April 2018 Dynamic Update Developer's Notes

Here are the changes to existing Khador models that came out of the Armored Corps CID cycle. Thanks once again to all our helpful CID participants!


Kommander Andrei Malakov

Increase DEF from 15 to 16.

Increase damage boxes from 15 to 16.

Replace the rules text of the Poison Pill feat with the following:

When a friendly, non-battle engine Faction model suffers damage from an enemy attack while in Malakov’s control range at any time except while it is advancing, after the attack is resolved the damaged model can immediately make a full advance. Additionally, while in Malakov’s control range, friendly Faction models gain Parry  and cannot become knocked down. Poison Pill lasts for one round.

Replace the last sentence of the Fighting Dirty rule with the following:

If the model is in range, a model hit by its next basic melee attack this turn becomes knocked down.

Add the Open Fire spell:

Open Fire          2           Ctrl           –           –            –            No

Target warjack in this model’s battlegroup that is in its control range can immediately make one basic melee or ranged attack. A model can be targeted by Open Fire only once per turn.

Malakov received some very small changes that have some very large effects. Allowing his feat to affect warrior models really opens up the options for his army. Fighting Dirty was missing a duration (oops!), so now it no longer lasts the entire game. And adding the spell Open Fire gives Malakov a very interesting interaction with several Khadoran warjacks.


Increase point cost from 12 to 13.


Increase point cost from 10 to 11.

The Juggernaut and the Marauder each saw a point increase in this update. Both of these warjacks were proving to be simply too efficient. This slight increase in point cost should help bring them in line with other heavy ’jacks.


Reduce point cost from 9 to 8.

Increase MAT from 5 to 6.

Remove 4 damage boxes.

Mad Dog

Reduce point cost from 9 to 8.

Increase MAT from 5 to 6.

Remove 4 damage boxes.


Reduce point cost from 11 to 10.

Increase MAT from 5 to 6.

Increase RAT from 3 to 4.

Remove 4 damage boxes.

The Berserker, Mad Dog, and Rager have seen a few changes since the launch of the new edition. At the beginning, these ’jacks were far too durable for their point costs, and they were adjusted accordingly. Soon we started to feel that we went too far, however, and during the Armored Corps CID we revisited this kit to try to bring it into line. With some point cost changes, the removal of some damage boxes, and some MAT and RAT bumps, we hope these warjacks will see inclusion in some lists without pushing out all of the other options.

Beast 09

Reduce point cost from 21 to 18.

Add Immunity: Cold .


Reduce point cost from 37 to 35.


Reduce point cost from 16 to 15.


Reduce point cost from 19 to 17.

Add the Dual Attack rule:

Dual Attack – This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.

Many warjacks in this CID cycle had their point costs adjusted down, including Beast 09, Conquest, Decimator, and Spriggan. These warjacks were not seeing a lot of play time because they were not in line with their counterparts.


Reduce point cost from 38 to 34.

Increase the RNG of the Auto Cannons from 10 to 12.

Remove the Inaccurate rule and the Minimum Range [6˝] rule.

The Victor had never quite found a home, but with these changes to its Siege Mortar weapon, many of the model’s drawbacks have been addressed. Combined with a drop in points, this update should make the Victor a more attractive choice.

Man-O-War Bombardiers

Increase RAT from 5 to 6.

Increase the RNG of the Grenade Cannon from 10 to 12.

The Bombardiers were not quite performing at the level we wanted them to. Increasing their RAT and the RNG of their cannons really lets them mesh well with their new Command Attachment and use the new abilities to powerful effect.

Man-O-War Demolition Corps

Reduce point cost from 9/15 to 8/14.

Add the Shatter rule to the Ice Maul:

ShatterThis weapon gains an additional damage die against stationary models.

The Demo Corps received a small point drop and picked up the Shatter special rule. Shatter allows the unit to be very powerful in the right situations or with a well-timed critical hit, and the points reduction should make them more comparable to other multi-wound infantry.

Man-O-War Kovnik

Reduce point cost from 5 to 4.

We found during testing that the Kovnik was just a little too costly, so we nudged the points down a notch.

Theme Force Errata

Khador Theme Force: Armored Corps

Replace the second special rule with the following:

For every full 20 points of Man-O-War and Mechanik models/units in this army, you can add one Khador command attachment, Tanker solo, or medium-based Man-O-War solo to the army free of cost. Free models do not count toward the total point value of Man-O-War and Mechanik models/units in the army when calculating this bonus.

Replace the fourth special rule with the following:

For each Khador unit in this army, one Man-O-War model/unit in this army can gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)

The changes to Armored Corps’ special rules should make this theme force feel more flexible even with its rather limited unit pool. The option of putting Advanced Move on a wider range of models will allow for a more diverse and varied army build.