|This server will go offline in September 2018. Please migrate to our new server, Warmachine University|
|For more info on why we're moving to a new server, check out the Brief History section on the new main page, and/or listen to episode 45 of the LOS podcast|
| If you have made an edit within the last month or so, please check the new server and see if it was copied by the autobot. |
You may need to copy-paste your work to the new server manually. Sorry.
With the Mad Dog trampling forward to crush enemies with bloodthirsty glee, these warjacks are far from obsolete on the modern battlefield.
Rules subject to change.
This is a existing model, and the information here is the rules it had before the CID cycle.
If you wish to document the CID changes before they're finalised, please do so under the Recent Changes heading only.
|See also How to Read the statblock|
- Hammer Spike (x2) - 1" reach, P+S 14 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.
- Fleet - Once per activation, this model can spend 1 focus point to gain +2" movement when advancing as part of its Normal Movement that activation.
- Smasher - This model can make trample power attacks without spending focus and gains an additional die on trample attack rolls.
- 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.
- Points cost increase, because spamming them was too powerful (especially with Karchev). It is now the cost of an expensive light warjack, rather than a cheap one.
- Jury-Rigged was replaced with Fleet.
2018.02 Armored Korps CID
- Points Cost down to 8, MAT up to 6
2018.02 Armored Korps CID week 3
- Damage boxes reduced by 4 to 27
Thoughts on Mad Dog
Mad Dog in a nutshell
It's a cheap heavy. And it tramples. Good against pesky small infantry.
Combos & Synergies
- Butcher1 can grant it boosted melee attack rolls thanks to Full Throttle. Tramples with 4D6 attack roll can hit pretty much any small based model on an average roll, on this side of Iron Fleshed Kayazy Eliminators in melee. And anyone under ARM 18 will feel the pain.
- Irusk1 can hand it Superiority to make sure it can land some hits.
- Karchev the Terrible
- Road to War will get the Mad Dog up the field much faster in the early turns,
- Sorscha1's feat will enable you to trample the Mad Dog through a crowd of models you'll automatically hit.
- Vlad1, 2 and 3 all have ways to make it more accurate via Signs & Portents or Hand of Fate.
- Malakov's Redline will increase your Trample range to a whopping 11" for a cheap 13 points bundle.
Drawbacks & Downsides
- If there's nothing to Trample, it will be very confused. And of course it is a Berserker variant which means its pretty weak and fragile for a heavy. There's a reason why it is the cheapest jack for khador (together with the Berserker).
Tricks & Tips
- With Power Up and Smasher, it probably never has to test for Unstable.
- As a reminder, if you do blow it up with Unstable, you don't place an AOE template. Every model within 3" of your Mad Dog takes an autohitting POW 14 to the face. Which can occasionally mean that a severely damaged Mad Dog is an amazing fire-and-forget missile you launch into enemy lines to wreck shop, and then spend focus to (hopefully) intentionally blow it up, causing more damage. Most support models and casters won't really like being smashed with an auto-hitting POW 14.
This entry can be found in Warmachine: Reckoning (2015)
Themes for generic warjacks (Edit)
- Armored Korps - (Article) (Category)
- Winter Guard Kommand - (Article) (Category)
- Jaws of the Wolf - (Article) (Category)
- Legion of Steel - (Article) (Category)
- Wolves of Winter (Article) (Category)
Other Khador models