Warjack Update

Extra Rule Changes for Warjacks to make them stronger and heartier than Warbeasts and really bring them to the nasty Warmachines they are supposed to be. These are slightly tweaked versions of the official update given by Privateer Press right after MKIII was released.

Hull Value

All Steamjacks, including laborjacks, now have a Hull Value. This works similar to Damage reduction or resistance in other RPG's by reducing damage taken.

Unless an attack is magical or from a Spell the 'jack ignores damage points dealt equal to its HULL VALUE to a minimum of 1.

This does not include damage from another 'jack as well as anything with the light or heavy artillery skill.

Damage from Spells also ignore HULL VALUE.

Light 'jacks have a HULL VALUE of 3

Heavy 'jacks have a HULL VALUE of 5

Power Up

Steam Jacks can always use a slight boost since their Warbeast counter parts gain Fury easily. MKIII introduced a power up rule to help Warjacks come back to the center of a fight and this alternate rule gives a similar boost.

A Jack Marshall may use a Quick Action to give a Warjack in it's command range 1 focus point. This can only be done once per turn per Warjack and only to a Warjack the Jack Marshall controls.

A Warcaster may allocate 1 Focus point to a Jack he is bonded to and within his control range during his Maintenance Phase. This Focus is free and does not come from the Warcaster's Focus gained per turn nor count toward the Warcaster's total Focus. The Warcaster can not take this Focus from the Jack for any reason. This Focus does count toward the maximum 3 focus a Jack can have per round.

If a Jack's Cortex is destroyed, all the cortex boxes are filled on it's damage grid, or is suffering from the Reduced Power catastrophic damage result, it cannot benefit from POWER UP.

Wrecking Ball

Because of the massive size behind a warjacks fists it is understandable that most can't withstand the force behind them, making even an unarmed Warjack hit incredibly hard to a normal character.

The following rules apply if a warjack hits with an "Open Fist"

When a 'jack hits a target, that is not another 'jack or warbeast, of equal base that target must make a contested STR roll against the 'jack with the 'jack winning on ties. If the target fails they are knocked down.

If the target is a smaller base, they must make the same contested roll, but if they fail they are pushed d3" directly away and knocked down following the same rules for PUSHED.

Power Attack: STOMP

One of the Warjack's greatest strengths is it's weight. To show how devastating this can be a new Power Attack has been added, STOMP.

The 'jack makes a melee attack against a KNOCKED DOWN target. If the attack succeeds the target suffers a POW roll equal to the STR of the steam Jack with an additional die to the damage roll. This does not count as boosted and can be boosted.


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