Pilot Spotlight - J A X

Don’t let Jax’s young age fool you - they’re an ace at the arcade game Martaga. Seeking refuge from the sweltering Arizona summer heat and small town bullies, Jax quietly snuck into The Prickly Wren. The small town bar’s owner agreed to let Jax wash dishes for unlimited games on the Martaga cabinet. It was only a matter of time before the cabinet’s High Scores screen was filled with “J A X” and a series of impenetrable scores. Shortly after Jax began playing, they won the Phoenix Regional Championship and made their way to the 1979 Martaga World Championship.

[JAX’s short story can be found here! ]

JAX’s Ability:

CHARGE

When you draw an Auxiliary card: Assign 1 Charge token to your Fighter card. 

At the start of an Armament Attack action: Spend 1 Charge token to gain BURST 1 (Max once per turn).

Jax’s signature card is called “Supercharger” (RH1117). Picking up a couple of Auxiliary cards by flying over an Auxiliary token or playing cards like Aux Turn (RH1043) powers up Supercharger by adding Charge tokens to Jax’s Fighter card. Supercharger is a very flexible card in terms of maneuvering with two reactive Maneuver actions, followed up by two separate attacks. If the Auxiliary cards picked up were dice modification cards like Fuzzy Dice (AUX1011) providing rerolls or Red Laser Sight (AUX1012) allowing dice to hit on results of 4+, then Jax spends the Charge tokens to roll up to 8 dice with mods. If one of the Auxiliary cards was an Armament card, Jax can use their ability to roll an additional die with that Armament attack and follow it up with a second attack. The damage potential of Supercharger combined with Piercing Rounds (AUX1009) is 9 damage. If you haven’t tried out a Gearhead yet, start with Jax!

Other cards that work well with Jax:

Jax’s ability lends itself well to Armament cards with powerful attacks by spending just one Charge token to boost their damage output. Armament cards like Freeze Ray (AUX1013) and Pro Missiles (AUX1002) allow Jax to maximize their ability and become the efficient Martaga champion that they can be. The BURST 1 from Jax’s ability also starts the Lavacoil MK1 (AUX1014) with 2 dice, making the persistent Armament card much scarier. Pair the Lavacoil MK1 with Battle cards like Aux Turn (RH1043) and Gear Roll (RH1119) that add modifications to your Armament dice rolls for some extra spicy damage.

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The Story - Martaga