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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]

STR 12
DEF 11
ARM 18
HP 32
Cost 14
See also How to Read the statblock

Weapons and Attacks[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.

Special 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 a DEF buff & Poltergeist. (Poltergeist - When an attack misses this model, after their attack you may push them 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]

Comparison to Mk2[edit]

Drago lost Aggressive, but the change to the Unstable rule means he can still run or charge without blowing up; just don't spend any more focus unless Vlad is around!

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[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) and only decent at cracking heavy armour where Critical Amputation can do terrifying damage on occasion.

Combos & Synergies[edit]

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[edit]

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[edit]

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.



Theme Forces[edit]

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[edit]

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


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

Requires a 2+ caster game

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 : 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)

Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule menas 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 you trigger two effects that grant you an extra attack (such as Berserk + Black Spot), you can only use one. (Refer "Attack-generating Special Rules".)
    • Not only that, due to the way Berserk is worded you must make a melee attack, regardless of which ability you resolve. So you can't say "I trigger Berserk and Black Spot, choose Black Spot, Black Spot is optional, so I'm not making any more attacks". (Infernal Ruling)
  • "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.
    • This is a change from Mk2
  • 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 Shield Guard).

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)

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)