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Khadoran colossals are mountains of steel bristling with some of the most powerful weapons ever deployed in the Iron Kingdoms. The Victor’s massive siege mortar and its sophisticated loading system bring unmatched versatility to the battlefield, while its autocannons neutralize airborn threats with pinpoint accuracy.
Basic Info
| Victor |
| Missing Info |
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| 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 |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
2 |
| UNIT SIZE |
N/A |
| COST |
32 |
| N/A |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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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
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| Siege Mortar
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RNG
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ROF
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AOE
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POW
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LOCATION
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20
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1
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5
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15
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Superstructure
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- Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
- Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
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| Auto Cannon (x2)
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RNG
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ROF
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AOE
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POW
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LOCATION
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12
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d3
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-
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12
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1 each side
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- Flak Fire - This model gains an additional die on attack rolls with this weapon against models with Flight.
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| Fist (x2)
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RNG
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POW
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P+S
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LOCATION
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2
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4
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23
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1 each side
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Theme Forces
- Khador
- Other Factions
Recent Changes
2021.10 Mega Update
Thoughts on Victor
Victor in a nutshell
The Victor differentiates itself from the Conquest by having a longer range main gun with three ammo types that cover a wider variety of match-ups. Need to slow a non pathfinder enemy down? You have a 5" AOE for that. Need To get rid of stealth and lower some defense? Need to set the world on fire? Victor can do this for you, but his very low RAT makes it so you need to rely on the 5" AOE and good deviation rolls to get your shots with the main gun on target. Victors secondary guns are the polar opposite; RNG 12 is average range but d3 shots in each arc means you have several attempts at hitting, and Flak Fire means you are actually able to hit the high defense that most flying models have if they are in range.
Big and shooty. Take Victor if you want a Colossal for his different ammo types and main gun. Reach for the Conquest if you want Creeping Barrage's POW 10 templates to protect your army and the potential crit devastation.
Combos & Synergies
- Greylord Adjunct - Don't let pesky Incorporeal or stealthy models make your Victor run for its points.
- Winter Guard Artillery Captain: Can make the Victors Rat 4 main gun less inaccurate by giving in +2 to hit but more importantly re-rolls on the direction and distance deviated.
- Harkevich: Two siege mortar shots a round with broadside is amusing, and Mobility gives the Victor much needed movement. Sadly keep in mind that Fieldmarshal: Reposition does not work on Colossals.
- Strakhov1: Sentry gets you a second shot with the siege mortar every round and Victor is a good way to proc Overrun, but he can not make use of it himself. When it comes time to wade into melee Strakhov's Feat and Superiority makes Victor surprisingly fast and fixes MAT 6.
- Vlad 1: Signs & Portents boosts the accuracy for "free" (you were going to cast it anyway...) and his feat gives Victor a nice speed boost. If you really need something dead, cast Boundless Charge on Victor on the feat turn for a sudden charge of 13" (+2" reach).
- Vlad 3: Victor is a great candidate for both Hand of Fate and Infernal Machine, the former for hitting more accurately and the latter for hitting first.
- Vlad 2: Hand of Fate is awesome on Victor, Assail is somewhat weaker.
- Irusk 2: Victor benefits from Fire for Effect because all the damage under the template is boosted. You'll get no mileage out of Energizer, sadly, but that can be a good thing because Irusk is focus strapped as is.
- Malakov2 - You can run Victor 12" turn one with Escort and then Open Fire to get some good deviations with a total threat range of 32".
Drawbacks & Downsides
- Like most Colossals the Victor is big and lumbering. People in MK3 are used to heavy armor cracking and will have an idea of how to take down a colossal with their lists.
Tricks & Tips
- Being conservative with Victor and getting another round of shooting before committing him can be a wise choice when your opponent still has the tools to remove him. Don't hesitate to take an Aiming Bonus if you want to hit something directly.
- Flak Fire makes it mince Archons, Incindiary lets it mince infantry, both single-wound and multi-wound. It's a great anti-meta tool.
Other
Trivia
Released in the Warmachine: Reckoning expansion (2015).
Other Khador models
Rules Clarifications
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Rules Clarification : Arcing Fire (Edit)
- Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.
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Rules Clarification : Attack Type and/or Arcane Savant (Edit)
- If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
- If your target can only be targeted by certain kinds of attack (ie a Menoth warjack with Passage), you can first choose the correct Attack Type (ie Magical Damage vs Passage) and then that allows you to target it. The Attack Type selection and target declaration both occur at Step 1 (Refer Appendix A). (Infernal Ruling)
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Rules Clarification : Crater - None yet. (Edit)
Rules Clarification : Flare - None yet. (Edit)
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Rules Clarification : Incendiary (Edit)
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Rules Clarification : Fire (Edit)
- If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
- Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
- Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
- You can always use non-standard terrain if you agree with your opponent before the game starts, however.
- A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
- In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
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Rules Clarification : Flak Fire - None yet. (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.
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Rules Clarification : Construct - None yet. (Edit)