Captain Allison Jakes

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Cygnar Logo.jpg Captain Allison Jakes

Cygnar Morrowan Warcaster

The transition from journeyman to full-fledged warcaster is never easy, but Captain Allison Jakes earned her promotion through circumstances far beyond the scope of any ordinary trial. She now carries herself with the confidence of one who has seen the ravages of war, moving across the battlefield with a grace expressed through acrobatic stunts, nimble parries, and cunning dodges. Wielding a pair of swords, Jakes cuts through the opposition with a fluidity that speaks of her skill as a duelist and the innumerable hours she has devoted to mastering the art of close combat. As she advances downfield, she freely lashes her foes with deadly voltaic strikes, and those who fight alongside her find themselves moving with the speed of a swiftly approaching storm. With each new battle her reputation grows, and despite her youth she commands the respect of any fortunate enough to serve under her command.

Basic Info

Jakes2
Missing Info
Jakes2.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR {{{str}}}
MAT 7
RAT 6
M.A. N/A
DEF 16
ARM 14
CMD N/A
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 15
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Parry - This model cannot be targeted by free strikes.
  • Acrobatics - This model can advance through other models if it has enough movement to move completely past their bases. This model ignores intervening models when declaring its charge target.
  • Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.
  • Field Marshal [Sprint] - Warbeasts/warjacks in this model's battlegroup gain Sprint.

Weapons

  • Handcannon (x2) - 12" range, POW 12 ranged attacks
  • Feedback Blade - 0.5" reach, P+S 12 melee attack
    • Damage Type: Magical
    • Feedback - If this weapon damages a warjack that is part of a battlegroup, the warjack's controller suffers 1 damage point.
  • Electro Blade - 0.5" reach, P+S 12 melee attack
    • Damage Type: Magical
    • Electro Leap - When a model is directly hit with a basic attack made with this weapon, you can have lightning arc to the nearest model within 4" of the the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the leap.

Spells

COST RNG AOE POW DUR OFF


Bullet Dodger

2 6 - - Upkeep -
Target friendly Faction model gains +2 DEF and Dodge.
Dodge - When an enemy misses this model with an attack at any time except when it is advancing, this model can immediately advance 2" ignoring free strikes.
Escort

2 SELF Control - Upkeep -
Warjacks in the caster's battlegroup beginning their activations in the caster's control range gain +2" movement when advancing as part of their Normal Movement. Also, the caster gains +2 ARM while a battlegroup warjack is within 3" of it.
Lightning Storm

3 8 3 10 (Electric) - Yes
All models in the AOE suffer a POW 10 electrical damage roll. Also, the AOE is a hazard that stays in play for one round and does POW 10 electrical damage to anyone entering or ending their turn in it.
Positive Charge

2 6 - - Turn -
Target friendly Faction warjack gains +2 to melee attack and melee damage rolls. Also, while within 3" of the warjack, friendly Faction models gain the same bonus. Lasts for one turn.

Feat: Powerhouse

Captain Allison Jakes channels a surge of voltaic energy through the forces under her command. Armed with galvanic weapons spouting tendrils of lightning, her soldiers and warjacks thunder across the battlefield to deliver leaping arcs of electricity deep into enemy ranks.

While in Jakes' control range, friendly Faction models gain Immunity: Electricity & Parry. Affected models' melee weapons become RNG 2 and gain Electro Leap (as above). Powerhouse lasts for one round.

Theme Forces

Recent Changes

2019.08 August dynamic update

  • This model became a Morrowan model, which will allow them to go in the new Flames in the Dark theme.

Thoughts on Jakes2

Jakes2 in a nutshell

Allison Jakes is one of six Cygnaran battlegroup warcasters:

Jakes blitzkriegs with warjacks. Hit hard, hit fast, and try to sprint clear for the counter-attack. Despite that, her feat and Positive Charge rewards you for combined arms approach too. Among the current themes, you should shy away only from the Sons of the Tempest, as they have very few direct synergy with her. All other lists can work very well.

Her melee prowess, though not stellar, shouldn't gone unnoticed either. Of course, she's not Rhyas, but Acrobatics and Parry can lead you to normally unreachable places and angles. Screening models mean her nothing, so you can easily reach crews behind a warjack, or charge through a defensive screen. Your blades can cause all kinds of trouble,from tagging enemy warlock with Feedback damage points to unjam your own warjacks by hitting them with the Electro blade to remove chaff infantry with the leaps.

Feat Thoughts

"This unit would be so nice if it could threat just a bit further!" "I'd really like to trample through these Swordsmen, but they'll thrash my jack with the free strikes." If you ever had such statements, Jakes is your caster. An increased melee range not only adds extra threat distance, but also interacts with quite a lot of rules. Engaged arc nodes can't channel. Suddenly you can give free strikes in a much bigger area. You can flush out a whole lot of Trenchers with Dig In from their cover. You can trample through infantry with no fear from free strikes. Also, units with Flank (notably Trench Busters and Sword Knights) can activate their bonus much farther than normally. Don't forget, it's an aura-like feat, so you must be in her CTRL area to use its benefits.

Spell Thoughts

  • Bullet Dodger - usually it will be on you, or on a valuable solo, like Laddermore you want to protect from shooting. Putting it on an elusive jack, like the Grenadier or the Hunter will put its DEF to absurd levels.
  • Escort - One of her a bread&butter spells, you'll cast it on turn 1 and don't let it drop throughout the game.
  • Lightning Storm - A board controlling Zap, but incredibly expensive for your tight focus pool.
  • Positive Charge - Her second go-to spell; cast it once you want to get stuck in. As it is not an upkeep, you might want to consider an Arc Node if you want to cast it on a jack far away from you.
    • Mastering its use is essential to play with Jakes effectively. See Tips and Tricks for its application.

Drawbacks & Downsides

  • Jakes provides very little direct support for models outside of her battlegroup.
  • She can become focus strapped with large battlegroups.
  • You support melee engagements through your spells. Things that forbid melee attacks, charges (or worse, advances, like Magnus2's feat), as well as anti-magic stuffs (Lamentation, Arcane Suppression, or even Arcane Vortex if they stand close to your model you want to enhance by Positive Charge) can hurt you a lot.
  • For being a duelist, her personal melee package is uninspiring. Lists with few "soft" targets will also leave you with few opportunities to trigger your Field Marshal.
  • As every high DEF-low ARM caster, she is pretty vulnerable to pop-and-drop assassinations.
  • Despite all her ninja-chick flicks she lacks Pathfinder, and can't provide it to her army via spells either.
  • She doesn't have the reliable movement shenanigans game of Kraye or the attrition power of Stryker2, both of which overlap to some degree with how she wants to play.

Tricks & Tips

  • Outside of her feat she has no Electricity immunity. If you want to throw around lightning, your best option is to bring her in the Storm Division theme force. With a default electricity immunity, you can swing around with your Electric Blade, without fearing of arcing a lightning into your own troops.
  • Many a careless caster has been shot down by a fully boosted volley from Jakes' handcannons. Not your first line of attack, but not something to forget about either.
  • Sprinting past infantry prevents your jacks being charged by them, keeping them weirdly safe.
  • Killings from Electro Leap (or Feedback) won't trigger Sprint, as they are not melee attacks. On the flip side they won't trigger attack-related abilities like Swift Vengeance.
  • Sprint can get the Positive Charge bonuses in interesting places. Use it to kill a heavy model and then sprint over toward another target to spread the bonus for other parts of your army to use.

Positive Charge 101

  • It is not an upkeep, thus resists most of the anti-upkeep techs like Purification, Dispel, Purgation, Hex Blast, etc. You can also have it beside an upkeep like Arcane Shield, or while being effected by another effect, like Arlan's Arcane Reinforcement.
  • It lasts throughout the turn, so your free strikes won't benefit from it.
  • You warjack can receive it even while it is Disrupted, Stationary, Knocked Down, or has crippled systems, and also broadcasts the respective bonuses.
  • Only damage rolls from melee attacks will get the bonus, collateral damages won't.
  • Just like with Ragman, use base length and melee range to spread its effect from afar. Cast it on a colossal and charge in with your Storm Lances to reap the benefit up to 11,7" away.
  • If needed, you can cast it on 2, or even 3 separate jacks in a turn (which will leave you woefully exposed, so use sparingly).
  • The recipient warjack doesn't have to be in your battlegroup. Marshaled jacks, as well as ones in a Journeyman's battlegroups are all fine.

List Building Advice

Strategy

Jakes' army's superior mobility enables you a strong scenario pressure, while her feat can swing an attrition fight to your favour. It also enables nasty assassinations against careless opponents. Overall, keep looking for suitable targets to activate your sprint Field Marshal.

For units, any self-supporting infantry screen works well with her.

Theme Thoughts

    Support models - Various themes    
Jakes likes these solos, that can be in various themes

  • Squire - an extra focus and larger control area.
  • Captain Arlan Strangewayes - extra focus to hand out.
  • Aiyana with Murdoch, Gorman or Ragman - Positive Charge stacks very well with damage buffs. With Aiyana and Death field it will yield a whooping +6 swing on your damage rolls, even before counting the units' innate damage bonuses.

    Flames in the Darkness    

  • Swabber - The best Escort buddy available for her, as it can stay close to her and give her +2 ARM as well as Lash and Girded, Shield Guard is the cherry on top. With its drag gun it an also reel in targets for the Positive Charge buff.
  • Toro - It packs a nice P+S 18 whack-stick (POW 20 with PC), which it can use to wreck something, then Sprint away and threaten Counter Charges on the enemies turn.
  • Freebooter - PC makes it less flimsy with its clams and Jury Rigged and Escort lets it charge 12", then you can back up 7" thanks to Sprint (provided you kill something).
  • Blockader - With POW 24 under PC and a 14" threat range (SPD 5 + Charge + Escort + 4" melee), it can bully a sizeable chunk of the board and PC extended from a huge base should make follow ups easy for your infantry.
  • Black Bella - Bella is essentially what happens when Savio and Finn have a baby. Killing Spree + feat induced reach and e-leaps will clear lost of chaff and Duelist, Riposte and Bullet Dodger make her really hard to remove.
  • Precursor Knights with a 2" melee range during your feat they can form a surprisingly effective Shield Wall.
    • Precursor Knights can go in other themes, but you need to use up your "Up to one Mercenary" slot, if not taken in heavy metal

    Storm Division    

  • Thunderhead fares pretty well under Jakes.
  • Stormblade Infantry - Being your hardest hitting infantry, a minimum unit can one-round any ARM20 heavy with Positive Charge and Electrical Arc.

    Heavy Metal    

  • Thunderhead can go here, too.
  • Precursor Knight Are also in this theme and don't use up your merc slot.
  • Sword Knights - Cheap infantry, who are enhanced by the warjacks' presence, and even more so from Positive Charge, and her feat. If you fancy them, definitely go for the Heavy Metal theme force. If you keep them in Defensive Line, they can effectively screen you from pop&drop tricks too.

    Gravediggers    
This list works kind of odd with Jakes. Though you may have hilarious moments with Finn under your feat, you can support your Trenchers only by casting Positive Charge upon your jacks before they get stuck in. This list doesn't favor too many non-trencher models, so those jacks will be usually your battlegroup members, and some occasional Grenadiers if the enemy closed in on them.

  • Trencher Infantry - Unless you dug them in, they can form screen for your jacks and provide light arms fire to clear off annoying infantry which might block charge lanes or Sprint escape routes. Also, with Positive Charge + Brutal Charge on their Bayonet they can reliably dent ARM 18 heavies - something you wouldn't expect from a P+S 9 melee weapon.
  • Captain Maxwell Finn - The toughest man in Immoren gets even tougher. Overtake and Killing spree are usually kept in check with his .5" melee range. Well, Jakes2 busts that can wide open. Entire tales are told about how many troopers Finn has killed during Jakes' feat turn and the answer is frequently "all of them." Also, a fine target for Bullet Dodger. Keep a Positive Charge enhanced jack near your target unit to ensure that your killing spree won't get interrupted by some bad rolls
  • Trencher Warcaster Lieutenant can run a Grenandier for Jakes to put Bullet Dodger on. Trencher Mechaniks help loading it up, too.
  • The Patrol Dog during your feat can knock down a target on a critical hit from 11" afar, and electrocute someone with the electro-leap. Who's a good boy? You are. Yes, you are, indeed.

    Mercenaries    

  • Lanyssa - Though you can't bring her into the jack theme list, she can be included in all other. Free charges for your jacks will leave you with more focus to boost an important attack or damage roll to trigger Sprint. Add Escort's extra movement, and you can charge from downtown.

Warjacks

  • She's short on focus, and she prefers heavy melee jacks - but one Sentinel to give her the ARM buff and a Shield Guard is never a bad choice.
  • Minuteman - with its ability to leap places it can be an ideal target for Positive Charge. And it can leap in, kill, and sprint away quite happily.
  • Hammersmith - Possibly the greatest caster for them. Sprint helps them not get stuck far out in front after beat backing across the board, Escort fixes their speed, Positive Charge boosts further their hitting power, and feat keeps them from taking free strikes while following up and amends their short melee range. She turns this decent jack into a monster. Don't forget, it doesn't have to be under your care; save for the Escort andthe Field Marshal, it gets those benefits even if it is controlled by jack marshals, like Runewood.
  • Centurion - Charge in, kill, back up, then use Polarity Shield to keep a safe distance from your enemy. It can safely stay close to Jakes so she can enjoy the bonus ARM granted by Escort, whilst the extra speed allows it to keep up with her.
  • Stormclad - it's got an accumulator which is a really useful ability on a melee heavy when she's focus strapped. Don't forget to bring a Storm Knight model beside to fuel it.
  • Ironclad - kill someone important with your Tremor attack, then leave the rest behind with Sprint.
  • Stormwall or Hurricane - Seemingly odd choice, but stacking Positive Charge, Escort, and Arcane Shield on a colossal is downright mean.
  • Firefly - Are already often used the be shoved down the enemies throat in order to apply their Ionization buff. The same is true for Jakes, except she can also put Positive Charge on it so get double the buff.

Other

Trivia

Other Cygnar models

Cygnar Logo.jpg       Cygnar Index       (Edit)
Battlegroup & Similar
Warcasters Caine1 - Caine2 - Caine3 - Constance - Darius - Haley1 - Haley2 - Haley3 - Jakes2 - Kraye - Maddox - Nemo1 - Nemo2 - Nemo3 - Sloan - Stryker1 - Stryker2 - Stryker3 - Siege1 - Siege2 - Sturgis1
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers

"Junior" Warcasters: Caine0 - Jakes1 - Journeyman - T. Warcaster Lieutenant
'Jack Marshals: Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA

Light Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, Battle Engines, & Structures
Units

Arcane Tempest Gun Mages - Black 13th Gun Mage Strike Team - Field Mechaniks - Legion of Lost Souls - Long Gunner Infantry - OoI Resolutes - OoI Vigilants - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - Tr Cannon Crew - Tr Chain Gun Crew - Tr Commandos - Tr Express Team - Tr Long Gunners - Tr Infantry - Tr Mechaniks
Special CA : Captain Jonas Murdoch (Mercenary unit) - Special WA: Morrowan Battle Priest (any unit)

Solos

Arcane Tempest Rifleman - Archduke Runewood - Captain Arlan Strangewayes - Captain Maxwell Finn - Commander Anson Hitch - Grand Master Gabriel Throne - Glyn Cormier, Illuminated One - Gun Mage Captain Adept - Journeyman Lieutenant Allister Caine - Journeyman Warcaster - Harlan Versh, Illuminated One - Lieutenant Allison Jakes - Lieutenant Bastian Falk - Lieutenant Gwen Keller - Major Katherine Laddermore - Major Harrison Gibbs - Morrowan Archon - Savio Montero Acosta - Sir Dreyfus the Storm Knight - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures Storm Strider - Trencher Blockhouse
Theme Forces
Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Mercenaries
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2019.07

Video Battle Reports

Rules Clarifications

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Rules Clarification : Feat - Powerhouse

  • Since Electro Leap is only applied to melee weapons, it doesn't apply to Power Attacks.
  • It does apply to Impact Attacks, though. (Infernal Ruling)


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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Electro Leap     (Edit)

  • Electro Leaps are optional.
  • Electro Leap is a weapon property. As such, it doesn't apply to Power Attacks at all.
  • A Steamroller flag can be hit by Electro Leap (if it's the nearest model). (Infernal Ruling)
  • Not considered an attack / Pure damage roll (Edit)   [Show/Hide]
    • Some attacks create a "secondary damage" roll that is explicitly "not considered an attack" (such as Electro Leap); while other abilities just tell you to make a "pure damage" roll without mentioning attacks at all (such as Vent Steam). In terms of interacting with 'attack triggers' (such as Vengeance) "secondary damage" and "pure damage" work the same.
    • When one attack triggers a secondary damage roll, the original attack and damage is definitely an attack and triggers stuff normally.
    • Secondary/pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Secondary/pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
    • Secondary/pure damage is not from an attack, but it is damage from the original model. This has two implications:
      1. It's not an attack from a weapon so:
        • it won't gain damage buffs from the weapon (such as Poison).
        • it won't gain any Damage Types from the weapon. (Infernal Ruling)
      2. It is a damage roll from a model so:
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Rules Clarification : Feedback     (Edit)

  • Feedback only triggers on damage, not on hits. (Infernal Ruling)
  • Feedback doesn't affect 'Jack Marshals, because they don't have a battlegroup.
  • If Feedback is on a CMA, it will only be triggered once (not once per participant). Because it's only one attack.
  • Warcasters can spend focus to negate Feedback damage.
  • Backlash + Feedback (Edit)
    • If you stack Backlash and Feedback on the same enemy warjack, then the warcaster will take two damage every time the warjack is damaged.
    • Furthermore, the warcaster has to spend two focus to negate this damage.
      Because it's two different effects which are both resolved at Step 10a of the Attack Sequence (Apdx A of core rulebook) but have to be resolved one at a time (refer 'Triggers' in the core rulebook).


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Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification : Warcaster Unitor Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.

  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcastersor Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
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Rules Clarification : Sprintand/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
  • You can't purchase additional attacks after the move, because you can only buy attacks during your Combat Action and by definition "the end of your activation" happens after "your Combat Action".
  • Differences
    • With Sprint, you cannot trigger other abilities that also occur "at the end of activation" (such as Reposition), because Sprint includes the phrase "and then its activation ends". Click here for a detailed explanation
    • Run & Gun doesn't have this restriction.
    • Run & Gun won't trigger if you RFP the model, but Sprint will.
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Rules Clarification : Acrobatics     (Edit)

  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.

Rules Clarification : Parry - None yet. (Edit)

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Rules Clarification : Field Marshal     (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)


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Rules Clarification : Positive Charge     (Edit)

  • Positive Charge does not stack with itself. A warjack will only gain +2 attack/damage from the spell. (Infernal Ruling)

Rules Clarification : Escort and/or Battle Host - None yet. (Edit)

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Rules Clarification : Bullet Dodger     (Edit)

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Rules Clarification : Dodge     (Edit)

  • Dodge triggers after any missed attack - melee, ranged, or magic.
  • An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
  • If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, you can choose whether to dodge or riposte first. Appendix A Step 13 applies here, because the controller of the model being attacked is not the active player.
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Rules Clarification : Lightning Storm     (Edit)

  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)
  • Hazard templates, and similar "non-hazard damage" templates (Edit)   [Show/Hide]
    • What's a "non-hazard"? Well, most templates that deal damage to models that walk into them are defined as 'Hazards' but some, like Creeping Barrage and Wall of Fire, are not.
      They behave similarly, but a Hazard is classified as a type of terrain and also will only have a Damage Type if it says it does (it doesn't inherit a Damage Type from the gun/spell that put them into play).
    • Many templates deal damage to models that enter or end their activation in them. However, if you put them into play on top of models, then it doesn't do damage to those models (unless it is an AOE from a weapon, or if its rules explicitly say it does damage when you first place it).
    • Damage templates from spells:
      • Spells which leave a template and are not described as a hazard will do magical damage to models that walk around in them. (Example: Razor Wall)
      • Spells which leave a template and are hazards will not do magical damage to models that walk around in them. Instead, they do whatever damage type is specified by the spell description. (Example: Breath of Corruption).
      • (Infernal Ruling)
      • Some spells do both. They aren't labelled as a hazard, so it does magical damage, and also they specify another damage type. For example, Wall of Fire.
    • A model which is "placed" also counts as "entering" an area, so the hazard will damage any one who teleports/spawns into it, too.
    • If two hazard templates are overlapping, a model that enters them will take two points of damage.
    • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance).
    • Damage from a hazard is not considered to be from the weapon/spell that originally put it into play (so it doesn't gain the Damage Type or any other special rules of the weapon/spell).