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Mk I Archive
Judicator – Protectorate of Menoth Colossal
A walking testament to the might of Menoth, the Judicator is a terrifying bringer of death. Every inch of this colossal bears the Creator's favor, from the holy reliquary that holds the remains of a martyred priest, to the shoulders that hold dozens of deadly rockets. Heretics and non-believers beware, the Judicators come, and with each step they herald the coming of Menoth's will.
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Note: Due to IP rights, BattleCollege has to be deliberately vague with stats
Judicator is really expensive, costing as much as a pair of heavy warjacks. This is about average for a colossal and it's a point cheaper than its fellow colossal, the
Weapons and Attacks
Rocket Pod (x2)
-esque rocket launchers.
- this model suffers a major penalty to attack rolls with this weapon.
- When the rocket hits the ground, it creates a second AOE which deviates from the landing point of the first one.
– A pair of medium spray attacks similar to the
Damage Type: Fire
- Models who are immune to Fire are not damaged by this weapon.
- Models hit by this weapon/attack suffer the continuous effect of Fire.
- It has the same base POW as a normal-sizedjack fist, so in the end it's doing straight damage to a Khador heavy. Like all colossal melee weapons has built-in Reach.
– This grants access to more Power Attacks.
- This weapon has increased melee range.
– While the Superstructure system is working, the Judicator is allocated one additional focus point during your control phase for free. This is still subject to the standard allocation limit of three focus.
- Colossals are giant warjacks, even bigger and stompier. They all share a stack of standard special rules.
Thoughts on the Judicator
Judicator in a nutshell
Judicator isn't the most high tech of colossals; as a ranged warjack it can fire four rockets in a turn (only slightly bigger than those carried by the
- but it doesn't require focus investment - instead it generates one of its own) and it also carries two flamethrowers (each the equivalent of the one on a
). Whereas in melee it hits slightly harder than any Protectorate heavy warjack. All of which means it's great at shelling soft targets into oblivion, it can punch out anything that gets close, and it costs slightly less than two Redeemers and two Repenters - the combination making it a pretty popular warjack.
Combos and Synergies
loves a bonded Judicator. What the Rocket Pods don't kill they set on fire.
- Can push the blast damage even higher. And it might even hit something when aiming.
Choir of Menoth
- The Flamethrowers love the boost to hit, but this is mostly mentioned for the reminder that you get the full damage buff with the Rocket Pods even on the secondary rocket.
Vassal of Menoth
- Yes, you do get two AoEs from an Ancilliary Attack.
Drawbacks and Downsides
The Flamethrowers are seldom
useful due to being close to melee range (of course it's sometimes worth shooting them while in melee rather than swinging your fists).
The Rocket Pods can't hit the broad side of a barn door.
The secondary scatter can land quite a long distance from your original target, friendly fire is more difficult to avoid than it is on a normal Skyhammer.
Tricks and Tactics
It's sometimes worth remembering that enemy colossals are slightly bigger targets than barn doors.
You might as well shoot the rockets at Stealth infantry. If you're not going to hit anyway...
The blast damage is boostable. Taking potshots at enemy casters is often worthwhile.
Originally released in the Warmachine: [[/Colossal+Book|Colossals]] expansion (2012)
Theme Forces this is a member of
Ad'Raza1 - Wanderers of the Faith
Durst1 - Defenders of the Wall
Feora1 - New Model Army
Feora2 - Defenders of the Temple
Feora2 - World Aflame
Harbinger1 - Army of the Righteous
Kreoss1 - Interdiction Strike Force
Kreoss2 - Crusaders of Sul
Kreoss3 - Revelations of the Creator
Reclaimer1 - Flames of Reclaimation
Reclaimer2 - Reliquary Guard
Reclaimer2 - Sands of Fate
Reznik1 - Judgment of Fire
Reznik1 - Knocking on Heaven's Door
Reznik2 - Weighed and Found Wanting
Severius1 - Legions of the Faith
Severius2 - Missionaries of War
Thyra1 - Black Widows
Vindictus1 - Missionaries of War
Warjacks - Light
Blessing of Vengeance
Warjacks – Heavy
Avatar of Menoth
Blood of Martyrs
Fire of Salvation
Hand of Judgment
Scourge of Heresy
Warjacks - Colossals
Daughters of the Flame
Exemplar Errants & UA
Flameguard Cleansers & UA
Holy Zealots & UA
Idrian Skirmishers & UA
Temple Flameguard & UA
Visgoth Rhoven & Bodyguards
Allegiant of the Fist
Exemplar Bastion Seneschal
Exemplar Errant Seneschal
Knight Exemplar Seneschal
Paladin of the Wall
Vassal of Menoth
Vessel Of Judgement
Menoth Mercenary Index
Captain Bartolo Montador
Note: To field a mercenary warcaster with Menoth, you need to be playing a game which allows 2 (or more) warcasters.
Different types of Mercenary warjacks can only be taken by specific Mercenary models ... which means there's too many permutations to list here (in any sort of meaningful way).
However, note that the following Menoth mercenary models can control warjacks/warbeasts (in addition to the Mercenary Warcasters listed above):
Sam & the Devil Dogs
Rorsh & Brine
Horgenhold Artillery Corps
Horgenhold Forge Guard
Ogrun Assault Corps
Sea Dog Crew & UA & WA
Sea Dog Deck Gun
Steelhead Heavy Cavalry
Blythe & Bull
Sam & the Devil Dogs
Herne & Jonne
Lady Aiyana & Master Holt
Anastasia Di Bray
First Mate Hawk
Master Gunner Dougal
Rorsh & Brine
Protectorate Theme Forces
Note that warcasters do not have an overboosted powerfield when they take a Continuous Fire damage roll. (If you follow the steps correctly then: first old focus is discarded, then fire is resolved, then focus is replenished)
Warlocks are allowed to transfer damage if they had any fury remaining on them from the previous turn.
Fire effects are not affected by standing in water terrain, as strange as that may sound.
"Always on" buffs to ARM (such as
) will help vs Continuous Fire.
"Lasts one round" buffs to ARM (such as
) will not.
Colossals & Gargantuans
Colossals are immune to
. However, they're not immune to other effects that prevent focus allocation (such as
's Technological Interference ability).
can hop into a dying friendly gargantuan.
Circular vision & Fire Arcs
have (or can gain) the
ability. This only affects their front arc,
the fields of fire.
Battle Engines/Colossals with Circular Vision are able to fire weapons which are
marked with L or R in
directions thanks to CV, but weapons which
marked L or R will still be bound to the specific 90 degree field of fire.
Colossal/Gargantuan vs Sniper
If the attacker is able to choose which column is damaged (eg
) then they still get to choose that. But they don't get to choose which
is damaged - that is still determined by which firing arc the attacker is standing in.
Power Attack: Sweep
Sweep does not benefit from weapon abilities. For instance a
won't gain 4" from Chain Strike
nor will a
The melee range of a colossal is divided into a Left and Right arc. This means that a Sweep attack can only hit models in a 90-degree arc.
Even if a model has 360-degree vision, it still has to pick one arc. Back arc is not a legal choice. Neither is "all 360."
A colossal does not add the POW of a sweeping weapon to the damage rolls resulting from that sweep (although the STR of a colossal is formidable enough that this shouldn't matter).
You need LOS to your targets, meaning the back-rank of densely packed troops have a chance of being completely unaffected despite being within 2".
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