Mad Dog

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Mad Dog
Khador Heavy Warjack

With the Mad Dog trampling forward to crush enemies with bloodthirsty glee, these warjacks are far from obsolete on the modern battlefield.

CID icon.jpg

Rules subject to change.
This is an existing model, but it is being updated.

This model is part of the current CID cycle (What is CID?) and the information shown below does not represent its final rules.

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.

Basic Info[edit]

Mad Dog
STR 11
DEF 11
ARM 18
HP 27
Cost 8
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.

Recent Changes[edit]

2017.01 Errata

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[edit]

Mad Dog in a nutshell[edit]

It's a cheap heavy. And it tramples. Good against pesky small infantry.

Combos & Synergies[edit]

  • 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[edit]

  • 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[edit]

  • 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)

Theme Forces[edit]

Themes for generic warjacks (Edit)

Other Khador models[edit]

Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - 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 - 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


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
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 : 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)
Rules Clarification : Fleet - None yet. (Edit)

RC symbol.png

Rules Clarification : Smasher      (Edit)

  • Smasher is a "gain", so you can still boost it if you want.

Rules Clarification : Unstable - None yet. (Edit)