Captain Victoria Haley

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Cygnar Logo.jpg Captain Victoria Haley

Cygnar 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.

A strong-willed woman capable of both grim resolve and singular heroism, Victoria Haley has risen from meager origins to become one of the greatest assets of the Cygnaran Army. A daughter to murdered parents, she has sworn vengeance against the Cryxians who killed her family. Where the armies of the Nightmare Empire assemble she is often found throwing everything she can muster toward the undead hordes.

Basic Info

Haley1
Missing Info
Haley1 new.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT 6
RAT 5
M.A. N/A
DEF 16
ARM 14
CMD 8
ESSENCE {{{essence}}}
FOCUS 7
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 : Blitz

Haley and friendly Faction models beginning their activations in her control can make one additional ranged or melee attack during their activations. Blitz lasts for one turn.

Abilities

  • Arcane Vortex - This model can immediately negate any spell that targets it or a model within 3" of it by spending 1 Focus token. The negated spell does not take effect, but its COST remains spent.
  • Set Defense - A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.

Weapons

Hand Cannon
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 - 12
Vortex Spear
Sword icon.jpg  RNG   POW   P+S 
2 6 11

Spells

COST RNG AOE POW DUR OFF
Arcane Bolt

2 12 - 11 - Yes
This spell has zero special effects.
Arcane Shield

2 6 - - Upkeep No
Target friendly Faction model/unit gains +3 ARM. Models are not affected while out of formation.
Chain Lightning

3 10 - 10 (Electric) - Yes
A model hit by Chain Lightning suffers a POW 10 electrical damage roll, and lightning arcs from that model to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Chain Lightning damage rolls are simultaneous.
Deadeye

2 6 - - Turn No
Target friendly Faction model/unit gains an additional die on each model's first non-spray ranged attack roll this turn.
Scramble

2 10 - - Round Yes
Target warjack suffers Disruption for one round.
Temporal Barrier

4 SELF (★) - Round No
(1) While in the spellcaster's control range, enemy models suffer -2 DEF. (2) Enemy models beginning their activation in the spellcaster's control range suffer -2 SPD. (3) Temporal Barrier lasts for one round.

Theme Forces


Thoughts on Haley1

Classic Sculpt

Haley1 in a nutshell

Captain Haley is the easiest of the Haley's to manage as she has the fewest special rules, a straightforward spell list, and a simple feat. If you are new and looking for a spell-oriented Cygnar caster, Haley1 is a great one to start with. Her feat lets you hit a few more times, but still requires you to practice good target selection. To use her effectively in most situations, you need to bring naturally hard-hitting models. Haley1 primarily wants to sit back, cast Temporal Barrier each turn, upkeep Arcane Shield and fuel a strong ranged jack.

Feat thoughts

Your models each get an extra ranged OR melee attack. This can be devastating if you can attack with most of your army on the same turn. Since it is far easier to achieve this using ranged attacks, most Haley1 lists are heavily ranged focussed. Getting extra attacks is great, but be warned: extra attacks against the WRONG targets isn't going win you the engagement. For example, a unit with POW 10 attacks doesn't benefit much from an extra attack against an ARM 18+ target. However, if you've selected targets appropriately, the extra attacks can be very useful. The feat itself can help clench an assassination run or win your the war of attrition if you eliminate enough enemy models. Keep in mind that additional attacks can never be ★ attacks.

Spell thoughts

  • Arcane Bolt - A no frills zap, with a superb range. You might consider occasionally arcing it, but will be among your least used spells due to it's low POW.
  • Arcane Shield - Makes everything all the more survivable. Bring a Journeyman Warcaster, if you plan to shield two units at once or want to ease the focus burden on her.
  • Chain Lightning - An excellent zap spell for clearing low ARM infantry.
  • Deadeye - This one looks better on paper that it actually is. You almost never want to waste it on warjacks, unless you absolutely, positively have to kill something really elusive with a single big gun. It works real nice on units, like the Long Gunners or Gun Mages, but the former won't benefit on its second shot. Excellent on models with crit effects and assault.
  • Scramble - Suitable to play dirty tricks with the enemy's key jacks, especially if the enemy has no way to clear Disruption.
  • Temporal Barrier - Haley1's signature. An absolutely monstrous spell vs low-mid speed melee forces such as Khador warjacks or Man o' War. Cygnar generally lacks non-Warcaster speed buffs, so being able to out-threat more nimble factions such as Circle or Retribution can be huge. The DEF debuff is equally devastating into faster factions who often rely on their DEF to be able to get close but typically lack ARM (e.g. Legion). Despite its versatility, you still have to decide if you really need it each turn. It requires a lot of Focus, which can starve your own offensive output, especially if you are looking to cast Deadeye to fish for critical hits in Sons of the Tempest. It also leaves her defensive options far more limited for reducing damage or using Arcane Vortex (quite handy when fielding a colossal). Even worse, enemy models with extreme threat ranges or those who can move out of her control range before their activation won't be affected by the SPD debuff.

Drawbacks & Downsides

  • She needs to play forward to catch the enemy in her control area for Temporal Barrier. Which can lead to an assassination if you don't protect her.
  • Apart of her feat, there is no way to boost the damage level of her army or her battlegroup. Hence, you must bring naturally hard-hitting models.

Tricks & Tips

  • Make sure she does as little personal work as possible. She has an expensive support kit that you should prioritize over trying to act as a spellslinger, even if her focus pool is huge. You should rather use that to camp and occasionally provide Arcane Vortex.
  • Just because she has the Set Defense ability, it does not mean she safe if she gets charged.
  • Arcane Vortex is a great counter play to enemy casters. Keep your battle group close to Haley and try to camp one or two focus at all times.
  • Always consider models that can give out more Focus - Arlan Strangewayes, the Squire or Accumulator warjacks being the main examples - to be able to camp more.

List Building Advice

Strategy

Thorn is her pet warjack that she can take in any theme.

Haley1's main way of winning is to clog the enemy up in Temporal Barrier, then destroy them by shooting them to death. She has strong tools on the defensive side in the form of Arcane Shield and can make the ranged elements of her army more accurate with Deadeye. Don't forget that you can cast Deadeye on multiple things a turn, as it's not an upkeep spell.

Theme Thoughts

    Support models - Various themes    

  • Squire gives her the extra control area to stay slightly safer as well as an extra bit of focus. A magic attack re-roll once per turn is nice too.
  • Arlan Strangewayes - He can reduce your focus burden AND fix up your jacks.

    Storm Division    
With the 2021 CID, she now can now play to her strengths in this theme. It offers strong shooting at a good range and caster independent damage buffs as well as options to help her already strong control game. Bring along a Hermit of Henge Hold for a 6 point damage swing.

  • Silver Line Stormguard - Their abillity to deny charges combines well with Temporal Barrier.
  • Stormsmith Grenadiers - Grenadiers are amazing under Haley as they allow you to double down on the SPD debuff and their Voltaic Vortex attack type can bring many models into the AoE. They also love Haley's feat.
  • Firefly - Brings its ionization damage buff. As you have no way of saving it from its suicide run, you might want to consider bringing two. Also has Lightning Generator, for 2d3 electro leaps on feat turn.
  • Stormguard Infantry - Their leader model can apply a second +2 damage buff for lightning attacks at 10" with a 5" AOE, twice on feat turn. Bring a minimum unit as you really only want them for the leader. That said, they can pitch in with some control and jamming if required as they can be moderately tough in melee and have 2" reach with electro leaps and CMA.
  • Stormsmith Storm Tower - For 4 points (or as a requisition option) they bring a 14", 14 POW gun that ignores cover, concealment and stealth, benefits from all the damage buffs, disrupts on a hit and has Lightning Generator. Their only downside is RAT6 and having only a single shot, which Haley fixes.
  • Stormsmith Stormcaller - A steal at 1 point. They can score flags, contest zones and in a pinch pitch in with their accurate POW10, critical disruption gun. They are the cheapest extra shot Haley can buy anywhere. However, they cannot use the additional ranged attack from Blitz to make Surge and Triangulation ★ attacks, so the most you can get for your 1 point is 4 shots.
  • Storm Strider - One of your big guns, together with the Hurricane. Can quite reliably put out three boosted POW 19 shots on feat turn. Superconduction drives accuracy to absurd levels when combined with Temporal Barrier and Lightning Generator helps with chaff cleaning and support removal.
  • Storm Lances - Though she prefers ranged models to more easily maximize her feat, Lances are by far the best melee unit to use with her. Temporal Barrier helps with their RAT 5 shooting and helps guarantee them to get the charge rather than having to take it. They are also good targets for Arcane Shield. Additionally with the feat they can take down hard targets very well, on the charge they have their assault shot, impact attack, cavalry charge, mount attack and then the feat attack follow up. This compensates for Haley's lack of damage buffs.

    Sons of the Tempest    
She is one of the better casters for this theme because she can slow down enemy troopers so your vulnerable mages don't get charged to pieces. She makes your troops shoot more accurately and more often with her feat!

  • Arcane Tempest Gun Mages really love Deadeye to help trigger their crits.
  • Arcane Tempest Rifleman - The are excellent at hunting solos, CAs or just shaving boxes off of harder targets. More shots mean they do more of that.
  • Rangers and Gun Mage Captain Adepts ensure the other Gun Mages will basically never miss.
  • Arcane Shield doesn't have many viable targets here, so put it on a jack, like a Hurricane.
  • The many damage buffs in this theme make the most of your consecutive feat shots. Falk and Hermit make for an easy +2 to damage. Note that Rune Marked also affects Haley's spells and melee attacks.

    Gravediggers    
She doesn't really have a home here due to there being vastly better casters (i.e., Siege1), but since most Trenchers are self-reliant troops, her feat can help them out a lot. Take Trencher Commandos for example. With their anatomical precision ability, they can wipe out a full unit of high ARM targets on feat turn. It's not unreasonable to take Haley in a Gravediggers list if you want to counter a strong enemy caster with Arcane Vortex.

Battlegroup

  • Thorn - Since he has the bond with her, he can be taken in any theme with her. This jack is seriously good and very durable when Arcane Shielded. Although not necessarily as good as with the other two versions of Haley, Thorn is still an excellent warjack simply for it's disruption capabilities, but she prefers a jack with guns for her feat.
  • Hurricane - It's an arc node and big enough for her to stand behind to stay safe. It likes Arcane Shield, Arcane Vortex and even Deadeye if you want both Storm Emitters fully boosted. It even likes Temporal Barrier due to its fairly mediocre (by Cygnar standards) MAT/RAT 6. It's got excellent guns though, so it can bring the feat with her feat.
    • If you are going to stand Haley right behind it, just remember that some abilities can still chain damage from the Hurricane on to Haley (e.g. Trick Shot or Ashes to Ashes).
  • Defender - It's got an excellent long range boomstick for the feat and Cortex Damage on the hammer.
  • Centurion - The most durable Shield Guard you can get in Cygnar, so it loves Arcane Shield to be ARM 24 against shooting, and with Imprint: Polarity Shield and Temporal Barrier it poses a real conundrum for your enemy, as it cannot be charged and enemy models will move at -2 SPD as well, so engaging it will be very hard for many lists.

Other

Trivia

  • Captain Haley was one of the three Cygnar warcasters in the first-ever Warmachine rulebook, Warmachine: Prime (2003)
  • Temporal Barrier has slowly been toned down in each edition; in MK1 and Mk2 it prevented people charging.
    • It was toned back up in the October 2021 to reduce SPD across her control area instead of command area.
      • And now the loss of a single WJP doesn't seem so bad...

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

Video Battle Reports

Rules Clarifications

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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:  : 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 : Arcane Vortex      (Edit)

  • Warjacks and warbeasts can spend focus or fury, outside of their activation, to use Arcane Vortex. (Infernal Ruling)
  • Mulg spends fury to use it, he is not forced for fury. (Infernal Ruling)
  • Arcane vortex can be used to counter spells with "Range: Self". (Infernal Ruling)
  • Some spells do not have a target, mostly CTRL area spells (such as Siege's Foxhole) but also some (★ Action) (such as Ragman's Death Field). These cannot be cancelled by Arcane Vortex. Infernal Ruling)
  • The "Cost" for non-warcaster models includes stuff like "using your special action" or "killing a Mind Bender Drudge."
  • Arcane Vortex triggers at step 3 of the spellcasting sequence. (Resolve effects that occur when a model is targeted by a spell.) (Infernal Ruling)
  • If a channeled spell is cancelled, it doesn't count as being channeled, so the channeler can't trigger stuff like Reaction Drive or Spell Martyr. (Infernal Ruling)
  • There are a couple of odd spells:
    1. (Primal Shock and Essence Blast) - Both these spells "Choose" model A, then gets to "Target" model B with an attack. In this case you can trigger Arcane Vortex only when model B is targeted.
    2. (Crevasse) - This spell attacks model A, then gets to use model A to make another attack vs model B. In this case you can trigger Arcane Vortex only when model A is targeted.
(Infernal Ruling for both of the above.)

Rules Clarification : Set Defense - None yet. (Edit)


Rules Clarification : Arcane Shield - None yet. (Edit)

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Rules Clarification:  : Chain Lightning      (Edit)
(Click Expand to read)

 
  • Spells that "arc" (Edit)
    • For spells that cause damage to "leap" or "arc" to adjacent models (Chain Lightning, Eruption of Spines, Ashes to Ashes, etc) ...
    • The damage is from a spell, so it is magical damage. (Infernal Ruling)
    • Steamroller flags are models, and so are eligible to be leaped to/from (although they won't be damaged by the spell). (Infernal Ruling)
      • Check whether your spell specifies "enemy model" or just "model", because as of Steamroller 2017 flags are not enemy or friendly.
  • 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.
  • Damage Type (Edit)
    • This spell does elemental damage in addition to magical damage, not instead of magical damage. (Infernal Ruling)
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    Rules Clarification : Deadeye      (Edit)

    • If you cast Deadeye on yourself after making your first ranged attack, it will have no effect. It buffs your first attack, not your next attack.
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    Rules Clarification : Scramble      (Edit)

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    Rules Clarification : Disruption      (Edit)

    • If a model is disrupted, it cannot get focus for any reason. Whether the rule says 'allocate', 'gain', 'receive' or 'give' ... Disruption stops it all. (Infernal Ruling)
    • Despite being unable to channel spells, a warjack can still be the target of spells just fine.
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    Rules Clarification : Temporal Barrier      (Edit)

    • In Mk3 Temporal Barrier does not prevent charges, at all.
    • Enemy models that have begun an activation inside Temporal Barrier will have their SPD reduced for the duration of Temporal Barrier, not just for their activation. The SPD debuff will expire when Temporal Barrier expires (which is one round after it was cast).
      • Enemy models that get an out-of-activation move (such as Overrun) before they activate will resolve that bonus move at their full SPD.
      • Enemy models that get an out-of-activation move (such as Overrun) after they activate will resolve that bonus move at a reduced SPD.
      • (Infernal Ruling)