Privateer Press’ Jason Soles is giving us another look inside the upcoming MkIII version of Warmachine and Hordes. This time around, the focus is on Jack Marshals (pun… somewhat intended). With the emphasis on bringing more warjacks to the table, these models are getting a bit of a revamp. And it’s not just Jack Marshals, but any character that can run a Warjack or control a Warbeast that we get a look at.
Basically, while Jack Marshals still don’t use Focus, they can still make their Jack run a bit better than if it were just autonomous. For example, you can make your Warjack perform an extra melee attack during its turn. That’s nothing new, but what is new is that it gets +2 on all its melee damage rolls for the turn. Or how it can charge (again, not new), but also gets +2 to the attack roll for it.
There are some downsides, though, as Jack Marshal was taken away from some models. However, it was given to others. Jack Marshals can now only control 1 Warjack at a time. As for the bit about Journeyman warcasters and such, well, they must have a warjack under their control at the start of the game. That’ll change things up a bit.