Drago
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Drago |
Unlimited Only This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page. Note that the rest of this page is about the model's Mark III rules. |
All Berserkers have the roughened look of decades of service, but Drago stands out even among such company. While it has a cortex as old and unstable as any Berserker's, the passing of long years has removed many of the limited restraints that once held the machine back in battle. Mechaniks keep it chained up like a wild beast when not fighting, for Drago unleashes unmitigated violence at the slightest provocation.
Contents
Basic Info
Drago | |||||||||||||||||||||||||||||||
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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
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Construct
- Berserk - When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.
- Bond [ Vladimir ] - If this model begins the game in Vladimir's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to Vladimir and in their control range, you can choose not to make Unstable rolls for it.
- Imprint [Grave Wind] - This model can spend 1 focus point at any time during its activation to gain +2 DEF and Poltergeist for one round. (Poltergeist - When an enemy model misses a model with Poltergeist with an attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.)
- Unstable - At the end of an activation in which this model spent more than 1 focus point, roll a d6. If the roll is equal to or less than the number of focus points spent, this model explodes and other models within 3" of it suffer an unboostable POW 14 blast damage roll. Remove this model from play.
Weapons
Executioner Axe (x2) | |||||||||||||||
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RNG | POW | P+S | LOCATION | |||||||||||
1 | 5 | 17 | 1 Each Side | ||||||||||||
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Theme Forces
- When taken by Vladimir
- Armored Korps
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Flame in the Darkness - Jaws of the Wolf. Drago gains Pathfinder in this theme.
- Legion of Steel
- Warriors of the Old Faith. Only Vladimir3 can take him in this theme. Drago becomes both a Khador model and Protectorate model in this theme.
- Winter Guard Kommand
- Wolves of Winter
- When taken by anyone else
Thoughts on Drago
Drago in a nutshell
Drago is something of a curiosity, and suffers a little from lack of direction. He is ultimately an "elite budget heavy" which means he ends up at a mid-range price point. He's good at slaying hordes of non-elite Warriors, provided they group up tightly because he lacks 2" reach. He can crack armor decently well, in a faction known for doing that better for cheaper. He can boost his defense a little bit, which for a Khador goes about from "anything but snake eyes" to "gee you need a 4 to hit me." Due to theme restrictions on characters and the Unstable rule he will only ever be fielded with a Vlad, none of whom can help increase his def further.
Even with Vlad you'll frequently prefer to take either a Juggernaut or two vanilla Berserkers instead which is a shame since Drago has one of the best sculpts in the Iron Kingdoms.
Combos & Synergies
Khador in general has no problem shredding even the toughest infantry in close combat, and Drago on his own is only allowed in the Wolves of Winter theme. That makes him a really niche pick that you're only likely to consider running under any of Vladimir Tzepesci's incarnations.
- Vladimir1 - Signs & Portents is a universal MAT and damage fixer, and can help you to land important attacks even against elusive targets. It is also useful to re-ignite your Berserk attack-chain. Drago has no means to navigate rough terrain, so Boundless Charge goes a long way of helping him.
- Vladimir2 - Hand of Fate makes Drago far deadlier than he appears. High MAT + additional die to swing the bell curve means his attacks are going to hit where they're aimed, so fully-loading him can bring you five attacks that are hyper accurate and deal fairly good damage. That being said, Vlad has no shortage of good HoF targets and all of them make probably better use of it that Drago does. Assail is a neat spell for Drago though, giving him a much needed speed buff.
- Vladimir3 - Hand of Fate is also present here, but if you just want to shred infantry, and from afar, do it with Infernal Machine. It synergizes superbly with the feat granting Side Step for some crazy or unexpected vectors to get deep into enemy lines. This helps mitigate his lack of 2" reach but keep in mind you can only Sidestep off of initial attacks, not Berserk attacks, and also note you must resolve the Sidestep movement before the Berserk attack (Appendix A, Step 12 vs Step 14).
- Greylord Adjunct and Greylord Ternion - The Imprint and Blizzard stacked give Drago DEF 15 against shooting, which is quite elusive for a Khadoran jack. Ice Cages also set him up to smash things.
- Menite Archon or Purifier (the latter only in Warriors of the Old Faith) - Both have Ashen Veil, so if you park them next to Drago and activate the Imprint his DEF becomes high enough to be consistently missed. Add in Enliven from a Vassal of Menoth and Drago will be able to move if he is hit, or move the attacking model if he is missed.
- Greylord Forge Seer - Plain old empower to make the Imprint cost hurt less. Can also marshal him in Wolves of Winter to circumvent Unstable and grant him Blessed, magic weapon and Crush!
Drawbacks & Downsides
- Normal Khador complaints: no innate ability to mitigate rough terrain, low predictable threat range, no 2" reach, low defence... and lower armor besides
- Costs almost as much as 2 Berserker, and as expensive than a Juggernaut, while the latter has a better offensive profile.
- As other members of its chassis, compared to the Juggernaut-class it lags behind in terms of durability, too. Unless you activated the imprint and have a defence buff on him.
- Unstable: It never works when you want it to, and it always works when you don't want it to.
- You can't rely on it to block charge lanes, threaten free strikes, etc. You always have to plan your other models' positions around the assumption that Unstable removes this model.
- Unstable is particularly bad on a somewhat pricey character heavy, therefore he should only be run with Vladimir
- Unstable and spending focus on the Imprint can be a bit of a trap.
Tricks & Tips
- Critical Amputation has a huge boost against Gargantuans. As it fills all unmarked damage box on a damage spiral's branch, you can completely remove a whole aspect with a lucky roll. Not something to build a strategy on, but spectacular, when it comes into play.
- Popping Poltergeist, then running up behind a wall or obstruction will give you DEF17 - something that is fairly uncommon on Khador heavies.
- If you are playing Wolves of Winter, the above trick works even better with a Superiority caster.
- Pushing enemies away with Poltergeist is optional. Enemies will have to second-guess whether or not they'll be pushed out of melee after their first missed attack, and position their forces accordingly.
- Ignoring Unstable due to your bond is optional. If you want to go on suicidal by overloading Drago, you may still go for a pretty sizeable kaboom.
- Note that the bond is only active while in Vlad's control range. Taking a Boundless Charge too far can be an explosive mistake.
Other
Trivia
- Sculptor: Jason Hendricks
- Released in Warmachine: Legends (2008)
Other Khador models
Rules Clarifications
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Rules Clarification : Amputation (Edit)
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Rules Clarification : Warjack (Edit)
Inert warjacks
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Rules Clarification : Construct - None yet. (Edit)
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Rules Clarification : Berserk (Edit)
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Rules Clarification : Bond (Edit)
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Rules Clarification : Imprint - None yet. (Edit)
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Rules Clarification : Poltergeist (Edit)
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Rules Clarification : Unstable (Edit)
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