Khador Warcasters

 

Kommander Sorscha (Prime) (20 WJ Points)

Khador_Sorscha

SPD: 6
MAT: 2
RAT: 1
MAG: 2
DEF: 4
ARM: 2
FOC: 6

Spells

  • Boundless Charge: [Cost: 2, Range: 6, AOE: -, Upkeep: No, Offensive: No] During its activation target friendly unit can charge without spending focus or being forced and gains +2 movement and Pathfinder when it charges. Boundless Charge lasts for one turn.
  • Fog of War: [Cost: 3, Range: SELF, AOE: CTRL, Upkeep: Yes, Offensive: No] Units gain concealment while in this unit’s control area.
  • Freezing Grip: [Cost: 4, Range: 8, AOE: -, Upkeep: No, Offensive: Yes] Target unit/unit without Immunity: Cold becomes stationary for one round. This spell has Disbursal.
  • Razor Wind: [Cost: 2, Range: 10, AOE: -, Upkeep: No, Offensive: Yes] Does 7 Damage to targeted enemy.
  • Tempest: [Cost: 4, Range: 8, AOE: 4, Upkeep: No, Offensive: Yes] Does 7 Damage to units in the effect, units hit are Knocked Down.
  • Wind Rush: [Cost: 2, Range: SELF AOE: -, Upkeep: No, Offensive: No] This unit can immediately make a full advance and gains +1 DEF for one round. Wind Rush can be cast only once per turn.
Feat
  • Icy Gaze:  Enemy units without Immunity: Cold currently in Sorscha’s control area and LOS become stationary for one round.
Passives
  • Immunity: Cold
Weapons
  • Hand Cannon: [Ranged: 12, RoF: 1, 6 Damage]
  • Frostfang [Melee, 7 Damage] A Magic Weapon with Reach and Critical Freeze.

 

 

Kommander Strakhov (Prime) (24 WJ Points)

Khador_Strakhov

SPD: 6
MAT: 3
RAT: 2
MAG: 2
DEF: 4
ARM: 3
FOC: 6

Spells

  • Battering Ram: [Cost: 2, Range: 6 AOE: -, Upkeep: No, Offensive: Yes] Does 7 Damage, when an enemy unit is hit by Battering Ram, it can be pushed 3 squares directly away from the spells point of origin.
  • Occultation: [Cost: 2, Range: 6 AOE: -, Upkeep: Yes, Offensive: No] Target friendly unit gains stealth. This spell has Disbursal.
  • Overrun: [Cost: 2, Range: 6 AOE: -, Upkeep: No, Offensive: No] When target unit in this unit’s battlegroup destroys one or more enemy units with an attack, immediately after the attack is resolved one unit in this unit’s battlegroup that is in its control area can make a full advance, then Overrun expires. Overrun can be cast only once per turn and lasts for one turn.
  • Rift: [Cost: 3, Range: 8 AOE: 4, Upkeep: No, Offensive: Yes] Does 7 Damage, the AOE remains in Rough Terrain and remains in play for one round.
  • Sentry: [Cost: 2, Range: 6 AOE: -, Upkeep: Yes, Offensive: No]  When an enemy unit advances and ends its movement in the LOS of a target friendly faction unit, the affected unit immediately makes one normal ranged attack against that unit, then Sentry expires.
  • Superiority: [Cost: 3, Range: 6 AOE: -, Upkeep: Yes, Offensive: No] Target friendly faction warjack gains +2 SPD, +1 MAT, +1 DEF, and cannot be knocked down.
Feat
  • Iron Fist: Friendly faction units that charge or slam power attack an enemy unit while that unit is in Strakhov’s control area gain +4 movement and Pathfinder. Warjacks in Strakhov’s battlegroup can charge and slam power attack an enemy unit while the enemy unit is in Strakhov’s control area without spending focus. Iron Fist lasts for one turn.
Passives
  • Immunity: Corrosion
  • Immunity: Fire
  • Pathfinder
  • Alchemical Mask: This unit ignores gas effects. When determining LOS or resolving attacks, this unit ignores cloud effects.
  • Elite Cadre [Assault Kommandos]: Friendly Assault Kommando units gain Pathfinder.
  • Sprint: At the end of this unit’s activation, if it destroyed one or more enemy units with melee attacks this activation it can make a full advance.
Weapons
  • Cinder Bomb: [Ranged: 6, RoF: 1, AOE: 3, 8 Damage] A weapon that does Damage Type: Fire. This weapon’s AOE is a cloud effect that remains in play for one round. Cumbersome (If this unit attacks with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this unit attacked with another ranged weapon in this activation, it cannot attack with this weapon.)
  • Riot Gun: [Ranged: 10, RoF: 1, 6 Damage] When attacking with this weapon this unit can make 1-3 attacks. The number of attacks is randomly generated. Each attack may have a different target
  • Trench Sword: [Melee, 7 Damage] A Magic Weapon, this weapon does +2 damage on charge attacks.

 

Karchev (Prime) (20 WJ Points)

Khador_Karchev

SPD: 4
MAT: 3
RAT: 1
MAG: 1
DEF: 1
ARM: 4
FOC: 5

Spells

  • Eruption: [Cost: 3, Range: 8 AOE: 3, Upkeep: No, Offensive: Yes] Does 9 fire damage to all units in the effect. The AOE is a cloud effect that remains in play for one round. Units entering or ending their activation in the AOE suffer 6 fire Damage.
  • Ground Zero: [Cost: 2, Range: 6 AOE: -, Upkeep: No, Offensive: No] Center an AOE 5 on this unit. Each other unit in the AOE is hit and suffers 8 Damage. Each enemy unit Damaged by Ground Zero is pushed 1-6 squares directly away from this unit in the order you choose.
  • Sidearms: [Cost: 2, Range: SELF AOE: CTRL, Upkeep: Yes, Offensive: No] While in this unit’s control area and adjacent with one of more units in this unit’s battlegroup, units in this unit’s battlegroup cannot be knocked down and gain +1 DEF for each other unit in the battlegroup with which it is adjacent.
  • Tow: [Cost: 2, Range: SELF AOE: -, Upkeep: Yes, Offensive: No] If during its normal movement this unit advances within 2 squares of a friendly Warjack, at the end of that movement you can place the Warjack adjacent with it, completely within its back arc.
  • Unearthly Rage: [Cost: 3, Range: SELF AOE: CTRL, Upkeep: No, Offensive: No] While in this units control area, this unit and warjacks in its battlegroup gain boosted melee attack and melee Damage, and their melee weapons gain the Magical Weapon quality. Unearthly Rage lasts for one turn.
Feat
  • Total War: Units in Karchev’s battlegroup currently in his control area gain Pathfinder and can charge or make power attacks without spending focus. At the start of their activations, affected units can turn to face any direction before their normal movement. Total War lasts for one turn.
Passives
  • Arcantrik Turbine: At the start of this units activation it gains either +2 movement and Pathfinder for one turn or 1 focus point.
  • Man in the Machine: Karchev is a living unit, but he is not a Warjack or a standard unit. Karchev can make slam, trample, throw, and push power attacks without spending focus. Effects modifying the amount of Damage to or the manner in which Damage is applied to a warjack also apply to him. Effects which can repair a Warjack can also repair Karchev.
Weapons
  • Fissure: [Ranged: Spray 10, RoF: 1, 6 Damage] Knockdown (A unit hit by an attack with this weapon is knocked down).
  • Open Fist: [Melee, 9 Damage] Open Fist.
  • Sunder: [Melee, 13 Damage] Magical weapon with Reach.

 

Khador Warjacks

 

Juggernaut (Heavy) [14 Points]

Khador_Juggernaut

SPD: 4
MAT: 2
RAT: 0
DEF: 0
ARM: 6

Weapons

  • Ice Axe: [Melee, 13 Damage] Critical Freeze (On a critical hit, targeted unit is stationary for one round.)
  • Open Fist: [Melee, 9 Damage] Warjack is capable of Grappling Power Attacks.

 

Destroyer (Heavy) [18 Points]

Khador_Destroyer

SPD: 4
MAT: 2
RAT: 0
DEF: 0
ARM: 6

Weapons

  • Bombard: [Ranged: 14, RoF: 1, AOE: 3, 8 Damage] Arcing Fire (Ignores intervening units when drawing LOS except for those adjacent to the target)
  • Executioner Axe: [Melee, 11 Damage] Critical Amputate (On a critical hit against an enemy Warjack, target suffers -1 MAT and -1 RAT for the rest of the match)

 

Decimator (Heavy) [18 Points]

Khador_Decimator

SPD: 4
MAT: 2
RAT: 0
DEF: 0
ARM: 6

Weapons

  • Dozer: [Ranged: 10, RoF: 2, 9 Damage] Beat Back (Immediately after a normal attack with this weapon is resolved the enemy unit hit is pushed 1 square directly back and this unit may advance 1 square)
  • Rip Saw: [Melee, 12 Damage] Sustained Attack (During this unit’s activation when it makes an attack with this weapon against the last unit hit by the weapon this activation, the attack automatically hits.)

 

Marauder (Heavy) [14 Points]

Khador_Marauder

SPD: 4
MAT: 2
RAT: 0
DEF: 0
ARM: 6

Abilities

  • Combo Smite: Special Attack – Ram Pistons. Make a melee attack. On a hit, instead of doing normal Damage, target unit is slammed 1-6 squares directly away from this unit and suffers 14 damage.
Weapons
  • Ram Pistons: [Melee, 10 Damage]

 

Behemoth (Heavy) [26 Points]

Khador_Behemoth

SPD: 4
MAT: 2
RAT: 0
DEF: 0
ARM: 7

Passives

  • Sub-Cortex: This unit has a sub cortex which can be allocated up to 3 focus in addition to its normal focus allocation. These focus points can be used only to boost ranged attack checks and Damage. Focus points allocated to its normal cortex cannot be used to boost ranged attack checks or Damage rolls. This unit can make melee and ranged attacks in the same activation. This unit can make ranged attacks even while in melee, but it cannot target a unit engaging it.
Weapons
  • Bombard x 2: [Ranged: 14, RoF: 1, AOE: 3, 8 Damage] Arcing Fire.
  • Open Fist: [Melee, 8 Damage] Open Fist, Armor Piercing (This unit does +8 damage against Medium and Large units.)
  • Open Fist: [Melee, 8 Damage] Open Fist, Armor Piercing (This unit does +8 damage against Medium and Large units.)

 

Khador Warriors

 

Winter Guard Infantry [2]

Khador_WinterguardInfantry

SPD: 6
MAT: 1
RAT: 1
DEF: 1
ARM: 1

Abilities

  • Aim Low: RNG 8; deals 5 Damage, living enemies hit suffer -1 SPD for one round and cannot charge.
  • Grape Shot: RNG SP 8; ranged attack that deals 5 damage.
Passives
  • Combined Ranged Attack
  • Combined Melee Attack
Weapon
  • Blunderbuss: [Ranged: 8, RoF: 1, 6 Damage]
  • Axe: [Melee, 4 Damage]
Weapon Attachment (1 Point)
  • Rocket (Ammo: 3)

Adds Weapon

  • Rocket: [Ranged: 14, RoF: 1, AOE: 3, 6 Damage]; On a direct hit this attack knocks down small and medium targets. Cumbersome (This unit cannot make a ranged attack with this weapon in the same turn that it has made a ranged attack with another weapon. If this unit makes a ranged attack with this weapon it may not make an attack with another ranged weapon during that activation. Support Weapon (When attacking with this weapon, this model cannot participate in a combined ranged attack.)

 

Greylord [4]

Khador_Greylord

SPD: 6
MAT: 1
RAT: 0
MAG: 3
DEF: 2
ARM: 1

Abilities

  • Magic Abilities:
  • Blizzard: RNG 5; Center a 3×3 cloud effect on friendly faction character, this effect lasts for one round, and follows the target’s movements.
  • Frostbite: SP 8; deals 6 Damage Ice Damage.
  • Ice Cage: RNG 10; Target suffers a cumulative -1 DEF, this attack has Critical Freeze (Stationary).
  • Rime Blast: Place a 3×3 effect completely within 6 squares. Affected area becomes difficult terrain for one round.
Weapons
  • Rune Axe: [Melee, 5 Damage] Magic Weapon

 

Assault Kommando [4]

Khador_AssaultKommando

SPD: 6
MAT: 2
RAT: 1
DEF: 1
ARM: 2

Abilities

  • Assault and Battery: before normal movement make a ranged attack, then a Charge attack or a Run action.
  • Shield Wall: Enter Shield Wall and then make one normal attack. Provides 2 Mitigation (+1 for every adjacent character also in shield wall, to the immediate left or right of this character) to a max of 4 mitigation against attacks made in this character’s front arc.
Passives
  • Immunity: Corrosion
  • Immunity: Fire
  • Alchemical Mask: This unit ignores gas and cloud effects.
Weapons
  • Carbine: [Ranged: 10, RoF: 1, 5 Damage]
  • Gas Grenade Launcher: [Ranged: 8, RoF: 1,] Strangle Gas (If the attack misses, nothing happens. If it hits, center a 3×3 gas effect on the target. The effect remains in play for one round. While in the effect, living characters suffer -1 DEF and -1 to all Attack Stats.) Cumbersome (This unit cannot make a ranged attack with this weapon in the same turn that it has made a ranged attack with another weapon. If this unit makes a ranged attack with this weapon it may not make an attack with another ranged weapon during that activation. This attack does no damage.
  • Combat Shield: [Melee, 5 Damage]
  • Gun Blade: [Melee, 5 Damage]
Weapon Attachment (1 Point)
  • Replaces Carbine/Gas Grenade Launcher/Gunblade
  • Flamethrower: [Ranged: Spray 8, RoF: 1, 6 Damage] does fire damage and causes the continuous fire effect.

Removes Ability

  • Improvise

Adds Ability

  • Flush Out: Make a ranged attack with the Flamethrower against an enemy behind cover. Target moves along the cover 3 squares in a random direction.

Adds Passive

  • Fiery Blast: When this unit dies place a 5×5 effect at its location. Units in the effect suffer the Fire continuous effect.

 

Iron Fang Pikeman [4]

Khador_IronfangPikeman

SPD: 6
MAT: 2
RAT: 0
DEF: 2
ARM: 2

Abilities

  • Shield Wall: Enter Shield Wall and then make one normal attack. Provides 2 Mitigation (+1 for every adjacent character also in shield wall, to the immediate left or right of this character) to a max of 4 mitigation against attacks made in this character’s front arc.
  • Dash: Dash forward 4 squares. Make a melee attack against each enemy in the direct path. This character is immune to free strikes from any unit along the path. Critical Knockdown may trigger against only one enemy hit by this attack. This ability cannot be utilized if the unit was prohibited from movement during this activation.
  • Penetrating Blast: This attack must be used on a KD character. Make a melee attack dealing 7 damage, this attack ignores the target’s base ARM.
Passives
  • Combined Melee Attack
Weapons
  • Blasting Pike: [Melee, 7 Damage] Reach and Critical Knockdown

 

Man-O-War Kovnik [6]

Khador_ManOWarKovnik

SPD: 4
MAT: 4
RAT: 2
DEF: 0
ARM: 4

Abilities

  • Drive: Boosted Attack: Target a friendly faction Warjack, target Warjack’s first attack roll on its next turn is boosted, this effect lasts for one turn.
  • Power Attack Slam: this character may Slam like a Light Warjack.
  • Swing Shot: Make a melee attack, if the attack hits immediately make a ranged attack with the Axe Cannon against the same target.
Passives
  • Fearless
  • ‘Jack Marshal
Weapons
  • Cannon Shot: [Ranged: 8, RoF: 1, 8 Damage]
  • Axe Cannon: [Melee, 9 Damage] Weapon Master

 

Man-O-War Shocktrooper [5]

Khador_ManOWarShocktrooper

SPD: 4
MAT: 3
RAT: 1
DEF: 0
ARM: 3

Abilities

  • Shield Wall: Enter Shield Wall and then make one normal attack. Provides 2 Mitigation (+1 for every adjacent character also in shield wall, to the immediate left or right of this character) to a max of 4 mitigation against attacks made in this character’s front arc.
  • Armor Splitter: Make a melee attack against target medium or large enemy, on a hit the target’s ARM stat is lowered by 2 for one round, this effect does not stack.
Passives
  • Fearless
  • Combined Melee Attack
Weapons
  • Shield Cannon: [Ranged: 6, RoF: 1, 8 Damage]
  • Annihilator Blade: [Melee, 8 Damage] Reach