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'''Khador''' is one of the eponymous [[Iron Kingdoms]] and one of the main factions in [[Warmachine]]. They are stereotypical "Russian" country, blending late Tsarist Russia with the Soviet Union. They like snow, bears, snow, men that act like bears, and heavy industry (like mining). Khador is a bitterly cold and icy land that is frozen five months out of the year, with few natural resources beyond metal and ore, where [[Catachan|the land itself and the elements are likely to kill you]]. However this has [[Humanity Fuck Yeah|strengthened its people, who are known to endure hardships that would break anyone else]]. They have a seething hatred of the Southern Kingdoms especially Cygnar, whom they believe are always plotting against them.
'''Khador''' is one of the eponymous [[Iron Kingdoms]] and one of the main factions in [[Warmachine]]. They are stereotypical "Russian" country, blending late Tsarist Russia with the Soviet Union. They like snow, bears, snow, men that act like bears, and heavy industry (like mining). Khador is a bitterly cold and icy land that is frozen five months out of the year, where [[Catachan|the land itself and the]] [[Fenris|elements are likely to kill you]]. However this has [[Humanity Fuck Yeah|strengthened its people, who are known to endure hardships that would break anyone else]]. They have a seething hatred of the Southern Kingdoms especially Cygnar for, essentially, not rolling over and giving them the world domination they feel they deserve.


==History==
==History==
(A word of warning before we continue, Khador has a very self centered point of view. They see themselves as being in the right 99.9% of the time and sees most  everyone who is not with them as plotting against them).


Before the Orgoth came through and conquered the lands of Immoren and enslaved everyone, Khador was a massive empire with huge tracks of land, having fought and conquered many of its neighbors. Khador blames the south for what happened during the Orgoth invasion, as it was in their lands that they first took hold and began their invasion. Being the most powerful kingdom(Empire as it was) Khador fought the hardest against the invaders and as such received the largest brunt of their forces. After they were conquered Khador was subjugated the hardest for the stiff resistance they had put up. While the first rebellion occurred in Cygnar it was Khador that won the first true victories, wrestling back control of their city of Korsk, motivating the other Human kingdoms to rise up and form the Iron Alliance. This is where their grudge against Cygnar began.
[[File:Khador_Army_by_andreauderzo2.jpeg|400px|thumb|right|Who cares about being nice when you can rule the world?]]


When the alliance began work on the Colossals(titan sized warmachines), Cygnar was chosen as the sole construction sight, while the other kingdoms pushed Khador out of the debates. Rather then be left out Khador duplicated the plans in secret, building their own colossal without any aid. While the other colossal remained secret the Orgoth somehow discovered Khador's and turned their full attention towards them. Khador won thanks to a massive snow storm that froze them to death, however to this day they believe one of the other Human Kingdom betrayed them. It wasn't until after the Orgoth were finally driven out that Khador really learned to hate the south. When the Kingdoms convened to draw up borders Cygnar and its allies moved that it would be easiest to maintain the lines set by the Orgoth rather then redraw the map. As a result Khador was greatly diminished and robbed of its old territories. Cygnar meanwhile saw Khador's old lands given to the new kingdoms of Ord and Llael. Khador remains convinced that Cygnar again negotiated its way to the best political position. Not only had its actions robbed Khador of its lands it had negotiated Llael and Ord's border so that it formed a literal wall between them and Khador so they could not reach them, while they grew rich and powerful off their newly received land. Since then Khador has hated all the southern nations with an icy passion seeing them all as treacherous underhanded snakes.  
Before the Orgoth arrived, conquered the lands of Immoren and enslaved everyone, Khador was a massive empire with huge tracts of land, having fought and conquered many of its neighbors. When the Orgoth took over, Khador got the worst of the occupation. Even after they were defeated and pushed out countless Orgoth ruins remain scattered throughout the land. After the human Kingdoms pushed out the Orgoth Khador was "betrayed" when large portions of its former Empire were given to the newly formed Kingdoms of Llael and Ord.  


But if theres one thing you dont do to a bear its poke it over and over expecting not to get mauled, especially when Russian bears can tear normal ones limb from limb. For the next 100 years Khador would go to war constantly with its neighbors, however it was not until the crowning of Queen Ayn Vanar XI that Khador truly regained its place. Through careful planning she united all the peoples of Khador behind her, and thanks to the efforts of the previous reagent Khador's industry boomed. When Khador marched to war, this time against Llael, it crushed the country utterly, despite Cygnar's attempts to aid them. Afterward Khador swung down into Ord and though they put up more resistance conquered them to, putting them right at Cygnar's front door. At this point Queen Vanar declared Khador an empire again. With the might of her people and armies Khador believes it is only a matter of time before they conquer Cygnar and finally take revenge for its treachery.  
Since then this has been the stick Khador has waved at the other nations, though they were always stopped by Cygnar. However, recently between the new Empress and Irusk they've gotten their shit together, taking over Llael and a good chunk of Ord. They've postponed their war with Cygnar to deal with the threat of Cryx.


Unlike most of the other factions, Khador is not particularly advanced and has few [[cortex]]es to build [[warjack]]s. Most of these cortexes are used on massive heavy 'jacks. Instead of light warjacks, they have Man-o-Wars, which are basically elite warriors wearing steam-powered armour. The rest of Khador's army is primarily made up of the [[Winter Guard]], a stereotypical "Russian conscripts" army. However, Khador doesn't just drown then enemy with bodies; in fact, the High Kommander nearly killed himself in shame for daring to think of his men as just numbers. Khador is winning the current war by fighting smart and adapting to Cygnar's tactics (as proven by the existence of the Assault Kommandos).
Khador has few [[cortex|cortexes]] to build [[warjack|warjacks]]. To compensate for this they use only heavy jacks which can be salvaged and rebuilt over and over, reusing the same cortex. To compensate for their lack of light jacks they have Man-o-Wars, which are basically elite warriors wearing steam-powered armour. The rest of Khador's army is primarily made up of the [[Winter Guard]], a stereotypical "Russian conscripts" army. However, Khador doesn't just drown then enemy with bodies; in fact, the High Kommander nearly killed himself in shame for daring to think of his men as just numbers. Khador is winning the current war by fighting smart and adapting to Cygnar's tactics (as proven by the existence of the Assault Kommandos).  
 
[[File:Khador_Map_of_Immoren.jpg|right|thumb|400px]]
Khador is unique in that it has a very liberal approach to warcasters. Unlike other nations like Cygnar who have an established system by which they can test recruits for the potential to be warcasters, Khador has no such system. Because of this it can take awhile for new potential warcasters to present themselves, as such the High Kommand is willing to entertain behaviors that would see even the most distinguished warcaster discharged from any other army, so long as the warcaster does their duty. The best example of this is Orsus, who is known to literally lose his mind in battle, but is kept in command as he continues to produce results.
The High Kommand is willing to make use of nearly any advantage, no matter how inhumane if it will help them destroy their enemies. The rarity of Warcasters in particular ensures that huge exceptions are made to accommodate them as long as they do their duty. Vlad and the Old Witch for example are not truly part of the military but are exempt from this minor technicality and are allowed to command.


Unlike [[Cygnar]] and the [[Protectorate of Menoth]], Khador has few religious tensions*. They put far more importance in national loyalty: it doesn't matter whether you worship the Twins ([[Morrow]] and Thamar) or the Old Faith (Menoth), as long as you were born and bred in Khador. This is because, unlike the other regions (which are largely ethnically homogeneous), the "Khadorans" are actually made up of a number of different races that don't have much to do with each other outside a common cultural basis. The concept of a "Khadoran" nation is relatively recent in their history, which is why it's so important to them.
Unlike [[Cygnar]] and the [[Protectorate of Menoth]], Khador has few religious tensions*. They put far more importance in national loyalty: it doesn't matter whether you worship the Twins ([[Morrow]] and Thamar) or the Old Faith (Menoth), as long as you were born and bred in Khador. This is because, unlike the other regions (which are largely ethnically homogeneous), the "Khadorans" are actually made up of a number of different races that don't have much to do with each other outside a common cultural basis. The concept of a "Khadoran" nation is relatively recent in their history, which is why it's so important to them.


*The exception is that they banned Hierarch Severius of the Protectorate. This isn't because he caused trouble or anything; it's just that, last time he came, he left with thousands of converts.
*The exception is that they banned Hierarch Severius of the Protectorate. This isn't because he caused trouble or anything; it's just that, last time he came, he left with thousands of converts, and it rather punched a hole in their smug certainty that everyone else is just crazy.


==Crunch==
==Crunch==
On the table Khador is largely close combat oriented, with most units and jacks being geared for close quarters carnage, with many spells based around boosting damage and increasing durability. Khador is not as advanced as some of the other factions, and their weapons reflect this, focusing less on neat tricks and doing more direct damage.
On the table Khador is known for being one of the most durable factions in the game, with access to superb infantry units. Khador boasts a lot of heavy hitting units, and can dish out incredible damage.
 
While largely close combat oriented Khador is easily capable of dealing damage at range, though they will never be as efficient at it as Cygnar, focusing on AOE explosives that can hit multiple targets easier as a means of getting around their relatively low RAT. Despite the power of their weapons Khador can have a problem hitting their targets due to their lower MAT and RAT, relying on the power of their weapons to compensate, dealing higher damage to counter their lower hit averages.


Khador is known for fielding the toughest jacks in Warmachine, not a single one having an ARM lower then 18(with the exception of scrap jack). However their high STR, and ARM, comes at the cost of SPD, MAT, RAT, DEF, and higher point costs then other jacks. Khador jacks are as easy to hit as a barn but just as hard to damage. Likewise while it is harder for them to hit other jacks they hit like a truck when they do.
Khador jacks are the toughest in Warmachine, however this comes at the cost of SPD, and a lack of light jacks.


==Characters==
==Characters==
(Yeah the descriptions of the charcters are pretty long, they'll have to be until they can get their own pages)
'''Orsus Zoktavir "The Butcher of Khardov"-''' Orsus, or "the Butcher" as many call him, is a crazed bloodthirsty warrior, suffering from uncontrollable rage. Orsus got his title from an infamous massacre, where he attacked a rebel town and, in his rage, [[Kharn the Betrayer|slew friend and foe alike]]. Rather then let Orsus be executed the newly crowned Empress gave him a pardon. He is despised by younger warcasters, and seen as nothing more then a weapon by members of the High Kommand. Orsus is a fun, simple to use Warcaster on the table, arguably the best one for new players due to his straight forwardness. He only has four spells but their buffs are nice, so its all good. While relatively weak at range, he is an absolute [[Mephiston|rape]]-[[Kharn the Betrayer|machine in close combat]]. He has the highest MAT(Weapon skill) of any unit in the entire game, and the single most powerful non-warjack equipped melee weapon to boot. His feat, Blood Frenzy is simple and brutal, giving an extra die when rolling damage to all friendly units in his control area.


As Khador's wars went on however, Orsus's maddness only deepened, driving his rage to heights so great that the [[Angry Marines]], Kharn, and [[Khorne]] himself noticed. In a moment of mad fury he led an unauthorized suicide attack on an enemy fortress where everyone assumed he died. Months later he [[troll|returned as if nothing had ever happened, refusing to explain where he'd been or what had happened]]. When fielded as Epic Orsus he becomes the very embodiment of [[rage]]: his focus is determined randomly unless he kills something, when he makes a basic attack he MUST attack EVERYTHING in range (his range is 2 inches out from his base and he counts as having full 360 vision BTW). If a warjack starts in his control area it can charge and power attack for free. His Feat: Feel the Hate gives him rage point which he can give to friendly models for free attacks and moves. Because of how crazy he is he can only take warjacks and Doom Reavers(essentially [[Khorne Berzerkers]]).
[[File:khador_summarized.png||thumb|right|The short version, courtesy of /tg/]]
'''Orsus Zoktavir "The Butcher of Khardov"-''' The High Kommand's pet mad man and, [[Rip and Tear]] incarnate. Infamously lost his shit when attacking a rebel town, slaying the traitors and his own men when they tried to stop him. Instead of being executed the Empress said "why let perfectly good mad man go to waste?" and pardoned him, if only to ensure loyalty by threatening to send him to any traitor's front door. As the name suggests he's monstrous in close combat, if its in his melee range its gonna die.


'''Sorscha Kratikoff-''' The postergirl of Khador and during 1st edition the postergirl of what it means to be [[powergamer|broken]] [[Alice|beyond broken]].  As a young girl Sorsha watched he father go off to serve in the Winter Guard only to find out he was one of the solders Zoktavir killed. She later enlisted and became a soldier in the winter guard, and during an intense battle her arcane abilities manifested, and she became a warcaster. Shes known as the Ice Queen to everyone but Prince Vladimir whom she is in love with. During the invasion of Llael she hoped to get revenge on the Butcher when she didn't help him as he fell to the enemy. Shes kept a wary eye ever since he returned alive, worried that he will try to get revenge. Sorscha is a control themed caster, with a range of spells to buff units, and damage enemies and hold them in place. Her Feat: Icy Gaze, causes all models in her control area that she has line of sight to to immediately become frozen, unable to move for one round.  
'''Sorscha Kratikoff-''' The poster girl of Khador and during 1st edition the poster girl of what it means to be [[powergamer|broken]] [[Alice|beyond broken]]. Shes known as the Ice Queen,(or Freezing Bitch depending on which of her men you ask) to everyone but Prince Vladimir whom she is in love with. She has it in for Orsus since he killed her dad in his infamous rampage, leaving him to die in a battle, only for him to return later. She's also got it really bad for Vlad.  


'''Vladimir Tzepesci-''' The Not Dacurla of not Russia.
'''Vladimir Tzepesci-''' The Not-Vlad the Impaler of Not-Wallacia.  Has been contemplating a rebellion against Not-Russia for a long time. Oddly, despite his appearance, probably one of the better-off casters in Khador, morally-speaking. After Khador conquered Llael Vlad fought to protect the people of Umbrey from Cryx, and won a lot of karma points. Not only gaining the loyalty of more then a few native Llaelese but actually being made ruler of Umbrey by the Empress for it. He's currently fighting the Protectorate's northern crusade, and convinced Severius to help battle Cryx. Unfortunately the sinister ministers double-crossing him, with Reznik and the Harbinger heading into Umbrey to convert its people.


'''Irusk-''' Born to a prominent military family, and son to a retired soldier, Irusk's father taught him everything he knew about warfare and battle, giving him the knowledge, skill, and ruthless persistence that would make him into the military Kommander he is today. His childhood was spent learning Khadoran military strategy, and [[Imperial Guard|enlisted at the age of twelve]]. He quickly rose through the ranks, leading his men to victory after victory. So great was his genius that he published his work on tactical warfare, has become required reading at military academies throughout the Iron Kingdoms. Irusk has become the chief military advisor to the Empress, letting him begin to reinventing and modernizing the Khadoran military. During the Khadoran invasion of Liaedry his tactics and strategy decimated the enemy with such force that some parts of the country surrendered without firing a shot, earning him a spot among the greatest military commanders in history. On the table Irusk is a powerful infantry commander, focusing on buffing his units and warjacks. His feat, Undying Loyalty, gives a massive boost to infantry models in his control area for a turn. Giving them all a buff to their attack rolls, fearless, a 50% chance of not being killed when hurt, and immunity to being knocked down.
'''Irusk-''' The Sun Tzu of Warmachine. His childhood was spent learning Khadoran military strategy from his dad before he [[Imperial Guard|enlisted at the age of twelve]]. He's a [[Creed|military genius]] and even [[Roboute Guilliman|wrote his own version of the Art of War]]. He briefly considered suicide after he was defeated and lost most of his men because he thought of them as nothing but numbers.  Disgusted with his moodiness, the Empress promoted him, basically telling him to atone for it through results or be forgotten as a footnote in history.


'''Aleksandra Zerkova-''' Born to a family with a long history as distinguished officers and servants to the crown, Aleksanda is Khador's resident mad scientist. Ahem, that is to say she is an [[Inquisition|occult researcher, archaeologist and historian, raiding old tombs and temples, looking for ancient secrets and artifacts that can be used against Khador's enemies]]. In addition to being a warcaster shes knows extremely powerful magic and carries a number of ancient artifacts augmenting her abilities. She once led a task force against Merywyn's Order of Wizards, where she [[rape|obliterated them so thoroughly and efficiently that there wasn't even enough of them left for anyone to figure out how she did it]]. In game she is completely spell focused, with high focus(mana), and more spells then any other warcaster(as far as Khador's casters go anyway). However she is also the most fragile, with low HP, armor, and weak melee attacks. Her Feat: Howling Wind, prevents enemies from making ranged attacks(unless they have two), running, charging, making special attacks, giving or taking orders, or make special actions. To put it simply she opens a giant can of NOPE.
'''Aleksandra Zerkova-''' Khador's resident mad scientist. Ahem, that is to say she is an occult researcher, archaeologist and historian, raiding old tombs and temples, looking for ancient secrets and artifacts that can be used against Khador's enemies. In addition to being a warcaster shes knows extremely powerful magic and carries a number of ancient artifacts augmenting her abilities.  


'''Karchev'''
'''Karchev-''' Karchev the Terrible is a living warmachine, [[Dreadnought|a century year old warcaster who's been entombed inside a warjack]]. Karchev was a veteran warcaster during the Thornwood war where his body was destroyed in a struggle against a Cygnaran warcaster. He asked for a metal body to continue fighting and got it a short time(10 years) later in the form of a modified Bezerker Chassis. Since then he's chugged along getting a new body every couple years. His status has elevated him to a living national treasure, though it hasn't done his mind any favors.


'''Zevanna Agha'''
'''Zevanna Agha-''' What would Not-Russia be without its Not-[[Baba Yaga]]?  The Old Witch is older than the Orgoth, perhaps even the embodiment of Khador itself.  Though not technically part of the army, the Empress has put out standing orders to let her requisition whatever troops and 'jacks she needs if she ever randomly shows up and asks for them.  Her chicken-legged Warjack companion Scrapjack follows her around, arcing spells and teleporting with her. As the fluff has advanced, she's responsible for fucking up the god Menoth, and unleashing the spooky things known as the Grymkin. Scrapjack has apparently been doing leg day, because in the second incantation of Old Witch he is now the size of a Colossal, and has a house/observatory on him as well.


''Strakhov-'' Strakov is the ruthless leader of Khador's Assault Kommandos, and the man the High Kommand goes to for their most dangerous missions. He has served the military for nearly two decades, however most of his career was spent in secret, carrying out secret missions and operations for the High Kommand. During the Llael invasion his reputation could not be contained. During the first weeks of the war he assassinated the enemy's best commanders and warcasters, and later the archduke and his entire command [[eversor|in a single ambush]]. He was also so discreet that the duke's fate and whereabouts remained a mystery until resistance fighters found him dead among a mass grave. He later led his men to destroy the enemy munitions dumps just before Khador's final assault, its destruction throwing the defenders in chaos. After the war Irusk asked Strakov to help lay the foundation and later lead the newly founded Assault Kommandos. Strakov and his men excel at brutal shock attacks, [[rip and tear|hurling themselves against enemy positions, into trenches and foxholes, slaughtering the enemy before they can react]]. On the table Strakov's main strategy is to rush the enemy before they have time to set up. His Feat: Iron Fist grants a MASSIVE bonus to charging models in his control range, increasing their movement, and letting them ignore slowing terrain. Warjacks in his group can also charge and slam enemies for free if they are in his control range.
'''Strakhov-''' Not-KGB agent, turned Not-Spetsnaz commander. During the Llael war Strakhov crippled the nation's war effort making way for Khador to steam-rolled the shit out of them. Rusky was so impressed he put him in charge of training the Assault Kommandos. While Strakov's usually under Irusk's command, he's got a bad habit of going rogue and carrying out his own missions without waiting for approval. The only thing keeping him from being punished is that they usually end in success.  


'''Harkevich-''' The Iron Wolf, Harkevich is Khador's head of the occupation of Llael and in charge of repairing all the wreck people like Orsus caused.  Unsurprising he's not very happy about the mess his countrymen left as most of the infrastructure is in ruins and mass unrest form the local, also because he's a total bro and found it unnecessarily harsh. For the most part he's been extremely successful turning the land form a WWII ruin city to better than new, with many Llaels finding Khador's new rule a massive inproment.  Also helps that he's made a stance on the Protectorate of Menoth :liberation" protecting refugees form the crazed zealots.  Unlike most Khador's warcaster Harkevich is a range base rather than close combat, relaying more on Warjacks than troops, which is good since his main spell allows warjacks to fire a free shot.
'''Harkevich-''' The Not-Rommel, Iron Wolf Harkevich is Khador's head of the occupation of Llael and in charge of repairing all the wreck people like Orsus caused.  Unsurprising he's not very happy about the mess his countrymen left as most of the infrastructure is in ruins and mass unrest from the locals, also because he's a total bro and found it unnecessarily harsh. For the most part he's been extremely successful turning the land from a WWII ruin city to better than new, with many Llaelese finding Khador's new rule a massive improvement.  Also helps that he's made a stance on the Protectorate of Menoth "liberation", protecting refugees form the crazed zealots.  Unlike most Khador's warcaster Harkevich is a range base rather than close combat, relying more on Warjacks than troops, which is good since his main spell allows warjacks to fire a free shot.


==Khadoran Military==
==Khadoran Military==
[[Warmachine/Tactics/Khador]]


Khador's army is broken down in these groups.
Khador's army is broken down in these groups.


'''Assault Kommandos''':  Cygnar's main defense is trench warfare and these guys are design to counter this.  Armed with Magtek nightvison goggles shields and guns with gas grenade launchers.  They sneak in a trenchline and wreck havoc allowing for the Winterguard to safely cross no mane's land. They're immune to Fire and Corrosive damage, two of the other factions main element types, and ignore cloud effects.
'''Assault Kommandos''':  Cygnar's main defense is trench warfare and these guys are designed to counter this.  Armed with Magtek nightvison goggles, shields, and guns with gas grenade launchers.  They sneak in a trenchline and wreak havoc allowing for the Winter Guard to safely cross no man's land. They're immune to Fire and Corrosive damage, two of the other factions main element types, and ignore cloud effects.
 
'''Greylords''': Greylords are Khador's order of wizards. When Khador's king called for Khador's people to return home decades after the end of the Orgoth war many Wizard of Khadoran descent answered, taking all the secrets they had learned and most importantly the secret of cortex manufacturing with them. These wizard went on to form the Greylord's covenant, specializing in ice magic and finding Orgoth artifacts to use as weapons against Khador's enemies.
 
'''Men-O'-War''':  Since Khador lacks light warjack they just put the best, strongest Winter Guard in steampunk power armor, THEY DIE IN STEAM! They're relatively expensive for a squad but each one has multiple hit points. Come in three varieties, Bombardiers with [[awesome|grenade launcher chainsaws]]. Demolition Corps with giant freezing hammers, and Shocktroopers with their class axe and cannon-shield combo. Man-O-War solos include the Cannon-Axe-armed Kovnik, the twin-shielded Tankers, and the Drakhun, a Dragoon unit mounted on one strong-ass horse.
 
'''Iron Fangs''': The oldest type of warriors hailing all the way back to the days before the Iron Kingdoms.  Simply put they're heavily armored troops with spears, now they're used as anti-warjack units given spears with exploding tips. Come in cavalry form as Uhlans.
 
'''Winter Guard''': The backbone of Khador's army. All men are conscripted while women are only volunteer, most aren't forced; they see this are a proud honor to serve their nation. Most of Khador's attempts to modernize it's army are here. Until recently they only had axes, now they carry outdated guns. A few more elite units have been outfitted with actual rifles. The cheap point costs and versatility of a fully upgraded squad has been coined as the "Winter Guard Deathstar". While it has been toned down a bit since MK2, it is still a very popular build.
 
'''Widowmakers''': Khador's elite marksmen, and one of their two most feared units. They've got high RAT and are frustratingly hard to hit in cover. They're rightfully feared for being able to pick off any single box infantry, making them an auto take in any list.


'''Greylords''': Greylords are Khador's order of wizards. After the end of the Orgoth war Khador was devastated and many of its people left seeking a better life and opportunities, and a number of them became wizards. When Khador's king called for Khador's people to return home decades after the end of the Orgoth war many Wizard of Khadoran descent answered, taking all the secrets they had learned and most importantly the secret of cortex manufacturing with them. These wizard went on to from the Greylord's covenant, specializing in ice magic and finding Orgoth artifacts to use as weapons against Khador's enemies.  
'''Kossite Woodsman''': Ornery woodland hillbillies from the fringes of the far north with pretty abysmal RAT and MAT. While the rest of your troops are encased in metric shit tons of armor, the kossites wear nothing more than leather and rivets. While the rest of your army carries cannons and grenade launchers, kossites bring ancient ass muskets and bows to bear. This of course means they die in droves, and have a hard time doing jack shit to high armor targets, but that's why you'll be targeting softer things like support solos that tend to hide in the back. Ambush puts them right behind your opponent at the beginning of your second turn (you can deploy them normally on your first turn, but this isn't advised). Camouflage puts them to decent DEF levels when in forests, and Reform can be very handy for hit and run tactics. They also bring a psychological battle to the table. Does your opponent ignore them and risk them possibly taking out something valuable, or does he spend a turn focusing on them while the really nasty khador stuff is advancing from the front? Also be wary of armies that make use of soul and corpse tokens, as Kossites give them generously. Kossites can also make use of Yuri, as he grants them treewalker, which might help them survive an axe to face encounter while huddled up in forests. It also makes it annoying for your opponent when your Kossites ignore forests entirely when drawing LOS.


'''Man-o-Wars''': Since Khador lacks light warjack they just put the best, strongest Winter Guard in steam punk powerarmor, THEY DIE IN STEAM! They're relativly expensive for a squad but each one has multiple hit points. They come in three varieties, Bombardiers who carry grenade cannons with chainsaws attached. Demolition Corps who carry giant freezing hammers, and Shocktroopers who carry giant axes and shields with built in cannons.
'''Doom Reavers''': Take a violent criminal, chain a cursed fuckhuge sword to his hand, and what happens? You get a unit that your opponent does not want anywhere near them, and will most certainly make a point to blast them off the table. A decent MAT, combined with a good P+S, Reach, and Weapon Master means nothing is safe from Reavers. If it wasn't enough having a single model capable of cutting a Juggernauts health in half with a single lucky strike on the charge, they've got Abomination, Fearless, and cannot be directly targeted by spells (that includes yours). Unfortunately (or fortunately, based on the predicament they find themselves in) they have Berserk, so if you don't have another enemy nearby that needs to die, they tend to turn on themselves. Adding a Greylord Escort UA gives them silence, so they're not cutting into each other anymore. More importantly, he gives them Tough, and by himself contributes a decent spray to reach out and kill things with that might not be close enough for the Reavers to tear into. If you really like Reavers, run an EButcher tier list, and bring about 5 units + UA's, and laugh as your opponent realizes he has no answer to that many reach weapon master bodies running at him.


'''Iron Fangs''': The oldest type of warriors hailing all the way back to the days before the Iron Kingdoms.  Simply put they're heavily armored troops with spears, now they're used as anti-warjack units given spears with exploding tips. Come in cavalry Uhlan.
===WARJACKS===
You'll notice quickly enough that all these guys are Heavy Jacks and that Khador lacks light ones. This is because Khador lacks some of the rare elements needed to make warjack Cortex's, so with a shortage of Cortex they made all their jacks to take a beating and it's why unstable Jacks which use the Berserker Chassis are used.  This fluff was reflected on the tabletop in MK2, where it was feasible only to field one or two of them. With the dawn of MK3 and the Power Up rule (all jacks get a focus at the start of their turn if they don't have any), players are now fielding lists with [[Cheese|EIGHT warjacks in them]]. These Jack heavy builds, along with the Power Up rule in general, has generated [[Skub|endless civil debate]] in the WMH community.  


'''Winter Guard''': The backbone of Khador's army.  All men are conscripted while women are only volunteer, most aren't forced; they see this are an proud honor to serve their nation. Most of Khador's attemps to modernized it army is here. Before Empress Ayn Vanar they were just armed with axes, now they're armed with outdated guns and axes, some of the more elite units are given better(actual) rifles. Winter Guard are known for a few things, how cheap they are, combining ranged attacks for more damage, and tar-pitting units in melee, earning them the nickname the "Winter Guard Deathstar".
'''Berserker''': The oldest jacks being employed by any army, becoming unstable due to their cortexes aging. Because of this they are known to act erratically, charging without orders, attacking with savage brutality, and if pushed too far exploding. Even Butcher has told High Kommand "Guys, these things are unstable as SHIT!". Khadors cheapest 'jack it has respectable armor and weapons and is fairly focus efficient on its own due to it's aggression. Just as well though, when you give it focus it has a chance to explode.


'''Widowmakers''': Khador's elite marksmen. Widowmarkers are themed after real life Russian snipers in WW2, and as far as the rules go they are the only true sniper unit in the game. They have high RAT and excel at being hard to hit with high DEF that's boosted while in cover. When they hit a target they can choose to do a point of damage instead of rolling for it allowing them to pick off enemy infantry through their armor. Despite this their armor is extremly weak meaning that if they get hit they're going to die, so they must be used carefully.
'''Decimator''': Designed to tear through armor and fortifications Decimators are equipped with a Dozer cannon that lets them knock back whoever gets hit and a rip saw that can tear through any armor. Its low RAT makes it largely in effective at range sadly, though its Saw will do scary damage when boosted with focus to make it extra auto hitting attacks.


'''Doom Reavers''': Doom Reavers are Khador's best close combat unit(behind the butcher of course) and true beserkers. Running into battle bare chested with no armor these guy tear apart infantry like Khorne Beserkers through fire warriors. During an expedition the Greylords discovered a cache of gigantic powerful weapons. It was quickly discovered that the weapons were cursed, any man who held onto the blades for too long would start to go mad from whispering voices telling him to kill and go on a mad rampage. It was decided by the powers at be that the weapons were too good to pass up, forcing criminals, traitors, or anyone who slighted the Empire to carry them and become mad beasts.
'''Destroyer''': One of our lesser used jacks. Its got an AOE cannon and Executioner Axe. The Cannon is okay, with long range and reasonably strong blast. Its Executioner Axe meanwhile completely cripples any arm systems that takes damage from a crit. Basically an inferior [[Cygnar|Defender]] with indirect fire.


'''WARJACKS'''
'''Grolar''': The Orkiest of Warjacks. Has RAT 4, but for each focus you spend to buy a shooting attack, it can make two additional shooting attacks. Has Fleet and Virtuoso. Comes with an Auto Cannon, Open fist, and Piston Hammer.


'''Berserker''': Berserkers are the closest thing Khador has to a "light" 'jack(excluding Agha's scrap jack). They are the oldest jacks being employed by any army. Due to their old age the cortexes in the Berserkers have become unstable. Because of this they are known to act erratically, charging without orders and attacking with savage brutality. Berserkers are cheap(by Khador standards) have respectable armor and weapons, and can run and charge for free making them very mobile. However if a Berserker spends any focus it is given there is a chance it will explode destroying the whole 'jack.
'''Juggernaut''': The workhorse of Khador's warjacks, the Juggernaut has one simple purpose, to be big scary and wreck things in close combat, completely eschewing ranged weapons. It has an Ice Axe which freezes its target on a critical hit, and an open fist allowing it to grapple with its target. For its cost, it's outright deadly, though its mostly used for [[DISTRACTION CARNIFEX|tanking hits]] and killing other warjacks.


'''Decimator''': Decimators were specially designed to tear through fortifications and destroy heavily armored targets. The Decimator is equipped with a Dozer cannon which fires [[bolter|oversized high impact shells that can knockback nearly any sized target]] while it advances towards it. Up close it has a massive Rip Saw which can tear through any warjack's armor. The Decimator is a mixed bag in game, on top of being a point sink its low RAT makes it largely in effective at range. The Rip Saw is good but needs focus to be used to full effect. In most cases a Destroyer is a better choice.
'''Devastator''': Designed to be even more armored then the Juggernaut, Devastators is one of, if not the most heavily armored jack in the game. It gains extra armor when it does not attack with its shielded arms, but it loses armor when it does leaving it vulnerable. When it charges it can choose to fire its grenade launchers, making all models in B2B take an extremely powerful hit and half damage to all models within 3".


'''Destroyer''': Another long serving warjack, the Destroyer is famed in the Khadoran military for its use as an artillery unit. For the exact same amount of points the Destroyer does everything the Decimator is supposed to do only better. Its cannon has an AOE allowing it to hit easier despite its low RAT. Its Executioner Axe doesn't match the damage the Rip Saw can do but on a critical is completely cripples any arm systems that takes damage.
'''Demolisher''': Same stat line as the Devastator. Trades the shoulder mounted Rain of Death launchers for shoulder mounted POW 15 RNG 8 Cannons.


'''Juggernaut''': The Juggernaut has one simple purpose, to be big scary and wreck things in close combat, completely eschewing ranged weapons. It has an Ice Axe which freezes its target on a critical hit, and an open fist allowing it to grapple with its target. A solid choice in most cases
'''Kodiak''': Khador's fastest 'jack, the Kodiak can run for free and is not slowed by terrain. It has a pair of open fists for grappling and can make a pair of power attacks if its first two hit. It can also create a cloud affect damaging all surrounding models.  


'''Devastator''': Designed to be even more armored then the Juggernaut, Devastators is one of, if not the most heavily armored jack in the game. It gains extra armor when it does not attack with its shielded arms, but it loses armor when it does leaving it vulnerable. When it charges it can choose to fire its grenade launchers, making all models in B2B take an extremely powerful hit and half damage to all models within 3'.
'''Marauder''': Juggernauts who's arms have been replaced with ram pistons, letting it knock back targets it hits. Good for displacing enemy jacks, messing with enemy coordination.


'''Kodiak''': After the Thornwood war the High Kommand realized they needed an all-terrain 'jack capable of smashing through the heavily foliage that had held their forces back. The Kodiak has a heavy boiler engine, allowing it to run without spending focus, and pathfinder allowing it to move through terrain without being slowed. If its first two melee attacks hit it can make a pair of power attacks against the target. It can also create a cloud affect damaging all surrounding models.
'''Spriggan''': The most expensive non-character 'jack, the Spriggan is well rounded and versatile, armed with a shield, lance, and a pair of grenade launchers. The lance can punch through most armor with  ease, and the grenade launchers are good against infantry. The launcher can also be used to eliminate fog and DEF boosts.


'''Marauder''': Taking the arms of a Juggernaut and replacing them with a pair of Ram Pistons the Marauder delivers powerful blows that can knock back even the heaviest Khadoran jack. When a Maruader successfully hits with its Ram Pistons it can choose to knock the target back dealing increased damage and pushing it d6 inches away.
'''Beast 09''': A souped-up Juggernaut with traits designed to make it tear apart infantry. It can run without spending focus, and make a full advance towards whoever damages it. During its activation you can spend a focus point to grant it an extra attack die against all living enemy warriors. It has affinity with Sorscha, giving an extra die against living models.


'''Spriggan''': The most expensive non-character 'jack, the Spriggan is well rounded and versatile, armed with a shield, lance, and a pair of grenade launchers. The lance can punch through heavy armor with relative ease, the grenade launchers won't due much to jacks but does well against infantry. Instead of shooting the grenade launcher the controller can shoot a flare, creating an AOE that removes camoflage and Stealthto those inside and lets allies ignore cloud effects when determining LOS.  
'''Behemoth''': The single largest 'jack in Khador's arsenal excluding its Colossal and the most infamous. For nearly half your army points it comes with a pair of built in Bombard cannons, and two POW 12 open fists with armor piercing. When first conceived the Behemoth was suspended due to the immense cost of making just one. The project was resurrected by the former regent when he discovered the plans, and through influence and his own fortune saw construction resumed. To this day the cost of construction has made sure that only one Behemoth has ever been made.


'''Beast 09''': Beast 09 is a suped up Juggernaut with traits designed to make it tear apart infantry. It can run without spending focus, when it takes damage it can make a full advance towards whoever caused it. During its activation you can spend a focus point to grant it an extra die of damage against all living enemy warriors. Beast has an Ice Axe with Reach and the ability to make an attack against all models in range.
'''Black Ivan''': Souped-up Destroyer. Has Bulldoze and Dodge. Instead of an Executioner Axe, it has Bear Claw, a giant bear trap turned into a fist with critical brutal damage. Has Affinity Harkevich, while in Harkevich's control area, this model gains boosted ranged attack rolls.


==Relations==
'''Drago''': The oldest warjack in service to Khador. Drago is pretty much an upgraded Berserker with higher MAT and Executioner Axes, and can make an additional melee attack against all models in range if its initial attack hit. It has affinity with Vladimir allowing it to ignore its unstable rule while in his control range.  
'''Cygnar''': Khador and Cygnar fight each other more often then nearly any other factions. Cygnar sees Khador as ruthless savages who would conquer the world given the chance. Khador meanwhile would like to see Cygnar with more axes to the face. While Khador plans to conquer Cygnar for the moment they have agreed to work together to fight Cryx.


'''Menoth''': Menoth is currently on a crusade to conquer Llael. Khador has thus come into conflict with Menoth as they are occupying most of it. Menoth does not have any real problem with Khador beyond this. While not all Khadorans worship Menoth like the Protectorate wants everyone too, his followers are given equal rights and treated fairly so there cool.  
'''Ruin''': Doomreaver Warjack. Has an open fist and a P+S 18 mace with dispel. Also has Soul Taker and Orgoth Seal. Has Special Issue Zoktavir, meaning it can be included in any of Butchers theme lists and can be bonded to him.


'''Cryx''': Seeing as the nightmare Empire wants to take over and destroy all life Khador has an understandable policy of destroying them where ever they find them. Realize that Cyrx is a legitimate threat Khador has agreed to put their war with Cygnar on hold and work together to push them back.
'''Torch''': An Assault Kommando 'Jack, Torch is immune to fire and corrosion. Has a Flamethrower, Spiked Fist, and Rip Saw for weapons. Comes with Gun Fighter and Virtuoso, also has pathfinder when it charges. As a star action it can use smoke bombs. Has Special Issue Strakhov so it can be included in his theme forces.


'''Retribution''': Khador is in something of a cold war with Ios. Officially the have no stance on the isolationist land of Ios. Unofficially the elves led an attack against Aleksandra Zerkova, freeing their sleeping god Nysor, whom she had found and was trying to pry secrets from. This revelation that Khador had one of their gods has caused the Retribution to view Khador with much more suspicion then before. Like wise Khador's High Kommand is preparing for an inevitable strike against them from the Retribution.
{{Template:Privateer Press}}
[[Category: Warmachine]]

Latest revision as of 11:17, 21 June 2023

AubinsFinalArmyshot.jpg

Khador is one of the eponymous Iron Kingdoms and one of the main factions in Warmachine. They are stereotypical "Russian" country, blending late Tsarist Russia with the Soviet Union. They like snow, bears, snow, men that act like bears, and heavy industry (like mining). Khador is a bitterly cold and icy land that is frozen five months out of the year, where the land itself and the elements are likely to kill you. However this has strengthened its people, who are known to endure hardships that would break anyone else. They have a seething hatred of the Southern Kingdoms especially Cygnar for, essentially, not rolling over and giving them the world domination they feel they deserve.

History[edit]

Who cares about being nice when you can rule the world?

Before the Orgoth arrived, conquered the lands of Immoren and enslaved everyone, Khador was a massive empire with huge tracts of land, having fought and conquered many of its neighbors. When the Orgoth took over, Khador got the worst of the occupation. Even after they were defeated and pushed out countless Orgoth ruins remain scattered throughout the land. After the human Kingdoms pushed out the Orgoth Khador was "betrayed" when large portions of its former Empire were given to the newly formed Kingdoms of Llael and Ord.

Since then this has been the stick Khador has waved at the other nations, though they were always stopped by Cygnar. However, recently between the new Empress and Irusk they've gotten their shit together, taking over Llael and a good chunk of Ord. They've postponed their war with Cygnar to deal with the threat of Cryx.

Khador has few cortexes to build warjacks. To compensate for this they use only heavy jacks which can be salvaged and rebuilt over and over, reusing the same cortex. To compensate for their lack of light jacks they have Man-o-Wars, which are basically elite warriors wearing steam-powered armour. The rest of Khador's army is primarily made up of the Winter Guard, a stereotypical "Russian conscripts" army. However, Khador doesn't just drown then enemy with bodies; in fact, the High Kommander nearly killed himself in shame for daring to think of his men as just numbers. Khador is winning the current war by fighting smart and adapting to Cygnar's tactics (as proven by the existence of the Assault Kommandos).

The High Kommand is willing to make use of nearly any advantage, no matter how inhumane if it will help them destroy their enemies. The rarity of Warcasters in particular ensures that huge exceptions are made to accommodate them as long as they do their duty. Vlad and the Old Witch for example are not truly part of the military but are exempt from this minor technicality and are allowed to command.

Unlike Cygnar and the Protectorate of Menoth, Khador has few religious tensions*. They put far more importance in national loyalty: it doesn't matter whether you worship the Twins (Morrow and Thamar) or the Old Faith (Menoth), as long as you were born and bred in Khador. This is because, unlike the other regions (which are largely ethnically homogeneous), the "Khadorans" are actually made up of a number of different races that don't have much to do with each other outside a common cultural basis. The concept of a "Khadoran" nation is relatively recent in their history, which is why it's so important to them.

  • The exception is that they banned Hierarch Severius of the Protectorate. This isn't because he caused trouble or anything; it's just that, last time he came, he left with thousands of converts, and it rather punched a hole in their smug certainty that everyone else is just crazy.

Crunch[edit]

On the table Khador is known for being one of the most durable factions in the game, with access to superb infantry units. Khador boasts a lot of heavy hitting units, and can dish out incredible damage.

Khador jacks are the toughest in Warmachine, however this comes at the cost of SPD, and a lack of light jacks.

Characters[edit]

The short version, courtesy of /tg/

Orsus Zoktavir "The Butcher of Khardov"- The High Kommand's pet mad man and, Rip and Tear incarnate. Infamously lost his shit when attacking a rebel town, slaying the traitors and his own men when they tried to stop him. Instead of being executed the Empress said "why let perfectly good mad man go to waste?" and pardoned him, if only to ensure loyalty by threatening to send him to any traitor's front door. As the name suggests he's monstrous in close combat, if its in his melee range its gonna die.

Sorscha Kratikoff- The poster girl of Khador and during 1st edition the poster girl of what it means to be broken beyond broken. Shes known as the Ice Queen,(or Freezing Bitch depending on which of her men you ask) to everyone but Prince Vladimir whom she is in love with. She has it in for Orsus since he killed her dad in his infamous rampage, leaving him to die in a battle, only for him to return later. She's also got it really bad for Vlad.

Vladimir Tzepesci- The Not-Vlad the Impaler of Not-Wallacia. Has been contemplating a rebellion against Not-Russia for a long time. Oddly, despite his appearance, probably one of the better-off casters in Khador, morally-speaking. After Khador conquered Llael Vlad fought to protect the people of Umbrey from Cryx, and won a lot of karma points. Not only gaining the loyalty of more then a few native Llaelese but actually being made ruler of Umbrey by the Empress for it. He's currently fighting the Protectorate's northern crusade, and convinced Severius to help battle Cryx. Unfortunately the sinister ministers double-crossing him, with Reznik and the Harbinger heading into Umbrey to convert its people.

Irusk- The Sun Tzu of Warmachine. His childhood was spent learning Khadoran military strategy from his dad before he enlisted at the age of twelve. He's a military genius and even wrote his own version of the Art of War. He briefly considered suicide after he was defeated and lost most of his men because he thought of them as nothing but numbers. Disgusted with his moodiness, the Empress promoted him, basically telling him to atone for it through results or be forgotten as a footnote in history.

Aleksandra Zerkova- Khador's resident mad scientist. Ahem, that is to say she is an occult researcher, archaeologist and historian, raiding old tombs and temples, looking for ancient secrets and artifacts that can be used against Khador's enemies. In addition to being a warcaster shes knows extremely powerful magic and carries a number of ancient artifacts augmenting her abilities.

Karchev- Karchev the Terrible is a living warmachine, a century year old warcaster who's been entombed inside a warjack. Karchev was a veteran warcaster during the Thornwood war where his body was destroyed in a struggle against a Cygnaran warcaster. He asked for a metal body to continue fighting and got it a short time(10 years) later in the form of a modified Bezerker Chassis. Since then he's chugged along getting a new body every couple years. His status has elevated him to a living national treasure, though it hasn't done his mind any favors.

Zevanna Agha- What would Not-Russia be without its Not-Baba Yaga? The Old Witch is older than the Orgoth, perhaps even the embodiment of Khador itself. Though not technically part of the army, the Empress has put out standing orders to let her requisition whatever troops and 'jacks she needs if she ever randomly shows up and asks for them. Her chicken-legged Warjack companion Scrapjack follows her around, arcing spells and teleporting with her. As the fluff has advanced, she's responsible for fucking up the god Menoth, and unleashing the spooky things known as the Grymkin. Scrapjack has apparently been doing leg day, because in the second incantation of Old Witch he is now the size of a Colossal, and has a house/observatory on him as well.

Strakhov- Not-KGB agent, turned Not-Spetsnaz commander. During the Llael war Strakhov crippled the nation's war effort making way for Khador to steam-rolled the shit out of them. Rusky was so impressed he put him in charge of training the Assault Kommandos. While Strakov's usually under Irusk's command, he's got a bad habit of going rogue and carrying out his own missions without waiting for approval. The only thing keeping him from being punished is that they usually end in success.

Harkevich- The Not-Rommel, Iron Wolf Harkevich is Khador's head of the occupation of Llael and in charge of repairing all the wreck people like Orsus caused. Unsurprising he's not very happy about the mess his countrymen left as most of the infrastructure is in ruins and mass unrest from the locals, also because he's a total bro and found it unnecessarily harsh. For the most part he's been extremely successful turning the land from a WWII ruin city to better than new, with many Llaelese finding Khador's new rule a massive improvement. Also helps that he's made a stance on the Protectorate of Menoth "liberation", protecting refugees form the crazed zealots. Unlike most Khador's warcaster Harkevich is a range base rather than close combat, relying more on Warjacks than troops, which is good since his main spell allows warjacks to fire a free shot.

Khadoran Military[edit]

Warmachine/Tactics/Khador

Khador's army is broken down in these groups.

Assault Kommandos: Cygnar's main defense is trench warfare and these guys are designed to counter this. Armed with Magtek nightvison goggles, shields, and guns with gas grenade launchers. They sneak in a trenchline and wreak havoc allowing for the Winter Guard to safely cross no man's land. They're immune to Fire and Corrosive damage, two of the other factions main element types, and ignore cloud effects.

Greylords: Greylords are Khador's order of wizards. When Khador's king called for Khador's people to return home decades after the end of the Orgoth war many Wizard of Khadoran descent answered, taking all the secrets they had learned and most importantly the secret of cortex manufacturing with them. These wizard went on to form the Greylord's covenant, specializing in ice magic and finding Orgoth artifacts to use as weapons against Khador's enemies.

Men-O'-War: Since Khador lacks light warjack they just put the best, strongest Winter Guard in steampunk power armor, THEY DIE IN STEAM! They're relatively expensive for a squad but each one has multiple hit points. Come in three varieties, Bombardiers with grenade launcher chainsaws. Demolition Corps with giant freezing hammers, and Shocktroopers with their class axe and cannon-shield combo. Man-O-War solos include the Cannon-Axe-armed Kovnik, the twin-shielded Tankers, and the Drakhun, a Dragoon unit mounted on one strong-ass horse.

Iron Fangs: The oldest type of warriors hailing all the way back to the days before the Iron Kingdoms. Simply put they're heavily armored troops with spears, now they're used as anti-warjack units given spears with exploding tips. Come in cavalry form as Uhlans.

Winter Guard: The backbone of Khador's army. All men are conscripted while women are only volunteer, most aren't forced; they see this are a proud honor to serve their nation. Most of Khador's attempts to modernize it's army are here. Until recently they only had axes, now they carry outdated guns. A few more elite units have been outfitted with actual rifles. The cheap point costs and versatility of a fully upgraded squad has been coined as the "Winter Guard Deathstar". While it has been toned down a bit since MK2, it is still a very popular build.

Widowmakers: Khador's elite marksmen, and one of their two most feared units. They've got high RAT and are frustratingly hard to hit in cover. They're rightfully feared for being able to pick off any single box infantry, making them an auto take in any list.

Kossite Woodsman: Ornery woodland hillbillies from the fringes of the far north with pretty abysmal RAT and MAT. While the rest of your troops are encased in metric shit tons of armor, the kossites wear nothing more than leather and rivets. While the rest of your army carries cannons and grenade launchers, kossites bring ancient ass muskets and bows to bear. This of course means they die in droves, and have a hard time doing jack shit to high armor targets, but that's why you'll be targeting softer things like support solos that tend to hide in the back. Ambush puts them right behind your opponent at the beginning of your second turn (you can deploy them normally on your first turn, but this isn't advised). Camouflage puts them to decent DEF levels when in forests, and Reform can be very handy for hit and run tactics. They also bring a psychological battle to the table. Does your opponent ignore them and risk them possibly taking out something valuable, or does he spend a turn focusing on them while the really nasty khador stuff is advancing from the front? Also be wary of armies that make use of soul and corpse tokens, as Kossites give them generously. Kossites can also make use of Yuri, as he grants them treewalker, which might help them survive an axe to face encounter while huddled up in forests. It also makes it annoying for your opponent when your Kossites ignore forests entirely when drawing LOS.

Doom Reavers: Take a violent criminal, chain a cursed fuckhuge sword to his hand, and what happens? You get a unit that your opponent does not want anywhere near them, and will most certainly make a point to blast them off the table. A decent MAT, combined with a good P+S, Reach, and Weapon Master means nothing is safe from Reavers. If it wasn't enough having a single model capable of cutting a Juggernauts health in half with a single lucky strike on the charge, they've got Abomination, Fearless, and cannot be directly targeted by spells (that includes yours). Unfortunately (or fortunately, based on the predicament they find themselves in) they have Berserk, so if you don't have another enemy nearby that needs to die, they tend to turn on themselves. Adding a Greylord Escort UA gives them silence, so they're not cutting into each other anymore. More importantly, he gives them Tough, and by himself contributes a decent spray to reach out and kill things with that might not be close enough for the Reavers to tear into. If you really like Reavers, run an EButcher tier list, and bring about 5 units + UA's, and laugh as your opponent realizes he has no answer to that many reach weapon master bodies running at him.

WARJACKS[edit]

You'll notice quickly enough that all these guys are Heavy Jacks and that Khador lacks light ones. This is because Khador lacks some of the rare elements needed to make warjack Cortex's, so with a shortage of Cortex they made all their jacks to take a beating and it's why unstable Jacks which use the Berserker Chassis are used. This fluff was reflected on the tabletop in MK2, where it was feasible only to field one or two of them. With the dawn of MK3 and the Power Up rule (all jacks get a focus at the start of their turn if they don't have any), players are now fielding lists with EIGHT warjacks in them. These Jack heavy builds, along with the Power Up rule in general, has generated endless civil debate in the WMH community.

Berserker: The oldest jacks being employed by any army, becoming unstable due to their cortexes aging. Because of this they are known to act erratically, charging without orders, attacking with savage brutality, and if pushed too far exploding. Even Butcher has told High Kommand "Guys, these things are unstable as SHIT!". Khadors cheapest 'jack it has respectable armor and weapons and is fairly focus efficient on its own due to it's aggression. Just as well though, when you give it focus it has a chance to explode.

Decimator: Designed to tear through armor and fortifications Decimators are equipped with a Dozer cannon that lets them knock back whoever gets hit and a rip saw that can tear through any armor. Its low RAT makes it largely in effective at range sadly, though its Saw will do scary damage when boosted with focus to make it extra auto hitting attacks.

Destroyer: One of our lesser used jacks. Its got an AOE cannon and Executioner Axe. The Cannon is okay, with long range and reasonably strong blast. Its Executioner Axe meanwhile completely cripples any arm systems that takes damage from a crit. Basically an inferior Defender with indirect fire.

Grolar: The Orkiest of Warjacks. Has RAT 4, but for each focus you spend to buy a shooting attack, it can make two additional shooting attacks. Has Fleet and Virtuoso. Comes with an Auto Cannon, Open fist, and Piston Hammer.

Juggernaut: The workhorse of Khador's warjacks, the Juggernaut has one simple purpose, to be big scary and wreck things in close combat, completely eschewing ranged weapons. It has an Ice Axe which freezes its target on a critical hit, and an open fist allowing it to grapple with its target. For its cost, it's outright deadly, though its mostly used for tanking hits and killing other warjacks.

Devastator: Designed to be even more armored then the Juggernaut, Devastators is one of, if not the most heavily armored jack in the game. It gains extra armor when it does not attack with its shielded arms, but it loses armor when it does leaving it vulnerable. When it charges it can choose to fire its grenade launchers, making all models in B2B take an extremely powerful hit and half damage to all models within 3".

Demolisher: Same stat line as the Devastator. Trades the shoulder mounted Rain of Death launchers for shoulder mounted POW 15 RNG 8 Cannons.

Kodiak: Khador's fastest 'jack, the Kodiak can run for free and is not slowed by terrain. It has a pair of open fists for grappling and can make a pair of power attacks if its first two hit. It can also create a cloud affect damaging all surrounding models.

Marauder: Juggernauts who's arms have been replaced with ram pistons, letting it knock back targets it hits. Good for displacing enemy jacks, messing with enemy coordination.

Spriggan: The most expensive non-character 'jack, the Spriggan is well rounded and versatile, armed with a shield, lance, and a pair of grenade launchers. The lance can punch through most armor with ease, and the grenade launchers are good against infantry. The launcher can also be used to eliminate fog and DEF boosts.

Beast 09: A souped-up Juggernaut with traits designed to make it tear apart infantry. It can run without spending focus, and make a full advance towards whoever damages it. During its activation you can spend a focus point to grant it an extra attack die against all living enemy warriors. It has affinity with Sorscha, giving an extra die against living models.

Behemoth: The single largest 'jack in Khador's arsenal excluding its Colossal and the most infamous. For nearly half your army points it comes with a pair of built in Bombard cannons, and two POW 12 open fists with armor piercing. When first conceived the Behemoth was suspended due to the immense cost of making just one. The project was resurrected by the former regent when he discovered the plans, and through influence and his own fortune saw construction resumed. To this day the cost of construction has made sure that only one Behemoth has ever been made.

Black Ivan: Souped-up Destroyer. Has Bulldoze and Dodge. Instead of an Executioner Axe, it has Bear Claw, a giant bear trap turned into a fist with critical brutal damage. Has Affinity Harkevich, while in Harkevich's control area, this model gains boosted ranged attack rolls.

Drago: The oldest warjack in service to Khador. Drago is pretty much an upgraded Berserker with higher MAT and Executioner Axes, and can make an additional melee attack against all models in range if its initial attack hit. It has affinity with Vladimir allowing it to ignore its unstable rule while in his control range.

Ruin: Doomreaver Warjack. Has an open fist and a P+S 18 mace with dispel. Also has Soul Taker and Orgoth Seal. Has Special Issue Zoktavir, meaning it can be included in any of Butchers theme lists and can be bonded to him.

Torch: An Assault Kommando 'Jack, Torch is immune to fire and corrosion. Has a Flamethrower, Spiked Fist, and Rip Saw for weapons. Comes with Gun Fighter and Virtuoso, also has pathfinder when it charges. As a star action it can use smoke bombs. Has Special Issue Strakhov so it can be included in his theme forces.

The games and their factions of Privateer Press
Warmachine: Convergence of Cyriss - Cryx - Cygnar - Khador
Mercenaries - Protectorate of Menoth - Retribution of Scyrah
Hordes: Circle Orboros - Legion of Everblight
Minions - Skorne - Trollbloods
Other games: Monsterpocalypse