Void Seer Mordikaar doesn’t look like a whole lot at first glance. His whole is more than the sum of his parts however, and he is one of Skorne’s better attrition warlocks. Where other warlocks make their troops harder to kill, Mordikaar’s have a way of not staying dead.
Mordikaar has classic old-man stats, appropriate for a guy who ought to be undead. At DEF 14, ARM 16, and 16 damage boxes he won’t hold up to any attention from the enemy. His speed is average for small based infantry, his STR and MAT are a measly 5, and he rounds it out with a more respectable RAT 6. Overall Mordikaar tends to operate at the very edge of his control range so his poor defensive stats are not a lethal obstacle, but he does need to be carefully defended.
Weapons and Abilities
Outside of the standard Magical Weapon, Mordikaar’s sword Eidolon is forgettable; the real interesting piece of kit is Death Blast. At POW 13, Range 10, and AoE 3, it is easily the best ranged attack of any Skorne warlock and it matches some of our better ranged spells as well, which is good since Mordikaar lacks a “normal” attack spell. Both weapons also have Life Drinker; healing d3 after destroying a living enemy model isn’t huge, but it’s important to remember that its there for those rare occasions when Mordi takes some early damage or has to cut for Fury.
For the rest of his abilities; Void Lord makes the already decent Void Spirits more accurate with boosted attack rolls, Cull Souls is mostly there to allow Hollow to work (although there is the odd chance of Mordikaar killing something in melee), and Mordikaar has Poltergeist which is easy to forget since it’s also part of his feat.
Hollow: The engine to Mordikaar’s other abilities. The target unit becomes undead (with all the benefits) and tough, and every time one of them is destroyed Mordikaar gains Soul Tokens. This spell is also his biggest weakness; all of our warlocks have valuable upkeep spells but only Mordikaar really depends on his to function properly. Upkeep removal and RFP effects can seriously hamper his effectiveness, so plan accordingly. You’ll want a big unit to put this on, but putting it on Blood Runners or Ferox that you intend to throw out as a speed bump early is viable as well.
Revive: This is Mordikaar’s real bread and butter spell, bringing back at least one model every turn (and upwards of five if a big Hollow unit gets wiped out) is what earns him his label as an attrition warlock. The best use of this spell is generally bringing something dangerous (Acuarii, Ferox) back into a good charge position before the unit activates for the turn.
Essence Blast: Pick a living friendly faction model, use it as the point-of-origin of a 6” spray at POW 5 + the base STR of the model, then RFP the model. Note that the RFPed model has to have LoS to the target of the spray, Mordikaar does not. This spell is highly versatile, but it undercuts Mordikaar’s primary shtick since it prevents Revive. On normal infantry it won’t get much above POW 12, on beasts it gets really dangerous. If your STR 13 Bronzeback doesn’t manage to kill that Warcaster, Essence Blast lets you take one more POW 18 stab at it. As an added bonus, it lets you clear your own models out of the way; you can run a couple of Swordsmen/Nihilators/whatever into ideal positions and then EB them to open a hole for Molik Karn to Side-Step through, knowing that neither of your own models will be in MK’s way when he activates. On a big Hollow turn Essence Blast can let Mordikaar put shots on more targets than almost any other warlock, although he can chew up big chunks of his own army this way. Essence Blast also enables some sneaky assassination runs if you have a little extra Fury; a couple of Acuarii probably won’t drop a Caster whose guard is down even on the charge, but a couple of boosted POW 12 Essence Blasts after the charge might just get the job done.
Banishing Ward: There are not many offensive upkeep spells in the game, and most will have done their damage already by the time you could remove them with Banishing Ward. This spell is far more useful for preventing a model/unit from being targeted in the first place, and it has the added advantage of stopping other magical abilities like the push/pull effects on Druids and Mage Hunters.
Ghost Walk: Probably Mordikaar’s most under-rated spell, Ghost Walk lets a unit ignore Free Strikes with the added bonus of granting pathfinder. This spell has lots of potential uses, but it does have the disadvantage of RNG 6. A Shaman or Marketh can help here. It can let a ranged unit walk out of melee without penalty, let Karn walk past a heavy hitter without having to waste a Side Step on it, help compensate if you lose a Gladiator or TyCom early, and generally make your models harder to pin down or guard against.
Void Wind is primarily defensive, but it’s pretty good for positioning your army where you want it next turn with little fear of reprisal; even Karax are sporting DEF 15 under Void Wind. Better, since it adds Poltergeist no melee combatant can afford to miss more than a couple of times without being shoved back out of melee range. It’s easy to shoot yourself in the foot with it against shooting units though, that D3 movement can easily shove a target out of your charge range. Thankfully it’s optional and it’s not particularly hard to see when not to apply it.