Captain Victoria Haley

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Cygnar Logo.jpg Captain Victoria Haley

Cygnar Warcaster

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

Missing Info
Haley1 new.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 16
ARM 14
ESSENCE {{{essence}}}
HP 15
F. Field N/A
WJP +27
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock
  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)

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.


  • 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.


  • Hand Cannon - 12" range, POW 12 ranged weapon.
  • Vortex Spear - 2" reach, P+S 11 melee weapon.


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 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.

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.

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 command 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. Moreover, you have to have a really good reason to NOT bring her bonded 'jack Thorn. Haley1 primarily wants to sit back and sling spells, but her spear can be deadly too.

Feat thoughts

Your models each get an extra ranged OR melee attack. This can be devastating if you can engage with most of your army on the same turn. 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.

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 - Enemy units get -2 Def/-2 SPD inside Haley's control range. In some situations it can deny charges from your opponent. Most of the time, however, you'll be using it for the defense debuff. Consider bringing a Squire to increase Haley's control range and thus this spell's effect range by 2".

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

  • It is heavily advised that you bring Thorn. With Haley's above average focus pool, her pet 'jack can do serious damage. With it's disruption spear and Haley's disruption spell, you can really mess up the enemy's jacks. Thorn is also an arc node that can be used in combat. Make use of this to keep pressure on the enemy's squishy models.
  • Temporal barrier is not as good as it once was. This means it's only useful if you can deny charges with the SPD debuff or set up an assassination with the DEF debuff. At a cost of four focus, it better be worth it!
  • 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.

List Building Advice


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 hot swap Deadeye. Lists that contain hard-hitting models with high ARM are the best for Haley's command group. If this hasn't been said enough already: take Thorn. It's a fast and durable arc node that can disrupt enemy jacks.

Theme Thoughts

    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 Shield is great on any and all units in this theme that are currently not under Deadeye. The ARM boost is just enough so they have a decent chance to not die to stray blasts.
  • The many damage buffs in this theme make the most of your consecutive feat shots. Among Falk, Aiyana, Ragman/Gorman you can reach a 6 point damage buff.
  • Combining Falk's Rune-Marked with a Firefly's Ionisation means that you can throw out POW14 Chain Lightnings. Even medium based infantry start to take notice and can even turn the lightning arcs into a potential assassination tool.

    Heavy Metal    
A decent theme for her in low-point (0 or 25) armies. The power level skews towards heavy-jack lists at 25pts so you can easily surround her with 'jacks and use Arcane Vortex to guarantee no spells will affect your battlegroup.

  • Centurion - This 'jack is almost unkillable with Arcane Shield on it.
  • Arlan Strangewayes - He can reduce your focus burden AND fix up your jacks.

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.

    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.


  • 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.
  • Sentinel - Haley is a forward playing warcaster and so can never have enough shield guards. She can use her Arcane Vortex to deal with incoming spells and the shield guard will take care of incoming shooting attacks.
  • 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.
    • 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).



  • 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.

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

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)


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

Battle Engines & Structures

Nemo4 - Storm Strider - Trencher Blockhouse

Theme Forces
Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2020.02

Video Battle Reports

Rules Clarifications

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

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

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

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability if they run (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.
    • 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)
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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.
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and can block each other's LOS, it actually becomes a bit convoluted. The scenarios are essentially:
      1. Issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells.
      2. Issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat.
      3. Issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now either:
        (3a) Forfeit Combat Action, make a full advance, and my activation ends immediately after advancing, or
        (3b) Forfeit Normal Movement, and can use my Combat Action for anything (it doesn't have to be locked in to melee attacks)
    • Refer to (Infernal Ruling) and the (Follow up questions & additional Infernal Rulings)
    • If you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target.
  • 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)

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