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Khador Colossal Warjack

Khadoran colossals are mountains of steel bristling with some of the most powerful weapons ever deployed in the Iron Kingdoms. The Victor’s massive siege mortar and its sophisticated loading system bring unmatched versatility to the battlefield, while its autocannons neutralize airborn threats with pinpoint accuracy.

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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 34
See also How to Read the statblock


  • Siege Mortar - 20" range, 5" AOE, POW 15 gun.
    • Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
    • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
  • Auto Cannon (x2) - 12" range, ROF d3, POW 12 guns.
    • Flak Fire - This attack gains an extra die on attack rolls vs models with Flight.
  • 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

Week 1 - Points Cost reduced to 36
Week 2 V2 - Points Cost reduced to 34
Week 3 - Removed Inaccurate, removed Minimum Range, Auto Cannon Range increased to 12"

Thoughts on Victor[edit]

Victor in a nutshell[edit]

The Victor differentiates itself from the Conquest by having a longer range main gun with three ammo types that cover a wider variety of match-ups. Need to slow a non pathfinder enemy down? You have a 5" AOE for that. Need To get rid of stealth and lower some defense? Need to set the world on fire? Victor can do this for you, his RAT is low though so you might need to rely on the 5" AOE and good deviation rolls to get your shots with the main gun on target. Victors secondary guns are the polar opposite; RNG 10 is painfully short range but d3 shots in each arc means you have several attempts at hitting, and Flak Fire means you are actually able to hit the high defense that most flying models have if they are in range.

Big and shooty. Take Victor if you want a Colossal for his different ammo types and main gun. Reach for the Conquest if you want Creeping Barrage's POW 10 templates to protect your army and a more accurate gun with crit devastation.

Combos & Synergies[edit]

  • Winter Guard Artillery Captain: He can push Victor's gun to RAT 6, which is decent, but more importantly re-rolls on the direction and distance deviated.
  • Harkevich: Two siege mortar shots a round with broadside is amusing, and Mobility gives the Victor much needed movement. Sadly keep in mind that Fieldmarshal: Reposition does not work on Colossals.
  • Strakhov: Sentry gets you a second shot with the siege mortar every round and Victor is a good way to proc Overrun, but he can not make use of it himself. When it comes time to wade into melee Strakhov's Feat and Superiority makes Victor surprisingly fast and fixes MAT 6.
  • Vlad 1: Signs & Portents boosts the accuracy for "free" (you were going to cast it anyway...) and his feat gives Victor a nice speed boost. If you really need something dead, cast Boundless Charge on Victor on the feat turn for a sudden charge of 13" (+2" reach).
  • Vlad 3: Victor is a great candidate for both Hand of Fate and Infernal Machine, the former for hitting more accurately and the latter for hitting first.
  • Vlad 2: Hand of Fate is awesome on Victor, Assail is somewhat weaker.
  • Irusk 2: Victor benefits from Fire for Effect because all the damage under the template is boosted. You'll get no mileage out of Energizer, sadly.

Drawbacks & Downsides[edit]

  • Like most Colossals the Victor is big and lumbering. People in MK3 are used to heavy armor cracking and will have an idea of how to take down a colossal with their lists.

Tricks & Tips[edit]

  • Being conservative with Victor and getting another round of shooting before committing him can be a wise choice when your opponent still has the tools to remove him. Don't hesitate to take an Aiming Bonus if you want to hit something directly.



Originally released in the Warmachine: Reckoning expansion (2015).

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]

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Rules Clarification : Arcing Fire      (Edit)

  • Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.
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Rules Clarification : Attack Type and/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.

Rules Clarification : Crater - None yet. (Edit)
Rules Clarification : Flare - None yet. (Edit)

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Rules Clarification : Incendiary      (Edit)

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Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.

Rules Clarification : Inaccurate - None yet. (Edit)
Rules Clarification : Minimum Range - None yet. (Edit)
Rules Clarification : Flak Fire - None yet. (Edit)

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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.

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Rules Clarification : Colossal      (Edit)

Rules Clarification : Construct - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)