Lord Kozlov, Viscount of Scarsgrad

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Lord Kozlov, Viscount of Scarsgrad
Khador Warcaster

Koslov is a man at home in the harsh northern reaches of Khador, a landscape dominated by ice and snow. His family has a long history of service to the Iron Fangs, and Kozlov himself underwent the demanding training regimen of that distinguished fighting tradition. His warcaster talent and combat prowess make him a great asset to the Khadoran military, but his heart remains with the people of his ancestral home. Walking the line between his obligations to the Khadoran Army and his duties as a noble is difficult, but Kozlov’s loyalty to the Motherland is unquestionable.

Basic Info[edit]

DEF 15
ARM 17
HP 17
WJP +28
See also How to Read the statblock

Weapons and Attacks[edit]

Special Abilities[edit]

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Precision Strike - When damaging a warjack/warbeast with a melee attack, the attacker chooses which column/branch takes the damage.
  • Side Step - When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.


  • Avalanche - Cost 3, 8" range, 4" AOE, POW 14
On a critical hit, models hit become knocked down.
Battlegroup models in the caster's CTRL area gain Pathfinder and Steady. (Steady - This model can't be knocked down.)
  • Fury - Cost 2, 6" range, Upkeep
Target friendly Faction model/unit gains +3 to melee damage rolls but suffers -1 DEF.
This spell has no special effects.
Target friendly faction model/unit gains Reposition [3"]. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.)

Feat : Onrush[edit]

Friendly Faction models in Kozlov's CTRL range gain +2 SPD and Unyielding for one round. (Unyielding - This model gains +2 ARM against melee damage rolls.
This rule changed in 2018.01')

Thoughts on Lord Kozlov, Viscount of Scarsgrad[edit]

Lord Kozlov, Viscount of Scarsgrad in a nutshell[edit]

Lord Kozlov is the Khador battlebox caster; a straightforward support leader. He is usually the entry point for new players, and his abilities, as well as spells form a nice mixture from Khador's characteristic warcasters:

  • He has great combat abilities, and strong damage buffing spells, like Butcher1.
  • He fixes battlegroup mobility issues, pretty much like Harkevich
  • Great infantry support in his arsenal, just like in case of Irusk1.

This versatility is his downfall too; though he's a great caster to start learning with, most players will switch to a more focused caster as they begin to master the game.


When you play battlebox games, Kozlov usually wins by out-threatening the enemy with his feat and Chosen Ground. In larger games you will pop your feat up to the end of your second turn, as enemy forces will close in on each other usually too fast to allow further delay. Assassinations rarely happen at that stage of the game (unless your opponent did some fatal mistake), but an alpha strike, and the resulting Unyielding bonus gives you edge in the following meat grinder.


Battlebox army

  • Juggernaut - Your beatstick. Other battlebox heavies can rarely match its raw damage output, and its MAT will enable you good chances of hitting the enemy's heavy hitters. If Critical Freeze triggers, and the target is still alive, you can safely assume that the end-game is near. The Juggernaut will remain a trusty workhorse of any Khador battlegroup in your coming battles with other casters too.
  • Decimator - This jack will teach you to proper focus management, when and how much to allocate to achieve best result. POW 15 is pretty great on your gun, and able to blast out chunks even from a Khador Heavy, or severely damage lighter jacks. Don't forget, the pushing from Beat Back is optional - if you plan to charge in with the rest of your force, you don't have to push your target away. Sustained Attack also serves you well if you need to get up close and personal with your target.

Theme Forces Kozlov can support a wide variety of units, with his speed buffs and damage increase. Whichever theme force you prefer, he can handle it.

  • Winter Guard Kommand - Probably you'll aim for the min-max approach to get the most Advance Move for your warjacks with the least Winter Guard units. Going first and dropping your feat in the 1st turn puts severe pressure on the enemy. With the right number of units it allows you to move with your battlegroup up to 23" deep on the battlefield, with Winter Guard units hot on your jacks' heels.
  • Jaws of the Wolf - No particularly heavy infantry in this list, but you can then spare Fury on one of your jack, which can occasionally be just as effective.
  • Legion of Steel - Kozlov buffs their hitting power as well as their mobility. Black Dragons lack the standard IFP's mini feat, but with Tactical Superiority on them they can walk up to 22" (when going first), in ARM21 if needed. Despite being one of the Iron Fangs in the fluff, he is not an Iron Fang model as per the game rules, so the buffs from the various IF characters won't apply on him.
  • Armored Korps - The slower, but harder brothers of the IFPs, they really like the 3" reposition - especially if you stack it with the Kovnik's Desperate Pace. Don't forget to bring your Forge Seers either to help you with Incorporeal enemies, or Protectorate battlegroups.
  • Wolves of Winter - Perhaps the least appealing theme, as the Greylod Outriders already have built-in Reposition, and Doom Reavers cannot be buffed by your spells However, their threat range bumps up to an awesome 15" under your feat (with Apparition), which is unimaginable with any other caster in the faction. You can also bring the Greylord Ternion and a Koldun Lord to help with accuracy buffs.

Drawbacks, Downsides, & Bad Match-Ups[edit]

  • Jack of all trades, master of none - which is not necessarily an issue for beginners.
  • Tricks denying run and/or charge (Polarity Shield and the like) will put you into disadvantage.
  • With all your support duty you can easily run low on FOCUS. Beware Eiryss.

Tricks & Tips[edit]

Since he is a battlebox caster, and will often be selected by new players, here are some tricks with him, that will serve you well throughout the later gaming too:

  • He has a 13" threat range on a charge, when you use your feat - rising to 15" with side step. Note that additional attacks won't grant you further 2" moves.
  • Fury and Tactical Supremacy can be spell cycled to affect two units in a turn. You do this by putting it on a unit the turn before, upkeeping the spell and using that unit first, before activating Kozlov and then putting the spell on a different unit.
  • Want to deliver a SPD4 jack to 10" without feat or charge? Cast Tactical Supremacy on it, then Trample forward (4+3"). It will not end your activation, and allows you to use the 3" reposition. This trick will get your SPD4 warjack 2" farther than running.
  • A warcaster is always a member of his own battlegroup; thus, Solid Ground affects you too. When this spell is up, Kozlov gets get Pathfinder, and won't get knockdown after passing a Tough check (though the game is probably going to go all awry, if you had to roll Tough for your warcaster).
  • Precision Strike allows you to target important systems/aspects - and with weapon master attacks you have pretty good chances of causing significant damage. Usually, you want to go for the Spirit on Warbeasts (counters Forcing), and arc nodes (no spell channeling) or cortices on Warjacks (no power up FOCUS, and no allocating). Going for jack weapons can also be a good idea, as crippling a Revenger's left arm will cancel its Shield advantage too, dropping its overall ARM protection.



  • Lord Kozlov, Viscount of Scarsgrad is the battlebox caster for Khador
  • Originally released in Prime Mk3 (2016) [Verification needed]

Theme Forces[edit]

Themes for any-and-all casters (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:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

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

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Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

  • General
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)

Restrictions on "Any Time" abilities     (Edit)      
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
  • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
  • Units with "Any Time" abilities
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.

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Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Marksman and/or Precision Strike     (Edit)

  • These abilities do not get around Retribution Force Fields. The attacker's ability assigns it to a column, and Force Field reassigns it.
  • Versus a Colossal or Gargantuan, you don't get to choose which grid is damaged. That is still governed by which Firing Arc the attacker is standing in.
  • Attacker chooses column vs Defender chooses column (Edit)
    • When both the attacker and defender have an ability that lets them choose the column that gets damaged, the attacker gets to choose. (Infernal Ruling)
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Rules Clarification : Side Step      (Edit)

  • You can't trigger Side Step by hitting friendly models.
  • You can't trigger Side Step from additional attacks that you buy, or out-of-activation attacks (such as free strikes).
  • If you have multiple initial attacks, you have to step after each one. You can't "save up" all your side steps then get a single big 4" or 6" move.

Rules Clarification : Unyielding - None yet. (Edit)

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Rules Clarification : Avalanche      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
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Rules Clarification : Chosen Ground      (Edit)

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Rules Clarification : Steady      (Edit)

  • Steady models are still susceptible to other effects of knock-down attacks (if there are any).
    • For example, a steady model hit with a Head butt won't be knocked down but will take damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.

Rules Clarification : Fury - None yet. (Edit)

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Rules Clarification : Razor Wind      (Edit)

  • The text description has no in-game effect. It's just for flavour.
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Rules Clarification : Tactical Supremacy      (Edit)

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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)