The Marauder is a Heavy Warjack for Khador in Warmachine Mk2.
Background and Description

Marauder painted by markodoornbos
The marauder's battering rams were designed to destroy buildings, but they're even more useful in destroying and knocking around enemy warjacks. While warjacks routinely batter each other about in a charging frenzy, Marauders can be used tactically and thoughtfully to advance and pound warjacks into useful directions.[1]
Special Abilities and Weapons
Strengths
- Positional Slamming: You can use any 'jack to slam power attack, however, traditional slams require a straight line, 3" minimum, aimed at the center of the target, and the application of 1-2 focus points (one to power attack, one to boost). The Marauder can simply advance and determine the direction of the slam based on the position of its base. Use this to help clear the way or to slam two heavies into each other. Slam in the manner that suits you best for the cost of 1 focus to boost the attack roll.
- Stronger than a normal Slam: A slam from a Marauder would be P+S 12, but the Combo Attack adds the POW of both its weapons to give it a P+S 20 slam that can be boosted.
- Points Cost: You're paying for a specialized 'jack with two average fists (for Khador) at the same value as a Juggernaut. While you might never want more than one Marauder in the list, its point cost leaves you with points to buy more specialized or versatile 'jacks.
Weaknesses
- Needs both arms to slam: Combo attacks need both initial attacks in order to trigger, so your opponent will look for ways to remove the threat of the smite.
- Made for dealing with heavies: Infantry swarms can down a Marauder unless they leave you favorable conditions for a Trample Power Attack (hint: Good players never do).
Synergies
Rules Errata
Articles
Notes
- 1 Warmachine: Prime MKII. 2009