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===Warjacks=== Khador does not have any light warjacks, save for Scrapjack, who is a special case covered in the Warcaster section (as he's a Companion to the Old Witch). It also has no arc nodes, and its 'jacks tend to have exceptionally low RAT and SPD as well. The only saving grace for Khadoran warjacks is that they are durable as all hell and hit like a ton of bricks in melee, but they still tend to be exceptionally focus-hungry, which means that your average Khador army will only run two 'jacks at the most - and it's not uncommon to see just one. Your warjacks to exist to do what your infantry cannot. Most of the time, this means killing the enemy heavy warjacks. As such, most of the time what you'll be looking for in a Khador warjack is melee murder power. Your 'jacks will tend to sit around the back line until the enemy 'jacks start getting frisky, at which point you proceed to linebacker them to death. Ranged options are generally not what you need, and aren't as good at downing heavies, so shooty 'jacks don't tend to be used much - especially given Khador's abysmal RAT. *'''Berserker:''' A big metal brute armed with a pair of battleaxes. The Berserker swings with respectable P+S and can do some decent damage to enemy heavies if it hits, and, if both connect, it can Headbutt for free. It also runs and charges for free, making it pretty focus-efficient - which is a damn good thing, because it's otherwise fucking abysmal. Low SPD, low MAT, squishy as far as Khador goes, and it might fucking explode if you try to allocate focus to it so it sucks less. Not worth the points. *'''Rager:''' Big metal brute ver. 2. This time with gun-shield and POW15 sword without reach. It was used before due to the shield guard feature, just to absorb one or two big hits, but since it cost 11 points isn't usually considered worthy of the investment. *'''Decimator:''' A solid option for a combined arms weapon platform, the Decimator sports a Revolver Cannon and a fuckheug chainsaw. The cannon probably isn't going to do much, since, like all Khador 'jacks, its RAT is in the shitter, but it's a nice bonus. The real reason you take the Decimator is for the saw, which can rip through enemy heavies stupidly fast if you're willing to feed it the focus to do so. Unfortunately, focus comes at a premium in Khador, and there are more focus-efficient heavy-killers available. He need a serious boost or point reduction to be considered valuable. *'''Demolisher:''' A ranged Devastator armed with some powerful AOE guns. Also comes with Gunfighter and the ability to make base-to-base allies immune to blast damage, which is awesome. Otherwise just a Devastator. *'''Destroyer:''' Used to be the worst 'jack in the entire Khador lineup. The now convenient point cost make him a decent jack. At 14 points, although being plagued by Khadoran jacks lousy RAT value, is still a efficient jack. He need only a focus to get boosted attack and damage rolls (one from powerup) and is still ARM 20 34 boxes. Very good if marshaled by a Greylord Forgeseer due to the addition of magical weapon, blessed and marshalling advantages. *'''Devastator:''' You only need to know one thing about the Devastator: 24 ARM. Yeah, ''fuck'' you. Pain does not exist. This thing trundles around the board in an invincible turtle shell and laughs off pretty much everything thrown at it, but other than being unkillable it really just exists to push enemy models out of the way, because it can't attack without opening its shields and reducing itself to a more resonable ARM 19. It can still trample and slam while keeping the shields closed, though, so have fun with that. Note that the thing can also make special attack called Rain of Death that causes POW 18 blast hit to all models b2b with it, and POW9 to all within 3". Its complementary abilities, steady and sturdy (no knockdown and no pushes) makes it a excellent objective holder. Not necessarily the ''best'' 'jack out there, but god damn if it isn't awesome exploding turtle. *'''Grolar:''' A relatively new but much-loved 'jack option. The Grolar is based on the Kodiak chassis, so it shares the same basic statline but brings a different weapon set to the table. It's packing a massive hammer with solid P+S and auto-knockdown (awesome), an Open Fist (solid), a giant fucking autocannon with a ridiculous rate of fire (great), ''and'' Gunfighter (fucking amazing). It's also quite fast and has Pathfinder, so it's more mobile than most Khador options. On the other hand, it's ''extremely'' focus-hungry, particularly if you want to get a decent number of shots out of the gun, and the gun itself isn't any better than a standard Winter Guard blunderbuss, so it's not hitting particularly hard to back up its monstrous rate of fire. Basically, it's a few extra shots during the first few turns of the game and then a melee beatstick for the rest. A solid choice, but quite costly. *'''Juggernaut:''' The archetypal Khador warjack, and one of your primary choices for heavy-cracking. No frills, all fury. The Juggernaut is slow, tanky, and hits like a goddamn truck in melee due to its Ice Axe. On the other hand, it doesn't bring anything ''else'' to the table, beyond the distant chance of Critical: Freeze going off. It's not going anywhere fast, but it hurts like a sonofabitch when it gets there, assuming that it doesn't get tarpitted on the way. His strongest point is the 12 points cost, making him basically the best trading jack around. A solid choice for heavy armor cracking. *'''Kodiak:''' Another of Khador's primary anti-heavy options, this one trades in a bit of melee power for added speed, versatility, and focus efficiency. It's one of the most mobile 'jacks Khador can field, despite its low SPD, because it has Pathfinder and Heavy Boiler (which provide +2" SPD when running). It's hard to slow down, since any infantry without heavy armor that try to engage it will just explode in a cloud of steam next turn, and since both of its weapons are Open Fists, it has access to a greater range of power attacks than the Juggernaut. On the other hand, it doesn't have an Ice Axe, so it doesn't hit quite as hard - but if both of its Open Fists connect, it gets to make a power attack for free, which makes it surprisingly threatening in a brawl despite its lower P+S. One of the most popular choices for any Khador army. *'''Marauder:''' The Marauder is the most spammed jack recently. The main reasons for his popularity are the low point cost (only 10 points) and the recently acquired ability to add another dice vs huge base models, making him a feared battle engine and colossals hunter. Also his combo slam attack is nothing to sneeze at, being a POW 20 slam, useful to push models out of areas and inflicting a nice amount of damage (and collateral knockdowns) in the process. *'''Spriggan:''' Spriggan widely fell from grace in MK3 due to his high point cost and some small tweaks that made him less effective. Isn't really woth it, since it makes more or less what torch does at a higher point cost. ====Character Warjacks==== *'''Beast 09:''' A Juggernaut variant with an attachment for Sorscha, Beast 09 is an absolute monster in melee even by Khador's standards. It brings that delicious Ice Axe that all Juggernaut users already know and love, but sweetens the deal by throwing in Thresher and Reach, which lets it absolutely shred infantry, and a higher MAT than your standard Juggernaut, making it much more reliable. He gets to move whenever he's hit, he can spend focus for an additional die on attack rolls versus living enemy models, he runs for free, and when he's with Sorscha, he gets shield guard. The main weakness is that Beast 09 has a rep, and as such is a giant fucking fire magnet for any enemy with half a brain, and he costs an eye-popping 21 points to field. Basically cost as much as 2 jacks. *'''Behemoth:''' Big B. The original Colossal, before Privateer Press realized that they could make fuckheug models and charge fuckheug prices. Expensive as all hell, but an absolute terror on the tabletop. It brings a pair of Bombards on top of two Open Fists, all of which are much more powerful than their middling damage would initially suggest. For starters, the Bombards have fantastic range (by Khador standards, anyway), and the Open Fists both have Armor Piercing, so Big B can actually throw down even with high-ARM monstrosities like the Devastator. Then there's the real money: bombards have powerful attack, so they boost all attacks and damage rolls with a single focus. Yes you read it well ALL DAMAGE ROLLS. And he has a 4" AoE. Do you know what it means? You get to boost ALL DAMAGES, even the one caused by AoE and not only the direct hit one. He's big, he's tanky, and he's going to kill a ''hell'' of a lot of shit before he goes down. Hell, these things take Colossals down in single round with good dice! *'''Black Ivan:''' A slightly less shitty Destroyer. More durable and less terrible at range, but really only worth taking if you're playing Harkevich, since it gets boosted ranged attack rolls while paired with him. *'''Drago:''' Vladimir Tzepesci's personal Berserker. It's useless to write up much about him. In the MK3 transition he lost all his Oomp and is now useless. Avoid at all cost. *'''Ruin:''' The Butcher decided that he was not angry enough, so they made him a warjack that is just as angry as he is. Appropriately, Ruin is an expensive but absolutely brutal melee beatstick that will more than likely murder anything it manages to reach. It's got Reach on a Juggernaut-tier melee weapon, it dispels magical effects on anything it hits, it's immune to enemy magic, it steals the souls of those it reaps and turns them into free focus, and it gets to charge for free (and for extra distance) when in the Butcher's control area... yeah. In the MK3 transition he lost the ability of converting souls into attacks and boosts (still get focus, the next turn) but he gained arcane vortex, negating spells casted near him. Basically, if you're playing the Butcher, you can't go wrong with this. For everyone else, it's still damn good. Just expensive. *'''Torch:''' Kommander Strakhov's personal... well, Torch doesn't really have an equivalent among Khador's normal lineup. It's as versatile as the Spriggan, as it brings a flamethrower, a decently powerful Open Fist, and a Sustained Attack murder-saw which will rip through pretty much anything to the board. It's also got Relentless Charge, targeting flare, and assault. Since he is quite expensive (18 points) generally isn't considered really cost effective. '''END OF MK3 UPDATE''' ====Colossals==== *'''Conquest:''' An artillery platform so huge it would make Patton shed tears of joy and envy. Throws out a hell of a lot of AOEs with solid POW, but due to its RAT being Khador standard (READ: fucking low) you'll probably be praying for favorable deviations most of the time, assuming that you don't want to shell out a stupid amount of focus for the attack rolls. The frequency of deviation means that it's unreliable at best - but if you don't mind being at the mercy of Lady Luck, it hits hard enough to flatten pretty much anything whenever it does connect. *'''Victor''' Some Khadorian engineers oversaw Conquest's construction and decided that it had far too small gun. So they made [[Dakka|THE biggest gun in the continent]], and [[Orks|strapped it onto Conquest]], replacing the twin peashooter cannon. For some reason, this beast is cheaper than the Conquest as well, which seems totally balanced, specifically with some warcasters. It's main gun has the inaccurate special rule. So it can't hit the broad side of a colossal (effective RAT 0). But it does have a 5 inch blast, and the Victor can chose from three different types of ammo. These aren't special attacks, so if someone can make the Victor can fire again (Harkovitch) then he can fire a special attack again. The choices are flare (-2Def), a rough terrain bubble, or the ability to set everyone under the template on fire. This gun has a twenty inch range, so you can set a warcaster on fire from two feet away. It doesn't care if it scatters, because everyone underneath will still burn at the stake!
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