From Battle College
Jump to: navigation, search

Khador Heavy Warjack

There is something uniquely terrifying about the Berzerker. The oldest of Khadoran warjacks still in service, the 'jacks have become unstable over the decades and are prone to charge without orders when near the frenzy of combat. Worse yet, their cortex alloys have become critically decayed and risk massive concussive overload when stimulated by arcane energy.

Basic Info[edit]

STR 11
DEF 11
ARM 18
HP 31
Cost 9
See also How to Read the statblock

Weapons and Attacks[edit]

  • War Axe (x2) - 1" reach, P+S 16 melee weapons.

Special Abilities[edit]

  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy.
  • Construct - This model is a construct and is not a living model.
  • Berserk - When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.
  • Unstable - This model might explode at the end of its activation if it spent 2 or more focus. Roll a d6 at the end of the turn, if the result is equal or less than the focus spent, it explodes. The explosion deals a POW 14 blast damage roll to models within 3". This model is removed from play.

Recent Changes[edit]

2016.06 Mk2 to Mk3

Berserkers lost Aggressive, so they no longer run or charge for free. However, unstable was changed to ignore the first focus spent and they will of course benefit from Power Up. This is mostly a downgrade: if you're just running or charging, there's functionally no difference. However, if you charge in and then spend more focus, you're MORE likely to explode than before since that charge focus now counts against you. Also if you're charging, that's a focus that you can't choose to spend on additional attacks, although like all warjacks it only costs 2 from your caster to fully fuel a berserker now.
Berserkers gained (appropriately) Berserk, allowing them to earn additional attacks by killing enemy models. With the global increase in warjack reach to 1", this is potentially devastating against tightly packed enemy infantry. However, the Berserker's low MAT means that you will want either an accuracy buff or to boost its attack rolls to reliably trigger this ability.

2017.01 Errata

As of January 2017, the Berserker has gotten a slight points increase, in an attempt to curtail players spamming them.

Thoughts on the Berserker[edit]

Berserker in a nutshell[edit]

Berserkers are cheap, largely disposable warjacks. They get two melee attacks with a decent P+S, with the potential to gain more via berserk. However, their low MAT means you'll want to boost to hit... and if you start spending focus there's a good chance your heavy warjack will go KABOOM.

Combos & Synergies[edit]

A Berserker loves any sort of MAT fixer that does not count as focus. This most notably includes Signs & Portents from Vlad1. Vlad2 and Vlad3 can help, but there is usually something better to cast Hand of Fate on. No one else really took berserkers in Mk II, but with the increased warjack points people might want something cheap to soak up the rest of their points after an expensive warjack like Behemoth.

Superiority is a great fixer for them. The bonus speed and mat make getting there and doing things (like killing models) much more likely and the boost to def makes killing it much harder than first thought, putting its Def just over the curve that most jacks will want to roll 6&7's to hit. Irusk only wants at most 2 jack's and the humble zerker will get much more out superiority than your 2nd jack to begin with (until the 'zerker dies a glorious death either starting the piece trade or finally being knocked off it's pile of fallen enemies).

Vlad3 might also have a renewed interest due to his feat. Side Step and Berserk work remarkably well together on Fenris in the past. There's still the MAT problem, but side step can allow you to get deeper into enemy lines for your exploding blaze of glory.

Berserkers also love movement bonuses that apply to the entire battlegroup, to allow a large number of warjacks to make long charges without expending too many resources. Many Khador warcasters can make their whole battlegroup at least 2" faster, including Old Witch, Strakhov, Butcher2, Butcher3, Vlad1, and Karchev.

Drawbacks and Downsides[edit]

Berserk means it wants to mulch infantry... but the low MAT means you probably won't get very far without some sort of support.

Their reduced number of Cortex boxes makes them more vulnerable to targeted attacks that can easily cripple critical systems.

Tricks and Tactics[edit]

Never forget that Unstable can work to your advantage. There's a lot of things that don't like taking an autohitting POW 14 to the face. And remember, the earth-shattering kaboom isn't a 3" AOE; it's anything within 3" of the model.



Originally released in Warmachine: Escalation (2004)

Theme Forces[edit]

Themes for generic warjacks (Edit)

Other faction models[edit]

Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2
Warcaster attachments War Dog (Khador) - Madelyn Corbeau (Mercenary) - Reinholdt (Mercenary) - Wyshnalyrr (Mercenary)
Other Controllers Malakov1 (BGC) - Man-o-War Kovnik (Marshal) - Greylord Forge Seer (Marshal)
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
Ranking Officer CA : Koldun Kapitan Valachev
Solos Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Sofya - Yuri
Battle Engines Gun Carriage
Theme Forces
Armored Korps - Jaws of the Wolf - Legion of Steel - Winter Guard Kommand - Wolves of Winter
Merc khador.jpg


Mercenary Battlegroups
Warcasters Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten - Magnus1 - Magnus2

Requires a 2+ caster game

Other Controllers Mini-casters Brun Cragback & Lug - Rorsh & Brine
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Khador army depends entirely on which mercenary is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
Mercenary Units, Solos, & Battle Engines
Units High Shields - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps
Alexia1 - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Bradigan - Eilish Garrity - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gorman - Gudran - Harlan - Hutchuk - Bailoch - Rockbottom - Dougal - Orin - Ragman - Raluk - Rorsh & Brine - Rutger - Saxon - Sergeant Nicolas - Stannis - Thor
Battle Engines Hammerfall Siege Crawler
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr

Rules Clarifications[edit]

Rules Clarification : Warjack      (Edit)

  • Please refer to the Warjack page for a recap of the warjack rules, and the very few associated Infernal Rulings.

Rules Clarification : Construct - None yet. (Edit)

Rules Clarification : Berserk      (Edit)

  • Berserk grants an additional attack which by definition can only occur during your Combat Action. Therefore Berserk doesn't work on free strikes, impact attacks, etc.
  • If you trigger two effects that grant you an extra attack (such as Berserk + Black Spot), you can only use one. (Refer "Attack-generating Special Rules".)
    • Not only that, due to the way Berserk is worded you must make a melee attack, regardless of which ability you resolve. So you can't say "I trigger Berserk and Black Spot, choose Black Spot, Black Spot is optional, so I'm not making any more attacks". (Infernal Ruling)
  • "Immediately" means you can't save it until later in your activation. Berserk must be resolved at step 14 of the attack sequence (refer Apdx A).
  • You cannot use "Any Time" abilities while resolving the original attack, the Berserk attack, or between the attacks. Refer Apdx A.
    • This is a change from Mk2
  • Berserk doesn't trigger during a frenzy. (Infernal Ruling)
  • Berserk will not trigger if the target uses an ability to move the damage to another model (such as a warlock transfer).
    • But it will trigger if they use an ability to move the attack to a different model (such as Shield Guard).

Rules Clarification : Unstable - None yet. (Edit)