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Khador Heavy Warjack

Khador’s mechaniks build their warjacks to last. The Marauder uses its piston-driven battering rams to deliver pulverizing impacts that can hurl enemy warjacks away with effortless ease.

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 12
DEF 10
ARM 20
HP 34
Cost 11
See also How to Read the statblock


  • Ram Piston (x2) - 1" reach, P+S 16 melee weapons.
    • Combo Smite (★ Attack) - 1) The model hit is slammed d6" directly away from this model. If the model hit is on a larger base, halve the distance. 2) The slam damage roll is 2d6 + STR + 2x POW. Collateral damage is 2d6 + STR.
    • Siege Weapon - This weapon gains an additional die to its damage rolls against huge-based models.


  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy.
  • Construct - This model is a construct and is not a living model.

Recent Changes[edit]

2018.02 Armored Korps CID

Points Cost: 11

Thoughts on Marauder[edit]

Marauder in a nutshell[edit]

The Marauder is cheap, and hits hard, especially against colossi and battle engines, so the lack of open fists doesn't hurts so much in this case. It has a decent MAT, a solid ARM and its combo smite is really powerful and can slam its target away, even if without the 3" movement. Its only weak point is its speed, but Khador has a lot of ways to fix this.

Marauder is among the least complex warjacks in the faction. Beside the typical Khadorian jack stat-line, it has two, average P+S attacks. What makes it great, is its Combo Smite, which will send smaller, or equal-based targets flying, and deals massive damage on huge based models.

Combo Smite has some extreme damage potential. An effective P+S 20 it rivals the Macropummeler of the Inverter, with the added effect of slamming the target away. With boosted damage rolls (and with a well-placed wall, or other model to slam upon), it can badly maul heavies, and severely threaten even warcasters (and battle-engine warcasters particularly).

Combos & Synergies[edit]

The Marauder hunts mainly heavies, and with its above-average MAT it often spares the need to boost the attack roll. Usually, the Power-up focus is all that it needs for a good combo-smite. Apart of that, casters, who can speed it up, or give it free charge, will get even more mileage out of it.

  • Casters with Superiority - Irusk1 or Strakhov.
  • Butcher 1 - Full Throttle guarantees hits even against elusive targets, while an additional die on the damage rolls can mean death sentence for nearly anything.
  • "Jack Casters" - Karchev and Harkevich, both offer quite a lot for melee capable, tough jacks, especially SPD buff.
  • Marshalling - it cannot use the drive of the Man-o-War Konvnik, but the other marshal bonuses are pretty nice. A Greylord Forge Seer ensures that not even Wraith Engines are safe from the Marauder's predation.
  • Battle Mechaniks - One of your weapons crippled? Restore the system with a repair, and keep on combo-smiting!

Drawbacks & Downsides[edit]

  • Anything that restricts special attacks, will severely decrease its offensive capability.
  • It lacks Follow-up, so if you slam away the target, you'll probably need other units to finish the job, if the target is not dead.
  • One of the few Khadorian, non-Berserker jacks that lacks open fist. Occasionally you'll wish you had one.

Tricks & Tips[edit]

  • Combo smite is not a Power Attack Slam, it just causes a model to be slammed. Thus you can slam your own figures to knock down enemy targets.
  • Because Combo smite is not a Power Attack Slam, you don't have to charge directly at your opponent's model per Slam rules: you can position your Marauder and align the slam direction for optimal effect.
  • Look for walls, or other enemy models to slam the target for the extra damage die.
  • Do your maths before combo-smiting a huge-based model. Since the bonus from Siege Weapon applies to each attack, you're often better to make more weaker attacks than 1 slightly more powerful one.
    • The critical ARM value is 23. Beyond that, the +4 from the combo smite is worth more than the +3.5 you get from an average d6.



Originally released in Warmachine: Prime (2003)

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 : Smite      (Edit)

  • This rule changed in Mk3 to no longer say it "adds the weapon's POW". It still does add the POW, however, because the whole section on calculating Slam damage was reworded in the main rulebook.
  • Smite is not a Power Attack Slam, it is just an attack which causes a model to be slammed. As such, you can smite friendly models.
  • You can trigger Critical Smite on a free strike.
  • If you Smite on a charge, then the slam damage will be boosted.
  • See also the clarifications on being slammed

Rules Clarification : Siege Weapon - None yet. (Edit)

RC symbol.png

Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Rules Clarification : Construct - None yet. (Edit)