Captain Allister Caine

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99% of this website is about Mark 3 (mk3), which is the previous edition of the game (2016 to 2022). The reasons for this are explained here.

1% of the website is about Mark 4 (mk4), but only in regards to which mk3 models are useable in mk4 Prime and which are mk4 Unlimited. See Legacy Armies for more detail.
Cygnar Logo.jpg Captain Allister Caine

Cygnar Gun Mage Warcaster

Mk4 icon.png
Limbo
This model has not (yet) been updated with Mk IV rules, as of 2022.12. Privateer Press have promised it will get updated ... eventually.
You can view the Mk3 models that have been updated on this page.

Note that the rest of this page is about the model's Mark III rules.

As Cygnar's most talented and audacious gun mage, Captain Allister Caine reluctantly accepted his promotion; he considers the rank more of a burden than an honor. He is sent forth to conduct precision attacks along Cygnar's war-torn borders. Despite his intolerance of authority, this master of the Spellstorm pistols has become an irreplaceable weapon in the arsenal of Cygnar's Scout General, for he is equally deadly to enemies within the nation. His deeds are known to few, but his actions may change the course of history.

Basic Info

Caine2
Missing Info
Caine2.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR 5
MAT 4
RAT 9
M.A. N/A
DEF 17
ARM 13
CMD 8
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 15
F. Field N/A
WJP +27
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat : Overkill

After resolving each ranged attack that hits an enemy model, Caine gains a cumulative +1 to his Spellstorm Pistol attack damage rolls. Overkill expires at the end of Caine's activation.

Abilities

Weapons

Spellstorm Pistol (x2)
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 - 12
  • Magical dam symbol.jpg Damage Type: Magical
  • Reload [INFINITE] - This model can spend focus to make up to INFINITE additional ranged attacks with this weapon during its Combat Action. It can make one additional attack for each focus spent.
  • Empowered Shot - When this model makes an attack with this weapon, before the attack roll it can spend 1 focus point to gain one of the following special rules. Empowered Shot can be used only once per attack.
    • Black Penny - This attack ignores the target in melee DEF bonus.
    • Grievous Wounds - A model hit by this weapon loses Tough and cannot have damage removed from it for one round.
    • Trick Shot - If this attack directly hits, choose another model within 4" model hit. The chosen model suffers an unboostable POW 10 magical damage roll. The point of origin for this damage is the model hit. Trick Shot damage rolls are not considered to have been caused by an attack.

Spells

COST RNG AOE POW DUR OFF
Bullet Dodger

2 6 - - Upkeep No
Target friendly Faction model gains +2 DEF and Dodge.
Dodge - A model with Dodge can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
Fire for Effect

3 6 - - Upkeep No
Boost the attack and damage rolls of target friendly Faction model's first ranged attack each activation.
Gate Crasher

2 SELF - - - No
Place the spellcaster anywhere completely within 5" of its current location. After casting Gate Crasher, for the rest of this activation the spellcaster cannot advance and its ranged attacks must target models in its melee range. Gate Crasher can be cast only once per activation.
Heightened Reflexes

2 6 - - Upkeep No
Target friendly Faction model/unit cannot become knocked down or stationary. Models are not affected while out of formation.

Theme Forces


Thoughts on Caine2

Caine2 in a nutshell

"And then Caine got line of sight on the enemy warcaster. The End."

More games have probably ended this way than any other in the history of Warmachine. Caine is very possibly the best ranged assassin in the game. He's also one of the two biggest super-solos in the game alongside The Butcher Unleashed of Khador. Caine was the subject of complaints early in MK3 when players believed he too trivially removed infantry with his near endless Trick Shots and Grievous Wounds. Thus Caine2 was one of three models along with Lanyssa Ryssyl and Alten Ashley to receive nerfs at the behest of the community, which ultimately led to the creation of the CID process. Until Privateer Press decides to improve him, he's stuck buying shot types with focus points of which he does not have many. Caine is still the bane of infantry even if they have Tough. With a Reload from Reinholdt he can destroy a minimum unit of infantry and still have focus to spare to use Gate Crasher to jump back to safety. Once the enemy warcaster is vulnerable, he'll usually pops his feat and dedicates all of his ranged attacks to assassinate them.

Feat Thoughts

You generally want to hold onto the feat until you can assassinate the enemy Warcaster/Warlock. While Caine2 can destroy warjacks and even seriously damage Colossals, that is not always the best way to use him unless you have the scenario game locked down and you just want some free army points to help with tie breakers.

Spell Thoughts

  • Bullet Dodger - Bullet dodger provides a defense bonus to a single model. This makes it most useful to a high value, high defense model. Possible choices include a Minuteman, Lieutenant Allison Jakes who can further boost her own defense through her sidekick spell, Major Katherine Laddermore, or Caine2 himself. Gallant also makes an excellent choice for this spell, boosting his defense to absurd levels for a heavy warjack.
  • Fire for Effect - This spell is best used on single shot models that don't normally have access to boosting. The Gun Mage Captain Adept can benefit by being able to roll 3D6 to hit to ensure that you can flare a target for Caine's assassination. Another decent target is 'jack marshaled Warjack because they often lack focus to boost damage. Popular choices include the Avenger when marshalled to Gun Mages - remember that all of the damage rolls in the AoE are boosted.
  • Gate Crasher - This spell is best used to let Caine harass an enemy with his pistols before escaping back behind his own lines. It can also be used to commit to an assassination run behind enemy lines. Because of the focus cost reducing his overall damage output, this should only be used if the enemy warcaster is an easy target.
  • Heightened Reflexes - Tough units like Trenchers become very durable when they don't become knocked down after making a tough roll, making them a superb tar pit unit. Caine can also use this on himself to protect from losing his superb defense.

Drawbacks & Downsides

  • He cannot deal properly with heavy armour outside of his feat (which is not what it's meant for), and usually doesn't have the focus to support his army.
  • He has negligible armor so blast damage and Continuous Fire are valid dangers for him as well as means to lower his defense including knockdown or stationary in the absence of Heightened Reflexes.
  • He'd like both Bullet Dodger and Heightened Reflexes on himself to stay alive until his assassination run, which he can't do.
  • He's a 6 Focus caster with three upkeeps and want to spend focus to shot more/better, leaving him focus starved and makes him vulnerable to upkeep hates like Purification.

Tricks & Tips

  • Caine can use his Trick Shot attack type to clear a crucial support model (like mechanics, Gorman, or Choir of Menoth member) away from a heavy warjack or warbeast. He can also be used to unjam an important model using his Black Penny attack type. Since they now require focus, consider, whether an extra shot is more worthy for the focus you would spend on the Empowered Shot.
  • Low to mid-ARM enemy casters can be fair game for Trick Shot. If the enemy Warcaster/Warlock is trying to hide behind a lower DEF model, you can put a few damage point into them by bouncing a POW10 shot on to them from the low DEF model. As above, measure the return on investment for your focus.
  • There are a few things that can throw a monkey wrench into Caine's assassination run:
    • 1.) A variety of feats, spells and special rules that prevent you from spending focus
    • 2.) Anything that limits or denies your ranged attacks, such as the Witch Coven of Garlghast & the Egregore's feat.
    • 3.) Caine usually relies on Gate Crasher to disengage from unwanted engagements - watch out for spells, like Lamentation, and animi, like Arcane Suppression, which increase the spell's cost.
  • In Sons of the Tempest, the opportunity for the free Bullet Dodger or Heightened Reflexes (whichever suits the situation you face) allows for more bullets to be fired at the enemy. This solves having to choose between killing things real good on Feat turn...and surviving.

List Building Advice

Ace is Caine's pet warjack that he can take in any theme.

Strategy

As mentioned above, Caine2 wants to win by personally assassinating the enemy caster. The goals are: get in range, get clear LOS. If necessary, strip the defensive tech off the enemy caster (i.e., dispel their defensive spells, kill Shield Guards, etc). Everything you add to his army should be supporting those goals. Caine's army often ends up looking like a bevy of solos to support the above point. Reinholdt for an extra shot, Eiryss1 to strip enemy Focus or Fury, Rhupert to handout pathfinder to Caine, the list goes on and on in order to empower Caine to do his job.

Theme Thoughts

    Gravediggers    

  • Rangers- With mark target, they can increase Caine's accuracy although he has a naturally high RAT.
  • Trencher Infantry- Caine likes a smoke wall to hide behind and they are self supporting, which is imperative, because he does not have much support to give. Thanks to True Sight, you have to worry less about activation order, as he can shoot through smoke AOEs.
  • Trencher Blockhouse - The Trencher Blockhouse provides you with a trench network that can boost his DEF to sky-high levels and make him immune to blast damage. With Hightened Reflexes he is also immune to knockdown and stationary, so he should be very safe from enemy shooting in particular. The Blockhouse is also an excellent target for Fire for Effect and can knock enemies down, helping Caine ultimately hit with ease. Finally, if needed, it’s a big base that Caine can potentially hide behind.

    Sons of the Tempest    

  • Arcane Tempest Gun Mages- In a list dedicated to assassination, these chaps' Thunderbolt shots help clear LOS to the enemy Warcaster/Warlock. Their UA also assists them by ignoring cloud effects and Stealth for a turn which can make or break an assassination run.
  • Gun Mage Captain Adept- Provides accuracy with flar and Veteran Leader, takes away stealth for other units with flare, removes LOS blockers with shadow fire, and has a 14" boostable gun. This guys is great for taking out pesky solos when Caine has bigger fish to fry. Don't leave home without him.
  • Lieutenant Bastian Falk- Can make Caine's feat so much sweeter with +2 to damage rolls.
    • You can give your opponent real headaches by applying Bullet Dodger to him and see if they're willing to trigger Reciprocate. This gets even better if he's benefiting from Prowl and the opponent has to get even closer while also being even less likely to hit.
      • This also doesn't tax Caine's limited resources in Sons of the Tempest.
  • Gaining Pistoleer can make his feat in melee really quite terrifying - Caine doesn't like to boost damage, so that additional dice can swing the numbers into a favourable assassination.
  • Rangers improve his accuracy even more.

    Storm Division    

  • Storm Lances- As good as ever, they provide a good counter punch.

    Support models - Various themes    

Caine likes these Cygnar solos, which can be taken in multiple themes

  • Captain Arlan Strangewayes- Can help fuel warjacks that Caine can't.
  • Squire- The only thing Caine really wants from him is the focus, which is effectively what Reinholdt gives him for less.
    • Although it should be pointed out that you can have the Squire for free in your average theme list. A free model at least mitigates a little of the support bloat that Caine tends to bring with him.
  • Journeyman Warcaster- Caine has no way of improving the survivability of his army, which arcane shield provides. You can always give her the Sentinel to shield guard for Caine.

    Mercenaries    

  • Reinholdt, Gobber Speculator- Able to give Caine an extra shot, and can take away stealth for the rest of the army to shoot with. Many see him as an auto include.
  • Rhupert Carvolo, Piper of Ord- offers Caine Pathfinder to ensure he isn’t getting bogged down from terrain and even Tough when coupled with Heightened Reflexes can provide some unexpected survivability.

Battlegroup

Although Caine doesn't have a lot of focus to give them, a couple of jacks run well with him. Special mention to Ace, who has a bond with Caine so can always accompany him regardless of theme.

  • Centurion- Perfect as a zone holder thanks to polarity shield, he provides a great anvil to pivot around. Having a durable Shield Guard can help keep Caine alive.
  • Ace- Caine's pet warjack that he can take in any theme.
    • With its Shadow Fire, LOS blocking models will rarely be an issue. It is also another trick shot that Caine doesn't have to pay for, and it is usually satisfied with the Power-Up focus.
  • Hunter- Helps break armor that Caine struggles with and rarely wants any more than his power-up focus.
  • Sentinel- You'll be grateful for this guy's shield guard when a high POW shot gets through Caine's high DEF.
  • Defender- He can shoot and he is good in melee. The power-up focus is usually enough to get by.
  • Avenger- Great for knocking down LOS blocking enemies to get at the enemy Warcaster/Warlock.

Starting a 25 point Brawl list

Written by Phillip Melvin, the accompanying strategy article can be found on the main LOS site. This list has the correct points cost as of 2022.01.

Theme - Sons of the Tempest

Caine2: [+27 WJP]
Gun Mage Captain Adept: [Free] (4 pts)
Lieutenant Bastian Falk: [3 pts]
Arcane Tempest Rifleman: [3 pts]
Black 13th Strike Force: [7 pts]

For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

Robo Caine; Minicrate Exclusive.

Video Battle Reports

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

Battlegroup Controllers: Caine0 - Nemo4 - 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 - Dreyfus1 - Dreyfus2 & Flubbin2 - 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 - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures

Nemo4 - 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: 2021.11

Rules Clarifications

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Rules Clarification : Feat: Overkill

  • Caine's feat doesn't apply to the secondary damage rolls on Trick Shot attacks. (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 : Reload      (Edit)

  • You cannot mix melee attacks and ranged attacks in the same activation unless you have a special rule (such as Dual Attack). Reload does not get around this restriction.
    • A Trample Power Attack is a melee attack, even if you don't actually trample over anyone and make zero dice rolls. So you can't trample then Reload (unless you have something like Dual Attack).
  • You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)
  • If you have (x2) of a weapon with Reload (such as Caine1), the special rule will only be written on the card once. But you can reload both weapons to the max limit. (Infernal Ruling)
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Rules Clarification : Empowered Shot      (Edit)

Rules Clarification : Black Penny - None yet. (Edit)

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Rules Clarification : Grievous Wounds      (Edit)

  • GW prevents "repairs" as well as "heals".
  • It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.
  • Does not affect models with the Massive rule.
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Rules Clarification : Trick Shot      (Edit)

  • Trick Shot damage occurs before the damage roll of the main attack. (Step 8 vs Step 9 of the Attack Sequence.)
  • Shield Guard and similar trigger at Step 6 of the Attack Sequence but Trick Shot occurs at Step 8. So if the hit gets moved by a Shield Guard, the Trick Shot will bounce from the Shield Guard model not the original target.
  • Not considered an attack & "Non-attack damage roll" (Edit)   [Show/Hide]
    • There are two ways you can get these "non-attack" damage rolls.
      • Type 1 - A secondary damage roll that is not considered to be an attack. Some attacks create a second damage roll that is explicitly "not considered an attack" (such as Electro Leap).
        (Note that although the secondary damage roll is not an attack, the original attack certainly is and will trigger stuff normally. These clarifications don't apply to the original attack.)
      • Type 2 - A damage roll that's not from an attack. Some special abilities & special actions tell you to make a damage roll without mentioning whether it is considered an attack or not (such as Vent Steam and Flak Field).
    • When it comes to other abilities that trigger on damage (such as Vengeance) both types function the same way. For brevity we'll refer to both as "Pure Damage".

    • Pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Pure damage is not an attack, so doesn't benefit from stuff that affects 'attack damage rolls' (such as Bethayne1's feat). (Infernal Ruling)
    • 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.)
    • Pure damage is not from an attack, but it is (normally) 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:
    • Exception: Some damage is not from an attack and not from a model (for example, Collateral damage). In this case, you should reverse the stuff listed under #2 above.


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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. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. 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 after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability 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 Unit or Warlock Unit     (Edit)
(Click Expand to read)

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 not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • 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 Warcasters or 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 : True Sight      (Edit)

  • You only ignore clouds for LOS. Models can still get the concealment bonus, trigger Prowl, etc from clouds. (Infernal Ruling)
  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has True Sight and one does not. There are examples on the Category:Channeler page.
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Rules Clarification:  : Gunfighter      (Edit)
(Click Expand to read)

General
  • You cannot Aim if you start your activation in melee. (Infernal Confirmation)
  • A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).
  • If you have a Gunfighter stuck in melee and the Gunfighter wants to shoot a friendly model, then you can only do so if that friendly is within the Gunfighter's melee range. Also, if that friendly model is engaged by an enemy, that friendly model will always get the +4 DEF bonus (because the point of origin of the attack, the Gunfighter, is not "in melee" with the friendly model).

Targeting

  1. Outside of melee
    • If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
  2. In melee, but didn't charge
    • If it didn't charge, it can target anyone it's "in melee" with.
    • This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
    • If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
  3. Charged into melee
    • If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
    • If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
    • However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
  4. Other targeting notes
    • Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee.
    • If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
    • Gunfighter doesn't change the RNG of your gun, it just provides you an ability to use it while in melee and imposes some targeting restrictions.
      • If you're affected by a debuff that reduces your RNG to 1", that will further limit who you can target.
      • If you're affected by a debuff that reduces your RNG to 0", you cannot make attacks (refer 'Weapon Statistics', page 19 of rulebook).

Attack Roll

  • You use the Gunfighter's RAT for the attack roll.
  • Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
  • How the +4 DEF bonus for "being in melee" works with Gunfighters is:
    • they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
    • they never ignore it vs friendlies, because you cannot be in melee with a friendly target.

Incorporeal Gunfighters

  • Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
  • If they engage you then you're in melee and your target selection is limited to just models in melee (as explained above).

Gunfighter + an AOE weapon

  • If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
  • If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.

Gunfighter + a spray weapon

  • Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
  • If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.

Units of Gunfighters

  • If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
  • Redirected attack:
    • If they're still engaged, their initial attack (s) must be vs someone in their melee range.
    • If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
    • If they're unengaged, they are now free to shoot anyone within the gun's normal range.

Other interactions

  • Gunfighter vs Point Blank (Edit)
    • If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
    • These two abilities are subtly different, but it's an important difference.
    • Gunfighter allows you to make ranged attacks while in melee.
    • Point blank allows you to make melee attacks with your ranged weapon.
      • Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
      • Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
    • Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
      • Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
      • Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
  • Gunfighter vs RNG modifiers (Edit)
    • Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
    1. If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
    2. If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
    3. If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
    (Infernal Ruling)


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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)
  • If an enemy can attack you when you advance and then stop moving (such as Countercharge or Defensive Strike) and they miss you, then you can trigger Dodge (because you're no longer advancing).
  • 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 : Fire for Effect      (Edit)

  • If you use this spell with a spray or AOE weapon, then all attack and damage rolls for that attack are boosted.
  • FFE is a target model spell, not a target model/unit spell. So:
    • If cast on a model that is in a unit, only the actual model targeted will gain the bonus, not the entire unit.
    • If you put a second upkeep on that same unit it will cause FFE to expire (even if you target a different model).
  • The "each activation" refers only to each of the target model's activations. It does not refer to each activation you make with your entire army - so it doesn't work with Ancillary Attack. (Facebook Infernal Ruling)

Rules Clarification : Gate Crasher - None yet. (Edit)
Rules Clarification : Heightened Reflexes - None yet. (Edit)