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Protectorate Logo.jpg Judicator

Protectorate Colossal Warjack

The Judicator channels Menoth's wrath by delivering the punishment of fire unto heathens. It can unleash withering barrages of rockets while bathing the unfaithful in great gouts of holy flame. Its cortex is linked to a blessed reliquary containing the interred remains of an honored priest whose essence serves as a reservoir for divine energies, filling the machine with spiritual power and enabling it to fight unrelentingly in the name of the Creator.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
STR 18
M.A. N/A
ARM 19
ESSENCE {{{essence}}}
HP 60
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
Warcaster 1
the Statblock


  • Colossal - Colossals are giant warjacks, even bigger and stompier. They all share a stack of standard special rules (click the link for full details).
  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click the link for a full run-down.
  • Construct - This model is a construct and is not a living model.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Reliquary - The Judicator gains an additional die on attack and damage rolls, but discards the lowest die of each roll. While its S system is disabled, the Judicator loses the benefits of Reliquary.


  • Rocket Pod (x2) - 14" range, 3" AOE, POW 14 guns.
    • Inaccurate - This model suffers -4 to attack rolls with this weapon.
    • Secondary Blast - After determining the point of impact of this attack, roll deviation for another 3" AOE from that point. Models hit by the additional AOE suffer a POW 7 blast damage roll.
  • Flame Thrower (x2) - 10" spray, POW 12 guns
    • Damage Type: Fire - This weapon does fire damage.
    • Continuous Fire - A model hit by this attack is set on fire. A model on fire suffers a POW 12 fire damage roll in the Maintenance phase of its owner's turn until the fire expires.
  • Fist (x2) - 2" reach, P+S 21 melee weapons.

Theme Forces

  • Infernals

Recent Changes

2019.08 Dynamic update

  • Points increased by 1 to 35

Thoughts on Judicator

Judicator in a nutshell

The Judicator is a Colossal with respectable potential in throwing out numerous AoE attacks at long range, frying targets with its dual flamer, and beat heavy targets into pulp with its fists. It was considered sub-par early in Mk3, but everything changed when the Exemplar Interdiction CID update hit.

  • Speed 5 lets it be relevant earlier in the game.
  • SP10 flamers are extremely effective - sprays are very good in MK3 due to premeasuring and being able to carefully place your model where you'll hit the most.
  • Significant price decrease.
  • The Reliquary changes buff everything about the Judicator's output.

It's early days but it's rapidly outshadowing the Revelator.

Combos & Synergies

Usual caveat for things that enhance warjacks:

  • The true-and-tested trio of Choir, Vassal Mechanik, and Vassal of Menoth
  • The Deliverer Arms Master allows it to launch its rockets beyond screening models
  • Anyone who can further enhance its ARM (Defender's Ward, Inviolable Resolve and the like).
  • Battlegroup and force multipliers (Incite, Brand of Heresy, Crusaders' Call, Manifest Destiny, Eye of Menoth, etc.)
  • Universal de-buffs (Death Sentence)
  • Speed Buffs (Redline, Escort)
  • RAT 1 on the Rocket Pods doesn't matter much if your target is knocked down - Kreoss1, Kreoss3, and Malekus can all do so via a feat (Kreoss1) or spell (Kreoss3 and Malekus).
  • Playing the Judicator in Exemplar Interdiction grants it Blessed weapons. This makes its sprays (un)holy terrors, as the only defensive buffs they won't ignore are feats and elevation.
  • The new dark horse is High Reclaimer here - Hand of Fate stacked with the reliquary offers amazing accuracy and damage output. Coupled with Severius0 and Exemplar Errants with their Mark Target ability your inaccurate rockets can reliably hit and delete enemy warjacks from downtown.
  • Cyrenia provides an ARM buff, melee buff (not that you're likely to need it), and Rock Wall to help screen it from potential melee threats.
  • Previous special mention to Amon, who can buff speed, attack and ARM on the colossal. Fortify offers a nice big area where you can defend your troops from knockdown effects and pushes. However, he still prefers his battlegroup to include multiple warjacks for pulling off Synergy chains, and more jacks mean more "free" focus from Power-up.
  • Hierarch Severius can cast Awareness to open the field to its long range shooting and he can give it Oracular Vision when it's time to get stuck in or when it's being threatened by a charge. Arcane Ward, while not very helpful on it's defense, will keep it free of spells that could severely lower the Judicators potential.

Drawbacks & Downsides

  • Effectively RAT 1 rocket pods
  • Resolving rocket pod attacks takes a long time when you're playing a timed game.

Tricks & Tips

  • You can blind-fire onto an enemy out of range, and fish for good scatters and deviation on your secondary blasts - chances are that you will catch a few support pieces up to 7,5" away form your desired point of impact.
  • Look for squishy models standing near a low DEF model (structures or objectives), who can be potential targets for the blasts.
  • If an opponent is trying to hide behind clouds, run a model up in front and spray it down to reach the enemy. Extra points if the model is immune to Fire.



Released in the Warmachine: Colossals expansion (2012)

Other Protectorate models

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

Amon - Cyrenia - Durant2 - Durst - Feora1 - Feora2 - Feora3 - Harbinger - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Reclaimer1 - Reclaimer2 - Reznik1 - Reznik2 - Severius1 - Severius2 - Thyra - Vindictus

Warcaster attachments Hierophant - Madelyn Corbeau (Mercenary)
Other Warjack Controllers BGC Durant1 - Severius0
Marshals Bastion Seneschal - Reclaimer Gatekeeper

Blessing of Vengeance - Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant


Avatar of Menoth - Blood of Martyrs - Castigator - Crusader - Eye of Truth - Fire of Salvation - Guardian - Hand of Judgment - Indictor - Reckoner - Sanctifier - Scourge of Heresy - Templar - Vanquisher

Colossal Judicator - Revelator
Units, Solos, Battle Engines, & Structures

Choir of Menoth - Daughters of the Flame - Deliverer Sunburst Crew - Deliverer Skyhammers - Exemplar Bastions - Exemplar Cinerators - Exemplar Errants - Exemplar Vengers - Flame Bringers - Flameguard Cleansers - Holy Zealots - Idrian Skirmishers - Initiates of the Wall - Knights Exemplar - Temple Flameguard - Visgoth Juviah Rhoven & Honor Guard
Ranking Officer CA: Attendant Priest


Allegiant of the Order of the Fist - Champion of the Order of the Wall - Deliverer Arms Master - Exemplar Warder Elias Gade - Exemplar Warder - Exemplar Bastion Seneschal - Exemplar Errant Seneschal - Hand of Silence - Hierophant - High Exemplar Gravus - High Paladin Dartan Vilmon - Initiate Tristan Durant - Knights Exemplar Seneschal - Menite Archon - Nicia, Tear of Vengeance - Paladin of the Order of the Wall - Pyrrhus, Flameguard Hero - Reclaimer Gatekeeper - Scrutator Potentate Severius - The Covenant of Menoth Vassal Mechanik - Vassal of Menoth - Wrack

Battle Engines & Structures Vessel of Judgment (BE) - Shrine of the Lawgiver (Structure)
Theme Forces
Exemplar Interdiction - Guardians of the Temple - The Creator's Might - The Faithful Masses - Warriors of the Old Faith
Refer to Who Works for Whom and/or Category: Protectorate of Menoth Mercenary
This index was last updated: 2019.05

Rules Clarifications

Rules Clarification : Inaccurate - None yet. (Edit)

RC symbol.png

Rules Clarification : Secondary Blast      (Edit)

  • The second AOE is treated as if it "came from the weapon" exactly the same as the first AOE. So, for instance, if the weapon has Damage Type: Magical, then the second AOE will do magical damage too. (Infernal Ruling)
RC symbol.png

Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
RC symbol.png

Rules Clarification : Open Fist (aka, Power Attack Throw)     (Edit)

  • Throw - General ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Throw - Power Attack
    • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws.
    • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
    • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
    • Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
    • Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.

RC symbol.png

Rules Clarification : Colossal      (Edit)

  • Refer to the Colossal article for a recap of their rules.
  • Huge Base (Edit)
    • Coming on a huge base triggers a bunch of rules scattered throughout the rulebook. Click here for a summary of them.
    • You can draw LOS from your Left arc to a target in your Right arc (and vice versa). See also this diagram
    • Huge-based models get bonus distance on Power Attack Slams. But this bonus doesn't apply to slams caused by other means, such as Critical Smite or the Hurricane's Thunder Charge ability.
RC symbol.png

Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

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.

Rules Clarification : Construct - None yet. (Edit)

RC symbol.png

Rules Clarification : Pathfinder      (Edit)

RC symbol.png

Rules Clarification : Reliquary      (Edit)

  • Discard Die (Edit)
    • The dice must be discarded - you can't keep it even if you want it for a critical hit.
    • For instance: if you discard "the lowest die", need 6+ to hit, and roll a 3, 3, and a 4 ... then you must discard one of the 3s, and you'll end up with a non-critical hit with the 3 + 4.