Prime This model is available in one Prime Army, Armored Korps. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.
Note that the rest of this page is about the model's Mark III rules.
|
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.
Basic Info
Demolisher |
Missing Info |
|
COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Large |
SPD |
4 |
STR |
12 |
MAT |
6 |
RAT |
4 |
M.A. |
N/A |
DEF |
10 |
ARM |
23/19(★) |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
34 |
F. Field |
N/A |
|
|
|
|
WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
U |
UNIT SIZE |
N/A |
COST |
16 |
N/A |
N/A |
|
|
|
|
(★) Drops to ARM 19 after attacking |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
|
Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.
Abilities
-
Construct
-
Gunfighter
- Armored Shell - If this model makes a basic melee attack or throw power attack, its base ARM is 19 until the start of its next activation.
- 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 turn. Bulldoze has no effect when this model makes a trample power attack.
- Girded - This model and friendly models B2B with it do not suffer blast damage.
- Steady - This model cannot become knocked down.
- Sturdy - This model cannot be pushed.
Weapons
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Shoulder Cannon (x2)
|
|
|
RNG
|
ROF
|
AOE
|
POW
|
LOCATION
|
|
|
8
|
1
|
3
|
15
|
1 Each Side
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Shield Fist (x2)
|
|
|
RNG
|
POW
|
P+S
|
LOCATION
|
|
|
1
|
4
|
16
|
1 Each Side
|
|
|
Theme Forces
Thoughts on Demolisher
Demolisher in a nutshell
The Demolisher is a weird jack: it has a POW 15 gun, but only 8" range on it, so it has to go into harms way to shoot anything; it wants to be in front of your forces to protect them from harm, but is only SPD 4 and thus will always lag behind; it wants to be the epitome of Khador Arm skew, but loses 4 ARM when attacking during it's activation.
Basically, it's a mixed bag jack-of-all-trades, master-of-none.
Combos & Synergies
The Demolisher is a pretty tough nut to crack, and even harder to stop, thanks to Sturdy and Steady. Its main difference from the Devastator is its guns. If you want to use them, you may want to ensure that they are worth the extra points, and they hit their targets.
By no surprise, it feels itself the best with the same casters as its brother:
- Casters with Superiority - Irusk1 or Strakhov1.
- Butcher 1 - Full Throttle is tailor-made for trampling around. Also, his feat makes even blast damages dangerous.
- "Jack Casters" - Karchev1 and Harkevich, both offer quite a lot for melee capable, tough jacks, especially SPD buff. Harkevich's Broadsides also offers an out-of-activation shooting, just like Strakhov's Sentry.
- Sorscha1 - Her feat will make sure that the Demolisher's shots will connect.
- You can give it to a Man-o-War Kovnik. It makes decent use of his Assault Drive, for whatever it's worth.
- Styker1 in Flames has Snipe, pushing the range on the cannons to acceptable levels, and ARM buffing feat and an ARM buffing upkeep (which you'll have to cycle with snipe). the only thing he doesn't do for the Demolisher is buffs it's speed.
- Similarly, Maddox also features Snipe, plus a damage boosting feat, which also hands out beat back, which, combined with Bulldoze, makes the Demolisher quite the scenario piece. She also has Assail and Onslaught for more speed and pathfinder.
- Winter Guard Artillery Captain - Artillerist can be used on its guns to alleviate the terrible RAT. He can also use it as a piece of cover to hide from blast damage.
Drawbacks & Downsides
- At 16 points it costs significantly more than any of the more popular khadoran jacks.
- Quite possibly the only warjack beside the Devastator which gets weaker upon attacking, thus giving the enemy the chance to take it down.
- Models with Domination or similar control abilities can force your Demolisher to attack and therefore reduce its ARM value at their leisure.
- Making ranged attacks does not compromise it's ARM, but the lack of range and lack of RAT dissuade you from that prospect.
Tricks & Tips
- Being tough as nails, and Girded, it is a safe haven for squishy infantries (and casters). Just watch out for electro-leaps, AoE with continuous effects (Fire, Corrosion), and spells with secondary damage (Ashes to Ashes, Spine Burst, Chain Lightning, etc.).
- Don't want to compromise your armour? Trample / Slam around, and open up the shell only in the critical moment.
- It should be quite capable to blunt an enemy charge, so just fire away on your next turn. In close combat the AOE's cannot miss whatever engaged it and it can stay protected.
Other
Trivia
This model was released in the Warmachine: Wrath expansion book (2011).
Other Khador models
Rules Clarifications
|
Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
- Throw ( Edit )
- See also the Throw article for a recap of the core Throw rules.
- If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
- Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
- Incorporeal vs Slammed/Thrown models ( Edit )
- Incorporeal models cannot be moved by someone trying to slam them.
- Slammed models can move through Incorporeal models.
- If they have enough movement to get past them, no dramas.
- If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
- If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
- For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
- The same logic applies to Throws.
- Collateral Damage
- Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
- It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
- It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
- It doesn't matter if the attacker has crippled weapon systems or aspects.
- Throw - Power Attack
- When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
- If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
- A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
- Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
- Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
|
|
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)
Inert warjacks
- Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
|
Rules Clarification : Construct - None yet. (Edit)
|
Rules Clarification: : Gunfighter (Edit) (Click Expand to read)
|
General
- You cannot Aim if you start your activation in melee. (Infernal Confirmation)
- A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).
- If you have a Gunfighter stuck in melee and the Gunfighter wants to shoot a friendly model, then you can only do so if that friendly is within the Gunfighter's melee range. Also, if that friendly model is engaged by an enemy, that friendly model will always get the +4 DEF bonus (because the point of origin of the attack, the Gunfighter, is not "in melee" with the friendly model).
Targeting
- Outside of melee
- If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
- In melee, but didn't charge
- If it didn't charge, it can target anyone it's "in melee" with.
- This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
- If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
- Charged into melee
- If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
- If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
- However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
- Other targeting notes
- Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee.
- If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
- Gunfighter doesn't change the RNG of your gun, it just provides you an ability to use it while in melee and imposes some targeting restrictions.
- If you're affected by a debuff that reduces your RNG to 1", that will further limit who you can target.
- If you're affected by a debuff that reduces your RNG to 0", you cannot make attacks (refer 'Weapon Statistics', page 19 of rulebook).
Attack Roll
- You use the Gunfighter's RAT for the attack roll.
- Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
- How the +4 DEF bonus for "being in melee" works with Gunfighters is:
- they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
- they never ignore it vs friendlies, because you cannot be in melee with a friendly target.
Incorporeal Gunfighters
- Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
- If they engage you then you're in melee and your target selection is limited to just models in melee (as explained above).
Gunfighter + an AOE weapon
- If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
- If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.
Gunfighter + a spray weapon
- Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
- If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.
Units of Gunfighters
- If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
- Redirected attack:
- If they're still engaged, their initial attack (s) must be vs someone in their melee range.
- If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
- If they're unengaged, they are now free to shoot anyone within the gun's normal range.
Other interactions
- Gunfighter vs Point Blank (Edit)
- If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
- These two abilities are subtly different, but it's an important difference.
- Gunfighter allows you to make ranged attacks while in melee.
- Point blank allows you to make melee attacks with your ranged weapon.
- Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
- Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
- Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
- Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
- Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
- Gunfighter & Cavalry ( Edit )
- A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
- You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
- Gunfighter vs RNG modifiers (Edit)
- Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
- If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
- If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
- If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
- (Infernal Ruling)
|
|
Rules Clarification : Armored Shell (Edit)
- Being knocked down does not open the shell.
- You may regain your ARM bonus in the same turn as losing it - for instance you make an out-of-activation attack first, lose the bonus, then activate your jack and immediately regain the bonus.
|
|
Rules Clarification: : Bulldoze (Edit) (Click Expand to read)
|
(A) People think Bulldoze works like a bowling ball hitting tenpins. But this is wrong because the models haven't been moved DIRECTLY away.
(B) Whereas if you move models DIRECTLY away, you bulldoze the first guy okay, but then the next one's path is blocked (shown in red), and you get stuck.
Bulldoze - General
- Models are pushed directly away from you at the point of contact. Some players do this incorrectly, refer to the section on moving models, below.
- You cannot cast spells or use any other "any time" abilities when you 'stop' to resolve the Bulldoze movement. It's just a pause, not a stop.
- The size of the Bulldozer vs the Bulldozed does not matter. A small model bulldozes a large model just fine. (Just don't expect to move a Colossal etc.)
- Bulldoze only works during your Normal Movement. This includes full advances, runs, charges, and slams, but doesn't include stuff like Reposition or Energizer.
- You can't make free strikes against models you Bulldoze (because for them it is involuntary movement).
- Enemy models with 2" melee range will still engage you after being bulldozed. Because they will be exactly 2" away and thus still within 2".
- An enemy model can only be pushed once by the Bulldozer, but if you have multiple Bulldozer models then you could push the same enemy multiple times.
- If you contact a model you want to Bulldoze while overlapping another model or an obstacle, then you can "pause" on top of that other model/obstacle while resolving the Bulldoze, then continue your movement off the other model/obstacle. (Locked thread)
Bulldoze - Charges / Slams
- If you attempt to Bulldoze a model out of your charge lane but it does not move far enough, you can't Bulldoze again. You will continue your charge, contact it again, and stop.
- You can use Bulldoze to get the charge bonus against models between 1 and 3" away. Simply move into B2B, bulldoze them 2" to make some more room, then you can move 2" further forward to get to the "moved at least 3 inches" requirement.
- Similarly for Slams vs models within 1-3".
- If you Bulldoze your charge target out of your melee range, this doesn't break the "once in your melee range the target must stay in your melee range" rule. Bulldoze is an exception. (Infernal Ruling)
Bulldoze - Moving the models
A lot of people think they can bulldoze straight through the enemy lines, like shown on Image A. But what actually happens is more like Image B. This is due to 3 important factors you need to apply:
- Bulldoze pushes models directly away from your base. Not at an angle. Directly. Away.
- If there is a model behind the bulldozed model, the model will STOP.
- And in this situation, a model beside the pushed model is effectively behind it unless you're pushing at a perfect tangent.
- A model can be pushed only one time via Bulldoze.
-
Push - General ( Edit) [Show/Hide]
- 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).
- If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
- However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
- In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
- If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
|
Rules Clarification : Girded - None yet. (Edit)
|
Rules Clarification : Steady (Edit)
- If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
- Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
- A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
- Steady models who make a tough check during an advance can continue advancing. (Locked Thread)
|
Rules Clarification : Sturdy - None yet. (Edit)