Berserker

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Khador Heavy Warjack

There is something uniquely terrifying about the Berserker. 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.


CID icon.jpg

Rules subject to change.
This is an existing model, but it is being updated.

This model is part of the current CID cycle (What is CID?) and the information shown below does not represent its final rules.

This is a existing model, and the information here is the rules it had before the CID cycle.

If you wish to document the CID changes before they're finalised, please do so under the Recent Changes heading only.

Basic Info[edit]

Berserker
Berserker
SPD 4
STR 11
MAT 5
DEF 11
ARM 18
HP 31
Cost 9
See also How to Read the statblock

Weapons[edit]

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

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]

2017.01 Errata

Cost went up 1 point, in an attempt to curtail players spamming them.

2018.02 Armored Korps CID

MAT: 6, Point Cost: 8

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, or Vlad3 can help, but there is usually something better to cast Hand of Fate on.

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 Berserker will get much more out superiority than your 2nd jack to begin with (until the 'serker 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 Tips[edit]

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


Other[edit]

Trivia[edit]

Originally released in Warmachine: Escalation (2004)

Theme Forces[edit]

Themes for generic warjacks (Edit)

Other Khador models[edit]

KhadorLogo.jpg
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Battlegroups
Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2
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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 - MOW Atanas & Standard
Ranking Officer CA : Koldun Kapitan Valachev
Solos Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Sofya - Yuri
Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
 
Theme Forces
Armored Korps - Jaws of the Wolf - Legion of Steel - Winter Guard Kommand - Wolves of Winter
Merc khador.jpg

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

Requires a 2+ caster game

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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)

  • 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)

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 Berserk triggers at the same time as another "attack generating" ability (such as Black Spot), Berserk means you must make an attack. But it can be either a Berserk attack or the other one. (Infernal Ruling)
    In other words you can't say "I trigger both Berserk and Black Spot, I choose Black Spot, Black Spot is optional, so I'm not making any more attacks".
  • "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.
  • 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 Grim Salvation).

Rules Clarification : Unstable - None yet. (Edit)