Conquest

From LOS Warmachine University
Jump to: navigation, search
We have 1159 articles and 85% are complete! Please help us finish these articles (and/or the rest) (Edit)  


Khador Logo.jpg Conquest

Khador Colossal Warjack

The Conquest is a walking mountain of steel bristling with some of the most powerful weapons ever used on the battlefields of the Iron Kingdoms. The deafening roar of the colossal’s steam-fed engine is punctuated by the staggering percussion of its devastating guns, which unleash a punishing barrage of shells able to reduce warjacks to slag and annihilate entire enemy formations. Deployed to the front lines, the Conquest brings unrivaled firepower to Khadoran battlegroups.

Basic Info[edit]

Conquest
Missing Info
Conquest.jpg
COST N/A
UNIT SIZE N/A
FA N/A
Warcaster 0
BASE Huge
SPD 4
STR 19
MAT 6
RAT 4
M.A. N/A
DEF 7
ARM 20
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP 62
F. Field N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST 35
N/A
N/A
FA 2
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Weapons[edit]

  • Main Guns (x1) - 15" range, 4" AOE, ROF 1 (★), POW 15 ranged attack. (★) = See #Trivia
    • Critical Devastation - On a critical hit models hit are thrown d6" directly away from the attacker. Roll distance once for all models affected. Models thrown do not deviate. Move models furtherest from the attacker first. Instead of suffering blast damage, models hit but not directly hit suffer non-blast damage equal to half the weapon's POW. Collateral damage is equal to half the weapon's POW.
  • Secondary Battery (x2) - 12" range, 3" AOE 3, ROF 2, POW 10 ranged attacks
    • Creeping Barrage - Instead of attacking with a Secondary Battery, the Conquest can place a 4" AOE anywhere in its RNG and field of fire, centered on a point in its LOS, ignoring intervening models. The AOE stays in play for one round (unless the Conquest is destroyed) and it does a POW 10 blast damage roll to models that enter it or end their activation inside it.
    • High-Explosive - Blast damage caused by this is POW 10.
  • Fist (x2) - 2" reach, P+S 23 melee attacks

Abilities[edit]

  • Colossal - Colossals are giant warjacks, even bigger and stompier. They all share a stack of standard special rules (click the link for full details).
  • 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.

Theme Forces[edit]

Recent Changes[edit]

2018.02 Armored Korps CID

-2 Cost

Thoughts on Conquest[edit]

Conquest in a nutshell[edit]

Conquest is an epitome of the Khadoran jack traits. It has low SPD, thick armour, earth-shattering power on its melee weapons and inaccurate AoE guns. Though it lacks complex special rules, it can be a valuable addition to your arsenal. Creeping barrage is an excellent deterrent for jamming/chaff infantry units, and thanks to its base POW10, it ensures that troops which would normally survive blast damage will suffer losses. Coupling it with board controlling tricks (rough terrain patches, or straight damaging AoEs), it can effectively dictate where the lighter element of the enemy's force will proceed.

Combos & Synergies[edit]

  • Explosions become very dangerous under Butcher1's feat.
  • Strakhov1, Strakhov2 and Harkevich - out-of activation shootings on a gun with critical effect is always fun, even without boost. The usefulness of Strakhov's Superiority is self evident. Thanks to its long range, it can start an Overrun assassination chain by killing some squishy support fom afar.
  • Irusk1 can put the enemy into grave situation with Inhospitable Ground and Creeping Barrage, if they lack Pathfinder, while troops under Irusk2's Solid Ground can walk through Creeping Barrage unharmed.
  • Old Witch1 - a strong board controlling feat, a damaging large AoE spell, and possibility to shoot behind forests; the Old Witch can create a pretty big no-go zone on the table with the Conquest.
  • You can hardly miss under Sorcha1's feat, while you cause melee damage on par with the Behemoth under her epic incarnation's feat.
  • Zerkova1 can slow the enemy's advance to a crawl under her feat, and with a few barrage templates around you can pretty much dictate where they can go.
  • Gun Carriage - shoot Rough Terrain craters first, then fill up the holes between with barrage templates.
  • WGAK - scatter re-roll is always nice
  • The Man-o-War Suppression Tanker can lay down additional templates with Covering Fire. Thus you can deny the enmy quite the amount of the board.

Drawbacks & Downsides[edit]

  • Absolutely abysmal DEF - great target for Backlash, Feedback, electro leaps, Spine Bursts and the like
  • Blast-immune troops can stride through Creeping Barrage, and won't be troubled much about the main gun either.

Tricks & Tips[edit]

  • Things that counter shooting stop Creeping Barrage too
  • You can use the Main Gun's critical effect against friendly models too. Perhaps a throw on your Demolisher is the only thing it needs to get into a zone to control or contest...
  • 2 barrage AoE can cover a ~9" wide area, where infantry better not tread.

Other[edit]

Trivia[edit]

  • Yes, despite being modeled with two barrels and named 'Guns', this is a single gun. It all makes sense if you read the lore. The weapon is a naval cannon usually mounted on warships. It is a single cannon with two barrels, with only one at a time being loaded with a shell. The recoil of one barrel firing automatically loads the next shell into the other barrel, and so on - a traditionally simple but effective Khadoran way of having a good rate of fire without advanced technology. This principle was vital to the design of the Conquest, as its Khadoran cortex would not be burdened with the job of having to regulate reloading. - Warmachine: Colossals (2012)

Originally released in Warmachine: Colossals (2012)

Other Khador models[edit]

Khador Logo.jpg       Khador Index       (Edit)            
Battlegroup & Similar
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

Khador: War Dog - Greylord Adjunct
Mercenary: Madelyn Corbeau - Reinholdt - Wyshnalyrr

Other Warjack Controllers

"Junior" Warcasters: Malakov1 - Sorscha0
'Jack Marshals: Man-o-War Kovnik - Greylord Forge Seer

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 Adjunct - 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 - Sorscha0 - Yuri

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Corps - Jaws of the Wolf - Legion of Steel - Winter Guard Kommand - Wolves of Winter
Mercenaries
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2019.01

Rules Clarifications[edit]

RC symbol.png

Rules Clarification : Devastation      (Edit)

  • This is not a Power Attack Throw, it just causes models to be thrown. As such, it can be used against friendly models.
  • Refer to the Throw article for more.
RC symbol.png

Rules Clarification : Creeping Barrage      (Edit)

  • You cannot place the templates overlapping your own base, because your base is not "within" your weapon's range.
  • The weapon has ROF 2, and you sacrifice both those attacks to do a Creeping Barrage.
  • You can, however, do a CB with each weapon - so you can place two AOEs per turn.
  • Hazard templates and "non-hazard" damage templates (Edit)   [Show/Hide]
    • What's a "non-hazard"? Well, most templates that deal damage to models that walk into them are defined as 'Hazards' but some, like Creeping Barrage and Wall of Fire, are not.
      They behave similarly, but a Hazard is classified as a type of terrain and also will only have a Damage Type if it says it does (it doesn't inherit a Damage Type from the gun/spell that put them into play).
    • Damage templates from spells:
      • Spells which leave a template and are not described as a hazard will do magical damage to models that walk around in them. (Example: Razor Wall)
      • Spells which leave a template and are hazards will not do magical damage to models that walk around in them. Instead, they do whatever damage type is specified by the spell description. (Example: Breath of Corruption).
      • (Infernal Ruling)
      • Some spells do both. They aren't labelled as a hazard, so it does magical damage, and also they specify another damage type. For example, Wall of Fire.
    • A model which is "placed" also counts as "entering" an area, so the hazard will damage any one who teleports/spawns into it, too.
    • If two hazard templates are overlapping, a model that enters them will take two points of damage.
    • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance).
    • Damage from a hazard is not considered to be from the weapon/spell that originally put it into play (so it doesn't gain the Damage Type or any other special rules of the weapon/spell).

Rules Clarification : High-Explosive - None yet. (Edit)

RC symbol.png

Rules Clarification : Open Fist (aka, Power Attack Throw)     (Edit)

  • Throw - General ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Throw - Power Attack
    • 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. (Infernal Checking)


RC symbol.png

Rules Clarification : Colossal      (Edit)

  • Refer to the Colossal article for a recap of their rules.
  • Huge Base (Edit)
    • Coming on a huge base triggers a bunch of rules scattered throughout the rulebook. Click here for a summary of them.
    • You can draw LOS from your Left arc to a target in your Right arc (and vice versa). See also this diagram
    • Huge-based models get bonus distance on Power Attack Slams. But this bonus doesn't apply to slams caused by other means, such as Critical Smite or the Hurricane's Thunder Charge ability.

Rules Clarification : Construct - None yet. (Edit)

RC symbol.png

Rules Clarification : Pathfinder      (Edit)