Captain Kara Sloan

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Cygnar Logo.jpg Captain Kara Sloan

Cygnar Gun Mage Warcaster

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

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

Captain Kara Sloan goes to war as a one-woman rifle brigade. When focused on the destruction of her foe, every warjack she commands becomes linked to the pull of her rifle’s trigger to unleash a barrage of unparalleled accuracy and power simultaneously. Armed with her custom magelock rifle, she walks into the most vicious of firefights without hesitation and always emerges the victor.

Basic Info

Sloan1
Missing Info
Sloan.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT 5
RAT 8
M.A. N/A
DEF 16
ARM 14
CMD 8
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +28
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 - Firing Squad

  1. Sloan immediately casts Fire Group (see her spell list) without spending focus.
  2. Additionally, Sloan and models in her battlegroup beginning their activation in her control range can make one additional ranged attack during their activations.
Firing Squad lasts for one turn.

Abilities

  • True Sight - This model ignores cloud effects when determining LOS. This model also ignores Stealth.
  • Field Marshal [True Sight] - Warbeasts/warjacks in this model's battlegroup gain True Sight.

Weapons

Spitfire
Gun icon.jpg  RNG   ROF   AOE   POW 
14 1 - 12
Sword
Sword icon.jpg  RNG   POW   P+S 
0.5 3 8

Hope you never have to use it.

Spells

COST RNG AOE POW DUR OFF
Dust to Dust

2 10 - 12 (★) Yes
When an enemy warrior model is boxed by Dust to Dust, center a 3" AOE cloud on it, then RFP it. The AOE remains in play for one round.
Fire Group

2 SELF - - Turn No
While models in the spellcaster's battlegroup are in its control range, their ranged weapons gain +2 RNG. Fire Group lasts for one turn.
Guided Fire

3 SELF Control - Turn No
While in the spellcaster's control range, models in its battlegroup gain boosted ranged attack rolls for one turn.
Refuge

2 6 - - Upkeep No
At the end of an activation in which the target friendly Faction model hit an enemy model with an attack, the affected model can make a full advance. It cannot be targeted by free strikes during this movement.
Return Fire

1 6 - - Round No
When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one basic melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.

Theme Forces


Thoughts on Captain Kara Sloan

Captain Kara Sloan in a nutshell

Kara went from one of Cygnar's most neglected casters to the epitome of a gunline caster. She wants to shoot her opponent off the table with her battlegroup from long range. While Sloan can't personally eliminate vast quantities of infantry, she does excel at annihilating hard targets. Her Field Marshal ability makes hiding from her very difficult. Sloan gives your battlegroup the tools to win a ranged battle by boosting range and accuracy.

Feat thoughts

Kara Sloan's feat requires you to tailor her battlegroup to make the most out of it. In its mechanics it is pretty self-explanatory; Sloan and her jacks should be shooting a lot and you will do it even more efficiently than usual on feat turn. Remember, it only grants an additional ranged attack, so jacks and colossi with multiple weapons won't get to fire all their guns again. Watch out for fast enemies, who will try to force you to pop your feat early by rushing your gun line. With Reinholdt and your feat you have excellent chances to shoot pretty much any model you can get line of sight on. If going for assassination, remember to remove Shield Guards, models eligible for Sucker! or Sacrificial Pawn, which would waste your shots.

Spell thoughts

  • Dust to Dust - With barely enough focus for your other spells, it is easy to never use this spell at all. At best it's a niche spell, but it RFPs warrior models, so sometimes it worth using as it can nullify the feat of The Twins.
  • Fire Group - Not as decisive as Snipe, but its battlegroup-wide effect compensates for it adequately. It extends your gun's range as well, giving a total threat range of 22". Probably your most sought-after spell.
  • Guided Fire - That might seem like a no-brainer, but do your maths, whether or not you'll actually need it. Since your jacks can use their power-up focus to boost, sometimes you better spend it elsewhere. It is also good to enable boosted shots for your jacks, if they become disrupted, for example, after the feat of Nemo1. It can also compensate the accuracy decrease of crippled ranged weapons.
  • Refuge - You might want to cast it early and upkeep it - but only if there is a nice place out of line of sight or behind a wall you can move the model back to. Just remember that this can leave you without any focus if you've been casting Guided Fire and Fire Group.
  • Return fire - This will be another rarely used spell. As the attack happens outside of your activation, it cannot be boosted. Guided Fire only works for one turn, not a round, so unless your opponent is making ranged attacks during your turn, there is no interaction between Guided Fire and Return Fire. Theoretically, you could use it on elusive solos with high damage output, like the Gun Mage Captain Adept or the Arcane Tempest Rifleman, to retaliate for half-measures in removing them, but the short range of the spell makes it extremely unlikely.

Drawbacks & Downsides

  • Sloan provides very little support for any models outside of her battlegroup besides killing or softening up targets for them.
  • She has no effective counter to spells or feats that prevent models being targeted by ranged attacks such as Submerge or Swamp Pit. She's also vulnerable to Lamentation, making it impossible to use both of her key spells at once.
  • In many turns you may want to cast Guided Fire and/or Fire Group, which can leave her with only a single focus to boost Spitfire's damage roll(s).
  • She typically plays with low volume, high damage Warjacks. Into high model count armies, she simply can't grind through their models quick enough before they engage.
  • Steamroller 2017 makes gunlines more difficult to play, since all packets after 2017 recommend and encourage centrally placed Line of Sight blocking terrain.
    • This makes her assassination threat and the ability to focus-fire much weaker.
    • The general increase in the amount of terrain has had a similar impact. Her one trick strategy has even more problems to contend with.

Tricks & Tips

  • With her feat, there is some discrepancy between the 2016 print of the physical card and the Warroom entry. Warroom is correct - make sure you're using the right version of her rules.
  • Remember that Refuge triggers on a model *hit*, not on damage or destroyed. With her high RAT, unless you colossally fail a roll, you'll hit what you're aiming at and walk away safely.
  • Now that she is a Gun Mage, in Sons of the Tempest she can upkeep Refuge on herself without spending Focus, giving her a welcome upgrade to survivability.

List Building Advice

Strategy

Kara Sloan hopes to devastate the enemy with lethal waves of gunfire leaving them unable to properly respond. You are typically aiming to get an assassination, but if the opponent is overly defensive, you may be able to take apart their entire army with your shooting. Traditionally, her feat is best used early, you're going to be hoping to alpha strike the enemy with your shooting. Between the good ranges of Cygnar, and the range buff of Fire Group, you should be able to manage at least two turns of shooting. If you shoot everything that was in range to attack you first, you may be able to buy yourself more turns of shooting. Though her army is all about her battlegroup, smart enemies will try to jam her as soon as possible. To counter that, you might want to consider cheap and/or self-sufficient troops to screen your lines.

Theme Thoughts

As things are now, Sloan gets the most work out of ranged warjacks. She gets so much efficiency out of them that her armies typically are almost entirely composed of them. With this in mind, she is most commonly played with the Gravediggers theme list. Despite this, there are still reasons to try to use her out of Gravediggers.

    Gravediggers    

The best case for Gravediggers is the fact she can squeeze an incredible number of highly accurate shots out of Grenadiers. This plus the ranged support in the theme really tip the scales in its favour.

  • Rangers - Sloan favours bringing all of the guns, so missing with any battlegroup model is disappointing. Rangers make the battlegroup even more accurate.
  • Trencher Master Gunner - A great contesting and shooting solos in his own right, he also supports Grenadiers with Artillerist.
  • Patrol Dog - Since it removes Stealth, it is a good pick against many lists for those non-battlegroup models like the Express Team.
  • Trencher Express Team - They can knock down targets and dish out heavy damage.
  • Trencher Infantry - These guys throw up a cloud wall that her battlegroup can see straight through, but the enemy can't. But, many armies have anti cloud wall tech now.

    Heavy Metal    

  • Sword Knights - They are an average screening unit.
  • Jakes1 - Offers a method to splash some melee power into an otherwise ranged list. She can perform well with a Hammersmith whose poor threat range is largely mitigated by Energizer and the fact most enemies are trying to run to get to Sloan.

    Storm Division    
Accumulator gives the Reliant and Stormclad an additional focus when they begin activations near Storm Knights. This is super helpful during Kara's feat turn, providing boosted second shots.

    Sons of the Tempest    

    Support models - Various Themes    

  • Captain Arlan Strangewayes - Almost mandatory for Empower so he can alleviate some of the focus burden on Sloan. Arcane Reinforcement can also give Sloan an extra chance into Protectorate warjacks under Hymn of Passage or armies with incorporeal models, but it still means most of her battlegroup can't attack the important models unless you can shoot out the Choir of Menoth first.
  • Squire - Can be a useful model to include. Typically Sloan would rather have Reinholdt, but that isn't always an option. Being able to allocate an extra focus to boost damage during her feat turn can be very helpful indeed.
  • Journeyman Warcaster - Can be extremely valuable to Sloan lists that include a Stormwall. Arcane Shield protects the investment you make with selecting a colossal. Typically his battlegroup will be just a Charger, Sentinel or Hunter.
  • Journeyman Lieutenant Allister Caine - His Fire For Effect spell can fully boost Sloan's or one of her ranged jack's first attack.
    • He can bring Ace with him. Shadow Fire can open up assassination vectors for Kara.

    Mercenary Options    

Infernal Armies

She is the only Cygnar caster available in Hearts of Darkness, but as a pure battlegroup caster it's an iffy theme for her (just as any theme other than Heavy Metal). Still, it does something for her as her jacks gain Accumulator which vastly increases their focus efficiency. Be aware that accumulator won't give you two extra focus if you also bring storm knights and a Stormclad.

  • One of the advantages is that you can mix and match (most of) the solos/units already suggested above.
  • Howlers, Griever Swarms and the Horrors summoned by Regna Granov provide you with the afoementioned Accumulator opportunities. Saldy Kara does nothing for them.
  • Valin Hauke - Provides Tactician (also affects jacks), which is great with Refuge. The refuge target can walk up, shoot and back away through a skirmish screen. Brother's Keeper is a no knockdown / no stationairy bubble which is great with Kara's naturally high defenses and Tough troops such as Trencher Infantry.
  • Mordecai - The Shadow ability is excellent to keep Sloan save in a pinch.
  • Umbral Guardians or Trench Buster - Another way to keep Kara save. Busters also flank with other Trenchers if you brought them.
  • Bastian Falk - Can be brough along to provide a damage buff to Sloan and the Infernal troops.
  • The Hermit - Another damage buff and control piece against other Infernals.

Battlegroup

  • Light
    • Charger - Provides firepower beyond what it's cost typically promises. Unfortunately, despite being good range and RoF, Powerful Attack on its gun isn't terribly efficient if you are also casting Guided Fire. The Charger also typically wants to operate with two focus points so both of its shots are boosted. If you are taking this jack, it may be best to leave it on a Journeyman Warcaster.
    • Hunter - The gold standard of a Sloan List. Firing against a Khador jack, this has comparable firepower to the much more expensive Defender at a much cheaper cost. Another important factor would be that it is typically happy to be left with a single point of focus to just boost its considerable attack making it more efficient than the Charger.
    • Firefly - Works better on the feat turn than other multi-shot ranged jacks because you'll get 2d3+2 attacks, rather just one extra shot as you would with a something like a Charger or Sentinel. The Firefly's two-inch melee weapon synergizes well with Sword Knights, providing flank in the Heavy Metal theme list.
    • Sentinel - Doesn't have a very great gun, but against larger formations of infantry, it can be very useful. The main reason to take this jack is because of the Shield Guard ability.
  • Heavy
    • Avenger - Packs a powerful gun, while its Quake ability can open up lines for assassination.
    • Defender - Has a long range and very powerful gun. This makes it a solid choice.
    • Reliant and Stormclad with Storm Knights for extra focus.
  • Colossal
    • Stormwall - This colossal provides several elements that make it a good choice. It comes equipped with two very powerful long-range cannons just like a defender but happens to be well armored enough that even heavy shooting is unlikely to kill it. Also, the Stormwall is a deterrent. Killing Kara Sloan usually means engaging her in close combat where her amazing firepower counts for much less. Having a colossal nearby ensures that such a strategy is a risky one.
    • Hurricane - The arc node doesn't often play a large role in her game but does extend the possibility of casting Dust to Dust, or Return Fire, provided the target is near the Hurricane. The Storm Emitter lethality can also be increased by a nearby Firefly. The no-fly zone can prevent charges from flying models from coming near Kara.

Starting a 25 point Brawl list

In 2020.11 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Hearts of Darkness (Infernals)

Sloan1: [+28 WJP]
Umbral Guardian: [Free] (6 pts)
Eilish2: [5 pts]
Gun Mage Captain Adept: [4 pts]
Trencher Master Gunner: [3 pts]
Patrol Dog: [1 pt]
Trencher Express Team: [5 pts]
  • Command Attachment: [3 pts]


For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

Kara, the Sloan Ranger. Minicrate Exclusive.
  • Released in Forces of Warmachine: Cygnar (2010)
  • In the early years of Mk3 Sloan was notorious about her Hunter spam, allowing these fast, advance-deploying jacks to deliver a punishing blow into the enemy's front line, with little possiblility to respond in kind. She was the main reson that the Hunter lost Advance Deployment via the Trencher CID in 2017 September.
  • This model has a limited edition sculpt, released in 2020.05.

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: Firing Squad

  • Additional attacks can only be made during your Combat Action, so this feat doesn't help warjacks with Assault or similar.
  • ROF only applies to your initial attacks. This feat will only grant you one extra shot, regardless of your normal ROF.
  • The feat only gives you one extra attack, not one per weapon.


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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.")

Rules Clarification : Weapon Master - None yet. (Edit)


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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 : 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)

Rules Clarification : Dust to Dust - None yet. (Edit)

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Rules Clarification : Fire Group      (Edit)

  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.

Rules Clarification : Guided Fire - None yet. (Edit)

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Rules Clarification : Refuge      (Edit)

  • If a caster puts another upkeep on themself between making the kill and the end of their activation, Refuge won't trigger. (Locked thread)
  • An AOE attack that misses it's original target, but then deviates onto an enemy, still counts as a "hit" and thus will still trigger Refuge.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.
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Rules Clarification : Return Fire      (Edit)

  • When you resolve Return Fire, you don't need to attack the same model that attacked you.