Khador Heavy Warjack
Behind its plates of steel, the Devastator is all but unassailable, yet it can open its armored shell to unleash a rain of deadly shrapnel from its grenade launchers. The Devastator’s success has led to the development of other ’jacks based on this chassis. The Demolisher features armor equal to that of the Devastator, but when its plated arms open they reveal cannons that can deliver powerful ordnance even in the thick of combat. The Spriggan trades the armored arms of its predecessor for a heavy shield, a massive lance, and more versatile and longer-range grenade launchers that can fire either explosive projectiles or flares that illuminate hidden enemies.
| Relative HP
Weapons and Attacks
- Grenade Launcher x2 - Average range, small AoE, below average POW ranged weapon.
- Arcing Fire - This weapon can shoot over models, with some limitations.
- Targeting Flare - Instead of attacking, this model may place a small AOE. Models in the AOE lose Stealth, and other models can ignore clouds when targeting them.
- Shield - Mid range, average P+S melee weapon.
- Shield - This 'weapon' provides an ARM buff against attacks not originating in its back arc. Two shields are cumulative.
- War Lance - Long reach, very high P+S 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.
- Bulldoze - When this model is B2B with an enemy model during its Normal Movement, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per activation. Bulldoze has no effect when this model makes a trample power attack.
- Steady - This model can't be knocked down.
Thoughts on Spriggan
Spriggan in a nutshell
The Spriggan is the third, most expensive, and most distinct element of the "clamjack" chassis, which fulfills completely different role, than the Demolisher or the Devastator. It sports a weaker grenade launcher with nice utility against stealthy targets, and a shield to put its ARM above the average Khador level. Its war lance is also the second most powerful, non-colossal warjack weapon in the faction.
Combos & Synergies
If you are expecting stealthy targets in any form, you will definitely want this jack. As it is no slouch in melee either, extra mobility and accuracy are most welcomed.
- Casters with Superiority - Irusk1 or Strakhov.
- Butcher 1 - Under Fury and his feat, this baby delivers a MAT 8 P+S 21 hit, with 4D6 on the damage roll.
- "Jack Casters" - Karchev and Harkevich, both offer quite a lot for melee capable, tough jacks, especially SPD buff.
- Sorscha1 - her feat will make sure that your charge attack connects
- Sorscha2 - how about some Pathfinder from Boundless Charge? And what about one-rounding a heavy under her feat with the War Lance?
Drawbacks & Downsides
- Lower MAT, than the Juggernaut chassis (partially offset by Powerful Charge)
- Your most expensive, non-character warjack, with a price tag even above some character choices, like Ruin.
- If you're not going to use its targeting Flare, there are way cheaper alternatives.
- Torch can do 99% of its job, and even a point cheaper.
Tricks & Tips
- Targeting Flare does not require an attack roll, you just simply place the templates - meaning, that not even the most elusive targets will escape.
- Enemies just have to be within, not completely within the flare's AOE; feel free to spread it to multiple models, if possible.
Theme Forces this is a member of
Other faction models
Rules Clarification : Arcing Fire (Edit)
- Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.
Rules Clarification : Shield (Edit)
- The only time you lose the Shield bonus is when the weapon is crippled, or if the attack originates in your back arc. (Infernal Ruling)
- In other words, you still get the Shield bonus while knocked down or stationary.
Rules Clarification : Warjack (Edit)
- Please refer to the Warjack page for a recap of the warjack rules, and the very few associated Infernal Rulings.
Rules Clarification : Construct - None yet. (Edit)
Rules Clarification : Bulldoze (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 : Steady (Edit)
- Steady models are still susceptible to other effects of knock-down attacks (if there are any).
- For example, a steady model hit with a Head butt won't be knocked down but will take damage.
- A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.