"FOR THE MOTHERLAND!" -Khadoran Battlecry
- 1 Welcome to the Motherland
- 2 Khador for Beginners
- 3 Khador Models and Units
- 4 Other
Welcome to the Motherland
Khador is one of the original factions of Warmachine. They follow the aesthetics of old pre-Soviet Russia. They rely on their axes, heavy armor, and bombards to crush the enemies of their Empress. A typical Khadorian Warjack is slow moving, hard-hitting, with high armor & hit boxes.
According to lore Khador is a nation with a grudge out to use it's military know-how, loyal citizens and natural resources to regain lands lost years ago. What does this mean for the Khador player? Infantry that ranges the full gambit of light, elite and heavy, some of the heaviest armored jacks in the game and some of the most combat capable warcasters as well. Khador is usually thought of as a slow, simple, no frills faction and as printed on the card you could be excused for thinking so, but there's plenty more under the hood for the player in the know.
Before you pick Khador there's a few things you should know up front. Khador isn't a slow faction. Despite the Warjacks giving the impression otherwise, Khador is deceptively fast and agile. Most of the infantry (Even the heavy hitting ones) being Speed 6, and when it comes to the Warjacks, Khador has more access to more Battlegroup wide speed buffs then any other faction (And has more Warcasters with access to some form of speed buff then it does that don't). In reality Khador is more of a jack of all trades faction. It doesn't do anything better than what defines other factions, but it can do just about everything very well. The Winter Guard Rifle Core provides envy-able shooting, Iron Fangs provide reliable and hard hitting infantry. Its also got a great Warjack game of different flavors. From Amassing a sizable swarm of heavy metal under Kharchev the terrible, to making your Jacks untouchable on Feat turn under Malakov, Khador has a veriety of playstyles with Infantry and with Warjacks. The only real drawback with Khador is its lack of thrills. It's got the least amount of weird magical effects or weird units, and the ones that it has tend to be expensive and specialized. Khadors explosions don't magnetize people together, or mind control them or disrupt warjacks. They kill people. Not that Khador doesn't have any strange effects of notice, Zerkova being a viable arcane caster. Just Khadors selection of magical doodads is much more limited them of other factions.
So if you want an army of weather bitten, ill tempered expansionists wearing heavy armor firing a blunderbuss as they close to melee range where they'll apply the biggest axe they could get their hands on directly to your opponents forehead...you've made it to the right place.
Khador has a caster for every style, but we specialize in aggression. Khador is home to some of the most up-in-your-face aggressive warcasters in the game. This concept is exemplified in the various forms of Kommander Orsus Zoktavir who not only is a capable front line fighter, but CRAVES the front lines. Beyond that we have midfielders like Kommander Sorscha or Vladimir Tzepesci, the Dark Prince and support casters like Kommandmant Irusk or Koldun Kommander Aleksandra Zerkova. We also are home to the infamous Karchev the Terrible the only Warjack/caster in the game (so far).
As mentioned before, Khador is home to some of the biggest, stompiest warjacks in the game. Khador lacks for cortexes and so we make the most of what we have by piling on the armor or keeping old, unstable warjacks in service long past their likely expiration date. This comes with a pair of drawbacks. The majority of our 'jacks are expensive and out of the box they're slow, relying on a bit of support from their operators to get them around with one of the many movement shenanigans that are at our disposal. Your warcaster will be crucial here as most of our casters come with some form of movement buff and sometimes you'll get further with an intentionally failed charge than a run action.
Khador loves infantry. We love infantry so much that we traded rights to light warjacks for the heaviest infantry in the game in the form of man-o-wars. Khador has a unit for every occasion and frequently a solo or two to back them up. You'll want to read over your options and plan carefully here. Khadoran infantry is some of the best (stat wise) as printed on card and great at synergizing. We have a number of great solos and attachments that are capable in their own right but make some of your units even better. Be on the lookout for Granted, Tactics and Order keywords.
So proceed Kadet, read on, study hard and battle well. And most of all: BRING GLORY TO THE MOTHERLAND!
Khador for Beginners
Khador Models and Units
- Kommander Andrei Malakov (This is Malakov 2, Malakov 1 is a solo)
- Kommander Harkevich, the Iron Wolf
- Karchev the Terrible
- Old Witch
- Lord Kozlov, Viscount of Scarsgrad
Khador Theme Forces
Khador Deep Lore
Following the iron rebellion that overthrew the Orgoth occupation of the Khardic Empire Khador was formed as a nation. Due to the heavy losses and many atrocities that took place in Khardic lands the fledgling nation of Khador was forced to cede the regions of Umbrey and much or what would become Ord during the negotiations of new boarders following the war.
The new royal families of Ord and Llael were awarded lands based on their military achievements to expel the Orgoth; laying claim to the lands they had occupied and establishing their dynasties. This diplomatic annexation of traditionally Khardic lands bred resentment which would simmer in the form of intermittent boarder skirmishes between the neighboring nations, particularly along the borders shared with Cygnar. These skirmishes would erupt into full scale war several times in the following centuries, but none so large as the military occupation of Llael by Khador in 604 AR.
Empress Ayan Vanar the XI declared the reconquest of Llael as a national reunification of the Umbrean state under Vladimir Tzepesci, and a return to Khardic lands.