Lieutenant Allison Jakes

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Cygnar Logo.jpg Lieutenant Allison Jakes

Cygnar Character Morrowan Solo - ("Junior Warcaster")

Mk4 icon.png
Prime
This model is available in one Prime Army, Storm Knights. 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.

A consummate duelist, Lieutenant Allison Jakes moves across the war-torn battlefields of western Immoren with deadly poise, striking down foes and then darting away in preparation for her next attack. She utilizes her arcane abilities to impart the same fluidity of movement to the warjacks in her battlegroup, granting them a burst of speed at the critical moment or imbuing them with the grace of a duelist.

Basic Info

Jakes1
Missing Info
Jakes1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT 6
RAT 5
M.A. N/A
DEF 15
ARM 13
CMD N/A
ESSENCE {{{essence}}}
FOCUS 4
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST 4
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Parry symbol.jpg Parry
  • Battlegroup Controller - (1) This model is not a warcaster but has the following warcaster special rules: Battlegroup Commander, Focus Manipulation, Power Field, and Spellcaster. (2) This model must have at least one warjack in its battlegroup at the start of the game.
  • 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.
  • Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.

Weapons

Handcannon
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 - 12
Mechanika Blade
Sword icon.jpg  RNG   POW   P+S 
0.5 5 10
Duelling Dagger
Sword icon.jpg  RNG   POW   P+S 
0.5 2 7

Spells

COST RNG AOE POW DUR OFF
Energizer

2 SELF - - - No
Each model in the spellcaster's battlegroup that is currently in its control range can immediately advance up to 2". Energizer can be cast only once per activation.
Sidekick

3 6 - - Upkeep No
Target warjack in the spellcaster's battlegroup gains +2 DEF and cannot become knocked down or be pushed, placed, or moved by a slam. While B2B with the target model, the spellcaster gains +2 DEF and cannot become knocked down or be pushed, placed, or moved by a slam.

Theme Forces


Thoughts on Jakes1

Jakes1 in a nutshell

Jakes is a character Journeyman Warcaster. She's better at running warjacks because she's got more jack-friendly spells and a better focus stat, but she doesn't come with the Arcane Shield. Bring her if you want a jack or two outside your caster's battlegroup and those jacks need more focus than what they get from Power Up.

Combos & Synergies

Jakes of course has an extra focus to throw around over a normal Journeyman and some interesting spells - giving her a wider range of jacks.

  • The Charger for offensive power is perfect (one focus to the Charger, one to upkeep Sidekick, and one to keep the Journeyman alive) and is the normal jack of choice. She can even run two at once - and sometimes get better shots off thanks to Energizer
  • The Sentinel has shield guard - but normally works better with a jack marshal than with a point of focus.
  • The Hunter has the most firepower and can stay furthest away from its controller. A Def 16 jack that can't be moved is also very good at contesting zones.
  • The Thunderhead may seem like over-mounting a warjack, but it's enough of a ranged jack that she can stay far enough back to be safe, and her mobility gives it some very interesting options.

In Flame in the darkness there are some fun choices to consider.

  • Mule - With Energizer it gets easier into firing position whilst still making use of it's Steam Lobber special rule.
  • Swabber - It provides Girded to her while retaining the push, place and slam immunity, making great contesting and scoring pieces, while occasionally can help reeling in targets for the rest of the army.
  • Swashbuckler - Usually melee jacks are ill advised for junior casters, but this one reaches an infuriatingly high DEF under Sidekick - further augmented by cover or concealment, the Morrowan Archon's aura, by duelist in melee, and by Fiona's or Ashlynn1's feat. It also guzzles Focus that merc casters usually can't provide, but Jakes has some to spare.
  • Constance Blaize - As a Morrowan model, Jakes can use Connies focus to boost melee attacks. Jakes can use her own focus to buy attacks, so after a good feat turn she can potentially have 6 fully boosted melee attacks.
  • With up to 7 attacks thanks to Dual Attack and Focus, damage buffs go a long way for her. Fiona has Curse of Veils, Stryker2 has Positive Charge and Maddox has her feat, if only for her knives.

Drawbacks & Downsides

  • Doesn't support anything outside her battlegroup
  • Kill the Battlegroup Commander, ruin the warjacks
  • Despite her melee flicks she lacks Pathfinder.

Tricks & Tips

  • Keep her far back until the endgame. It's normally easier to kill the Journeyman than the jacks. She can fight as a solo - but should only ever do so once her jack or jacks have been destroyed or if you are going all-in
  • Her gun is good for the occasional potshot, but don't rely on this for your main source of damage.
  • Between Energizer and charging, she can get a hand cannon shot into some unusual places thanks to Dual Attack.


Other

Trivia

Kickstarter Exclusive sculpt
  • Jakes is one of the Journeyman Warcasters released as part of the WARMACHINE: Tactics videogame Kickstarter (2014)
  • She is the main character in the videogame
  • She has some backstory in the ebook anthology Rites of Passage, 2014.04, alongside the other Journeymen released in the Tactics game.
  • There was a limited edition sculpt available for Kickstarter backers. There is now a non-limited sculpt for general purchase.
  • Her rules were published in the Warmachine: Vengeance expansion (2014)
  • In the lore she has two named warjacks: a Charger named Bandit in the videogame, and an Ironclad named Bunker in the Rites of Passage anthology. Despite this, she has no bonded character 'jack on the tabletop.

Other Cygnar models

Cygnar Logo.jpg       Cygnar Index       (Edit)
Battlegroup & Similar
Warcasters Caine1 - Caine2 - Caine3 - Constance - Darius - Haley1 - Haley2 - Haley3 - Jakes2 - Kraye - Maddox - Nemo1 - Nemo2 - Nemo3 - Sloan - Stryker1 - Stryker2 - Stryker3 - Siege1 - Siege2 - Sturgis1
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers

Battlegroup Controllers: Caine0 - Nemo4 - Jakes1 - Journeyman - T. Warcaster Lieutenant
'Jack Marshals: Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA

Light Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, Battle Engines, & Structures
Units

Arcane Tempest Gun Mages - Black 13th Gun Mage Strike Team - Field Mechaniks - Legion of Lost Souls - Long Gunner Infantry - OoI Resolutes - OoI Vigilants - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - Tr Cannon Crew - Tr Chain Gun Crew - Tr Commandos - Tr Express Team - Tr Long Gunners - Tr Infantry - Tr Mechaniks
Special CA : Captain Jonas Murdoch (Mercenary unit) - Special WA: Morrowan Battle Priest (any unit)

Solos

Arcane Tempest Rifleman - Archduke Runewood - Captain Arlan Strangewayes - Captain Maxwell Finn - Commander Anson Hitch - Dreyfus1 - Dreyfus2 & Flubbin2 - Grand Master Gabriel Throne - Glyn Cormier, Illuminated One - Gun Mage Captain Adept - Journeyman Lieutenant Allister Caine - Journeyman Warcaster - Harlan Versh, Illuminated One - Lieutenant Allison Jakes - Lieutenant Bastian Falk - Lieutenant Gwen Keller - Major Katherine Laddermore - Major Harrison Gibbs - Morrowan Archon - Savio Montero Acosta - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures

Nemo4 - Storm Strider - Trencher Blockhouse

Theme Forces
Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Mercenaries
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Battlegroup Controller      (Edit)

  • This model has a completely separate battlegroup to your main warcaster.
    • Your main warcaster cannot allocate focus to warjacks under this model's control (and vice versa).
    • Any spells/effects that apply to your main warcaster's battlegroup (such as Energizer) do not apply to warjacks under this model's control (and vice versa).
  • This model is not a warcaster
  • Warjacks this solo controls can still benefit from Power Up exactly as if it were a warcaster. (Closed thread)
  • When this model dies, any warjacks they are controlling go inert exactly as if it was a warcaster. (Infernal Ruling)
    • See this article for the Inert warjack rules and how to re-activate them.

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.
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Rules Clarification : Sprint  and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
  • Run & Gun won't trigger if you RFP the model, but Sprint will.
  • 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.

Rules Clarification : Parry - None yet. (Edit)

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Rules Clarification : Energizer      (Edit)

  • The models affected are determined when you cast the spell. If you use Energizer to move your caster forward and get more models in your CTRL range, that doesn't change anything.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Sidekick      (Edit)

  • Although you can't be moved by a slam, you can still suffer damage from it.