Demolisher – Khador Heavy Warjack

Demolisher.jpgThe Demolisher features armor equal to that of a Devastator, but when its plated arms open they reveal cannons that can deliver powerful ordnance even in the thick of combat.

Basic Info


Due to IP restrictions, Battle College cannot give out exact stat values.
Very Slow
Very High
Very Low
Damage Boxes
Very High
Average Heavy
The Demolisher shares a chassis and statline (and point cost) with the Devastator. They took out the Rain of Death and gave it a couple of guns instead.

The Demolisher has an incredible base ARM, but when it attacks it drops down to mid-high for one round.


  • Shield Fists (x2) – The Demolisher is armed with two. They're exactly like the Devastator, in every way.
    • Open Fist – This grants access to more Power Attacks.
  • Shoulder Cannons – While they only have the range of a medium spray, the Shoulder Cannons have one less POW than the fists and a medium AOE, which gives them serious hitting power.

Special Abilities

  • Warjack – All warjacks come with a stack of standard special rules—most notably being big and stompy.
  • Gunfighter - This model may make ranged attacks while in melee, but can only target models within its melee range while doing so. This model gains 0.5" melee range (if it doesn't already have a melee weapon).
  • Armored Shell - After this model makes any attack (excluding slams and tramples) it suffers a severe ARM penalty until its next activation, when its shell closes again. Also, it suffers an ARM penalty for each crippled arm, and the arms are immune to weapon locks.
  • Bulldoze - When this model advances into another model during its activation, that model can be pushed 2" directly away then this model can continue advancing. A model can only be pushed once from Bulldoze.
  • Girded - This model, and friendly models B2B with it, are immune to blast damage.

Thoughts on the Demolisher

The Demolisher in a nutshell

The Demolisher, like the Devastator, is an absurdly well-armoured warjack—as long as it doesn't attack. As soon as it opens up, its ARM drops by eight, at which point it gets destroyed by enemies looking for revenge who can now get at its squishy interior. It doesn't have the raw destructive power of Rain of Death. Instead, it has a couple of AoE templates that can hit from slightly further away and be placed more flexibly.

Combos & Synergies

  • Harkevich can have it fire and then immediately close back up again when it starts its turn. Also, Escort means that it moves pretty fast for bulldozing.
  • Sorscha2 likes bonding the Demolisher and running it up to the enemy warcaster. If they move away, they take a fully boosted Shoulder Cannon shot. If they don't, they become stationary from her bond. This forces them to find some other way of dealing with the ball of pain.
  • Butcher3 has Energizer and likes running clamjacks around, bulldozing the enemy army into knots before he sucks them all in and Flashing Blades the lot of them.

Drawbacks and Downsides

  • It has the same speed (slow), accuracy (low), and focus requirements (high) as most Khador 'jacks.
  • Its guns' short range means that it's normally sitting right in front of the enemy lines when it opens up, and thus perfectly placed for payback.

Tricks & Tactics

  • Running to engage as many enemy as possible is legit. The 'jack is tough to kill in melee, and if anyone tries to walk away, you get a free strike and boosted damage against everything under the blast template. Infernal ruling
  • Its ARM doesn't drop when it tramples or slams (refer rules clarifications below). It's entirely possible to play a Demolisher or Devastator in closed mode all game long. A mix of slams, tramples, and bulldozing gives these warjacks a lot of board control.
  • Don't worry about hitting yourself with the gun—you're immune to blast damage.



Theme Forces this is a member of

Khador Mercenary Index
Captain Bart - - Captain Damiano - - Drake MacBain - - Durgen Madhammer - - Gorten Grundback - - Fiona the Black - - Magnus 1 - - Magnus 2 - - General Ossrum
Note: To field a mercenary warcaster with Khador, you need to be playing a game which allows 2 (or more) warcasters.
Different types of Mercenary warjacks can only be taken by specific Mercenary models ... which means there's too many permutations to list here (in any sort of meaningful way).

However, note that the following Khador mercenary models can control warjacks/warbeasts (in addition to the Mercenary Warcasters listed above):
Dirty Meg - - Raluk Moorclaw - - Rutger Shaw - - Thor Steinhammer

Hammerfall High Shield Gun Corps & UA - - Press Gangers - - Sea Dog Deck Gun - - Sea Dog Boarding Crew & UA & WA - - Steelhead Halberdiers - - Steelhead Heavy Cavalry - - Steelhead Riflemen - - Tactical Arcanist Corps
Alexia1 - - Croe’s Cutthroats - - Nyss Hunters - - Blythe & Bull - - Boomhowlers - - Herne & Jonne - - Hutchuck, Ogrun Bounty Hunter - -Aiyana & Holt
Gobber Tinker - - Ogrun Bokur
Alexia2 - - Alten Ashley - - Bloody Bradigan - - Bosun Grogspar - - Dirty Meg - - Doc Killingsworth - - Eiryss1 - - Eiryss2 - - First Mate Hawk - - Gorman - - Gudrun the Wanderer - - Harlan Versh - - Kell Bailoch - - Lord Rockbottom - - Madelyn Corbeau - - Dougal MacNaile - - Orin Midwinter - - Ragman - - Raluk Moorclaw - - Reinholdt - - Rutger Shaw - - Saxon Orrik - - Sergeant Verendrye - - Stannis Brocker - - Thor Steinhammer - - Rorsh & Brine

Warcaster Attachment: Sylys Wyshnalyrr
Battle Engines
Hammerfall Siege Crawler

Rules Clarifications

  • Please refer to the Gunfighter page itself for its clarifications - it has such a long list that we didn't want to repeat it here.

  • Bulldoze only works during your activation (refer the latest errata).
  • You can't make free strikes against models you bulldoze (because it is involuntary movement).
  • You can use Bulldoze to get the charge bonus against models between 1 and 3" away. Simply move into B2B, bulldoze them 2" to make some more room, then you can move 2" further forward to get to the "moved at least 3 inches" requirement. Infernal Rulin
    • Similarly for Slams vs models within 1-3".
  • Enemy models with Reach will still engage you after being bulldozed. Because they will be exactly 2" away and thus still within 2".

Being Pushed
  • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
  • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
  • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
  • Pushed models suffer the effects of anything they move through (such as acid clouds). Also, a knocked down warjack pushed into/through water will have its furnace extinguished.

Armored Shell
  • This model's ARM is not reduced when it makes slams or tramples. Infernal Ruling
  • ARM is not reduced if you fail a charge. Infernal Ruling
  • ARM is reduced if you make any other kind of Power Attack or any out-of-activation attack (such as Broadside and free strikes).
  • Being knocked down does not open the shell.
  • You may regain your ARM bonus in the same turn as losing it - for instance you make an out-of-activation attack first, lost the bonus, then activate your jack and immediately regain the bonus.