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Mk I Archive
Demolisher – Khador Heavy Warjack
The Demolisher features armor equal to that of a
, but when its plated arms open they reveal cannons that can deliver powerful ordnance even in the thick of combat.
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Due to IP restrictions, Battle College cannot give out exact stat values.
The Demolisher shares a chassis and statline (and point cost) with the
. They took out the Rain of Death and gave it a couple of guns instead.
The Demolisher has an
base ARM, but when it attacks it drops down to mid-high for one round.
Shield Fists (x2) –
The Demolisher is armed with two. They're exactly like the Devastator, in every way.
– This grants access to more Power Attacks.
– While they only have the range of a medium spray, the Shoulder Cannons have one less POW than the fists and a medium AOE, which gives them serious hitting power.
– All warjacks come with a stack of standard special rules—most notably being big and stompy.
- This model may make ranged attacks while in melee, but can only target models within its melee range while doing so. This model gains 0.5" melee range (if it doesn't already have a melee weapon).
- After this model makes any attack (excluding slams and tramples) it suffers a severe ARM penalty until its next activation, when its shell closes again. Also, it suffers an ARM penalty for each crippled arm, and the arms are immune to weapon locks.
- When this model advances B2B with an enemy model during its activation, that model can be
2" directly away and then this model can continue advancing. Each enemy can only be pushed once per Bulldozer activation.
- This model, and friendly models B2B with it, are immune to blast damage.
Thoughts on the Demolisher
The Demolisher in a nutshell
The Demolisher, like the
, is an absurdly well-armored warjack—as long as it doesn't attack with its fists or guns. As soon as it opens up, its ARM drops by eight, at which point it gets destroyed by enemies looking for revenge who can now get at its squishy interior. It doesn't have the raw destructive power of Rain of Death. Instead, it has a couple of AOE templates that can hit from slightly further away and be placed more flexibly.
Bulldoze and Girded put some extra non-combat tools in the toolbox for combat support.
Combos & Synergies
can have it fire and then immediately close back up again when it starts its turn. Also,
means that it moves pretty fast for Bulldozing.
likes bonding the Demolisher and running it up to the enemy warcaster. If they move away, they take a fully boosted Shoulder Cannon shot. If they don't, they become
from her bond. This forces them to find some other way of dealing with the ball of pain.
and likes running clamjacks around, Bulldozing the enemy army into knots before he sucks them all in and Flashing Blades the lot of them.
as well as other warrior-centric casters, enjoy the protecting their models from blast damage. They both also have additional single jack buffs.
Drawbacks and Downsides
It has the same speed and accuracy line as other non-character Khador 'jacks.
Its guns' short range means that it's normally sitting right in front of the enemy lines when it opens up, and thus perfectly placed for payback.
Tricks & Tactics
Running to engage as many enemy as possible is legit. The 'jack is tough to kill in melee, and if anyone tries to walk away, you can get a free strike with the guns and boosted damage against
under the blast template.
Beware being tricked into taking a free strike. It will drop your armor until the next activation.
Its ARM doesn't drop when it tramples or slams (refer rules clarifications below). It's entirely possible to play a Demolisher or Devastator in closed mode all game long. A mix of slams, tramples, and Bulldozing gives these warjacks a lot of board control.
Don't worry about hitting yourself with the gun—you're immune to blast damage.
This model was released in the
expansion book (2011).
Theme Forces this is a member of
Butcher1 - Claws of the Dragon
Butcher1 - Heart of Darkness
Butcher2 - Mad Dogs of War
Butcher3 - Blood in the Snow
Harkevich1 - Wolf Pack
Irusk1 - Advance Assault Force
Irusk2 - Heavy Armour Batallion
Irusk2 - The Art of War
Karchev1 - Iron Curtain
Old Witch1 - The Invisible Army
Sorscha1 - Mechanized Infantry
Sorscha2 - 5th Border Legion
Sorscha2 - Full Assault
Strakhov1 - Black Operations
Vlad1 - Warhost
Vlad2 - Blood of Heroes
Vlad2 - Steam and Steel
Vlad3 - Charge of the Horselord
Zerkova1 - Hunting Wolves
Zerkova1 - Wolves of Winter
Zerkova2 - Winter's Wind
Warjacks – Heavy
Warjacks - Colossals
Iron Fang Pikemen
Iron Fang Uhlans
Man-o-War Demolition Corps
Winter Guard Infantry
Winter Guard Rifle Corps
Winter Guard Field Gun Crew
Winter Guard Mortar Crew
Great Bears of Gallowswood
Koldun Kapitan Valachev
Iron Fang Kovnik
Kovnik Dorek Markov
Kovnik Jozef Grigorovich
Yuri the Axe
Kovnik Andrei Malakov
Khador Theme Forces
Khador Mercenary Index
Fiona the Black
Note: To field a mercenary warcaster with Khador, you need to be playing a game which allows 2 (or more) warcasters.
Different types of Mercenary warjacks can only be taken by specific Mercenary models ... which means there's too many permutations to list here (in any sort of meaningful way).
However, note that the following Khador mercenary models can control warjacks/warbeasts (in addition to the Mercenary Warcasters listed above):
Hammerfall High Shield Gun Corps & UA
Sea Dog Deck Gun
Sea Dog Boarding Crew & UA & WA
Steelhead Heavy Cavalry
Tactical Arcanist Corps
Blythe & Bull
Herne & Jonne
Hutchuck, Ogrun Bounty Hunter
Aiyana & Holt
First Mate Hawk
Gudrun the Wanderer
Rorsh & Brine
Hammerfall Siege Crawler
Please refer to the
page itself for its clarifications - it has such a long list that we didn't want to repeat it here.
Refer to the
page itself for its rules clarifications - although not super complicated, the list got long enough that we didn't want to repeat it here.
This model's ARM is not reduced when it makes slams or tramples.
ARM is not reduced if you fail a charge.
ARM is reduced if you make any other kind of
or any out-of-activation attack (such as
and free strikes).
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, lost the bonus, then activate your jack and immediately regain the bonus.
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