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Soon after the first Berserkers proved their worth in battle, hacking into infantry with their twin axes, the Khadoran High Kommand borrowed its chassis to develop other equally brutal machines. With the Mad Dog trampling forward to crush enemies with bloodthirsty glee and the shield-bearing Rager standing firm as an imposing eight-ton bodyguard, 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.
|(★) 20 when you include the shield bonus.|
|See also How to Read the statblock|
- Shield Cannon - 8" range, POW 15 gun
- Shield - 1" reach, P+S 13 melee weapon.
- Shield - This 'weapon' is a shield that provides a cumulative +2 ARM bonus. The bonus doesn't apply if the weapon is crippled or if the damage originates in your back arc.
- Gladius - 1" reach, P+S 15 melee weapon.
- 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.
- Point-Blank - This model can make melee attacks with its ranged weapon, although you don't add your STR.
- Shield Guard - Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary.
- 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.
2018.02 Armored Korps CID
- Points Cost down to 10, MAT up to 6, RAT up to 4
Thoughts on Rager
Rager in a nutshell
You can't talk about the Rager without thinking its "main purpose" is as a Shield Guard, and if you want one of those you need to look at your other options, either a Vanguard, Talon, or a Ogrun Bokur. Those options can be cheaper, are often faster, but none of them are bigger or nastier than the Rager. He's a Khador heavy with the armour to match. He has 3 initials, non of which are trivial. He needs help hitting but that's fine. Add on some battlegroup buffs or faction-only spells and he will be faster/stronger/tougher and just plain better.
If you have a warcaster who prefers infantry over 'jacks, likes to sit at the back of the field, and is vulnerable to shooting, take a Rager to fill out their warjack points. If you just want a Shield Guard that can't be shot to pieces (unlike e.g. the Ogrun Bokur) the Rager, with its shield, has a defensive statline that is better than most other Khadoran heavies despite the slight shortage of boxes.
Combos & Synergies
Warcasters that play forward and/or are difficult to screen due to their base size, like the Rager. Shield Guard is a very useful ability to keep chip damage and status effects away from your important models. Notable interactions include:
- Butcher1 can let the Rager boost all melee attack rolls.
- Butcher3 plays forward - and has Energizer to let the Rager keep up.
- Vlad1 has Signs & Portents which the Rager can take advantage of to hit things.
- Vlad3 can speed the Rager up with Infernal Machine and helps it hit.
- Karchev the Terrible and his auto-knockdown range weapon can help the Rager hit and Road to War let's it advance further up if needed.
- Sorscha1 helps mitigate its low MAT and RAT thanks to her feat and Freezing Grip.
- Harkevich supports it with Broadsides, Mobility, and feat synergy. Harkevich also likes a Jack to stand by his side for most of the game, due to his Iron Sentinel ability.
Drawbacks & Downsides
- Since he has low MAT and RAT he'll require a little help to kill above average DEF models.
- POW of the melee weapons is weak for Khador.
Tricks & Tips
- If your Rager is just about to die, then fill it up with focus, trample deep into the enemy lines, spend the focus on boosting the trample attacks (preferably against targets that are outside the blast zone), and hope that you blow up in the middle of their army. Note, that the Rager must have remaining boxes from both the cortex and the movement systems to do that. You can repair the crippled movement with your Mechanik, before going all suicidal, but can't allocate focus, if the cortex is not functional in the Control phase.
- Remember that the blast is not an AOE 3. The blast is all models within 3". Which means even ultra-high def models are auto-hit by a POW 14 to the face.
- Originally released in the Warmachine: Reckoning expansion (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