Drago

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Drago

Khador Character Heavy Warjack

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.

Basic Info[edit]

Drago
DragoNew.jpg
SPD 4
STR 12
MAT 7
RAT 4
DEF 11
ARM 18
HP 32
Cost 14
See also How to Read the statblock

Weapons[edit]

  • Executioner Axe (x2) - 1" reach, P+S 17 melee weapons.
    • Critical Amputation - On a critical hit, mark all unmarked boxes in the last column/spiral damaged.

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.
  • 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[edit]

Drago in a nutshell[edit]

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[edit]

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[edit]

  • 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[edit]

  • 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.

Other[edit]

Trivia[edit]

Theme Forces[edit]

When taken in Vladimir's battlegroup, this model can be taken in:

Themes for any-and-all bonded 'jacks (Edit)

When taken in someone else’s battlegroup, this model can’t be taken in theme forces.

Other faction models[edit]

KhadorLogo.jpg
(Edit)
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

(Edit)

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

Requires a 2+ caster game

K
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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]

RC symbol.png

Rules Clarification : Critical Amputation      (Edit)

  • You resolve Amputation after marking damage from the current attack. It doesn't go: hit the target, fill in the column that was damaged from a previous attack, then roll damage for the attack. (Infernal Ruling)
RC symbol.png

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)

RC symbol.png

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).
RC symbol.png

Rules Clarification : Bond      (Edit)

  • Bonds are ineffective while the model is under your opponent's control. Refer the core rulebook.
  • Bonds & Themes
    • If a warjack/warbeast with a bond is in that caster's battlegroup, they can be taken in any theme force. Refer the core rulebook.
    • Exception: Battlegroup Controllers and Lesser Warlocks cannot take their bonded warjacks/warbeasts in theme forces (eg Kharybdis with Aiakos1) because BC & LW are specifically not warcasters/warlocks. (Infernal Ruling)

Rules Clarification : Imprint - None yet. (Edit)

RC symbol.png

Rules Clarification : Poltergeist      (Edit)

  • If the attack is out of range, Poltergeist is still triggered. This is because an out of range attack misses automatically, and an auto-miss is still a miss.
  • If a single attack misses multiple Poltergeists (for instance a Thresher), then you get to resolve the pushes in any order you choose (after the last thresher attack is resolved).

Rules Clarification : Unstable - None yet. (Edit)