LPG - 'Jack Marshal
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- This article is part of Warmachine University's Learning to Play the Game (LPG) series, which is "Intermediate Training" aimed at new players who are still learning the core rules.
'Jack Marshal for newbies
- A JM can control one light warjack or one heavy warjack. You can put a JM in your list with zero warjacks, if you wanted.
- The warjack is not in your warcaster's battlegroup, it doesn't gain the benefit of Power Up, and it cannot be allocated focus. It can still gain focus via other means such as Empower or Accumulator.
- During the warjack's activation (not the JM's activation), if the warjack is in the JM's command range, then the warjack can gain one of the following benefits:
- +2 to attack rolls (Strike True)
- +2 to melee damage rolls, and one extra melee attack (Crush)
- +2 to ranged damage rolls, and must use its movement to aim (Take Aim)
- Run, charge, or power attack for free. And it gets +2 to hit for a charge attack or slam attack (Hurry)
- Shake knock down, stationary, and/or Blind (Shake)
- A warjack can declare which benefit it is gaining, then move out of command range of the JM, and will keep the benefit.
- Many JMs also have a Drive which gives the warjack a second benefit, but only while they stay in command range.
From the 2020.02 edition of the core rules.
’Jack marshals are models with the ’Jack Marshal advantage. They are specialists who command their warjacks through a combination of gestures and commands shouted across the battlefield. Though not as efficient or as powerful as a warcaster’s, a ’jack marshal’s skills can guide a warjack to perform maneuvers it normally would not be able to manage on its own.
’Jack marshals can begin the game controlling warjacks. These warjacks are not part of any warcaster’s battlegroup. A ’jack marshal can control up to one Faction warjack at a time. Mercenary ’jack marshals can control and reactivate only Mercenary warjacks.
Once during each of its activations while in its controller’s command range, a warjack controlled by a ’jack marshal can gain one of the following benefits:
A warjack cannot gain one of these benefits while its cortex is crippled or its controlling ’ jack marshal is knocked down or stationary.
If a ’jack marshal is destroyed or removed from the table, its warjack becomes autonomous (p. 67) but does not become inert.
A ’jack marshal can reactivate inert friendly Faction warjacks (see p. 59 for details). The reactivated warjack comes under the ’jack marshal’s control unless the ’jack marshal already controls a warjack; in that case, the reactivated warjack becomes autonomous. A ’jack marshal can also take control of an autonomous friendly Faction warjack (see p. 67 for details) if it is not already controlling another warjack.
If an effect causes your ’jack marshal to fall under your opponent’s control, while your ’jack marshal is controlled by your opponent, the warjack under its control remain under your control and becomes autonomous. If you regain control of your ’jack marshal, the ’jack marshal resumes control of the warjack unless another model has already taken control of it. If an effect causes your ’jack marshaled warjack to fall under your opponent’s control, when you regain control of your ’jack, the ’jack marshal resumes control of it unless the ’jack marshal has already taken control of another warjack. In that case the warjack becomes autonomous.