From Battle College
Jump to: navigation, search

This server will go offline in September 2018. Please migrate to our new server, Warmachine University
For more info on why we're moving to a new server, check out the Brief History section on the new main page, and/or listen to episode 45 of the LOS podcast
If you have made an edit within the last month or so, please check the new server and see if it was copied by the autobot.
You may need to copy-paste your work to the new server manually. Sorry.

Khador Colossal Warjack

The Conquest is a walking mountain of steel bristling with some of the most powerful weapons ever used on the battlefields of the Iron Kingdoms. The deafening roar of the colossal’s steam-fed engine is punctuated by the staggering percussion of its devastating guns, which unleash a punishing barrage of shells able to reduce warjacks to slag and annihilate entire enemy formations. Deployed to the front lines, the Conquest brings unrivaled firepower to Khadoran battlegroups.

CID icon.jpg

Rules subject to change.
This is an existing model, but it is being updated.

This model is part of the current CID cycle (What is CID?) and the information shown below does not represent its final rules.

This is a existing model, and the information here is the rules it had before the CID cycle.

If you wish to document the CID changes before they're finalised, please do so under the Recent Changes heading only.

Basic Info[edit]

STR 19
ARM 20
HP 62
Cost 35
See also How to Read the statblock


  • Main Guns (x1) - 15" range, 4" AOE, POW 15 gun. Despite being modelled with two barrels and called guns, this is just one gun.
    • Critical Devastation - On a critical hit models hit are thrown d6" directly away from the attacker. Roll distance once for all models affected. Models thrown do not deviate. Move models furtherest from the attacker first. Instead of suffering blast damage, models hit but not directly hit suffer non-blast damage equal to half the weapon's POW. Collateral damage is equal to half the weapon's POW.
  • Secondary Battery (x2) - 12" range, 3" AOE, ROF 2, POW 10 guns.
    • Creeping Barrage - Instead of attacking with a Secondary Battery, the Conquest can place a 4" AOE anywhere in its RNG and field of fire, centered on a point in its LOS, ignoring intervening models. The AOE stays in play for one round (unless the Conquest is destroyed) and it does a POW 10 blast damage roll to models that enter it or end their activation inside it.
    • High-Explosive - Blast damage caused by this is POW 10.
  • Fist (x2) - 2" reach, P+S 23 melee weapons.


  • Colossal - Colossals are giant warjacks, even bigger and stompier. They all share a stack of standard special rules.
  • Construct - This model is a construct and is not a living model.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.

Recent Changes[edit]

2018.02 Armored Korps CID

Points Cost down to 35

Thoughts on Conquest[edit]

Conquest in a nutshell[edit]

Conquest is an epitome of the Khadorian jack traits. It has low SPD, thick armour, earth-shattering power on its melee weapons, and inaccurate AoE guns. Though it lacks complex special rules, it can be a valuable addition to your arsenal. Creeping barrage is an excellent deterrent for jamming/chaff infantry units, and thanks to its base POW10 it ensures that troops, which would normally survive blast damage, will suffer losses. Coupling it with board controlling tricks (rough terrain patches, or straight damaging AoEs), it can effectively dictate, where the lighter element of the enemy's force will proceed.

Combos & Synergies[edit]

  • Explosions become very dangerous under Butcher1's feat.
  • Strakhov1, Strakhov2 and Harkevich - out-of activation shootings on a gun with critical effect is always fun, even without boost. The usefulness of Strakhov's Superiority is self evident. Thanks to its long range, it can start an Overrun assassination chain by killing some squishy support fom afar.
  • Irusk1 can put the enemy into grave situation with Inhospitable Ground and Creeping Barrage, if they lack Pathfinder, while troops under Irusk2's Solid Ground can walk through Creeping Barrage unharmed.
  • Old Witch1 - a strong board controlling feat, a damaging large AoE spell, and possibility to shoot behind forests; the Old Witch can create a pretty big no-go zone on the table with the Conquest.
  • You can hardly miss under Sorcha1's feat, while you cause melee damage on par with the Behemoth under her epic incarnation's feat.
  • Zerkova1 can slow the enemy's advance to a crawl under her feat, and with a few barrage templates around you can pretty much dictate where they can go.
  • Gun Carriage - shoot Rough Terrain craters first, then fill up the holes between with barrage templates.
  • WGAK - scatter re-roll is always nice

Drawbacks & Downsides[edit]

  • Absolutely abysmal DEF - great target for Backlash, Feedback, electro leaps, Spine Bursts and the like
  • Blast-immune troops can stride through Creeping Barrage, and won't be troubled much about the main gun either.

Tricks & Tips[edit]

  • Things that counter shooting, stop Creeping Barrage too
  • You can use the Main Gun's critical effect against friendly models too. Perhaps a throw on your Demolisher is the only thing it needs to get into a zone to control or contest...
  • 2 barrage AoE can cover a ~9" wide area, where infantry better not tread.



Originally released in Warmachine: Colossals (2012)

Theme Forces[edit]

Themes for generic warjacks (Edit)

Other Khador models[edit]

Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2
Warcaster attachments War Dog (Khador) - Madelyn Corbeau (Mercenary) - Reinholdt (Mercenary) - Wyshnalyrr (Mercenary)
Other Controllers Malakov1 (BGC) - Man-o-War Kovnik (Marshal) - Greylord Forge Seer (Marshal)
Heavy warjacks Berserker - Decimator - Demolisher - Destroyer - Devastator - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Spriggan
Beast-09 - Behemoth - Black Ivan - Drago - Ruin - Torch
Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Great Bears of the Gallowswood - MOW Atanas & Standard
Ranking Officer CA : Koldun Kapitan Valachev
Solos Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Sofya - Yuri
Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Korps - Jaws of the Wolf - Legion of Steel - Winter Guard Kommand - Wolves of Winter
Merc khador.jpg


Mercenary Battlegroups
Warcasters Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten - Magnus1 - Magnus2

Requires a 2+ caster game

Other Controllers Mini-casters Brun Cragback & Lug - Rorsh & Brine
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Khador army depends entirely on which mercenary is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
Mercenary Units, Solos, & Battle Engines
Units High Shields - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps
Alexia1 - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Bradigan - Eilish Garrity - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gorman - Gudran - Harlan - Hutchuk - Bailoch - Rockbottom - Dougal - Orin - Ragman - Raluk - Rorsh & Brine - Rutger - Saxon - Sergeant Nicolas - Stannis - Thor
Battle Engines Hammerfall Siege Crawler
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr

Rules Clarifications[edit]

RC symbol.png

Rules Clarification : Devastation      (Edit)

  • This is not a Power Attack Throw, it just causes models to be thrown. As such, it can be used against friendly models.
  • Refer to the Throw article for more.
RC symbol.png

Rules Clarification : Creeping Barrage      (Edit)

  • You cannot place the templates overlapping your own base, because your base is not "within" your weapon's range.
  • The weapon has ROF 2, and you sacrifice both those attacks to do a Creeping Barrage.
  • You can, however, do a CB with each weapon - so you can place two AOEs per turn.
  • Hazard templates and "non-hazard damage" templates (Edit)
    • Some templates are defined as 'Hazards' but some, like Creeping Barrage, are not.
    • Damage templates from spells:
      • Spells which leave a template and are not described as a hazard will do magical damage to models that walk around in them. (Example: Razor Wall)
      • Spells which leave a template and are hazards will not do magical damage to models that walk around in them. Instead, they do whatever damage type is specified by the spell description. (Example: Breath of Corruption).
      • (Infernal Ruling)
    • A model which is "placed" also counts as "entering" an area, so the hazard will damage any one who teleports/spawns into it, too.
    • If two hazard templates are overlapping, a model that enters them will take two points of damage.
    • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance).
    • Damage from a hazard is not considered to be from the weapon/spell that originally put it into play (so it doesn't gain the Damage Type or any other special rules of the weapon/spell).

Rules Clarification : High-Explosive - None yet. (Edit)

RC symbol.png

Rules Clarification : Open Fist (aka, Power Attack Throw)     (Edit)

  • See the Throw article for a recap of the core Throw rules.
  • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws.
  • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
  • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
  • Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. The Infernals are currently checking it.

RC symbol.png

Rules Clarification : Colossal      (Edit)

Rules Clarification : Construct - None yet. (Edit)

RC symbol.png

Rules Clarification : Pathfinder      (Edit)