Man-o-War Drakhun

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99% of this website is about Mark 3 (mk3), which is the previous edition of the game (2016 to 2022). The reasons for this are explained here.

1% of the website is about Mark 4 (mk4), but only in regards to which mk3 models are useable in mk4 Prime and which are mk4 Unlimited. See Legacy Armies for more detail.
Khador Logo.jpg Man-o-War Drakhun

Khador Man-o-War Dragoon Solo

Mk4 icon.png
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.

Only the most powerful Man-O-War soldiers—gifted with uhlan blood and born and raised in the saddle—may petition to become drakhuns. Each one trains his powerful Karpathan destrier to be as much a weapon as the mechanikal axe and cannon he bears into battle. Uniting the ancient traditions of uhlan heroes with the armor of the Man-O-War, the drakhun is a mechanikal force of destruction able to fight even if his mount should fall.

Basic Info

Man-o-War Drakhun
Missing Info
Man-o-War Drakhun.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Mounted / Dismounted
BASE Large/Medium
SPD 7 / 4
M.A. N/A
DEF 10
ARM 18 (20) / 16 (18) (★)
ESSENCE {{{essence}}}
HP 10 / 8
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
(★) 20/18 when you include the Shield
Warcaster 1
the Statblock


  • Dragoon - Dragoons begin the game as a Cavalry model but can become dismounted during play. When they do so, their stats go down slightly and they lose some of their special rules & equipment. Refer to Dragoon for the dismounting rules.
  • Mounted
    • Repairable - This model can be targeted with Repair special actions as if it were a construct model.
    • Cavalry symbol.jpg Cavalry
    • Countercharge - When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. This model can use Countercharge only once per round and not while engaged.
    • Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
    • Steady - This model cannot become knocked down.
  • Dismounted
    • Repairable - As above


Shield Cannon
Gun icon.jpg  RNG   ROF   AOE   POW 
6 1 - 14
Annihilator Blade
Sword icon.jpg  RNG   POW   P+S 
2 5 14
Mount icon.jpg  RNG   POW 
0.5 14
  • Shield Cannon - As above
  • Annihilator Blade - As above
  • Mount

Theme Forces

Thoughts on Man-o-War Drakhun

Man-o-War Drakhun in a Nutshell

The Armored Korps' Man-o-War are elite combined-arms combatants who trade agility for strength by fighting in steam-powered armor. They exemplify both Khadoran strength and resilience, and favor battles of attrition over mad scrambles. Slow and methodical, Man-o-War thunder up the battlefield as an indomitable wall of iron, crushing everything in their path.

Towering on their Karpathan war horse, the Man-o-War Drakhun stands tall even among his peers in the Armored Korps. They're a super-heavy mounted melee combatant who combines the signature elite Man-o-War strength and toughness with quite a bit of mobility. They're at their best while flanking the enemy formation to hunt troublesome solos, ride down support units, finish off key targets or capture and hold far-flung objectives. The Drakhun's attacks are equally accurate and devastating but their cost is high enough that they should not be considered a fire-and-forget missile but rather a constant threat that can direct a vital blow at a critical juncture.

The reality of the Drakhun is that they have a lot of trouble making enough of an impact to justify their cost when they're treated as a general-purpose combat piece. If that's what you need, there are probably more powerful options out there. But when played to their strengths in a force where they're needed, the Drakhun is a powerful inclusion.

Combos & Synergies

    Faction Warriors    

Man-o-War function well under a wide range of warcasters and the Man-o-War Drakhun is no different. Any 'caster that can improve their mobility, further emphasize their defenses and/or boost their threat projection work well with them. Look for spells like Fury, Iron Flesh and Tactical Supremacy among many others. Khador boasts so many devastatingly powerful warrior-supporting warcasters that this section refers only to those that work well with the Man-o-War Drakhun specifically. Refer to the Armored Korps page's "Casters of Note" section for more information.

  • Intercessor Kreoss: Death Sentence makes Drakhuns' impact attacks extremely reliable.
  • Wrath of Ages Reznik - Under his feat the Drakhun clears infantry like nobody's business. Also, Spellpiercer is always useful if you are into buff-heavy targets.
  • Kommandant Kratikoff: As Khador's resident Man-o-War 'caster, Sorscha boasts numerous synergies with Man-o-War, but Drakhuns are especially useful for her because they're great at enabling her Field Marshal: Flank, as Drakhuns have an easy time being exactly where you need them to.
  • Great Prince Tzepesci: Strong cavalry solos work amicably under Dash and his Feat, while Wind Wall prevents them getting shot to bits.
  • Kommander Andrei Malakov: They are the perfect targets for his feat, as they are prone to not getting one shot due to the Dragoon rule, and are then able to walk out of combat. His fighting dirty Battle Plan allows them to set up knocked down targets for the rest of his army.
  • Lord Kozlov, Viscount of Scarsgrad - Fast Gang Fighter triggers are what Kozlov loves and they hit light fright trains under his feat.

Drawbacks & Downsides

Like most Man-o-War, the Man-o-War Drakhun has no way of dealing with rough terrain. They're especially vulnerable to any impairments to their mobility or positioning, and while they're very tough, a few solid hits can still take them out before they've accomplished anything of note; do not make the mistake of thinking your Man-o-War are immortal. For the Man-o-War Drakhun specifically, consider the following:

  • The Drakhun doesn't get any of the Armored Korps' Theme Bonuses.
  • The Drakhun's attacks are terrifying, but they don't put out one big Weapon Master swing with the Annihilator Blade every activation.
  • Outside of Warriors of the Old Faith, the Drakhun's MAT is júst low enough that it's risky to ride them into an enemy unit.
  • The range on Countercharge is fixed at 6", which hurts because it only gives the Drakhun a 3" band to make a full countercharge attack, and makes it easy for the opponent to just move into their melee range to prevent the attack entirely.
  • They'll barely ever fire that Shield Cannon, and they don't even get Assault.
  • The Drakhun is technically Repairable, but in practice you're just about never going to benefit from it.
  • While mounted, the Drakhun is a big target on a large base.
    • When dismounted, they lose almost all their abilities and become significantly less powerful.
  • Because they have a Shield, the Drakhun is especially vulnerable to attacks from the rear, and they're often in position where their rear arc is vulnerable.
  • For whatever reason, their Mount has one less P+S than the destriers pulling the Man-o-War Chariots.

Tricks & Tips

  • Read the rule clarification for Cavalry to make sure you're fully informed about how they work, and pay special attention to the rules for Impact Attacks.
    • Never forget that you can safely make an impact attack against the Drakhun's charge target before making the charge attack, which also gives them a shot at a Critical Knockdown.
  • While you're at it, also study up on the Dragoon rules so you understand how they work.
    • For instance, any spells and effects on the mounted Drakhun carry over to the dismounted version.
    • When placing the dismounted Drakhun, you can sometimes position them out of the enemy attack range.
  • Countercharge is not as intuitive as it may seem, it's a good idea to read up on it as well.
    • For example, a Countercharge works just like a charge during the Drakhun's normal activation, which means they get to make impact attacks on the enemy turn!
    • But even more curiously, it's not limited to happening on enemy turns, which is relevant against enemy models that move away as you approach them, such as those with Admonition or Enliven). In those cases, you can countercharge them as a response to their movement, and then continue the original charge. It goes like this:
      • Make the charge movement, resolving any impact attacks along the way.
      • After finishing the charge movement but before getting the attack, the enemy model leaves melee range due to their defensive spell effect.
      • The amount of enemy movement involved will typically keep the model within 6" of the Drakhun, which triggers Countercharge.
      • Resolve the Countercharge movement, (more) impact attacks, and the Countercharge attack. Then,
      • Resolve the original charge attack, as the Drakhun still ended its charge movement in melee range of its original target.
  • You'll find tons of targets to make that delicious weapon master charge against, but be selective. If you squash a 4 point solo but then die horribly, that's a trade your opponent won.
    • Try flanking it out wide where it can terrorize softer targets.
  • Use Reposition to move the Drakhun slightly out of enemy retaliation ranges and set up Countercharges.
  • If you can make the Drakhun Tough, it doesn't get knocked down thanks to Steady, allowing it to try and pass successive Tough rolls.
  • Watch out for effects and attacks, which find their way through your ARM; Corrosion, Puncture, Snipers and Anatomical Precision attacks can usually clip off a single damage point at a time, but can still finish off your wounded troopers. Deadly Shots are dangerous even for undamaged models.



  • Originally released in Warmachine: Superiority (2006).
  • In Mk1 and Mk2 you could add the Drakhun to your army as either the mounted or dismounted version, and the reason for that is how the model was originally packaged. You see, the Man-o-War used to be sold in individual blisters. By releasing a "dismounted" option it allowed PP to throw an existing Man-o-War model in with a new horse model and call it "done".
  • The horse is anatomically correct. And it's a boy horse.
  • A "destrier" is a medieval-era war horse.
  • "Drakhun" is likely a homophonic Russian-ized adaptation of the word "dragoon."
  • Its insignia signify its rank of Korporal, just one rank up from Privat.
  • Curiously even while riding its steed, it is more accurate with the shield cannon than Man-o-War Shocktroopers on foot.
  • The Man-o-War motto is "When I die, I die in steam!"

Other Khador Models

Khador Logo.jpg       Khador Index       (Edit)
Battlegroup & Similar

Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev1 - Karchev2 - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2

Warcaster attachments

Khador: War Dog - Greylord Adjunct
Mercenary: Madelyn Corbeau - Reinholdt - Wyshnalyrr

Other Warjack Controllers

"Junior" Warcasters: Malakov1 - Sorscha0
'Jack Marshals: Man-o-War Kovnik - Greylord Forge Seer

Heavy Warjacks

Beast-09 - Behemoth - Berserker - Black Ivan - Decimator - Demolisher - Destroyer - Devastator - Drago - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Ruin - Spriggan - Torch

Colossal Conquest - Victor
Units, Solos, & Battle Engines

Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Great Bears of the Gallowswood - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Atanas & Standard - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Ranking Officer CA : Koldun Kapitan Valachev


Bulkhead - Fenris - Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Jozef - Koldun Lord - Malakov1 - Manhunter - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Markov - Sofya - Sorscha0 - Ol' Grim - Underboss Vizkoya - War Dog - Widowmaker Marksman - WG Artillery Kapitan - Yuri1 - Yuri2

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Korps - Flame in the Darkness - Jaws of the Wolf - Legions of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification : Shield and/or Buckler     (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.
  • You don't get the Shield bonus vs stuff originating in your back arc. This includes stuff that "leaps" off models in your back arc, such as Electro Leap. (Locked thread)

Rules Clarification : Weapon Master - None yet. (Edit)

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Rules Clarification : Knockdown      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

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Rules Clarification : Dragoon      (Edit)

  • Dragoons become dismounted instead of becoming disabled, so you can't trigger anything that works on disabled (such as Tough) when you kill their horse.
  • If a dragoon is dismounted while overlapping another model (such as an Incorporeal one), then you have to rewind to the dragoon's last legal position before resolving the dismount. (Infernal Ruling)
  • When a Dragoon is dismounted, even though you replace the physical model, it is considered the same in-game model for the purposes of whether the original attack hit/damaged it (for stuff like Chain Attack or Drag). For instance, you could hit the mounted model with your first attack, damage it enough to dismount it, then resolve Drag vs the dismounted model. (Locked thread)
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Rules Clarification:  : Cavalry      (Edit)
(Click Expand to read)

Mount Weapon
  • Although the core rulebook specifies mount weapons have 0.5" range, this doesn't "overwrite" models that have a longer mount range listed on their card. (Infernal Ruling)
  • Mount Weapons are melee weapons. (Infernal Ruling) This means:
    • Mount Attacks can benefit from any buffs that affect "melee weapons" (such as Acidic Touch and Elasticity) or "melee attacks" (such as Battle Lust).
    • Mount Weapons can be used to make free strikes.
    • If the model doesn't have any regular melee weapon (such as the Gun Carriage) then it does have a melee range, can engage enemy models, and can make free strikes; anyway.
    • Despite being a melee weapon, you cannot use a Mount's special attack on the same activation you charge. (Infernal Ruling)
      • Exception: If you have Trampling Hooves, because that allows you to make charge attacks with your mount when you charge.
  • Mount attacks will trigger "Melee attack" stuff like Battle Wizard.
  • You can purchase additional attacks with your Mount Weapon. (Infernal Ruling)

Impact Attacks - Movement

  • Impact Attacks "pause" your charge move, and as such don't normally trigger "ends an advance" abilities (such as Countercharge).
    • The exception is if your Impact Attacks include your charge target, then you have to end the charge movement and turn to directly face the charge target before rolling any dice. In this case, stuff like Countercharge will get triggered before you get to roll your Impact Attacks.
  • You cannot "pause" in an illegal position to carry out Impact Attacks. For instance: a Pathfinder cavalry model pausing halfway over an obstacle; a flying cavalry model pausing while it 'overlaps' other models; or any cavalry model pausing halfway through an Incorporeal model.

Impact Attacks - The attack(s)

  • You resolve stuff that occurs "after the attack is resolved" (such as Battle Wizard) before continuing with your charge movement.
  • If you have an ability that boosts your "first" melee attack (such as Stir the Blood), then only one attack will be boosted even though you're making multiple simultaneous attacks.
  • If you choose to make any impact attacks, you make all attacks against all models in the Mount's melee range (even friendly models).(Infernal Ruling)
  • Impact Attacks cannot be boosted, refer core rulebook.
  • You cannot buy additional attacks while resolving Impact Attacks. Additional attacks can only be bought during your Combat Action, after resolving your initial melee attack(s) / special melee attack.

Impact Attacks - Other

  • You cannot use "any time" abilities while resolving Impact Attacks. Because Impact Attacks occur during movement; and you can only use 'any time' abilities before moving or after moving, but not during movement. (Infernal Ruling)
    • Exception: If your Impact targets include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities.

Cavalry unit

  • If you have a unit of Cavalry, charge them and do impact attacks, remember you interrupt movement to do impacts, but you have to resolve all movements before doing any charge attacks. So for example it would go:
    • Cavalry model A charges enemy X, and contacts model M. Stop and make impact attacks against M. Then continue movement to X.
    • Cavalry model B charges enemy Y, and contacts model N. Stop and make impact attacks against N. Then continue movement to Y.
    • Cavalry model C charges enemy Z, and contacts model O. Stop and make impact attacks against O. Then continue movement to Z.
    • Resolve model A's charge attack vs X, B's vs Y, and C's vs Z. (This can be done in any order, as per normal)

Other interactions

  • Cavalry model with no melee weapon
    • If you have a Mount weapon but no regular Melee weapon (such as the Efaarit Scout), you can still declare a charge. (Locked thread)
    • You can make Impact Attacks along the way.
    • Once you get to the charge target, however, you can't make a melee attack against it. Because you can't use the mount weapon for a charge attack, due to the way the Cavalry rules are written. (Unless you have a rule like Trampling Hooves.)
    • If you don't charge, the mount attack can be used as an initial melee attack.
  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.
  • Flight on a Cavalry model (Edit)
    • Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
  • 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.
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Rules Clarification:  : Countercharge      (Edit)
(Click Expand to read)

  • If the moving model has Assault, the Countercharge is resolved before the Assault attack. (Infernal Ruling).
  • If the moving model has a rule that resolves "at the end of Normal Movement" (such as Slipstream), the Countercharge is resolved before the other rule. (Infernal Ruling)
  • The moving model cannot use an "Any Time" after finishing their advance but before your Countercharge. They can use it only after the Countercharge is resolved.
  • If the non-countercharging player has a similar "ends an advance" trigger (such as Admonition) then they can trigger and resolve that from your countercharge movement.
    • Example: Model [A] charges, and triggers Countercharge on [B]. Model [B] countercharges, and triggers Admonition on [C].
      Resolve Admonition on [C]. Then finish resolving Countercharge on [B]. Then finish model [A]'s activation.

    Triggering Countercharge    

  • You can trigger Countercharge if you're engaging, but not engaged.
  • You can trigger Countercharge during your own turn, if your opponent has an ability to move during your turn (such as Admonition).
  • Some abilities let you "ignore intervening models when declaring a charge" (such as Flight). Unfortunately, you still need LOS to trigger Countercharge, and it's only after CC is triggered that you actually get to declare a charge. In other words, Flight and Countercharge don't work together for LOS purposes.
  • What does trigger Countercharge
    • Countercharge triggers off any advance, not just in-activation stuff.
    • Standing still but changing facing is an advance.
  • What doesn't trigger Countercharge
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • When a unit is moving, countercharge is triggered on a model-by-model basis. So you can countercharge after any model in the unit has finished its move within range, but you can only countercharge that model who just finished its movement. You can't "save it" until the entire unit finishes moving and then say "I'm going to Countercharge the first guy you moved."

    Attacks, Boosting, & Other Triggers    

  • You only get one attack when making a countercharge, regardless of how many initials you normally have.
  • The charge attack damage is only boosted if the Countercharger moved 3" or more, as with a regular charge.
  • Countercharge occurs outside of activation so you can't spend fury/focus to boost a countercharge attack, nor buy additional attacks afterwards, not trigger stuff that only happens during your Combat Action (like Berserk).
  • Even if you trigger Countercharge during your own activation, for the duration of you resolving the CC it "no longer counts" as being in your activation. (Infernal Ruling)

    After the Countercharge    

  • The countercharging model cannot use any abilities that trigger on "during activation" or "during combat action" (such as Sprint), as Counter Charge is not an activation. (Locked thread)

    Other interactions    

  • Countercharge during your own activation (Countercharge vs Admonition etc) ( Edit )
    • You can trigger Countercharge during your own activation, but only if an enemy model moves during your activation. For instance, you move towards a model who has Admonition and they trigger that to try to move away. (You do a normal move, they trigger admonition and move, you trigger countercharge from their admonition-move.)
    • However countercharge always counts as being out-of-activation, no matter when you trigger it. (Infernal Ruling)
    As a result, you can't trigger only-during-activation effects (such as Critical Shred & Sustained Attack).
    • On the other hand, you can potentially get two charge attacks (one for your normal charge, one for the counter charge). (Infernal Ruling)
      This ruling still applies even after the 2018.07 update (Infernal Re-ruling)
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • Countercharge Inception
    • If a model [A] has Countercharge, and it charges an enemy model [B] that has Countercharge and Admonition, then ...
      • Model [A] charges and triggers CC and Admo on [B]
      • Model [B] Admo moves but before it can resolve its own CC, it triggers CC on [A]
      • You now have two models that have triggered CC simultaneously. So the Active player gets to resolve their one first.
  • Assault vs Countercharge ( Edit )
  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).

Rules Clarification : Repairable - None yet. (Edit)

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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.
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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)