Conquest

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Khador Logo.jpg Conquest

Khador Colossal Warjack

Mk4 icon.png
Prime
This model is available in two Prime Armies, 5th Division and Armored Korps. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

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

Conquest
Missing Info
Conquest.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Huge
SPD 4
STR 19
MAT 6
RAT 4
M.A. N/A
DEF 7
ARM 20
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 62
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE N/A
COST 33
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Colossal - Colossals are mega-warjacks, even bigger and stompier. They use nearly all the same rules as normal warjacks but with a few alterations. These changes are summarized here or can be read in full here.

Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.

Abilities

Weapons

Main Guns
Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
15 1 4 15 Superstructure
  • Yes, even though it has two barrels it is only ROF 1. See Trivia for the why.
  • 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 farthest from the attacker first. Instead of suffering blast damage, models hit but not directly hit suffer a damage roll with POW equal to half the POW of this weapon. The POW of collateral damage is equal to half the POW of this weapon.
Secondary Battery (x2)
Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
12 2 3 10 1 each side
  • Creeping Barrage - Instead of attacking with this weapon during this model's activation, if it is not currently crippled you can place one 4" AOE anywhere completely within this weapon's RNG and field of fire, centered on a point in this model's LOS, ignoring intervening models. A model entering or ending its activation in the AOE suffers a POW 10 blast damage roll. The AOE remains in play for one round. If this model is destroyed or RFP'd, immediately remove the AOE from play.
  • High-Explosive - Blast damage caused by this weapon is POW 10.
Fist (x2)
Sword icon.jpg  RNG   POW   P+S   LOCATION 
2 4 23 1 each side

Theme Forces

Khador
Other Factions


Thoughts on Conquest

Conquest in a nutshell

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

  • 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.
  • Irusk2 has Fire for Effect to increase the power and critical chance of the gun. Artifice of Deviation and Creeping Barrage also limit where enemy models can go.
  • Koldun Lord - A boost and a reroll from Puppet Master pushes the critical chance of the main gun to roughly 70%. The Lord also packs a ranged ARM debuff for extra damage.

Drawbacks & Downsides

  • 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.
  • The Victor is one point cheaper, and has a better gun that deals with multi-wound models, or supports your gunline. It's cater shot type also fills the same role as creeping barrage.
  • Effects that prevent ranged attacks, (Kolgrimma's or Zerkova1's feat, Blinding Light, ect.) also prevent the placement of creeping barrage templates.

Tricks & Tips

  • Things that counter blast damage neuter Creeping Barrage.
  • You can use the Main Gun's critical effect against friendly models too. Perhaps a throw on your Devastator 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

Trivia

  • Released in Warmachine: Colossals (2012)
  • The Conquest's main armanent is a single weapon with ROF 1, despite the model having two barrels and it having the name "Guns".
The cannon used on the Conquest is normally mounted on warships. Only one barrel is loaded with a shell at a time, and the recoil of one barrel firing automatically loads the next shell into the other barrel - a simple but effective (aka traditionally Khadoran) way of having a good rate of fire without advanced technology.
This principle of simplicity was vital to the design of the Conquest, as its Khadoran cortex could not be burdened with the job of having to regulate reloading. - Warmachine: Colossals (2012)

Other Khador models

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

Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev1 - Karchev2 - 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

Beast-09 - Behemoth - Berserker - Black Ivan - Decimator - Demolisher - Destroyer - Devastator - Drago - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Ruin - Spriggan - Torch

Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units

Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Great Bears of the Gallowswood - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Atanas & Standard - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Ranking Officer CA : Koldun Kapitan Valachev

Solos

Bulkhead - Fenris - Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Jozef - Koldun Lord - Malakov1 - Manhunter - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Markov - Sofya - Sorscha0 - Ol' Grim - Underboss Vizkoya - War Dog - Widowmaker Marksman - WG Artillery Kapitan - Yuri1 - Yuri2

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Korps - Flame in the Darkness - Jaws of the Wolf - Legions of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Mercenaries
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification : Devastation      (Edit)

  • At very short range it is possible to catch yourself in the Devastation AOE. If this occurs you will be knocked down but not moved (since you can't be moved away from yourself). (Infernal Ruling)
  • This is not a Power Attack Throw, it just causes models to be thrown. As such, it can be used against friendly models.
  • Damage is worked out like this:
    • The model you targeted: Full POW + 2d6 (+1d6 if it was thrown into an equal- or larger-based model, or an obstacle). This can be boosted.
    • Other models in the AOE: Half POW + 2d6 (+1d6 if they were thrown into an equal- or larger-based model, or an obstacle). This is not blast damage. This can be boosted.
    • Models outside the AOE but that got something thrown into them:
      • If they were hit by something smaller: No effect
      • If they were hit by something with the same base size or larger: They're knocked down and take Half POW + 2d6. This is not blast damage. This cannot be boosted.
 
  • Refer to the Throw article for more.
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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.
  • Templates that do damage (Edit)   [Show/Hide]
    • Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
      • A hazard is a terrain element
      • Damage from a hazard template is never considered to be from the model or weapon/spell that put it into play. So hazards never gain special rules of the weapon/spell (such as a Damage Type or Poison), nor does it gain special rules of the model (such as Hand of Fate).
      • Damage from a non-hazard template is considered to be from the model that put it in play. So non-hazards do get stuff like Hand of Fate. (Infernal Ruling)
      • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance)
      • Damage from a non-hazard is also not from an attack. Instead it will be a Special Action (Covering Fire), or a "instead of making an attack, place a template" (Creeping Barrage), or etc.
     
    • Damage templates from spells is complicated:
      • (Infernal Ruling)
      • Spells that leave templates that are not hazards (such as Razor Wall) do Damage Type: Magical.
      • Spells that leave templates that are hazards (such as Breath of Corruption) follow the rules for hazards, which are most likely not magical damage but it varies by the hazard.
      • The initial damage when you place the template, if any, is Damage Type: Magical.
      • For example, Breath of Corruption's initial POW 12 corrosion damage roll is Damage Type: Magical in addition to Damage Type: Corrosion. But the hazard that is put into play from Breath of Corruption is not Damage Type: Magical, just Damage Type: Corrosion.
     
    • By default, when you put a template into play it doesn't do damage to models they overlap. The exceptions are templates that are created by an AOE weapon, and templates that explicitly say they do damage when they're placed.
    • A model which is "placed" also counts as "entering" an area, so the template will damage any one who teleports/spawns into it, too.
    • If two templates are overlapping, a model that enters them will take two points of damage.
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Rules Clarification : High-Explosive      (Edit)

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

  • Throw ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
    • 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.
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.
  • Collateral Damage
    • Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
      • It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
      • It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
      • It doesn't matter if the attacker has crippled weapon systems or aspects.
  • 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. (Locked Thread)
    • 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)
    • Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
    • Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.


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Rules Clarification : Colossal      (Edit)

Huge Base (Edit)

But this bonus doesn't apply to slams triggered by normal attacks (such as Critical Smite or the Hurricane's Thunder Charge ability).
Also, simply being on a huge base triggers a bunch of rules scattered throughout the rulebook, click to read them.   [Show/Hide]

From the 2020.02 edition of the core rules (Edit)

Fields of Fire
Page 37 A huge-based model’s front arc is marked on its base. Its front arc is further divided into two 90° fields of fire. These fields of fire determine which models a huge-based model can target with its weapons, depending on the location of those weapons. Weapons located on a huge-based model’s left side (L) can be used to target only models in its left field of fire, and weapons located on its right side (R) can be used to target only models in its right field of fire. Weapons with locations “S,” “H,” or “—” can be used to target models in either field of fire. If any part of a model’s base is on the line separating the left and right fields of fire, the model is considered to be in both fields of fire.
Concealment, Cover, LOS
Page 49 Concealment & Cover - Huge-based models never gain the DEF bonuses from concealment or cover.
Page 60 Clouds - Cloud effects do not block line of sight to huge-based models.
Page 87 Forests - Forests do not block line of sight to huge-based models.
Huge-Based models in melee
Page 54 - Huge-based models never gain the Target in Melee DEF bonus.
Page 65 - Combined Ranged Attacks cannot target a model in melee unless it has a huge base.

Rules Clarification : Construct - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)