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		<id>http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Gameplay_Basics&amp;diff=559511</id>
		<title>Warmachine/Tactics/Gameplay Basics</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warmachine/Tactics/Gameplay_Basics&amp;diff=559511"/>
		<updated>2018-03-11T03:38:02Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:F900:43B0:8D63:3619:9B3D:3A59: /* Terrain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Turn==&lt;br /&gt;
A turn is made up of three phases; the Maintenance Phase, the Control Phase, and the Activation Phase.&lt;br /&gt;
&lt;br /&gt;
===Maintenance Phase===&lt;br /&gt;
This is the part of the turn where you resolve continuous effects (&amp;quot;Am I on fire? Am I being corroded by powerful acids?&amp;quot;) and generally clean up after the previous turn; remove AOEs that expire and clean up your spells that weren&#039;t upkeeps.&lt;br /&gt;
&lt;br /&gt;
===Control Phase===&lt;br /&gt;
Usually you plan your turn during the other guy&#039;s turn, but this is where it starts; refresh and allocate Focus, pay for upkeep spells and generally get ready for shit hitting the fan. This is also the first part of the turn where the differences between Warmachine and Hordes become obvious, because this is where the two games&#039; resource systems come into play for the first time. &lt;br /&gt;
&lt;br /&gt;
In Warmachine, warcasters use FOCUS to power warjacks. Every &#039;caster produces a set amount of focus points, which they can then allocate to &#039;jacks to enable them to make powerful special attacks, boost their damage output, run, charge, or whatever else - but the warcaster also needs focus to cast their own spells, and &amp;quot;camping&amp;quot; focus - keeping a couple of extra points around - bumps up the &#039;caster&#039;s ARM so that they aren&#039;t so horrifically squishy. As of MKIII every warjack in a battlegroupnow &amp;quot;powers up&amp;quot; generating 1 focus for itself. As a result, Warmachine is a game of &#039;&#039;resource&#039;&#039; management; focus is awesome, and you don&#039;t have enough. What&#039;s important enough to spend those precious tokens on?&lt;br /&gt;
&lt;br /&gt;
In Hordes, warlocks have to manage FURY to keep their warbeasts from going out of control and eating their own army. Warlocks don&#039;t produce fury points. Warbeasts do, and they produce even more when you try to make them run, charge, boost their damage, or anything else. The warlock&#039;s job is to leach this fury away and dispose of it safely, because a warbeast with fury left over is in danger of going berserk. As such, Hordes is a game of &#039;&#039;risk&#039;&#039; management; fury is dangerous, but you need it to win, so where&#039;s the balance point between &amp;quot;too much&amp;quot; and &amp;quot;not enough&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
Whichever system you&#039;re playing, this is where the meat of the resource play happens. Warcasters allocate focus and warlocks leach as much of it as they can. That&#039;s basically it.&lt;br /&gt;
&lt;br /&gt;
===Activation Phase===&lt;br /&gt;
&lt;br /&gt;
This is the bulk of the game turn, because it&#039;s where all your little models actually get to do cool shit like throwing lightning and gettin&#039; proppa choppy.&lt;br /&gt;
&lt;br /&gt;
Models in Warmachine activate in any order the player wishes. Each element of an army activates individually in their own mini-turns; a model (or group of models) that have activated can move, perform an action, and then end its activation. Alternatively, they can run (double their SPD) to get somewhere quick, and then end their activation immediately after, or fuck moving and get a bonus to hitting things with their shooting. They can also charge, which is probably the most important thing to know and will be explained below.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Taking an action&amp;quot; generally means &amp;quot;hitting or shooting something&amp;quot;, but can also mean &amp;quot;making a special attack&amp;quot; or &amp;quot;using a special ability&amp;quot;. It does &#039;&#039;not&#039;&#039;, however, mean &amp;quot;cast a spell&amp;quot;; warcasters and warlocks can cast spells at any time during their activation, so long as they don&#039;t interrupt their moving or action to do so. No drive-bys, but other than that, you can toss spells any time so long as you can pay for them.&lt;br /&gt;
&lt;br /&gt;
Unlike in Warhammer, models always make attack rolls as individuals, and against individual targets (unless they have the Combined Attack special rule, but it&#039;s still functionally the same even then). Units do not fire and take hits as one character, so positioning of individual models becomes much more important in comparison, since a single model in the wrong place can really mess up someone&#039;s day, be that yours or your opponent&#039;s.&lt;br /&gt;
&lt;br /&gt;
Attacking itself is fairly simple: roll 2d6 + (MAT for melee, RAT for ranged) + (other modifiers) and compare it to your opponent&#039;s DEF. If you equal or exceed it, you hit, and roll damage. Damage is equally simple: roll 2d6 + (POW for ranged weapons, P+S for melee) + (other modifiers), then subtract your victim&#039;s ARM. If you rolled high enough to actually deal damage, your opponent will mark this on that model&#039;s damage track (health bar, printed on the unit card and usually tracked using plastic card sleeves and dry-erase markers). If the damage track is filled up, or the unit doesn&#039;t have one (usually because they&#039;re single-wound infantry), they die. &lt;br /&gt;
&lt;br /&gt;
Special actions are magic spells, abilities or other things that aren&#039;t part of your usual soldier&#039;s skillset and aren&#039;t usually offensive in nature; it&#039;s things like repairing a warjack or digging a trench. Some require a skill check (roll 2d6 and pray for lows) while most are just &#039;okay, break out the shovels&#039;.&lt;br /&gt;
&lt;br /&gt;
Special attacks are... well, special attacks. They hurt people, so they tend to require a check of some kind, but this isn&#039;t always the case (the Thunderhead&#039;s &#039;Energy Pulse&#039; Special Attack just zaps everything within 6&amp;quot; regardless of any checks). The most common check you make would be a Magic Ability check, in which case the ability rating (the x in Magic Ability [x]) becomes the RAT equivalent.&lt;br /&gt;
&lt;br /&gt;
Charging is, as mentioned above, the most important special action that can be taken, since Warmahordes games often swing on one player or the other getting a brutal charge in. A charge basically gives a unit a SPD boost under the condition that they move in a straight line towards their target, and must end the move in melee range. If they don&#039;t make it, their turn is over, but if they &#039;&#039;do&#039;&#039;, then the first damage roll resulting from the charge is &#039;&#039;&#039;boosted&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A boosted roll adds a bonus die to the roll, so you&#039;d be throwing 3d6 instead of 2d6. Obviously, boosted rolls are much more dangerous than non-boosted ones, and it&#039;s in your best interest to boost as many of your rolls as humanly possible - but you can only boost a given roll once, so no 7d6 rolls for you. &lt;br /&gt;
&lt;br /&gt;
Both attack and damage rolls can be boosted, but it&#039;s often hard to get that extra die. The most common way to boost a roll is by spending focus (or generating fury) points, so boosted rolls are usually the domain of your warcaster/warlock and their warjacks/warbeasts. This makes your big guys the stars of the show for the most part, but, as mentioned above, anybody can get a boosted damage roll by charging their opponent, and some units have special rules that give them boosted dice in other situations. Even the lightest of infantry can do a lot of damage with the proper charge.&lt;br /&gt;
&lt;br /&gt;
Once every model in your army has taken their activation, the turn ends, and your opponent readies up to do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
Terrain can affect unit actions, being beneficial such as giving defense bonuses, or slowing you down preventing you from reaching a target. You and your opponent should agree on what everything is before deployment.&lt;br /&gt;
&lt;br /&gt;
===Open, Rough, and Impassable===&lt;br /&gt;
Open terrain doesn&#039;t impede progress and lets you move normally. Rough terrain slows movement, and impassable terrain is exactly what it sounds like.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
Any piece of terrain that isn&#039;t the ground itself is a terrain feature, like walls, buildings, and forests.&lt;br /&gt;
*Water comes in two types: shallow and deep. Shallow water slows you down and can make warjacks stationary if they&#039;re knocked down in it. Deep water can hurt infantry and destroy jacks, and prevents most actions.&lt;br /&gt;
*Trenches protect against blast damage and give cover as long as the source of either isn&#039;t in the trench.&lt;br /&gt;
*Forests are rough terrain that grant concealment and mess with Line of Sight.&lt;br /&gt;
*Hills can be either rough or open terrain and elevate models, letting them see and be seen over models of equal or smaller size that aren&#039;t elevated. They also provide a DEF bonus against attacks from below.&lt;br /&gt;
*Obstacles are anything you could climb and stand on top of. Anything you&#039;d need to climb &#039;&#039;&#039;over&#039;&#039;&#039; but couldn&#039;t stand on - like a fence - is a linear obstacle. Linear obstacles don&#039;t slow your movement, but cannot be charged through unless the model has pathfinder. Walls that are less than 1&amp;quot; thick are linear obstacles.&lt;br /&gt;
*Obstructions are stuff that can&#039;t be moved through or climbed over, like a house or really big rock. Obstructions grant a DEF bonus against melee attacks if the target is obscured by it.&lt;br /&gt;
**On a side note, there&#039;s Smoke. Its not a regular terrain piece, but an AOE that can be dropped by certain models. Smoke gives concealment to models within it and blocks line of sight to models behind it, making models that generate it extremely powerful defensively.&lt;br /&gt;
&lt;br /&gt;
===Cover===&lt;br /&gt;
Cover, as you&#039;d expect, is a DEF bonus against shooting and magic attacks granted by terrain. Concealment is a smaller bonus that comes from stuff that would conceal a model but not stop something, like bushes or smoke. Cover is a large bonus that comes from stuff that would stop something. The bonuses don&#039;t stack.&lt;/div&gt;</summary>
		<author><name>2600:1700:F900:43B0:8D63:3619:9B3D:3A59</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Khador&amp;diff=287298</id>
		<title>Khador</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Khador&amp;diff=287298"/>
		<updated>2018-03-11T03:16:25Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:F900:43B0:8D63:3619:9B3D:3A59: /* WARJACKS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:AubinsFinalArmyshot.jpg|AubinsFinalArmyshot.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khador&#039;&#039;&#039; is one of the eponymous [[Iron Kingdoms]] and one of the main factions in [[Warmachine]]. They are stereotypical &amp;quot;Russian&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
[[File:Khador_Army_by_andreauderzo2.jpeg|500px|thumb|right|Who cares about being nice when you can rule the world?]]&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;betrayed&amp;quot; when large portions of its former Empire were given to the newly formed Kingdoms of Llael and Ord. &lt;br /&gt;
&lt;br /&gt;
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&#039;ve gotten their shit together, taking over Llael and a good chunk of Ord. They&#039;ve postponed their war with Cygnar to deal with the threat of Cryx.&lt;br /&gt;
&lt;br /&gt;
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&#039;s army is primarily made up of the [[Winter Guard]], a stereotypical &amp;quot;Russian conscripts&amp;quot; army. However, Khador doesn&#039;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&#039;s tactics (as proven by the existence of the Assault Kommandos). &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Cygnar]] and the [[Protectorate of Menoth]], Khador has few religious tensions*. They put far more importance in national loyalty: it doesn&#039;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 &amp;quot;Khadorans&amp;quot; are actually made up of a number of different races that don&#039;t have much to do with each other outside a common cultural basis. The concept of a &amp;quot;Khadoran&amp;quot; nation is relatively recent in their history, which is why it&#039;s so important to them.&lt;br /&gt;
&lt;br /&gt;
*The exception is that they banned Hierarch Severius of the Protectorate. This isn&#039;t because he caused trouble or anything; it&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Crunch==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Khador jacks are the toughest in Warmachine, however this comes at the cost of SPD, and a lack of light jacks.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
[[File:khador_summarized.png||thumb|right|The short version, courtesy of /tg/]]&lt;br /&gt;
&#039;&#039;&#039;Orsus Zoktavir &amp;quot;The Butcher of Khardov&amp;quot;-&#039;&#039;&#039; The High Kommand&#039;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 &amp;quot;why let perfectly good mad man go to waste?&amp;quot; and pardoned him, if only to ensure loyalty by threatening to send him to any traitor&#039;s front door. As the name suggests he&#039;s monstrous in close combat, if its in his melee range its gonna die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorscha Kratikoff-&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vladimir Tzepesci-&#039;&#039;&#039; The Not-Dracula of Not-Transylvania.  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&#039;s currently fighting the Protectorate&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Irusk-&#039;&#039;&#039; 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&#039;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. After being promoted he bounced back swore never to do so again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aleksandra Zerkova-&#039;&#039;&#039; Khador&#039;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&#039;s enemies. In addition to being a warcaster shes knows extremely powerful magic and carries a number of ancient artifacts augmenting her abilities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karchev-&#039;&#039;&#039; Karchev the Terrible is a living warmachine, [[Dreadnought|a century year old warcaster who&#039;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&#039;s chugged along getting a new body every couple years. His status has elevated him to a living national treasure, though it hasn&#039;t done his mind any favors. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zevanna Agha-&#039;&#039;&#039; 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 &#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strakhov-&#039;&#039;&#039; Not-KGB agent, turned Not-Spetznas commander. During the Llael war Strakhov crippled the nation&#039;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 Strakovs usually under Irusks command he&#039;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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harkevich-&#039;&#039;&#039; The Not-Rommel, Iron Wolf Harkevich is Khador&#039;s head of the occupation of Llael and in charge of repairing all the wreck people like Orsus caused.  Unsurprising he&#039;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&#039;s a total bro and found it unnecessarily harsh. For the most part he&#039;s been extremely successful turning the land from a WWII ruin city to better than new, with many Llaelese finding Khador&#039;s new rule a massive improvement.  Also helps that he&#039;s made a stance on the Protectorate of Menoth &amp;quot;liberation&amp;quot;, protecting refugees form the crazed zealots.  Unlike most Khador&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Khadoran Military==&lt;br /&gt;
[[Warmachine/Tactics/Khador]]&lt;br /&gt;
&lt;br /&gt;
Khador&#039;s army is broken down in these groups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault Kommandos&#039;&#039;&#039;:  Cygnar&#039;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&#039;s land. They&#039;re immune to Fire and Corrosive damage, two of the other factions main element types, and ignore cloud effects. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greylords&#039;&#039;&#039;: Greylords are Khador&#039;s order of wizards. When Khador&#039;s king called for Khador&#039;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&#039;s covenant, specializing in ice magic and finding Orgoth artifacts to use as weapons against Khador&#039;s enemies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Men-O&#039;-War&#039;&#039;&#039;:  Since Khador lacks light warjack they just put the best, strongest Winter Guard in steampunk power armor, THEY DIE IN STEAM! They&#039;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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iron Fangs&#039;&#039;&#039;: The oldest type of warriors hailing all the way back to the days before the Iron Kingdoms.  Simply put they&#039;re heavily armored troops with spears, now they&#039;re used as anti-warjack units given spears with exploding tips. Come in cavalry form as Uhlans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winter Guard&#039;&#039;&#039;: The backbone of Khador&#039;s army. All men are conscripted while women are only volunteer, most aren&#039;t forced; they see this are a proud honor to serve their nation. Most of Khador&#039;s attempts to modernize it&#039;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 &amp;quot;Winter Guard Deathstar&amp;quot;. While it has been toned down a bit since MK2, it is still a very popular build.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Widowmakers&#039;&#039;&#039;: Khador&#039;s elite marksmen, and one of their two most feared units. They&#039;ve got high RAT and are frustratingly hard to hit in cover. They&#039;re rightfully feared for being able to pick off any single box infantry, making them an auto take in any list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kossite Woodsman&#039;&#039;&#039;: 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&#039;s why you&#039;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&#039;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.&lt;br /&gt;
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&#039;&#039;&#039;Doom Reavers&#039;&#039;&#039;: 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&#039;t enough having a single model capable of cutting a Juggernauts health in half with a single lucky strike on the charge, they&#039;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&#039;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&#039;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&#039;s, and laugh as your opponent realizes he has no answer to that many reach weapon master bodies running at him.&lt;br /&gt;
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===WARJACKS===&lt;br /&gt;
You&#039;ll notice quickly enough that all these guys are Heavy Jacks and that Khaldor lacks light ones. This is because Khaldor lacks some of the rare elements needed to make warjack Cortex&#039;s, so with a shortage of Cortex they made all their jacks to take a beating and it&#039;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&#039;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. &lt;br /&gt;
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&#039;&#039;&#039;Berserker&#039;&#039;&#039;: 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 &amp;quot;Guys, these things are unstable as SHIT!&amp;quot;. Khadors cheapest &#039;jack it has respectable armor and weapons and is fairly focus efficient on its own due to it&#039;s aggression. Just as well though, when you give it focus it has a chance to explode.&lt;br /&gt;
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&#039;&#039;&#039;Decimator&#039;&#039;&#039;: 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.&lt;br /&gt;
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&#039;&#039;&#039;Destroyer&#039;&#039;&#039;: 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. &lt;br /&gt;
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&#039;&#039;&#039;Grolar&#039;&#039;&#039;: 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.&lt;br /&gt;
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&#039;&#039;&#039;Juggernaut&#039;&#039;&#039;: The workhorse of Khador&#039;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&#039;s outright deadly, though its mostly used for [[DISTRACTION CARNIFEX|tanking hits]] and killing other warjacks.&lt;br /&gt;
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&#039;&#039;&#039;Devastator&#039;&#039;&#039;: 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&amp;quot;.&lt;br /&gt;
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&#039;&#039;&#039;Demolisher&#039;&#039;&#039;: Same stat line as the Devastator. Trades the shoulder mounted Rain of Death launchers for shoulder mounted POW 15 RNG 8 Cannons.&lt;br /&gt;
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&#039;&#039;&#039;Kodiak&#039;&#039;&#039;: Khador&#039;s fastest &#039;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. &lt;br /&gt;
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&#039;&#039;&#039;Marauder&#039;&#039;&#039;: Juggernauts who&#039;s arms have been replaced with ram pistons, letting it knock back targets it hits. Good for displacing enemy jacks, messing with enemy coordination.&lt;br /&gt;
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&#039;&#039;&#039;Spriggan&#039;&#039;&#039;: The most expensive non-character &#039;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.&lt;br /&gt;
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&#039;&#039;&#039;Beast 09&#039;&#039;&#039;: 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.&lt;br /&gt;
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&#039;&#039;&#039;Behemoth&#039;&#039;&#039;: The single largest &#039;jack in Khador&#039;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.&lt;br /&gt;
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&#039;&#039;&#039;Black Ivan&#039;&#039;&#039;: 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&#039;s control area, this model gains boosted ranged attack rolls.&lt;br /&gt;
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&#039;&#039;&#039;Drago&#039;&#039;&#039;: 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. &lt;br /&gt;
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&#039;&#039;&#039;Ruin&#039;&#039;&#039;: 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.&lt;br /&gt;
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&#039;&#039;&#039;Torch&#039;&#039;&#039;: An Assault Kommando &#039;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.&lt;br /&gt;
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[[Category: Warmachine]]&lt;/div&gt;</summary>
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