Warjack
- Warjacks represent the pinnacle of military technology in the Iron Kingdoms and are the greatest assets in a warcaster’s arsenal. They are equipped with a broad variety of melee and ranged weaponry and embody the strengths of their respective Factions. A single warjack can annihilate dozens of soldiers, and several warjacks working together comprise a threat no enemy can ignore.
Warjack and Colossal redirect here (for a Colossal Horror, refer to LPG - Infernals). This article is a copy-paste of nearly every warjack-related rule in the core rulebook. It is a reference aid, not a teaching aid. Teaching aids are linked below:
- Related topics
- Warcaster - The models that can control warjacks via magic.
- 'Jack Marshal - The models that can direct warjacks by shouting at them.
- Warbeast - The Hordes equivalent to a Warjack
- Horror - The Infernal equivalent to a Warjack
- Monstrosity - The Cephalyx equivalent to a Warjack
- Warjack-related copy-pasted rules
- Teaching articles:
- 101 - Warjacks: A newbie-friendly recap of the warjack rules.
- LPG - Colossals & Gargantuans: A recap of how the huge-based models differ from their smaller cousins.
- LPG - 'Jack Marshal: Recap of the 'Jack Marshal rules.
- LPG - Death of a Controller: Recap of what happens when a warjack's controller dies.
- Other
Contents
Battlegroups
- Page 22 of the 2021.08 version of the core rulebook pdf
Each warcaster in an army controls a group of warjacks and each warlock in an army controls a group of warbeasts. A warcaster and the warjacks he controls and a warlock and the warbeasts he controls are collectively referred to as battlegroups. There is no limit to the number of models that can be fielded in either a warcaster’s or a warlock’s battlegroup.
Warjacks must begin the game controlled by a ’jack marshal (p. 84) or assigned to a battlegroup controlled by a model with the Focus Manipulation special rule (p. 69).
Warbeasts must begin the game assigned to a battlegroup controlled by a model with the Fury Manipulation special rule (p. 76).
Because a warcaster can allocate focus points only to warjacks in its battlegroup and only warjacks in a battlegroup power up, it is important to distinguish which warjacks are controlled by each warcaster and which warjacks are controlled by each ’jack marshal. When composing your army, specify the controller for each of the warjacks in your army. For more information on battlegroups, see “Warcasters & Focus,” p. 68.
Likewise, because a warlock can leech fury points only from warbeasts in its battlegroup, it is important to distinguish which warbeasts are controlled by each warlock. When composing your army, specify the controller for each of the warbeasts in your army. For more information on warlock battlegroups, see “Warlocks & Fury,” p. 75.
'Jack Marshal
When constructing your army list, warjacks are placed either under the control of a 'jack marshal or in a caster's battlegroup.
(Edit)
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'Jack Marshal Page 84 of the 2021.08 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. 'Jack Marshal Death (Autonomous warjack) Page 67 of the 2021.08 edition of the core rules. An autonomous warjack is a warjack that does not have a controller and is not part of a battlegroup. A warjack becomes autonomous when its controlling ’jack marshal (p. 84) is destroyed or removed from play or while its controller is under an opponent’s control. An autonomous warjack acts normally but does not gain the benefits of being marshaled or being part of a battlegroup. A warjack must have a controller at the start of the game; it cannot begin the game autonomous. A friendly Faction model with the Battlegroup Commander special rule, such as a warcaster, or a friendly Faction model with ’Jack Marshal can take control of an autonomous warjack. A ’jack marshal that is already controlling a warjack cannot take control of an autonomous warjack. To take control of an autonomous warjack, a friendly Faction model with the Battlegroup Commander special rule must spend 1 focus point during its activation while base-to-base with the warjack. A ’jack marshal can take control of an autonomous friendly Faction warjack during its activation by forfeiting its Combat Action while base-to-base with the warjack. If the model taking control of the warjack has the Battlegroup Commander special rule, the warjack becomes a part of its battlegroup. |
Junior Warcasters
There are a number of models in the game that are not warcasters, but have nearly every single warcaster special rule. Their official name is Battlegroup Controller but everyone calls them "Junior Warcasters".
For the purposes of this article about the official warjack rules, Juniors are synomonous with Warcaster. For instance, if your Junior Warcaster died and you want to know what happens to their warjack(s)? Then look at the rules for what happens when a Warcaster dies.
Power Attacks (pg42)
- Page 42 of the 2021.08 version of the core rulebook pdf
General
Power attacks are attack options available to some models, such as warjacks and warbeasts. The power attacks available to other models are described in their special rules. Warjacks and warbeasts can make power attacks as follows.
- Lesser warbeasts cannot make power attacks.
- A light warjack or warbeast can make head-butt and slam power attacks. A light warjack with at least one non-crippled weapon with the Open Fist weapon quality can make throw power attacks. A light warbeast with at least one weapon with the Open Fist weapon quality can make throw power attacks.
- A heavy warjack or warbeast can make head-butt, slam, and trample power attacks. A heavy warjack with at least one non- crippled weapon with the Open Fist weapon quality can make throw power attacks. A heavy warbeast with at least one weapon with the Open Fist weapon quality can make throw power attacks.
- A colossal or gargantuan can make head-butt, slam, and trample power attacks. A colossal with at least one noncrippled melee weapon that has a location of L or R can make sweep power attacks. A colossal with at least one noncrippled weapon with the Open Fist weapon quality can make power strike and throw power attacks. A gargantuan with at least one melee weapon that has a location of L or R can make sweep power attacks. A gargantuan with at least one weapon with the Open Fist weapon quality can make power strike and throw power attacks.
A warjack must spend 1 focus point to make a power attack. A warbeast must be forced to make a power attack.
Unless otherwise noted, a model can make a power attack only during its activation. A model cannot make a power attack during an activation in which it charges. A model cannot target a friendly model with a power attack.
When a model makes a power attack, do not apply the special rules on its weapons unless they specifically reference power attacks.
A model that is able to do so can make additional melee attacks after making a power attack. A model cannot make a power attack as an additional attack.
Power Attack Damage Rolls & Collateral Damage
Though power attacks are melee attacks, they do not resolve damage rolls the same way. Instead of rolling 2d6 and adding both the attacker’s STR and the POW of the weapon being used, roll 2d6 and add just the attacker’s STR. If the power attack results in collateral damage, collateral damage is also determined by rolling 2d6 and adding the STR of the attacking model. Collateral damage cannot be boosted and is not considered to be damage from an attack or model.
- EXAMPLE: An effect triggered by being “damaged by an enemy attack” would not trigger due to collateral damage.
- Power Attack Damage Roll = 2d6 + STR
- Power Attack Collateral Damage Roll = 2d6 + STR
Power Attack Additional Rules
Refer to
- Power Attack: Head-Butt
- Power Attack: Power Strike
- Power Attack: Slam
- Power Attack: Sweep
- Power Attack: Throw
- Power Attack: Trample
Damaging a Warjack
- Page 56 of the 2021.08 version of the core rulebook pdf
Damage Grids
Some models, such as warjacks, have damage grids consisting of six columns of damage boxes labeled with the numbers 1 through 6. Different damage grids might be slightly different in shape and the number of damage boxes, but they function the same way. When a model with a damage grid suffers damage, roll a d6 to determine which column takes the damage. Starting with the uppermost unmarked box in that column and working down, mark one damage box per damage point taken. Once a column is full, continue recording damage in the next column to the right that contains an unmarked damage box. If all the damage boxes in column 6 are marked, continue recording damage in column 1 or the next column that contains an unmarked damage box. Continue filling columns as required until every damage point taken has been recorded.
When a rule specifically states a model suffers damage to the “first” box of a given system (see “Warjack Damage Key” callout), find the lowest numbered column on the model’s card that has an unmarked damage box for that system. Within that column, mark the uppermost unmarked damage box of that system.
Crippling Systems
When a model with systems, like a warjack, suffers damage, individual systems critical to its combat performance can be hindered or crippled. Blank damage boxes represent a warjack’s hull. The hull is not a system. Beneath the hull are the model’s vital systems, represented by system boxes. Each of these boxes is labeled with a letter designating the system it supports. System boxes are still damage boxes; when recording damage, mark both blank boxes and those containing system labels to record the correct amount of damage. While all the boxes corresponding to a system are marked, the system is crippled. The effects of crippled systems are as follows:
- Crippled Arc Node: The model loses the Arc Node advantage.
- Crippled Cortex: The model loses any focus points on it and cannot gain or spend focus points for any reason.
- Crippled Movement: The model has its base DEF changed to 5. It cannot run, charge, or make slam or trample power attacks. A model that has its Movement system crippled while advancing as part of a charge or slam power attack immediately stops advancing, and its activation ends.
- Crippled Field Generator: A model with a crippled Field Generator cannot spend focus points to remove damage from its force field damage track (p. 58).
- Crippled Arm or Head Weapon System: The model rolls one fewer die on the attack and damage rolls with weapons in the crippled location. Additionally, a model cannot use weapons in a crippled location to make power attacks or special attacks. A model cannot make a chain attack or combo special attack, such as Combo Smite or Combo Strike, while either of the weapon systems with the special rule is crippled. If a weapon in the crippled location has the Buckler or Shield weapon quality, the model loses the ARM bonus for that quality while the location is crippled.
If 1 or more damage points are removed from a crippled system, the system is no longer crippled.
Warjack Damage Key
On a warjack’s damage grid, the following letters represent the warjack’s systems:
- A: Arc Node
- C: Cortex
- M: Movement
- H: Head weapon system
- L: Left Arm weapon system
- R: Right Arm weapon system
- G: Field Generator
Some Factions in WARMACHINE have additional types of warjack systems. For example, the warjacks in the Convergence of Cyriss have the Interface Node system (I). Colossals have a Superstructure (S) system due to their immense size and the complexity of some of their unique systems.
Damaging a Colossal
The huge-based warjacks known as colossals have two damage grids—right and left—but otherwise suffer damage like a smaller warjack.
When a colossal is damaged, the damage grid to be marked is determined by the origin of the damage suffered (see “Point of Impact & Origin of Damage,” p. 38). If the origin of damage is in the colossal’s right field of fire, the attack will damage the colossal’s right damage grid. If the origin of damage is within the colossal’s left field of fire, the attack will damage the colossal’s left damage grid.
If the colossal suffers damage from an attack and the attacker is completely within the colossal’s back arc or any part of the attacker’s base is directly in front of the colossal, the attacker chooses which damage grid takes the damage. If the origin of damage is in the colossal’s back arc or directly in front of the colossal and the source of the damage was not an attack, randomize which damage grid takes the damage.
When a colossal suffers damage without a point of origin, such as from a continuous effect, roll a d6 to determine which damage grid takes the damage. On a 1, 2, or 3 the damage is marked on the colossal’s left damage grid. On a 4, 5, or 6 the damage is marked on the colossal’s right damage grid. Once the damage grid taking the damage has been determined, randomize which column takes the damage.
If all the damage boxes in column 6 of a colossal’s damage grid are filled, continue recording damage in column 1 (or, if column 1 is filled, the next column of that grid that contains an unmarked damage box). If all the damage boxes in a colossal’s grid are filled, continue recording damage on the other grid. Roll a d6 to determine where to apply this damage.
Note that on a colossal, the L and R system locations refer not to just the arm on that side but to the entire suite of weapons on that side. For example, if the R system is crippled, all weapons in location R suffer the effects under Crippled Weapon. Some colossals also have an S system, or superstructure. In addition to any effects of a crippled superstructure listed in a colossal’s rules, all weapons in location S suffer the effects under Crippled Weapon when the S system is crippled
Force Fields
Some models, notably the Retribution warjacks produced by House Shyeel, have two damage tracks: a set of boxes representing their force fields and another representing their damage grids. Mark the field boxes before marking the damage grids.
Refer to Force Fields for the relevant copy-pasted rules.
Warjack Special Rules
- Page 66 of the 2021.08 version of the core rulebook pdf
All warjacks have the following special rules in common.
Cortex
Warjacks can gain focus. A warjack can have no more than 3 focus points at any time. Unless otherwise stated, a warjack can spend focus only during its activation. Remember, a warjack cannot gain or spend focus while its Cortex system is crippled (p. 57).
Damage Grid
Warjacks have damage grids. A warjack is not destroyed until all the boxes in its damage grid are marked. See “Recording Damage” on p. 57 for details.
- (A) Crippled Arc Node - Warjack loses the Arc Node advantage.
- (C) Crippled Cortex - Loses all focus it currently has, can't gain any new focus, and can't spend focus.
- (M) Crippled Movement - Warjack can't run, charge, slam, or trample; and its base DEF is severely reduced.
- (L) Crippled Left Arm, (R) Right Arm, or (H) Head - Weapons mounted in the according position roll one less die for attack and damage. Also, shields & bucklers mounted there don't work and you can't make power-, combo, or chain attacks with the crippled system
- (G) Crippled Generator - Warjack cannot spend focus to heal its forcefield. Also, most of the time its special abilities/weapons will stop working.
- (S) Crippled [Special] - Some Warjacks have special systems. The effects of being crippled will be detailed on their card.
Spending Focus
Warjacks can spend focus that they have been given during their activation.
Focus: Additional Attack
A warjack can spend focus to make additional melee attacks as part of its Combat Action (p. 36). It can make one additional attack for each focus point spent. Some models possess special rules that also enable them to spend focus points to make additional ranged attacks.
Focus: Boost
A warjack can spend 1 focus point to boost any of its attack rolls or damage rolls during its activation. Add an extra die to the boosted roll. Boosting must be declared before rolling any dice for the roll. Remember, a particular roll can be boosted only once, but a warjack can boost as many different rolls as you choose and can afford.
Focus: Run or Charge
A warjack must spend 1 focus point in order to use its Normal Movement to run or charge.
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Focus: Shake Effect
During your Control Phase after allocating focus, a warjack can spend focus points for the following:
- If the warjack is knocked down, it can spend 1 focus point to stand up.
- If the warjack is stationary, it can spend 1 focus point to cause the stationary status to expire.
- If the warjack is suffering an effect like Blind or Shadow Bind that can be shaken, it can spend 1 focus point to cause the effect to expire.
Machine
Warjacks do not have a CMD stat or a command range.
Power Attacks (pg 67)
Warjacks can make power attacks. To make a power attack, a warjack must spend 1 focus point. For the rules for power attacks and their requirements, see “Power Attacks” on p. 42.
Colossals
- Page 67 of the 2021.08 version of the core rulebook pdf
The colossals are the largest and most powerful warjacks ever to stride the battlefield. As a result of their great size and raw power, there are a number of special rules that apply to colossals but not to smaller warjacks.
A colossal is a huge-based (120 mm) warjack.
Controlling a Colossal
Colossals must be assigned to a battlegroup and cannot begin the game under the control of a ’jack marshal (p. 84). A colossal can never be controlled by a ’jack marshal. If a ’jack marshal reactivates an inert (p. 59) colossal, the colossal becomes autonomous (see “Autonomous Warjacks,” below) instead of coming under the ’jack marshal’s control.
Your opponent can never take control of your colossal.
Colossal Movement
A colossal can advance only during its Normal Movement. A colossal can never be placed.
Great Machine
A colossal never suffers Disruption. A colossal can never gain Advance Deployment, Incorporeal, or Stealth. A colossal cannot be forced to or voluntarily forfeit its normal movement or combat action except to aim.
Massive
A colossal cannot be pushed, knocked down, or made stationary. A colossal cannot be moved by a slam or throw. A colossal is never affected by the rule of least disturbance. A colossal cannot be affected by the Grievous Wounds special rule. If a colossal would require another huge-based model to move through the rule of least disturbance, instead the moving colossal is moved backward along its most recent line of movement until it can be legally placed.
Ranged Attacks While in Melee
A colossal can make ranged attacks while in melee.
Huge-Based
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From the 2020.02 edition of the core rules (Edit)
- Fields of Fire
- Page 37 A huge-based model’s front arc is marked on its base. Its front arc is further divided into two 90° fields of fire. These fields of fire determine which models a huge-based model can target with its weapons, depending on the location of those weapons. Weapons located on a huge-based model’s left side (L) can be used to target only models in its left field of fire, and weapons located on its right side (R) can be used to target only models in its right field of fire. Weapons with locations “S,” “H,” or “—” can be used to target models in either field of fire. If any part of a model’s base is on the line separating the left and right fields of fire, the model is considered to be in both fields of fire.
- Concealment, Cover, LOS
- Page 49 Concealment & Cover - Huge-based models never gain the DEF bonuses from concealment or cover.
- Page 60 Clouds - Cloud effects do not block line of sight to huge-based models.
- Page 87 Forests - Forests do not block line of sight to huge-based models.
- Huge-Based models in melee
- Page 54 - Huge-based models never gain the Target in Melee DEF bonus.
- Page 65 - Combined Ranged Attacks cannot target a model in melee unless it has a huge base.
Warcaster & Warjack interaction
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Warcasters are highly trained combat arcanists as effective in martial combat as when wielding magical forces. A warcaster’s greatest function on the battlefield, however, is controlling warjacks.
Power Up
- Page 68 of the 2021.08 version of the core rulebook pdf
Warjacks are empowered by the mere presence of their controlling warcaster on the battlefield. During the Control Phase, each warjack with a functional cortex in a battlegroup that is in its controller’s control range (p. 69) gains 1 focus point. A warjack with a crippled cortex or no cortex at all cannot power up and does not gain this focus. Remember, a warjack cannot have more than 3 focus points at any time.
Allocating Focus Points
- Page 68 of the 2021.08 version of the core rulebook pdf
In addition to focus points gained from powering up, a battlegroup commander can allocate additional focus points to the warjacks in its battlegroup during your Control Phase. A warjack must be in its battlegroup commander’s control range to be allocated focus, though it need not be in its line of sight. Remember, a warjack cannot have more than 3 focus points at any time and a warjack with a crippled cortex cannot be allocated focus.
A battlegroup commander cannot allocate focus points to warjacks in another model’s battlegroup, even if they are both part of the same army.
Warcaster Death (Inert warjack)
- Page 59 of the 2021.08 version of the core rulebook pdf
Battlegroup Commander Destruction
When a model with the Battlegroup Commander special rule is destroyed or removed from the table, the warjacks in its battlegroup become inert and the warbeasts become wild. Additionally, all upkeep spells cast by that model expire (p. 80).
Inert Warjack
When a warjack becomes inert, it loses any focus points it had, and while it is inert it cannot gain focus points. An inert warjack cannot activate and does not have a melee range. It cannot engage or be engaged by other models. A model is never in melee with an inert warjack. An inert warjack has no facing, cannot advance or make attacks, and does not gain an ARM bonus for shields or bucklers. Special rules that cannot be used while a model is stationary cannot be used while a warjack is inert. A melee attack targeting an inert warjack automatically hits. An inert warjack has a base DEF of 5.
An inert warjack can be reactivated by a friendly Faction model with the Battlegroup Commander special rule, such as a warcaster, or by a friendly Faction model with the ’Jack Marshal advantage. To reactivate the warjack, a model with Battlegroup Commander can spend 1 focus point anytime during its activation while base-to-base with the warjack. A ’jack marshal can reactivate an inert friendly Faction warjack during its activation by forfeiting its Combat Action while base-to-base with the warjack. The reactivated warjack is no longer inert, but it must forfeit its Combat Action the turn it is reactivated. If the model reactivating a warjack has Battlegroup Commander, the warjack becomes a part of its battlegroup.
If the model reactivating a warjack is a ’jack marshal, the reactivated warjack comes under itscontrol unless the ’jack marshal already controls a warjack.
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Mercenary Warjacks
- Page 67 of the 2021.08 version of the core rulebook pdf
Remember, Mercenary warjacks can only be part of battlegroups controlled by Mercenary warcasters. Inert Mercenary warjacks (p. 59) can be controlled and reactivated only by Mercenary warcasters and Mercenary ’jack marshals. Likewise, a Mercenary warcaster or ’jack marshal can control and reactivate only Mercenary warjacks.
- Page 92 of the 2021.08 version of the core rulebook pdf
A Mercenary Rhulic warjack can be controlled only by a Mercenary Rhulic warcaster or a Mercenary Rhulic ’jack marshal. This model can be reactivated only by a friendly Mercenary Rhulic warcaster or a friendly Mercenary Rhulic ’jack marshal.
Vector Warjacks
- Page 94 of the 2021.08 version of the core rulebook pdf
The Convergence of Cyriss does not use warjacks in the traditional sense. Their machines, called vectors, are built using arcane science fused with applied physics and mathematics. Each completed vector is an act of worship to Cyriss, the Maiden of Gears as well as an irrefutable triumph of engineering. The smooth lines and artisanal attention to detail contrast with the pure brutality that the science of kinematics can inflict on enemies of the Clockwork Goddess.
Refer to Vector for the relevant copy-pasted rules.
Other
Rules Clarifications
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Rules Clarification : Warjack (Edit)
Inert warjacks
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Rules Clarification : Colossal (Edit)
Huge Base (Edit)
Also, simply being on a huge base triggers a bunch of rules scattered throughout the rulebook, click to read them. [Show/Hide]
From the 2020.02 edition of the core rules (Edit)
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Old warjack names
Mk3 no longer has faction-specific names for warjacks, but prior to that certain factions "renamed" their warjack types:
- Retribution Warjacks were referred to as Myrmidions.
- Cryx Light Warjacks were referred to as Bonejacks.
- Cryx Heavy Warjacks were referred to as Helljacks.