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| reloadtime = 1
 
| reloadtime = 1
 
| dps = 300
 
| dps = 300
| range = 122
+
| range = 125
 
| special1 = Instantly hits
 
| special1 = Instantly hits
 
| special2 = Ignores shields
 
| special2 = Ignores shields
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Jacks can also be utilized in a very specific tactic using [[Newton]] turrets and their [[Newton Firezones]] command. It can allow your opponent to quickly overrun your base of operations, so keep an eye out for that.
 
Jacks can also be utilized in a very specific tactic using [[Newton]] turrets and their [[Newton Firezones]] command. It can allow your opponent to quickly overrun your base of operations, so keep an eye out for that.
 
===Jack Drops===
 
 
This strategy requires the [[Gunship Plant]] to be performed. Queue some Jacks and an equal number of [[Charon]]s from the Gunship fac, the earlier the better, though late-game Jack drops can still be quite dangerous. Load the Jacks into the Charon and fly them to the enemy base, avoiding AA if relevant. The Charons can take the Jacks into the base of the enemy and kill a factory, intercept an exposed frontline commander and chase it down and kill it (Jacks are faster than all commanders, barring any speed morphs, so it's possible to chase them down), or target another high priority target. It may be prudent to queue a return trip for the Charons so they may be reused, or alternatively attempt to pick-up and return the Jacks to restock for another drop.
 
 
====Defending against it====
 
 
Unless the Charons are intercepted before they arrive with [[Swift]]s, [[Raptor]]s or anti-air defences, it's likely that the Jacks will get to their target. Normal methods of dealing with Jacks (like the aforementioned Venom, Bolas, or Gnat) be used once they have landed.
 
 
{{Navbox units}}
 
{{Navbox units}}

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