Winter Guard Gun Carriage

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Khador Logo.jpg Winter Guard Gun Carriage

Khador Winter Guard Cavalry Battle Engine

A weapon platform that can deliver death and ruin to nearly any part of the battlefield, the Khador gun carriage is a rolling engine of destruction. Its dual cannons can blast apart enemy warjacks, shatter troop formations, or transform the earth into a crater-scarred wasteland. Their resounding thunder often heralds Khadoran victory on the battlefield. Even without its mighty guns the massive machine can easily shatter through enemy lines and trample foes beneath tons of iron and horseflesh.

Basic Info

Winter Guard Gun Carriage
Missing Info
Gun Carriage.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
STR 14
M.A. N/A
ARM 20
ESSENCE {{{essence}}}
HP 38
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
Warcaster 1
the Statblock


  • Battle Engine - All battle engines share the same special rules, most notably being immune to a bunch of stuff. Click here for the long version.
  • Cavalry symbol.jpg Cavalry
  • Construct symbol.jpg Construct
  • Pathfinder symbol.jpg Pathfinder
  • Crushing Weight – When it charges, this model is not required to move at least 3˝ to make impact attacks. Instead of making impact attacks only once, this model can make impact attacks each time it contacts a model for the first time during its charge.
  • Line Breaker - This model gains an additional die on impact attack rolls.
  • Dual Attack - This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
  • 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.


Military Rifle
Gun icon.jpg  RNG   ROF   AOE   POW 
10 1 - 11
  • Rear Attack - When declaring attacks with this weapon, this model can target models in its back arc.
Heavy Cannon (x2)
Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
10 1 4 16 1 Each Side
Mount icon.jpg  RNG   POW 
0.5 14
  • Knockdown - When a model is hit by an attack with this weapon, it becomes knocked down.
  • Ton of Bricks - A model hit by a non-impact attack with this weapon is slammed d3˝ directly away from this model. The POW of collateral damage is equal to the POW of this weapon.
  • Trampling Hooves - This model can make charge attacks with this weapon in addition to making impact attacks.

Theme Forces

Recent Changes

No changes since 2017.04

Thoughts on Winter Guard Gun Carriage

Winter Guard Gun Carriage in a nutshell

The Gun Carriage is a powerful combat piece. Its design intent is slamming into enemy lines and disrupting their formation while the rest of your army advance behind and take advantage of the ensuing chaos. Crashing through infantry units to knock down, slam, and fire cannons that leave behind craters of rough terrain is a perfect combination for a forward assault-style vehicle.

To demonstrate how powerful the Gun Carriage is, consider a typical activation:

  • Declares a charge
  • Contacts a model, declares impact attacks against everything within 0.5" of its front arc (thanks to being a Cavalry model)
  • Gets 3d6 for the impact attack rolls (thanks to Line Breaker) that auto-knockdown and deal a POW 14 +2d6 damage roll.
  • Rinse and repeat (thanks to Crushing Weight) until you either reach your charge target, or fail to kill something within the charge lane.
  • After finally completing the charge move, you get to make a charge attack with the mount (thanks to Trampling Hooves).
  • You get 3d6 for the charge attack roll (thanks to being a Cavalry model), that auto-knockdowns, auto-slams (thanks to Ton of Bricks), and deals a POW 14 +3d6 damage roll (damage boosted from the charge)
  • Oh, and if you slam the charge target into something else, you can get an extra damage die vs the target and/or do POW 14 +2d6 vs the something else.
  • Then it starts shooting (thanks to Dual Attack).
  • Then it repositions into a better position to do it all again next round.

That's what it does every turn, before you start buffing it. With buffs its performance can only go up.

Combos & Synergies

  • Assuming you get the charge (which is almost guaranteed thanks to Crushing Weight), you'll get auto-boosted melee attack rolls, so its MAT doesn't really need any help.
  • If you want to damage anything heavy, be it high-ARM multi-wound infantry or just a typical jack, then you need to debuff their ARM. You can't buff the Carriage's STR, but you can buff its Melee Damage using Fury for instance.
  • If you want to maximise the shooting, you'll want to debuff the target's DEF to make up for your average RAT.
    • Greylords (of pretty much any flavour) can make targets stationary, as can either Sorscha. Zerkova2 has a critical stationary.
    • Most of the Vlads have a way to boost or buff his army's attacks.
  • Vlad3's feat affects the Gun Carriage, being a Cavalry model, and gives it Side Step and Sprint for a turn.
    • Note that Side Step will only trigger on your one initial attack, not your impact attack(s). Also you can't resolve Sprint and Reposition on the same turn.
  • In Warriors of the Old Faith, taking these with Feora3 gets you POW18 Cannons with POW16 horses through Incite. Plus Flame Trail on a huge base to burn whatever you don't immediately kill.

Drawbacks & Downsides

  • As with all Battle Engines, it costs as much (or more) than a heavy warjack, but loses out on any potential warjack spell buffs and/or battlegroup buffs. And Khador has a plethora of those. This can make it less appealing (depending on your caster's spell list).
  • The Gun Carriage reaches peak performance when it can deal medium-POW attacks to multiple models every turn. If there are only a few enemy models on the table, and/or if those models are difficult to damage (ie warjack-heavy lists), the Carriage's impact on the game is going to taper off quickly.


Crushing Weight makes the Carriage a hard model to stop, but there's a few things you can try:

  • A direct debuff against its movement
    • A "soft" debuff with a SPD penalty, that will reduce how far it can charge (such as Crippling Grasp).
    • A "hard" debuff that prevents advances and/or charges, so it can't charge at all (such as Shadowbind).
    • More esoteric debuffs, like using Telekinesis to spin it around so it can't see charge targets.
  • You can block it with a model it can't reliably kill.
    • Remember, with boosted attack rolls it can reliably hit DEF 16, and with POW 14 it can reliably roll 20-21 damage.
    • You can't block it with Tough models, since it knocks you down before the damage roll (unless you have some way of ignoring knockdown)
    • So, to block it, you're really looking for a fast light warjack of reasonable durability. Fast so it can jam it quickly, and durable so it's not trivially removed prior to the Carriage's activation.
  • The second thing you can try is board positioning. Because every time it pauses to make an impact attack, that has to be a legal position to stop. It can't pause on top of terrain or other models (even if it has a rule that allows it to move over/through that terrain/model.
    • For example, even though the Carriage has Pathfinder and can charge over obstacles, this doesn't let it stop halfway on top of an obstacle to make impact attacks.
    • You can line up your troops behind obstacles, far enough away that it can't attack them in melee, but close enough that there's no room for it to "land" on the other side of the obstacle.
    • If you have Incorporeal models, a few them scattered around in front of it can really eliminate all potential "landing zones".

Tricks & Tips

  • Don't be afraid to sit back and shoot for another turn if the Gun Carriage can't get a good charge off.
  • Even if your target is out of range, rough terrain AOEs from the cannons can really mess with the enemy's threat ranges (if they don't have Pathfinder).


Useful external links


  • Released in the Warmachine: Wrath expansion (2011)

Other Khador models

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

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

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 Korps - Flame in the Darkness - Jaws of the Wolf - Legion of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2019.08

Rules Clarifications

Rules Clarification : Rear Attack - None yet. (Edit)
Rules Clarification : Crater - None yet. (Edit)

RC symbol.png

Rules Clarification : Knockdown      (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.
RC symbol.png

Rules Clarification : Ton of Bricks      (Edit)

  • You don't get the +2" that a huge base normally gets when it Power Attack Slams a small-based model. Because Ton of Bricks is not a Power Attack.

Rules Clarification : Trampling Hooves - None yet. (Edit)

RC symbol.png

Rules Clarification : Dual Attack      (Edit)

  • If you fail a charge, then you do not get to make ranged attacks.
  • If you have multiple ranged attacks and/or melee attacks, you can intermingle them in any order. (Infernal Ruling)
  • You can charge, make a ranged attack, then make your charge melee attack. Even though you made a ranged attack, that doesn't change the fact that your first melee attack is the charge attack. (Infernal Ruling)
  • You must complete all initial attacks before buying attacks. You can't go: Make an initial melee attack, then buy a melee attack, then make an initial ranged attack. (Locked Thread)
  • Dual Attack doesn't let you mix initial attacks with a (★) attack. Dual Attack only lets you make either:
    1. Initial melee attacks and initial ranged attacks.
    2. Power attack and initial ranged attacks.
      Any other combination of (★ Attack) and initials is disallowed. See this thread for full explanation and links to relevant Infernal Rulings.
    • You could theoretically make a special melee attack and then buy additional ranged attacks (or vice versa) ... but the core rules say "The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any" so the special attack would have to explicitly allow a swap - and I'm unaware of any that do so.
  • There is no penalty for shooting an enemy you are in melee with.
  • Your ranged attack(s) can target a model you are not in melee with. (Infernal Ruling)
  • Dual Attack & Drag ( Edit )
    • This is pretty-much limited to just the Prime Axiom under Syntherion
    • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
    • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
    • If you didn't charge then ... just go nuts. There's no restrictions that I know of.
RC symbol.png

Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • End of Activation (Edit)
    • Some end-of-activation abilities explicitly state your activation ends as part of resolving the ability, and some don't. Either way, you can never do anything extra during or after triggering an end-of-activation ability. You cannot cast spells, purchase additional attacks, use a mini-feat, etc.
    • If you start resolving an end-of-activation-movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • For units: if any model in the unit starts resolving the unit's end-of-activation-movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
    • If you have more than one end-of-activation ability, you have to choose which one to resolve, then your activation ends and you cannot use the other one.
    • See also the training article: LPG - End of Activation.

Rules Clarification : Crushing Weight - None yet. (Edit)
Rules Clarification : Line Breaker - None yet. (Edit)

RC symbol.png

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

Mount Weapon
  • Although the core rulebook specifies mount weapons have 0.5" range, this doesn't "overwrite" models that have a longer mount range listed on their card. (Infernal Ruling)
  • Mount Weapons are melee weapons. (Infernal Ruling) This means:
    • Mount Attacks can benefit from any buffs that affect "melee weapons" (such as Acidic Touch and Elasticity) or "melee attacks" (such as Battle Lust).
    • Mount Weapons can be used to make free strikes.
    • If the model doesn't have any regular melee weapon (such as the Gun Carriage) then it does have a melee range, can engage enemy models, and can make free strikes; anyway.
    • Despite being a melee weapon, you cannot use a Mount's special attack on the same activation you charge. (Infernal Ruling)
      • Exception: If you have Trampling Hooves, because that allows you to make charge attacks with your mount when you charge.
  • Mount attacks will trigger "Melee attack" stuff like Battle Wizard.
  • You can purchase additional attacks with your Mount Weapon. (Infernal Ruling)

Impact Attacks - Movement

  • You cannot "stop" in an illegal position to carry out Impact Attacks. For instance, halfway over a linear obstacle, or a flying cavalry stopping while it 'overlaps' other models, or stopping halfway through an Incorporeal model.
    • The reason is, you need to obey the rule "this model can advance through [stuff] if they have enough movement to move completely past it".
    • Stopping during your movement doesn't satisfy that rule, whether that's the "stop" at the end of the model's normal movement or the "stop" for impact attacks.
  • If your charge target is included in your Impact Attacks, then you need to turn and face it and end your movement before starting the attacks (refer rulebook, last paragraph of 'Impact Attacks').
    • As such, things which trigger at "End of Movement" (such as Admonition) will occur before your Impact Attacks.
    • On the other hand, if your Impact Attacks don't include your charge target, then you're interupting your movement to resolve them, and thus stuff like Admonition won't trigger.

Impact Attacks - The attack(s)

  • You resolve stuff that occurs "after the attack is resolved" (such as Battle Wizard) before continuing with your charge movement.
  • If you have an ability that boosts your "first" melee attack (such as Stir the Blood), then only one attack will be boosted even though you're making multiple simultaneous attacks.
  • If you choose to make any impact attacks, you make all attacks against all models in the Mount's melee range (even friendly models).(Infernal Ruling)

Impact Attacks - Other

  • You cannot use "any time" abilities while resolving Impact Attacks. Because Impact Attacks occur during movement; and you can only use 'any time' abilities before moving or after moving, but not during movement. (Infernal Ruling)
    • Exception: If your Impact targets 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.

Cavalry unit

  • If you have a unit of Cavalry, charge them and do impact attacks, remember you interrupt movement to do impacts, but you have to resolve all movements before doing any charge attacks. So for example it would go:
    • Cavalry model A charges enemy X, and contacts model M. Stop and make impact attacks against M. Then continue movement to X.
    • Cavalry model B charges enemy Y, and contacts model N. Stop and make impact attacks against N. Then continue movement to Y.
    • Cavalry model C charges enemy Z, and contacts model O. Stop and make impact attacks against O. Then continue movement to Z.
    • Resolve model A's charge attack vs X, B's vs Y, and C's vs Z. (This can be done in any order, as per normal)

Other interactions

  • Cavalry model with no melee weapon
    • If you have a Mount weapon but no regular Melee weapon (such as the Efaarit Scout), you can still declare a charge. (Locked thread)
    • You can make Impact Attacks along the way.
    • Once you get to the charge target, however, you can't make a melee attack against it. Because you can't use the mount weapon for a charge attack, due to the way the Cavalry rules are written. (Unless you have a rule like Trampling Hooves.)
    • If you don't charge, the mount attack can be used as an initial melee attack.
  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
  • 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.
  • Flight on a Cavalry model (Edit)
    • Although you can move over obstacles/models while charging, if you want to stop and make Impact Attacks while you fly "over" models you need to stop in a legal position. You can't make Impact Attacks while your flying horse is on top of obstacles, models, etc.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.

Rules Clarification : Construct - None yet. (Edit)

RC symbol.png

Rules Clarification : Battle Engine      (Edit)

  • The main differences between battle engines and the other huge bases are:
    • They can be placed, and they can move outside their Normal Movement (such as Dodge).
    • They can benefit from Advance Deployment, Incorporeal, and Stealth.
    • They can't make ranged attacks while in melee.
      At least not by default; but many battle engines have Gun Platform, Dual Attack, or similar.
    • Unlike Colossals and Gargantuans, your opponent can take control of your battle engine. There are very few such abilities that work on this model type, though.
  • Being a huge-based model, a Battle Engine can never gain the DEF bonus from concealment ... but it can still have concealment and thereby trigger Prowl.
  • 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.