King Jester - Mk. I-1

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This article is considered accurate for the current version (1.60) of Foxhole.
Originally designed as a mock-up for more sophisticated rocket platforms, the Jester gets its designation from the response to reckless early prototypes that were bolted onto stripped down King Spires. This unusual vehicle can fire specialized rockets over long distances. Its light frame makes it easy to reposition, but vulnerable to sabotage.
In-game description

The King Jester - Mk. I-1 (simply known as a King Jester or Jester) is a Warden Scout Tank equipped with a Rocket Battery for 3C-High Explosive Rockets.

General Info

Crew

The King Jester - Mk. I-1 houses a crew of two soldiers:

  • Driver (Seat 1)
    • Controls the movement of the vehicle, and can see the remaining fuel in the vehicle
    • Able to deploy/undeploy the vehicle - press F
    • Controls the azimuth of the Rocket Battery - must move the entire vehicle
  • Gunner (Seat 2)
    • Controls the reloading, and firing of the Rocket Battery
    • Uses the Mouse Scroll Wheel to adjust the firing distance
The gunner seat is open top making the gunner exposed to small arms fire and shrapnel.

Armament

The King Jester - Mk. I-1 is equipped with one main armament:

  • 3C-High Explosive Rocket Battery
    • Mounted to the sides of the chassis (cannot rotate)
    • Ammo Used: 3C-High Explosive Rocket HERocketAmmoIcon.png
    • Range: 200-350 meters
    • Reload Duration: 3.5 seconds per projectile
    • Firing Duration: 0.4 seconds
    • Fire Rate: 15 per minute (reloading after each shot); Salvo of 6 in 2 seconds
    • Magazine Size: 6
    • Vehicle must be deployed to fire
    • Accuracy: 30m radius at minimum range up to 41m at max range (not including Wind effect)

Inventory

It has a dedicated ammo slot that can hold one 3C-High Explosive Rocket.

Health & Armor

The King Jester - Mk. I-1 has 1350 HP and is disabled under 30% health. It has "Heavy Armor" resistance: it can soak small arms fire, shrapnel, and 12.7mm machine guns, and it is immune to Flamethrowers. But it won't last long when faced with heavy explosives or anti-tank weaponry.
It has subsystems that have a chance to be disabled by heavy explosives and anti-tank weaponry if hit specifically: Tracks: 30% (Anti-Tank Mines always disable them), Fuel Tank: 40%, Turret/Cannon: 20%.
It has Tank Armor. With it, in best case scenario, penetrating projectiles only have a 50% chance of penetrating and doing damage. That chance goes up quickly if the armor is worn or if it is shot from up close, or on the side or rear from a direct angle,or with ammo that has penetration bonuses.
It takes 135 Basic Materials to fully repair it from 1% to 100% health with a Hammer. Its health, subsystems, and Tank Armor can be instantly repaired at a Garage for 100 Basic Materials.

Production

Structure Input(s) Output Time
AssemblyStationIcon.png Small Assembly Station (Battery Line)20 x Processed Construction Materials ProcessedConstructionMaterialsIcon.png
15 x Assembly Materials I AssemblyMaterials1Icon.png
3 x Assembly Materials III AssemblyMaterials3Icon.png
2 MW of power IconFilterPower.png
1 x King Spire Mk. I ScoutTankWIcon.png
King Jester - Mk. I-1 ScoutTankMultiWIcon.png00:10:00

Tier 2 Facilities must be fully researched in the Weapons and Structure IconFilterWeaponsStructures.png Tech Tree in order to be produced.

Storage & Transport

The King Jester - Mk. I-1 can be stored in a Storage Depot, Seaport or Storage Ship.
It can be packaged into a large Shippable and transported only by certain Shipping Vehicles (Barge, Freighter, Flatbed Car, Storage Ship). It can be lifted by any crane but only a Large Crane can undeploy and move while holding it.

Tactics

Unlike most artillery emplacements and vehicles, the King Jester - Mk. I-1 is capable of being operated by one crew member, who can act as both the Driver and Gunner. The only limitation to this strategy is that the loading of all the rockets takes twice as long compared to doing it with two players.

Like other artillery projectiles, the rockets are more inaccurate at longer range and their trajectory are affected by Wind. This means that large targets are more cost effective to assault. The odds of hitting a small target at max range multiple times are very small.

Rocket Artillery Strategy
All equipment that uses rockets excel at burst damage, compared to regular 120mm artillery, which are suited for sustained barrages. Due to the rocket's relatively low damage and their high dispersion, they are most effective when attacking in groups, as the large volume of rockets increases the chances of hitting targets. Additionally, every rocket has a chance of setting their target on fire, preventing them from being repaired (though the 4C-Fire Rockets do this nearly twice as fast). This fire effect blocking repairs has good synergy with conventional artillery. A single hit from a rocket can start a low level fire which will burn for at least 5 seconds, preventing all repairs for that time. By preventing repairs, the time to destroy the target and cost to destroy can be minimized. Note that not all structures can be set on fire.

There are 2 challenges when aiming a rocket platform: First, the 200m minimum range is at the limit of what a forward spotter with a pair of binoculars can see and triangulate, or what a spotter in an Observation Tower can see. At greater distances, more advanced artillery tactics will be needed. The spotter needs to be close enough to determine the effect of the wind and the effect of tall obstacles. Second, many rocket platforms need to undeploy and rotate to aim at a new heading, then redeploy to fire. Determining the correct aim can be a slow and tedious process. This can be sped up using a Wind Sock. If using a wind sock, be sure to place it out of the way so it is not unintentionally run over and destroyed.

Rockets have a lower "angle of attack" than other artillery platforms. They do not strike their target from straight above, but at an angle roughly equal to the viewpoint of the player (if the rocket is fired in the same direction as the top of the player's screen). This makes it easier to hit taller structures, which can be useful if the tall structure is the target (such as a Town Base) but more difficult if the target is obscured by hills or unimportant structures.

Nearly all rocket vehicles can be reloaded prior to their actual deployment, meaning it is possible to do hit-and-run tactics with them. This can be done by loading up the vehicle with rockets, driving to the location, fire all of them, and evacuate before any enemy QRF forces arrive.

Rocket Ammo Strategy
High Explosive Rocket ammo deals roughly 2x the damage of an Incendiary rocket per hit, while the fire effect from incendiary rockets is nearly 2x as strong. The fire damage over time requires about a minute of burn time to reach the same damage done as High Explosive Rockets (assuming equal hits, assuming fire is self sustaining). If damage needs to be done in less than 1 uninterrupted minute, then HE Rockets will be more damaging. If Damage can be done over more than a minute then Fire rockets are more damaging.

Tips

  • Like all artillery equipment, rockets can be quickly submitted into them without accessing their inventory
    • While this can be done for all vehicles, it should only be done if they can carry/use large items
  1. Equip the rocket and walk up to the vehicle
  2. Submit the rocket into the vehicle - press V

Trivia

  • The King Jester - Mk. I-1 is the first Warden vehicle to use 3C-High Explosive Rockets.
    • It was briefly possible for both sides to produce them, however that was shortly removed after War 96 ended (when 'Inferno' officially released). This was changed in Update 1.53, which made them producible for both factions again.
  • The use of wooden frames to launch rockets from the side of an armoured vehicle is likely based on the German WWII Wurfrahmen 40 system.

Gallery