts one round.
{{Tipbox|The additional damage die also applies to fire damage during the enemy turn. Most notably, the continuous fire during their Maintenance Phase.}}
 
===Abilities===  
* {{Fire Immunity}}
* {{Ashen Veil}}
* {{Divine Passages}}
** {{Fable of Ash}}
** {{Hymn of Might}}
** {{Verse of Cinders}}
 
===Weapons===
{|class="wikitable"
{{Ranged|Scouring Flames|SP 10|13|
* {{Fire Damage}}
* {{Continuous Fire}} }}
{{Melee|Burning Blades|1|5|12|
* {{Continuous Fire}} }}
|}
   
===Spells===
{{Spellbox|
{{Banishing Ward}}
{{Brand of Fire}}
{{Ignite}}
{{Open Fire}}
{{Scourge}}
}}
 
===Theme Forces===
* {{Exemplar Interdiction}}
* {{Guardians of the Temple}}
* {{The Creator's Might}}. He can start the game with upkeeps in play, and upkeep them for free in turn 1, in this theme.
* {{The Faithful Masses}}
* {{si|Warriors of the Old Faith}}
 
 
=Thoughts on Malekus=  
[[File: malekus1.jpg|thumb|2016 Battlebox sculpt]]
===Malekus in a Nutshell===
Malekus is the Mk3 "battlebox caster" for the Protectorate. As such he is designed to be relatively simple to learn and straightforward to use. If you're learning the game, it is best to use him vs one of the [[Battlebox Caster|other battlebox casters]] because they're all designed to have roughly the same power level. They all received a quality of life update in 2020 which deepened their toolkits. Malekus’ book now plays a role in battle and it helps remove some of his focus concerns or protects his army.
 
Malekus likes fire. Currently the best way to get fire damage in Protectorate is with shooty 'jacks. Unfortunately Malekus isn't particularly good at running large groups of 'jacks, which can make list-building for him beyond the battlebox a bit difficult.
 
===Feat thoughts===
The first thing to note is that melee weapons only do continuous fire or critical cont fire, but not fire damage itself; thus melee attacks don't get an extra damage die. Although applying cont fire is nice because in the enemy's next Maintenenace Phase you'll get a 100% guaranteed POW 12 +3d6 damage roll, wouldn't you much rather have something with higher POW and which you can boost to 4d6?
 
So to really capitalise on his feat you'll probably want lots of ranged attacks (and a few offensive fire-based spells). Subsquently this means you need a fair portion of your army to be unengaged on your feat turn so they ''can'' shoot, which means you're likely to use his feat early, before battlelines fully engage.
 
Alternatively, you could build a melee list centered around a colossal(s) which can shoot even while in melee.
 
It's also worth noting that his feat has no "friendly Faction" clause so it interacts just fine with your Mercenaries.
 
===Spell thoughts===
* '''Banishing Ward''' - Only useful if the enemy tries to debuff your army, but fantastic then.
* '''Brand of Fire''' - It's a simple nuke spell. It stacks with his feat, and Verse of Cinders which is nice.
* '''Ignite''' - Malekus gets less use out of this spell than the other Protectorate casters who have it ([[Reznik1]] and [[Feora1]]).
** Malekus doesn't want to cast it on himself, because he doesn't want to get in melee.
** He probably doesn't want to cast this on a 'jack (at least not until the late game) because he mostly has ranged 'jacks.
** It can be useful in the early game on a screening unit that wants to hit hard, as opposed to just running to jam.
** Alternatively, take a pair of Castigators and hot-swap Ignite on them.  Coupled with the [[Choir]] this makes for multiple P+S 20 flaming fists!
* '''Open Fire''' - Malekus' most useful spell.
** It can be useful to make to make extra melee attacks, for instance running a 'jack up to an enemy and using this spell to make one attack can be situationally useful.
** Ranged 'jacks become potent, as it is effectively +1 ROF. Two [[Vanquisher]] AOEs a turn, yes please. Double [[Reckoner]] shots? Not to be sniffed at. <br>As with a melee 'jack, you have the option to run the 'jack into position before casting, which can be situationally useful.
** This spell of course gets its maximum effect on his feat turn against enemy 'jacks/beasts who have already been set on fire.
* '''Scourge''' - Expensive, but when you need it, invaluable. It is the best reason to use Hymn of Might.
** It doesn't need to directly hit to cause knockdown, so it has many uses:
*** Knock down an enemy caster prior to assassinating them.
*** "Clear" a charge lane by knocking down models that are threatening free strikes on that lane.
*** Neutralising a high DEF target you need to kill (for example a Circle Warpwolf).
** A point to remember is that you can run up a disposable low-DEF model of your own until it is close to the real target you want knocked down - shoot your model in the back and voila.
 
===Battlebox Fights===
In a battlebox fight, two players who bought nothing but their Faction's starter set use everything in that box to play a game.
 
Malekus usually wins by assassination, trying to manuvere until he gets a clear shot at the enemy caster then feating, knocking them down with Scourge, and going to town with Immolation + his warjacks attacks.
 
Fable of Ash becomes redundant in a battlebox fight and blazing wrath will only effect 3 models max, so often you will be using the free spell cast each turn to bully your opponent 9 times out of 10.
 
===Drawbacks & Downsides===
* Malekus' has a good CTRL, but he generally prefers popping his feat earlier in the game and therefore would want to be closer to the front line to catch more of the enemy in it, so his ranged warjacks can let rip. This can leave him exposed or nearer the front than one might like.
* Fire Immune Models don’t really care about what he does.
* He has quite a bit of overlap in his spell list with [[Kreoss3]]
 
===Tricks & Tips===
* If you want to get an enemy model with Scourge but don't want to boost to hit or it can't be targeted by spells, run a model with a low weapon reach up to it and cast your spell on it. Although losing a model can be harsh, a knocked down warcaster/warlock is often a dead one when faced with Malekus' fire guns and feat.
* Verse of Cinders is almost never worth using. It frees up one focus for the jack(s) charging the target, but if you use Hymn of Might to cast a free Scourge you just saved Malekus four focus AND your jacks no longer need to boost to hit the target, so it comes out about even on them as well.
 
=List Building Advice=
===Strategy===
: ''Attrition victory (Normal win strategy)
 
Once he moves beyond the battlebox fights discussed above, Malekus does best aiming for attrition, playing for a slightly more ranged game, and picking off key enemy pieces and using [[Open Fire]] to keep up the volume of attacks from distance. Closing when necessary and using liberal spray attacks to clear out pesky enemy infantry. While watching for a possible opening for a kill.
 
: ''Assassination victory
 
Malekus does have assassination options. It shouldn't be relied on, but never forget the chance, to pop feat, cast [[Scourge]] if needed to knock down the enemy caster or clear LOS to them, and then under feat ravage them with a couple of [[Immolation]]s and then more from other ranged fire attacks as needed. With some extra ranged attacks that would do for most casters.
 
: ''Other
 
Malekus will want some units to help protect his ranged warjacks. Most of the Protectorate infantry would fit in this role.
 
===Theme Thoughts===
{{Header|Support models - Various themes}}
 
* Malekus likes his warjack and/or arcane support: [[Choir]], [[Vassal of Menoth]], [[Vassal Mechanik]], [[Wracks]],[[Hand of Silence]], [[Hierophant]]. (Some of that support is more useful/popular than others, you're unlikely to need ''all'' of it in ''every'' game.)
* The [[Covenant of Menoth]] brings excellent utility, especially with Flames of Wrath, allowing one of your units to set the enemy on fire with their attacks.
 
{{Header|[[The Creator's Might]]}}
 
Not really Malekus preferred theme, but there are a few models here he likes.
 
* [[The Covenant of Menoth]] - Can give a unit's ranged attack continuous fire, which benefits from his feat, albeit slightly more indirectly as the damage will be during the following maintenance phase from the boosted [[Continuous Fire]] that won't go out (if in his CTRL).
* A couple of [[Exemplar Warder]]s will provide resilient solos to hold flags, or contest zones.
* [[Severius0]] - The extra +1/+1 buff from Sev0 helps alleviate that. He can get rid of pesky upkeeps and he extends the threat range of his jack.
** If you're taking Sev0, you might want Sev's character 'jack [[Blessing of Vengeance]]. BoV's bond will give +2/+2 to Sev's spells, so on feat turn you're looking at an effective FOC 8, POW 15 +3d6 nuke which you can cast twice, and boost damage once.
* The [[Attendant Priest]] is in this theme giving you friendly faction non-partisan merc units while he is alive. See the merc section below for suggestions.
 
{{Header|[[Guardians of the Temple]]}}
 
The main reason to play this theme are Flameguard Cleansers and Hand of Judgement (see below), no Hierophant and limited solo options when compared to Faithful masses are big strikes against it though.
 
* [[Flameguard Cleansers]] - Good to jam and clear out enemy infantry, and to light up potential feat targets with [[Continuous Fire]]. It is important to make space for the [[Flameguard Cleanser Officer]] too, as when an [[Assault]] charge is called, they make contact with the enemy and under the Officer's mini feat get to spray a long way behind the enemy front line. Good positioning can really burn down a lot. At the very least the enemy will have to account for this, playing more cautiously, giving you an edge, or aggressively and so exposing himself by trying to deal with those Cleansers with his faster options. With a potential 18" threat (5" move + 3" charge + 10" spray from the mini-feat), even enemy heavies are wary of entering the potential burning ground between the armies, with the threat of Malekus' feat.
* [[Hand of Silence]] provides another flamethrower, provides anti-soul tools with [[Direct Spirits]], and can spend souls to fuel warjacks.
* [[Hand of Judgment]] - Feora's character jack. But Malekus arguably loves Hand more than his own character jack. The reason to take Hand of Judgment? A nice 10" fire spray, and of course [[Fuel for the Flames]] which ramps up all that lovely fire damage.
 
{{Header|[[Exemplar Interdiction]]}}


Malekus will probably never use this theme, because other than Severius0 and Hand of Silence there's nothing in this theme that he wants.
== Spells==
{{Spellbox|Banishing Ward}}
{{Spellbox|Ignite}}
{{Spellbox|Immolation}}
{{Spellbox|Open Fire}}
{{Spellbox|Scourge}}


{{Header|[[The Faithful Masses]]}}
== Warcaster  Rules ==
=== Feat: Raging Inferno ===
When an enemy model suffers a fire damage roll while in Malekus's control range, add an additional die to the damage of the roll. Raging Inferno lasts for one round.


His hands down best theme, because it has loads of powerful solos that will be really annoying to remove with Ashen Veil, has units that spread fire and the Covenant. Basically everything he wants. Additionally, [[Hand of Vengeance]] is a nice benefit for your heavy warjacks.
{{Category:Warcaster}}


* [[The Covenant of Menoth]], [[Durant1]], and/or [[Hand of Silence]], mentioned above, can also be taken in this theme.
== Changes and Updates ==
* [[Deliverer Sunburst Crew]] - A cheap, high-power fire-damage ranged attack which causes continuous fire, so it benefits from his feat.
* [[Deliverer Arms Master]] - Veteran Leader for other deliverers, as well as Artillerist, which can also be put on a warjack if need be.
* [[Holy Zealots]] - A cheap source of (short) ranged fire attacks, on feat turn in particular these will be burning down a lot. Cheap enough that just keeping them around to maximise the feat turn is worth considering. With a soul collector such as the [[Reclaimer Gatekeeper]] and their CA - the [[Monolith Bearer]] to bring dead Zealots back - you have lots of souls available to grant [[Future Sight]] to the 'jacks, further improving their usefulness.
* [[Menite Archon]] - Again, with [[Fuel for the Flames]] making fire rolls more potent he has great utility alongside Malekus, as well as being powerful, durable independent solos that take Ignite well.
* The Paladin boat can anchor your lists. That is [[Dartan Vilmon]], two [[Champions of the Order of the Wall]], one or two [[Paladins of the Order of the Wall]] and a unit of [[Initiates of the Wall]]. They all have oddly high DEF stats for heavily armored models and do great damage.
* [[Allegiant of the Order of the Fist]] - They become almost impossible to hit at range with Ashen Veil.
* [[The Living Covenant]] allows Malekus to feat aggressively and then be teleported back into safety.
* [[Champion of the Order of the Wall]] - Thanks to Dragoon and a great ARM stat its already hard to take down. Add in Ashen Veil for DEF 15 and it becomes a nightmare for your opponent. Also casting Scourge on a heavy and sending in a Champion can seriously mess it up!


{{Header|Mercenaries}}
===Release Trivia===
 
* [[Thorn Gun Mages]] provide fire damage attacks with their pistols, and they've got pretty decent RAT.
* [[Aiyana and Holt]] plus a Ranking Officer ([[Attendant Priest]]) can you get you access to a +2 damage buff.
* [[Idrian Skirmishers]] - If they recieve continuous fire from the Covenant they can set up a very impactful feat turn. More over with Ashen Veil they go up to DEF 15 and can be made immune to spells by Arcane Ward. Later swap to Ignite and they hit really hard.
* The [[Menite Archon]] is a source of [[Fuel for the Flames]]. It also is generally an obnoxious piece to remove. So flap it up into the enemy in the first wave and get that extra damage from fire type weapons. As it is immune to fire, it makes a great target to spray and catch enemies you cannot directly target for some reason. you can get two without using your merc slot in Faithful Masses and The Creator's Might.
 
===Battlegroup===
[[File:Eye of Truth.jpg|thumb|[[Eye of Truth]] is Malekus's pet warjack, that he can take in any theme.]]
 
* Lights
** [[Repenter]] - Provides flamethrower attacks on a cheap chassis.
** The [[Revenger]] is the cheapest arc node in Menoth, and useful if you want to get Scourge onto something without exposing Malekus.
** [[Purifier]] overtake and flame trail go well with his feat and getting a trigger for free charges without making an attack roll.
 
* Heavies
** [[Eye of Truth]] - EoT is a character warjack bonded to Malekus, so he can take him in every theme. EoT is a very powerful piece, and you should probably not field the two without the other, especially since it becomes an Arc-Node with its bond.
** [[Reckoner]] - A solid choice and has a potential place in any Malekus build, the gun does [[Fire Damage]] and hits hard. It also has Flare, which really helps setting up unboostable Open Fire shots.
** [[Vanquisher]] - Provides a 4" AOE fire attack that'll mulch infantry, and direct hits can hurt heavies too. It's a great target for [[Open Fire]].
 
* Colossals
** [[Judicator]] - The Judicator is normally considered the better colossal, but with Malekus the fewer fire attacks tips the balance towards the Revelator. But still, the Judicator does do work into Malekus' overall battle plan. The Reliquary makes its fists and Flamethrowers more accurate and work for attacks it makes out of activation, which helps if you want to use Open Fire on it. Additionally, sprays ignore cover and concealment; combined with the Blessed bubble  Eye of Truth hands out, you'll ignore even more defensive measures.
** [[Revelator]] - ''All'' its ranged attacks are fire based, it isn't inaccurate (unlike the [[Judicator]]'s rockets), and it provide large AOEs that put rough terrain into play. Again [[Open Fire]] is amazing on the Revelator - you can end up with three 4" AOE burning hazards that remain in play for a round. That is a lot of potential board control. The main reason not to field it is the huge point investment, as well as RNG 10" on the guns.
 
===Starting a 25 point Brawl list===
In 2020.11 Phillip Melvin, one of the LOS authors, put together this list for the [[Brawlmachine]] format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can [https://www.loswarmachine.com/brawlmachine/2020/11/8/brawlmachine-list-building-protectorate-of-menoth read here].
 
'''[[Theme - The Faithful Masses]]
 
: '''[[Malekus, the Burning Truth]]''': [+30 WJP]
:* [[Hierophant]]: [2 pts]
:* [[Eye of Truth]]: [17 pts]
:* [[Vanquisher]]: [13 pts]
 
: [[Menite Archon]]: [9 pts]
: [[Vassal Mechanik]]: [1 pt]
 
: [[Holy Zealots]] (Min unit): [7 pts]
:* Command Attachment: [2 pts]
: [[Deliverer Sunburst Crew]]: [Free] {{grey|(4 pts)}}
: [[Choir of Menoth]] (Min unit): [4 pts]
 
 
{{Brawl}}
 
=Other=
===Trivia===
* Released in [[Prime Mk3]] (2016.06) in the battlebox set
* Released in [[Prime Mk3]] (2016.06) in the battlebox set
* Resculpted in 2021 as a standalone model.
* Resculpted in 2021 as a standalone model.
* The sculpt shows a fellow who loves his food, so in the Protectorate he seems to be the answer to the perennial question "Who ate all the pies?", earning him the sometime epithet of: "The Piemaster".
   
===Video Battle Reports===
* [https://www.youtube.com/watch?v=98lQT5BB7V4 2019.06 Encounter Wargaming], vs [[Helynna1]]
* {{VBR}}


===Other Protectorate models===
==Lore==
{{Index Menoth}}
''Determined to bring Menoth’s glory to the world, Malekus, the Burning Truth carries with him the righteous fire of the Creator. Malekus’ youth as an orphan was harsh, giving him insight into the perfidy of the world, and this inspired his conversion to the Sul-Menite faith. Malekus is ever willing to intercede on behalf of those willing to return to Menoth’s embrace, but he offers only scouring flames for those who persist in blind heresy.''
   
===Rules Clarifications===
{{RCbox2
|Feat: Raging Inferno
|
* If a model gains Immunity: Fire while affected by Malekus's feat, the fire does '''not''' go out. <br>Gaining an immunity normally makes the effect immediately expire (refer to Immunity to Continuous Effects in the core rulebook) but the feat's ''"cannot expire"'' trumps ''"immediately expires"''.
}}
 
{{RC Magical Damage}}
{{RC Fire}}
 
{{RC Warcaster}}
{{RC Ashen Veil}}
{{RC Divine Passages}}
{{RC Fable of Ash}}
{{RC Hymn of Might}}
{{RC Verse of Cinders}}
 
{{RC Banishing Ward}}
{{RC Brand of Fire}}
{{RC Ignite}}
{{RC Open Fire}}
{{RC Scourge}}

Latest revision as of 17:04, 3 November 2024

Protectorate of Menoth Flameguard Temple Guardians Scout Warcaster


Model stats and abilities

Model Statistics

Base size = 40 mmSPDAATMATRATDEFARMARCCTRL
Health = 18
FA = C
Cost = Free57671416714
-
-

Model Advantages and Abilities

Resistance-Fire
Resistance-Fire
When this model suffers a fire damage roll, remove one die from the damage roll.
  • This model is immune to the Fire continuous effect.

No errata for Resistance-Fire (Create)

Dual Attack
Dual Attack

This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks, it can also make its initial ranged attacks. A model with Dual Attack can make its initial melee and ranged attacks in any order you choose. This model cannot make ranged attacks after making a power attack.

  Errata-Dual Attack and Unit Charges (2023-10-27)
Question: If a unit with Dual Attack charges a single model, are all placed in melee range, and the first model kills the charge target, can the remaining members of the unit make ranged attacks, or do they forfeit their Combat Action because they don't have any enemy models in their melee range?
Answer: The check for melee range is done at the end of movement. If you kill the targets before they attack, they can still do their ranged attack. (Malkav13)
Explanation: This post is correct.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum


  Errata-Dual Attack and Special Attacks (2023-08-10)
Question: Can a model with Dual Attack make any combination of ranged special attack and normal melee initial attacks, or its melee special attack and normal ranged initial attacks? (Example: Bison Both Barrels and Ram, or Mariner Thresher and gunshot).
Answer: No.
Explanation: The bison can not use dual attack and also make a special attack. That is correct in that (Thresher) example too.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum




Ashen Veil
  • A model with Ashen Veil has concealment.
  • Living enemy models without Resistance:Fire suffer -2 to attack rolls while within 2 inches of a model with Ashen Veil.
A model with concealment gains +2 DEF against ranged and arcane attack rolls.
  • No benefit against Spray attacks.


No errata for Concealment (Create)


No errata for Ashen Veil (Create)

Field Marshal

Field Marshal grants the following ability/abilities to the cohort models in this model's battlegroup.
Ashen Veil -

  • A model with Ashen Veil has concealment.
  • Living enemy models without Resistance:Fire suffer -2 to attack rolls while within 2 inches of a model with Ashen Veil.
A model with concealment gains +2 DEF against ranged and arcane attack rolls.
  • No benefit against Spray attacks.


No errata for Concealment (Create)

No errata for Field Marshal (Create)
No errata for Ashen Veil (Create)


Weapons

Scouring Flames
 RNG   ROF   AOE   POW   LOCATION 
Sp 10 1 - 13 -
Pistol
Pistol

A model making an attack with this weapon targeting a model it is in melee with ignores the Target in Melee bonus when resolving this attack.

  Errata-Pistol (2023-09-17)
Question: Does the pistol benefit apply to models not in melee with the attacking model when the pistol is on a spray?
Answer: No, it only applies to models with which the attacking model is in melee.
Explanation: The intent is that a model only ignore the penalty for being in melee with the models that model is in melee with. Pistol only works against the models in the melee with the attacking model.
Infernal Ruling: Dark Legacy - PP Community forum


Damage Type-Fire
Damage Type-Fire
This weapon causes fire damage.

No errata for Damage Type-Fire (Create)

Continuous Effect-Fire
Continuous Effect-Fire
On a critical hit, the model hit by this attack suffers the Fire continuous effect.

No errata for Continuous Effect-Fire (Create)

Burning Blades
 RNG   ROF   AOE   POW   LOCATION 
2 - - 12 -
Continuous Effect-Fire
Continuous Effect-Fire
On a critical hit, the model hit by this attack suffers the Fire continuous effect.

No errata for Continuous Effect-Fire (Create)


Spells

Banishing Ward Cost RNG AOE POW DUR OFF
2 6 - - Upkeep No
Enemy upkeep spells and animi on target friendly model/unit expire. Affected models cannot be targeted by enemy spells or animi.
No errata for Banishing Ward (Create)
Ignite Cost RNG AOE POW DUR OFF
2 6 - - Upkeep No
Target friendly Faction model/unit gains +2 to melee attack damage rolls. Affected models gain Critical Fire on their melee attacks.
No errata for Ignite (Create)
Immolation Cost RNG AOE POW DUR OFF
2 8 - 12 - Yes
Immolation causes fire damage. On a critical hit, the model hit suffers the Fire continuous effect.
No errata for Immolation (Create)
Open Fire Cost RNG AOE POW DUR OFF
1 Ctrl - - - No
Target Cohort model in this model's battlegroup that is in its control range can immediately make one basic ranged attack. A model can be targeted by Open Fire only once per turn.
No errata for Open Fire (Create)
Scourge Cost RNG AOE POW DUR OFF
4 8 2 13/7 - Yes
On a direct hit, models hit by this attack become knocked down.
No errata for Scourge (Create)


Warcaster Rules

Feat: Raging Inferno

When an enemy model suffers a fire damage roll while in Malekus's control range, add an additional die to the damage of the roll. Raging Inferno lasts for one round.

Additional special rules:

  1. This model begins the game with a number of focus points equal to its ARC.
  2. During your Maintenance Phase, this model loses all focus points in excess of its ARC.
  3. During your Control Phase, this model replenishes its focus points so that it has a number equal to its current ARC.
  4. This model can spend focus points only during its activation.
  5. This model has a Control Range, and can spend its focus points to buy additional melee attacks, boost attack and damage rolls, and to Shake Effects.
    No errata for Focus Manipulation (Create)


This model can control a group of warjacks.
  1. This model and the warjacks it controls are a battlegroup.
  2. This model can allocate focus to warjacks in its battlegroup during your Control Phase.
  3. This model can channel spells through warjacks in its battlegroup with the Arc Node advantage.


No errata for Battlegroup Controller (Create)


A feat can be used at any time during this model's activation, once per game.
No errata for Feat (Create)


  1. At any time during its activation, this model can spend focus points to remove damage it has suffered. For each focus point spent this way, the model can remove 1 damage point.
  2. When this model would suffer damage, it can immediately spend up to 1 focus point to reduct the damage it would suffer by 5. This model is still considered to have suffered damage even if the damage is reduced to 0 or less. Excess damage prevention is lost.
    No errata for Power Field (Create)


This model can cast spells by paying the COST of the spells in focus points.
No errata for Spellcaster (Create)


This model must have at least one non-lesser warjack in its battlegroup at the start of the game.

Changes and Updates

Release Trivia

  • Released in Prime Mk3 (2016.06) in the battlebox set
  • Resculpted in 2021 as a standalone model.

Lore

Determined to bring Menoth’s glory to the world, Malekus, the Burning Truth carries with him the righteous fire of the Creator. Malekus’ youth as an orphan was harsh, giving him insight into the perfidy of the world, and this inspired his conversion to the Sul-Menite faith. Malekus is ever willing to intercede on behalf of those willing to return to Menoth’s embrace, but he offers only scouring flames for those who persist in blind heresy.