Khador Heavy Warjack
The Demolisher features armor equal to that of the Devastator, but when its plated arms open they reveal cannons that can deliver powerful ordnance even in the thick of combat.
|(★) Drops to ARM 19 after attacking.
|See also How to Read the statblock
Weapons and Attacks
- Shoulder Cannon (x2) - 8" range, AOE 3", POW 15 guns
- Shield Fist (x2) - 1" reach, P+S 16 melee weapons
- 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.
- Gunfighter - This model can use its ranged weapons even while in melee, but when it does so it can only target models it's in melee with. It can even make ranged attacks after charging.
- Armored Shell - If this model makes an attack other than a head-butt, slam, or trample power attack, its base ARM is 19 until the start of its next activation.
- Bulldoze - When this model is B2B with an enemy model during its Normal Movement, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per activation. Bulldoze has no effect when this model makes a trample power attack.
- Girded - This model and friendly models B2B with it are immune to blast damage.
- Steady - This model can't be knocked down.
- Sturdy - This model cannot be pushed.
Thoughts on Demolisher
Comparison to Mk2
- Slight point decrease
- Gained Girded, Steady and Sturdy
- Its base ARM went down, but crippled weapon systems no longer compromise its ARM
Demolisher in a nutshell
Like its unarmed brother, Demolisher is the epitome of the Khador ARM-skew - a Hunter will roll dice-6 for damage, while the Defender or Stormwall will likely to see their unboosted cannonballs bouncing off from its hull. Before getting stuck in, it can bombard the enemy with two, strong, inaccurate, and short-ranged AOE attacks - which sadly compromises its outstanding ARM value.
Combos & Synergies
The Demolisher is a pretty tough nut to crack, and even harder to stop, thanks to Sturdy and Steady. Its main difference from the Devastator is its guns. If you want to use them, you may want to ensure, that they worth the extra points, and they hit their targets.
By no surprise, it feels itself the best with the same casters as its brother:
- Casters with Superiority - Irusk1 or Strakhov. Special mention on the latter's Sentry, which gives an out-of-activation attack, to help you keep your ARM protection.
- Butcher 1 - Full Throttle is tailor-made for trampling around. Also, his feat makes even blast damages dangerous.
- "Jack Casters" - Karchev and Harkevich, both offer quite a lot for melee capable, tough jacks, especially SPD buff. Harkevich's Broadsides also offers an out-of-activation shooting, just like Strakhov's Sentry.
- Sorscha1 - her feat will make sure that the Demolisher's shots will connect
- It is everything that a Man-o-War Konvnik could wish for: it is tough, and it can use his Assault drive.
Drawbacks & Downsides
- Its MAT lags behind the Juggernaut chassis.
- RAT is hardly enough for unboosted shots to reliably hit other heavies.
- Catch-22 on the cannons: if you shoot out of activation, you'll miss the boost, if shoot in activation, you'll give up a portion of your ARM protection
- Quite possibly the only warjack beside the Devastator, which gets weaker upon attacking, giving the enemy the chance to take it down.
Tricks & Tips
- Being tough as nail, and Girded, it is a safe haven for squishy infantries (and casters)
- Don't want to compromise your armour? Trample / Slam around, and open up the shell only in the critical moment.
This model was released in the Warmachine: Wrath expansion book (2011).
Themes for generic warjacks (Edit)
Other faction models
Rules Clarification : Open Fist (Edit)
- Refer to the Rules Clarifications on Throw.
- 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.
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: : Gunfighter (Edit)
Warning: This is a long one.
- You cannot Aim if you start your activation in melee. (Infernal Confirmation)
- A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).
- If the Gunfighter isn't in melee then it shoots just the same as a normal model.
- What models a Gunfighter can and can't target in melee change depending on whether it charged or not.
- If it didn't charge, it can target anyone it's "in melee" with. This includes models in the Gunfighter's melee range, as well as models that have the Gunfighter in their melee range.
- If it did charge, it's initial attacks can only target models that are in its melee range.
- If it charges, finishes its initial attacks, and can get more (via Reload for instance) then those non-initial attacks can target anyone it's "in melee" with, as per #1.
- Remember, you can never be "in melee" with a friendly model, and you can't charge friendly models, so a Gunfighter can pretty much never choose to target a friend while it's in melee (although it may hit one accidentally, see "Missing" below).
- If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
- If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Confirmation)
- You use the Gunfighter's RAT for the attack roll.
- Gunfighters do not ignore the Cover/Concealment bonus.
- How the +4 DEF bonus for "being in melee" works with Gunfighters is:
- they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
- they never ignore it vs friendlies, because you cannot be in melee with a friendly target.
- Obviously, if the Gunfighter isn't actually in melee with the enemy target, then the Gunfighter rules don't apply. So they do get the +4 DEF bonus as if it were a normal ranged attack (because it is).
Missing the Attack Roll
- If you miss the attack roll then you need to randomly reassign the shot just like you would with a normal ranged attack shooting someone in melee. Because nothing in the Gunfighter rules say you ignore this part of the "Targeting a Model in Melee" (TMM) rules.
- Do not include the Gunfighter model itself in potential 'randomees' (because you can't target yourself, as per the 4th paragraph of TMM)
- but do include models the Gunfighter is in melee with, and any friendly models that are in melee with them (as per the TMM rules).
- Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
- Once they do that you're in melee and your target selection is limited to just models in melee (as explained above).
Gunfighter + an AOE weapon
- If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
- If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.
Gunfighter + a spray weapon
- Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
- If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.
Units of Gunfighters
- If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
- Redirected attack:
- If they're still engaged, their initial attack (s) must be vs someone in their melee range.
- If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
- If they're unengaged, they are now free to shoot anyone within the gun's normal range.
Gunfighter vs Point Blank
- Gunfighter vs Point Blank (Edit)
- If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
- These two abilities are subtly different, but it's an important difference.
- Gunfighter allows you to make ranged attacks while in melee.
- Point blank allows you to make melee attacks with your ranged weapon.
- Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
- Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
- Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
- Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
- Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
Rules Clarification : Armored Shell (Edit)
- 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, lose the bonus, then activate your jack and immediately regain the bonus.
Rules Clarification : Bulldoze (Edit)
- Refer to the Bulldoze page for the clarifications - it was too long a list to repeat here.
Rules Clarification : Girded - None yet. (Edit)
Rules Clarification : Steady (Edit)
- Steady models are still susceptible to other effects of knock-down attacks (if there are any).
- For example, a steady model hit with a Head butt won't be knocked down but will take damage.
- A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
Rules Clarification : Sturdy - None yet. (Edit)