Judicator

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Protectorate Logo.jpg Judicator

Protectorate Colossal Warjack

Mk4 icon.png
Prime
This model is available in two Prime Armies, Final Interdiction and Temple Guardians. 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.

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

Judicator
Missing Info
Judicator.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Huge
SPD 5
STR 18
MAT 6
RAT 5
M.A. N/A
DEF 8
ARM 19
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 60
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE N/A
COST 35
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.

Colossal - Colossals are mega-warjacks, even bigger and stompier. They use nearly all the same rules as normal warjacks but with a few alterations. These changes are summarized here or can be read in full here.

Abilities

  • Construct symbol.jpg Construct
  • Pathfinder symbol.jpg Pathfinder
  • Reliquary - This model gains an additional die on attack and damage rolls. Discard the lowest die of each roll. While its S system is disabled, this model loses the benefits of Reliquary.

Weapons

Rocket Pod (×2)
Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
14 1 3 14 Left + Right one each
Flame Thrower (×2)
Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
SP10 1 - 12 Left + Right one each
Fist (×2)
Sword icon.jpg  RNG   POW   P+S   LOCATION 
2 3 21 Left + Right one each

Theme Forces


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 is an excellent centerpiece and many players consider it to be some of the best Colossal in Mk3 when taken with casters who can make the most out of its built-in dice-skew Reliquary.

Its main selling points are:

  • Speed 5 that lets it be relevant earlier in the game.
  • SP10 flamers which get around Shield Guards and can be further buffed by models like the Menite Archon or the Choir.
  • The Reliquary, which is a built-in fixer for damage and accuracy.

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, Manifest Destiny, Eye of Menoth, etc.)
  • Universal de-buffs (e.g. Death Sentence)
  • Speed Buffs (e.g. Redline, Escort, Crusader's Call)
  • 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).
  • High Reclaimer - 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. Add in Blessed for melee weapons from the Exemplar Interdiction theme benefit.
  • 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.

Warriors of the Old Faith

  • Vladimir3 - Beside Hand of Fate, Infernal Machine allows you to run the Judicator up up to 14", into the most inconvenient spots. The Hermit (who is available for free), the Menite Archon plus the Choir can enable a crazy +6 damage swing on your already formidable flamers.

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.

Other

Trivia

Released in the Warmachine: Colossals expansion (2012)

Other Protectorate models

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

Amon - Cyrenia - Durant2 - Durst - Feora1 - Feora2 - Feora3 - Feora4 - 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
Light

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

Heavy

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
Units

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

Solos

Allegiant of the Order of the Fist - Champion of the Order of the Wall - Covenant1 - Covenant2 - 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 - 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
Mercenaries
Refer to Who Works for Whom and/or Category: Protectorate of Menoth Mercenary
This index was last updated: 2021.11

Rules Clarifications

Rules Clarification : Inaccurate - None yet. (Edit)

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Rules Clarification : Secondary Blast      (Edit)

  • Additional AOE (Edit)
    • The special rule states what the blast damage POW is - you don't need to halve it a second time.
    • If the deviation distance is short and the AOEs end up overlapping a model, that model will take a damage roll for each AOE it's in.
    • The distance of the second deviation is a d6 roll, unless the rule on the card specifies otherwise (Infernal Ruling).
    • If you have an ability to reroll deviation (such as Artillerist) then you can reroll each additional AOE independent of the others.
    • If the deviation direction of the additional AOEs is limited (such as Bounce) then the direction of the reroll is limited too. (Infernal Ruling)
    • The additional AOEs are treated as if they "came from the weapon" exactly the same as the first AOE.
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Rules Clarification : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • 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)
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Rules Clarification : Open Fist  (aka, Power Attack Throw)     (Edit)

  • Throw ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
    • 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.
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.
  • Collateral Damage
    • Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
      • It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
      • It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
      • It doesn't matter if the attacker has crippled weapon systems or aspects.
  • 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. (Locked Thread)
    • 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)
    • 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.


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Rules Clarification : Colossal      (Edit)

Huge Base (Edit)

But this bonus doesn't apply to slams triggered by normal attacks (such as Critical Smite or the Hurricane's Thunder Charge ability).
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)

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.
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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)

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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Reliquary      (Edit)

  • Discard Die (Edit)
    • If you're discarding lowest or highest, you have to discard 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.