Kommander Zoktavir, The Butcher Unleashed

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Khador Warcaster Unit

Orsus Zoktavir is a living legend, having earned a place in the company of other almost-mythical heroes from the frozen north. A brutal warrior capable of unbridled savagery, he is feared by his soldiers as much as by his foes. His only companions are his two war argus—two-headed hounds that are a living embodiment of the untamable darkness inside the Butcher.

Basic Info[edit]


DEF 14
ARM 18
HP 20
WJP +22
See also How to Read the statblock

Weapons and Attacks[edit]

  • Blunderbusss - 8" range, POW 12 gun
  • Lola - 2" reach, P+S 16 melee weapon

Special Abilities[edit]

  • Warcaster Unit - All warcasters come with a stack of standard special rules - most notably being awesome. Furthermore, this warcaster comes with some troopers that can be ordered around. Butcher3's unit includes two War Argus.
  • Officer - This model is the unit commander even if the unit has a Leader model.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Granted: Vengeance - While this model is still alive and in formation all of the unit gains Vengeance. (Vengeance - During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.)

Feat - Red Haze[edit]

This feat has two effects:

  1. Butcher immediately gains h focus points. He cannot have more focus points that his current FOCUS as a result of Red Haze.
  2. Living enemy models cannot charge Butcher.

Red Haze lasts for one round.


  • Energizer - COST 2, RNG SELF
    Each model in the spellcaster's battlegroup that is currently in its control range can immediately advance up to 2". Energizer can be cast only once per activation.
  • Flashing Blade - Cost 1, range SELF spell. The spellcaster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.
  • Impending Doom - Nearby enemy models are pushed towards this model in the order of your choosing.
  • Obliteration - COST 4, Range 10, POW15, AOE5 offensive spell.
  • Silence of Death - Upkeep that grants a faction model/unit a STR bonus and Take Down. (Take Down - Models killed in melee by this model cannot use Tough and are RFP'd.)

War Argii[edit]

DEF 14
ARM 14
HP 8 each

Weapons and Attacks[edit]

  • Bite (x2) - "0.5" reach, P+S 11 melee weapons
    • Combo Strike (★ Attack) - Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon.

Special Abilities[edit]

  • Gang - When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
  • Granted: Relentless Charge - While this model is still alive and in formation all of the unit gains Relentless Charge. (Relentless Charge - This model gains Pathfinder while it is charging.)
  • Sprint - If this model kills something in melee during its turn it gets a free move at the end of its turn.

Thoughts on Kommander Zoktavir, The Butcher Unleashed[edit]

Comparison to Mk2[edit]

Butcher lost a couple inches of his threat range, due to a slight nerf to Energizer as well as the rule change in regards to charging friendly units (butcher would charge his own units to gain threat range, which is no longer allowed). The changes to Silence of Death have also made him less effective against targets with transfers, as it now buffs STR instead of stopping transfers. Butcher also lost some of his resiliency, as he can no longer camp more armor than most Colossals. That being said, Butcher was an almost unbeatable caster in Mk2, and is still very good after all the changes. It can be noted he has a high amount of Warjack points with the new rules, and still does just as much damage as before. Assassinations are just a little more difficult and dangerous to pull off with him as of Mk3.

That being said, the changes to his feat allow him to fulfill a different role. Now that he can't be targeted by living models you can take out a large section of their army and sit him there with focus to spare, against hordes he's completely safe, whist against warmachine he's just mostly safe based on what you target. His assassination got worse, but his army clear got much better. (Note that Living can still advance and attack him)

Kommander Zoktavir, The Butcher Unleashed in a nutshell[edit]

The Butcher wants to kill his enemies in one of two ways: to smash a hole through their lines early in the game and assassinate their warcaster before the battle can really begin, or to wage a war of attrition, leaving the enemy army too weak to protect its warcaster from his superior stats and incredibly deadly axe, Lola.

Thoughts on when & how to best use his feat and spells[edit]

The Butcher's feat is very useful before, or after, an assassination attempt. Butcher can use Energizer and Impending Doom to get into combat with an enemy Warcaster or Warlock and then feat to have many uses of Flashing Blade for an assassination. He can also use his feat to recover from a failed assassination attempt, as no living models can charge him on his feat turn, and he will have full focus to negate incoming damage.

Typical Army & Strategy[edit]


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Note to Editors
If you're looking for inspiration for content to add to this page, you can always copy-paste (& update as necessary) info from the old mk2 entry:
Mk2 Battle College: Kommander Zoktavir, The Butcher Unleashed .

His main win condition is Placeholder.
For example: "using her feat turn to get a melee/ranged/spell assassination" "attrition then win on scenario" "board control then win on scenario" "sending a jack in, to beat the enemy warcaster's face into pulp" "etc"


Butcher still benefits from Ragman, which can bring his P&S up. With the new power up rules, he can do well with several jacks. Bring along a War Dog to make him harder to hit in melee, or Reinholdt, Gobber Speculator for utility. Ruin gains a special benefit if taken with the Butcher, as it is his character jack. The main purpose of the Butcher's army is to distract the enemy from himself. Most things big, scary, or just plain annoying are acceptable, whether it be jacks, MenOWar, or a Winter Guard Death Star or Iron Fang Pikemen. Kovnik Andrei Malakov is also a consideration, as he can run a large jack like Behemoth or even one of Khador's colossals, Victor and Conquest.

Drawbacks, Downsides & Bad Match-Ups[edit]

He is easy to hit. His defense is low for a Warcaster and he must be aware of things that can knock him down.

Tricks & Tips[edit]

Utilizing the Argii as an offensive tool can be helpful, and, due to their speed being slightly faster then the Butcher himself, they make an excellent screening unit or a great jam for stopping someone from landing a model's base somewhere you don't want it. Placing them base to base in front of him can block some lines of sight, and can even be bolstered further with a blizzard from the Greylord Ternions, which places them in a cloud for concealment, and, so long as Butcher is sitting slightly behind them, leaves him sitting safely from (most) shooting.



Theme Forces[edit]

Other faction models[edit]

Khador - Faction models (Edit)

Warcasters etc.
Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch - Sorscha1 - Sorscha2 - Strakhov - 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)
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 Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Yuri
Battle Engines Gun Carriage
Khador - Mercenary models (Edit)
Merc khador.jpg

Mercenary Warcasters etc.
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 - 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
Khador - Theme Forces (Edit)
Winter Guard Kommand

Rules Clarifications[edit]

Rules Clarification : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon such as arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer latest errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines) ... [Verification needed]
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). [Verification needed]
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. They're not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack.
    The phrase "immune to non-magical damage" should be intrepreted as "immune to damage that doesn't include Damage Type: Magical" (not as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Weapon Master - None yet. (Edit)
Rules Clarification : Combo Strike - None yet. (Edit)

Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argii can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • Units Buying Attacks (Edit)
    • If you make attacks with model A, then start making attacks with model B, you cannot 'go back' and buy more attacks with model A. Because:
    • A model can only buy additional attacks during its combat action.:
    • A model in a unit must complete its combat action before the next model starts (with some exceptions, like CMA).

Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.

Rules Clarification : Tough - None yet. (Edit)

Rules Clarification : Gang and/or Gang Fighter     (Edit)

  • You can gain the Gang bonus vs knocked down/stationary models (refer to the latest Errata).

Rules Clarification : Granted - None yet. (Edit)

Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
  • Vengeance is not an activation. It does not prevent the unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.

Rules Clarification : Relentless Charge      (Edit)

  • Pathfinder (Edit) - Pathfinder doesn't apply to involuntary movement (i.e. when you're pushed or slammed).

Rules Clarification : Sprint and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. Locked thread
  • You can't purchase additional attacks after the move, because you can only buy attacks during your combat action and by definition "the end of your activation" happens after "your combat action".
  • You cannot trigger other abilities that occur "at the end of activation" (such as Reposition) after resolving Sprint, because your activation has ended. Click here for a detailed explanation

Rules Clarification : Energizer      (Edit)

  • The models affected are determined when you cast the spell. If you then use the Energizer move to move the caster forward and try and get more models into their control range, it makes no difference.

Rules Clarification : Thresher and/or Flashing Blade and/or Cyclone     (Edit)

  • Refer to the Thresher page - the list got too long to repeat here.

Rules Clarification : Impending Doom      (Edit)

  • Push (Edit)
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds

Rules Clarification : Obliteration      (Edit)

  • The text description has no in-game effect. It's just for flavour.

Rules Clarification : Silence of Death      (Edit)
Rules Clarification : Take Down - None yet. (Edit)

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Note to Editors
To edit the Argii's tagged abilities, Click here