From LOS Warmachine University
Jump to: navigation, search
I have an update about Special Order Models - it is no longer a thing.
Click here to read more.

Khador Logo.jpg Kodiak

Khador Heavy Warjack

Developed to support Khador’s renowned 5th Border Legion, the Kodiak is a rugged, all-terrain war machine built to fight in close quarters and dense forests. The Kodiak is instilled with a mechanikal instinct for pugilism and metal-wrenching violence, and nothing can withstand its steam-driven assaults.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
STR 12
M.A. N/A
DEF 10
ARM 20
ESSENCE {{{essence}}}
HP 34
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click the link for a full run-down.
  • Construct symbol.jpg Construct
  • Pathfinder symbol.jpg Pathfinder
  • Heavy Boiler - This model gains +2" movement when running.
  • Vent Steam - This model can use Vent Steam once per activation at any time. Center a 4" AOE cloud effect on this model. Living and undead models in the AOE when it is placed suffer a POW 12 damage roll. The AOE remains in play for one round.


  • Armored Fist (x2) - 1" reach, POW 4, P+S 16 melee attacks

Theme Forces

Thoughts on Kodiak

Classic Sculpt

Kodiak in a Nutshell

Khador's "5th Border Legion" or "Mobility" warjacks are modern 'jacks equipped with superior mobility when compared to their classic counterparts. They pack innovative weapons with a lot of utility, letting them perform a wide range of duties and their inherent Pathfinder and high amounts of initial attacks make them formidable warjacks for many occassions. Both of their builds are suited to very different play styles:

  • Grolars are combined arms warjacks with weapons for every job. Their 5-7 initial attacks each turn let them fulfill a wide range of tasks each activation and excellent synergy with activation-wide effects.
  • Kodiaks are highly mobile melee warjacks with access to the full complement of power attacks and a devastating Chain Attack. Their Vent Steam ability lets them clear out low-ARM warriors with ease and provides endless utility with the clouds they generate.

The Kodiak is an excellent melee warjack at its cost. It is most easily compared to the Juggernaut and it trades the devastating power of the Ice Axe for more mobility, a steam attack and an extra effective initial attack. It's more than a fair trade, and the Kodiak's build makes it a wonderfully efficient and self-sufficient warjack, ideal for a lot of Khador warcasters that don't provide Pathfinder and/or don't have a lot of focus to spare (ie most of them). It's a great fighter that's meant to go after other heavies and beat them down, ideally after receiving a damage buff for insurance. Even outside of combat the utility of its Steam Vent makes it a very useful 'jack to have around, and because the cloud doesn't harm anyone after being played it synergizes wonderfully with models that like to hide in clouds.

Combos & Synergies

The Kodiak is an excellent warjack for a wide range of armies. It's an especially great warjack for 'casters that have a hard time allotting focus and enhancing mobility. Ideally, they can bump the Kodiak's damage output and benefit from its infantry-steaming or cloud-generating capabilities. It's currently not a great 'Jack Marshal target because it plays so far upfield and doesn't synergize especially with existing Marshals but does work relatively well because of its self-sufficiency.


  • The Butcher: Orsus is typically either short on focus or flat-out unable to support his battlegroup. He loves melee-centric independent warjacks.
  • Karchev the Terrible: Karchev loves efficient melee warjacks and he doesn't provide Pathfinder. The feat, Battle-Charged, Jumpstart and Road to War make the Kodiak stupid fast, and its Vent Steam is great in melee-centric Jaws of the Wolf lists that can have trouble with jamming models blocking charges.
  • Kommander Malakov: Malakov's Sneak Battle Plan synergizes with Vent Steam and his feat and Escort, Open Fire and Tactical Supremacy spells work wonders with the Kodiak.
  • The Old Witch: Zevanna likes Prowling in steam clouds and doesn't do much to support non-Scrapjack warjacks. The Kodiak is self-reliant and efficient and is great for throwing models into or out of ranges to help set up Gallows, Avatar of Slaughter & Unseen Path attacks.
  • Kommander Strakhov: Oleg's feat makes the Kodiak blisteringly fast and it works great with Overrun and especially Superiority.
  • Kommandant Kratikoff: This is probably the best jack for Sorscha3 (apart from Beast-09) to run due to their innate Pathfinder and two initials + Chain attack, which makes great use of her Field Marshal. Stoke the Fires is also great on them and the contribute to a infantry mulching clound wall if you combine Vent Steam with her feat.
  • Vladimir Tzepesci: All three incarnations of the Dark Prince love working with melee warjacks and the Kodiak likes a MAT fixer to all-but guarantee its Chain Attack goes off and bump its effective damage output.
  • Harkevich - His Field Marshal Reposition 3" allows you to drop a cloud then back out of it, blocking LOS to the enemy.

    Junior Warcasters    

  • Kovnik Malakov: Redline is a pitch perfect fit for the Kodiak and steam clouds help block LoS to Malakov so he doesn't have to rely on Sucker! as much for his safety.


Drawbacks & Downsides

  • Typical for Khadoran warjacks, it has low native SPD and DEF.
  • If it can't reach melee it can't do as much.
  • Heavy Boiler doesn't boost the Kodiak's movement on the charge.
  • If the opponent doesn't field single Health models Vent Steam becomes a lot less useful.
  • Its POW 16 attacks aren't as threatening against high-ARM models without a damage buff.

Tricks & Tips

  • Being knocked down causes models to lose Tough so feel free to go after Tough targets with the Chain Attack.
  • Use your good Throw skills to get enemies out of the zones.
  • If you can give the Kodiak Reposition it can move up, vent steam and move behind it to block LoS to itself.



  • Originally released in Warmachine: Escalation (2004).
  • The Kodiak is named after the Alaskan Brown Bear, known as the Kodiak bear.
  • The parts to build a Kodiak or a Grolar are contained in the same box, so you can use magnets to swap their Profile-specific parts for a two-in-one warjack.

Other Khdaor 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

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 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.
RC symbol.png

Rules Clarification : Chain Attack Grab & Smash      (Edit)

  • Grab & Smash allows you to make a Power Attack during the same activation that you charged. (Locked thread)
  • You may want to refresh yourself on the Rules Clarifications on Throws and Head-Butts.
RC symbol.png

Rules Clarification : Chain Attack      (Edit)

  • Some Chain Attacks generate a Power Attack (such as Chain Attack: Throw. These Chains can be used after charging, even though Power Attacks normally can't be used after a charge. (Infernal Ruling)
  • Buying extra attacks with fury or focus cannot trigger a Chain Attack - only initial attacks can trigger it.
  • If you have 3 weapons but only 2 of them are associated with the Chain Attack, then you can make that 3rd initial attack at any point without it preventing the Chain Attack from triggering.
    Also, interrupting your initials to resolve the Chain Attack will not prevent you taking the 3rd initial.
    For example, the Cryx Nightmare has two Claws with a Chain Attack, plus some Tusks. When he makes his initial attacks he can go:
    • [Claw] - [Tusks] - [Claw] - [Chain Attack] ... even though the two Claw attacks weren't sequential.
    • [Claw] - [Claw] - [Chain Attack] - [Tusks] ... even though he did the Chain Attack before getting to his initial Tusk.
    • [Tusks] - [Claw] - [Claw] - [Chain Attack]
    • He cannot go ... [Claw] - [Claw] - [Tusks] - [Chain Attack] ... because you must resolve the Chain Attack as soon as it's triggered, or not at all.
RC symbol.png

Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Inert warjacks

  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.

Rules Clarification : Construct - None yet. (Edit)

RC symbol.png

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Heavy Boiler - None yet. (Edit)

RC symbol.png

Rules Clarification : Vent Steam      (Edit)

  • Not considered an attack / Pure damage roll (Edit)   [Show/Hide]
    • Some attacks create a "secondary damage" roll that is explicitly "not considered an attack" (such as Electro Leap); while other abilities just tell you to make a "pure damage" roll without mentioning attacks at all (such as Vent Steam). In terms of interacting with 'attack triggers' (such as Vengeance) "secondary damage" and "pure damage" work the same.
    • When one attack triggers a secondary damage roll, the original attack and damage is definitely an attack and triggers stuff normally.
    • Secondary/pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Secondary/pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
    • Secondary/pure damage is not from an attack, but it is damage from the original model. This has two implications:
      1. It's not an attack from a weapon so:
        • it won't gain damage buffs from the weapon (such as Poison).
        • it won't gain any Damage Types from the weapon. (Infernal Ruling)
      2. It is a damage roll from a model so: