Marauder

From LOS Warmachine University
Jump to: navigation, search
Khador Logo.jpg Marauder

Khador Heavy Warjack

Mk4 icon.png
Prime
This model is available in two Prime Armies, Armored Korps and 5th Division. 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.

Khador’s mechaniks build their warjacks to last. The Marauder uses its piston-driven battering rams to deliver pulverizing impacts that can hurl enemy warjacks away with effortless ease.

Basic Info

Marauder
Missing Info
Marauder.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 4
STR 12
MAT 7
RAT N/A
M.A. N/A
DEF 10
ARM 20
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 34
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE N/A
COST 11
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

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

Ram Piston (x2)
Sword icon.jpg  RNG   POW   P+S   LOCATION 
1 4 16 Left+Right
  • Combo Smite (★ Attack) - The model hit is slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. When resolving damage for this attack, the model hit suffers a damage roll with POW equal to the STR of this model plus twice the POW of this weapon. The POW of collateral damage is equal to the STR of this model.
  • Siege Weapon - This weapon gains an additional die to its damage rolls against huge-based models.

Theme Forces


Thoughts on Marauder

Marauder in a nutshell

The Marauder is cheap, and hits hard, especially against colossi and battle engines, so the lack of open fists doesn't hurts so much in this case. It has a decent MAT, a solid ARM and its combo smite is really powerful and can slam its target away, even if without the 3" movement. Its only weak point is its speed, but Khador has a lot of ways to fix this.

Marauder is among the least complex warjacks in the faction. Beside the typical Khadorian jack stat-line, it has two, average P+S attacks. What makes it great, is its Combo Smite, which will send smaller, or equal-based targets flying, and deals massive damage on huge based models.

Combo Smite has some extreme damage potential. An effective P+S 20 it rivals the Macropummeler of the Inverter, with the added effect of slamming the target away. With boosted damage rolls (and with a well-placed wall, or other model to slam upon), it can badly maul heavies, and severely threaten even warcasters (and battle-engine warcasters particularly).

Combos & Synergies

The Marauder hunts mainly heavies, and with its above-average MAT it often spares the need to boost the attack roll. Usually, the Power-up focus is all that it needs for a good combo-smite. Apart of that, casters, who can speed it up, or give it free charge, will get even more mileage out of it.

  • Vladimir2 has Assail which makes it charge both for free and farther. It also adds 2" to the slam from combo smite, even though it is not a slam power attack.
  • Casters with Superiority - Irusk1 or Strakhov.
  • Casters with Fury like Kozlov, can boost the Marauders damage output to even higher levels, with no need to combo strike as often, but when you do..... ouch!
  • Butcher 1 - Full Throttle guarantees hits even against elusive targets, while an additional die on the damage rolls can mean death sentence for nearly anything.
  • "Jack Casters" - Karchev and Harkevich, both offer quite a lot for melee capable, tough jacks, especially SPD buff.
  • Marshalling - it cannot use the drive of the Man-o-War Konvnik, but the other marshal bonuses are pretty nice. A Greylord Forge Seer ensures that not even Wraith Engines are safe from the Marauder's predation.
  • Battle Mechaniks - One of your weapons crippled? Restore the system with a repair, and keep on combo-smiting!

Drawbacks & Downsides

  • Anything that restricts special attacks, will severely decrease its offensive capability.
  • It lacks Follow-up, so if you slam away the target, you'll probably need other units to finish the job, if the target is not dead.
  • One of the few Khadorian, non-Berserker jacks that lacks open fist. Occasionally you'll wish you had one.

Tricks & Tips

  • Combo smite is not a Power Attack Slam, it just causes a model to be slammed. Thus you can slam your own figures to knock down enemy targets.
  • Because Combo smite is not a Power Attack Slam, you don't have to charge directly at your opponent's model per Slam rules: you can position your Marauder and align the slam direction for optimal effect.
  • Look for walls, or other enemy models to slam the target for the extra damage die.
  • Do your maths before combo-smiting a huge-based model. Since the bonus from Siege Weapon applies to each attack, you're often better to make more weaker attacks than 1 slightly more powerful one.
    • The critical ARM value is 23. Beyond that, the +4 from the combo smite is worth more than the +3.5 you get from an average d6.

Other

Trivia

Originally released in Warmachine: Prime (2003)

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

RC symbol.png

Rules Clarification : Smite      (Edit)

  • This rule changed in Mk3 to no longer say it "adds the weapon's POW". It still does add the POW, however, because the whole section on calculating Slam damage was reworded in the main rulebook.
  • Smite is not a Power Attack Slam, it is just an attack which causes a model to be slammed. As such, you can smite friendly models.
  • You can trigger Critical Smite on a free strike.
  • If you Smite on a charge, then the slam damage will be boosted.
  • Chain Attack Smite only - Unlile the other versions of Smite, a Chain Attack one doesn't have the distance halved when a smaller base model smites a larger. The Knights Exemplar Seneschal is just that awesome.
  • See also the clarifications on being slammed

Rules Clarification : Siege Weapon - None yet. (Edit)

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)