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|
Weapons and Attacks
- 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 control range, Drago can ignore Unstable.
- Imprint: [Grave Wind] - This model can spend 1 focus to gain a DEF buff & Poltergeist. (Poltergeist - When an attack misses this model you may push the enemy away a short random distance.)
- Unstable - This model might explode at the end of its activation if it spent 2 or more focus, and the more you spend the more the probability increases. The explosion deals high POW damage to nearby models.
Thoughts on Drago
Comparison to Mk2
He lost his imprint of Run Riot (an anti-infantry imprint) from MKII, but gained Grave Wind, which gives him Poltergeist, buffing his defense to the point someone might consider boosting if using an average or below-average RAT/MAT attack.
He gained a half inch of melee range, but lost his chain attack. He also lost his affinity for Vlad, which gave him a signs-and-portents like effect when in CTRL Range.
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) and only decent at cracking heavy armour where Critical Amputation can do terrifying damage on occasion.
Combos & Synergies
Drago is a really niche pick that you're only likely to consider running under any of Vladimir Tzepesci's incarnations. Its as good as it can be (though in different ways) under all three, but it's with Vlad3 that he shines the most. The Great Prince of Umbrey tends to run anti-armour in the forms of Iron Fang Uhlans already so he has a bit more room to bring a warjack that's best at blending infantry and is only moderately good at boxing enemy heavies. Vlad3's spell selection and especially his Feat really elevate Drago into 'amazing' territory when it comes to that blending functionality.
Drawbacks & Downsides
He's a heavy warjack, but his armor, as far as Khador is concerned, is sub-par. Any other heavy warjack or dedicated heavy-hunting infantry are going to wreck him if they get the alpha. His defense is higher than average for a Khador 'jack, which still puts him just slightly above the broad-side of a barn, but it's still well within the wheelhouse for just about anything besides a mortar with Inaccurate.
Tricks & Tips
Vlad1 (signs and portents) or Vlad2/3 (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 (not the best in faction, but enough to scratch the paint off of most everything it hits.)
Within any Vlad's control range, you don't have to make Unstable rolls via the bond. But, if Drago's dug in deep or about to die, you can choose to. If he blows, it's an auto-hitting explosion directly to your the face of your target (hopefully an unsuspecting caster or lock.) POW isn't great, and it's un-boostable, but it's strong enough to dent a heavy 'jack and kill just about any infantry who might be in range. Remember, it's not a 3" AOE...it's all models within 3". Which makes for a pretty sizeable kaboom.
Under Vlad3's feat, having sidestep and sprint can set you up for some crazy or unexpected vectors to get deep into enemy lines before becoming a massive crater.
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.
- Sculptor: Jason Hendricks
- Originally released in Warmachine: Legends (2008)
- Updated for Mk II in Warmachine: Khador (March 2010)
When taken in Vladimer's battlegroup, this model can be taken in:
When taken in someone else’s battlegroup, this model can’t be taken in theme forces.
Other faction models
|Khador - Theme Forces (Edit)|
|Winter Guard Kommand|