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All Berserkers have the roughened look of decades of service, but Drago stands out even among such company. While it has a cortex as old and unstable as any Berserker's, the passing of long years has removed many of the limited restraints that once held the machine back in battle. Mechaniks keep it chained up like a wild beast when not fighting, for Drago unleashes unmitigated violence at the slightest provocation.
|See also How to Read the statblock|
- Executioner Axe (x2) - 1" reach, P+S 17 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.
- 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.
- Bond [Vladimir] - If this model begins the game in Vladimir's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to Vladimir and in their CTRL range, Drago can ignore Unstable.
- Imprint [Grave Wind] - This model can spend 1 focus to gain +2 DEF and Poltergeist for one round. (Poltergeist - When an enemy model misses this model with an attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from this model.)
- 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.
Thoughts on Drago
Drago in a nutshell
Drago is ultimately an elite Berserker with a few extra tricks. Its great at slaying hordes of non-elite Warriors (make sure you don't end up hitting your own), but "only" decent at cracking heavy armour, unless Critical Amputation is being triggered, when he can do terrifying damage.
Combos & Synergies
Khador in general has no problem shredding even the toughest infantry in close combat, and Drago on his own is not allowed in any of the themes so far. That makes him a really niche pick that you're only likely to consider running under any of Vladimir Tzepesci's incarnations.
- Vlad1 - Signs & Portents is a universal MAT and damage fixer, and can help you to land important attacks even against elusive targets. It is also useful to re-ignite your Berserk attack-chain. Drago has no means to navigate rough terrain, so Boundless Charge goes a long way of helping him.
- Vlad2 - Hand of Fate makes Drago far deadlier than he appears. High MAT + additional die to swing the bell curve means his attacks are going to hit where they're aimed, so fully-loading him can bring you five attacks that are hyper accurate and deal fairly good damage. Keep in mind though, that this spell is model/unit, so use this only if there are no better recipients around. Also, this spell, along with S&P helps you only marginally with critical hits, as you always have to drop the lowest die, even if it would be a critical hit with the lower values.
- Vlad3 - Hand of Fate is also present here, but if you just want to shred infantry, and from afar, do it with Infernal Machine. It synergize superbly with the feat and Side Step for some crazy or unexpected vectors to get deep into enemy lines.
Drawbacks & Downsides
- No innate ability to mitigate rough terrain.
- Costs almost as much as 2 Berserker, and more expensive than a Juggernaut.
- As other members of its chassis, compared to the Juggernaut-class it lags behind in terms of durability.
Tricks & Tips
- Critical Amputation has a huge boost against Gargantuans. As it fills all unmarked damage box on a damage spiral's branch, you can completely remove a whole aspect with a lucky roll. Not something to build a strategy on, but spectacular, when it comes into play.
- Popping Poltergeist, then running up behind a wall or obstruction will give you DEF17 - something that is fairly uncommon on Khador heavies.
- Pushing enemies away with Poltergeist is optional. Enemies will have to second-guess whether or not they'll be pushed out of melee after their first missed attack, and position their forces accordingly.
- Ignoring Unstable due to your bond is optional. If you want to go on suicidal by overloading Drago, you may still go for a pretty sizeable kaboom.
- Sculptor: Jason Hendricks
- Originally released in Warmachine: Legends (2008)
- Updated for Mk II in Warmachine: Khador (March 2010)
When taken in Vladimir's battlegroup, this model can be taken in:
Themes for any-and-all bonded 'jacks (Edit)
- Winter Guard Kommand - (Article) (Category)
- Jaws of the Wolf - (Article) (Category)
- Legion of Steel - (Article) (Category)
- Armored Korps - (Article) (Category)
- Wolves of Winter (Article) (Category)
When taken in someone else’s battlegroup, this model can’t be taken in theme forces.
Other faction models