Major Prime Victoria Haley

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Cygnar Logo.jpg

Major Prime Victoria Haley
Cygnar Warcaster Unit
Haley Past & Haley Future
Created Troopers

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.

Victoria Haley has risen through the ranks of the Cygnaran Army to become one of the most potent arcanists in recorded history. Her mastery over the flow of time allows her to conjure echoes of herself from the past and future to fight at her side. By her unprecedented powers, Major Prime Victoria Haley bends the fabric of time and shatters the fundamental laws of reality as she outpaces and outfights the foes of Cygnar.

Basic Info

Unit of Warcasters - All warcasters come with a stack of standard special rules - most notably being awesome. Furthermore, this unit includes more than one warcaster model, so it is even more awesome. Click here for a newbie-friendly recap, or click here for the full rules.

This unit is made up of Haley Prime, Haley Past, and Haley Future. However, only Haley Prime begins the game in play.
Technically the Echoes aren't warcaster models so it's not really a "unit of warcasters" but ... close enough.

Haley Prime (Present)

Haley Prime aka Haley3
Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
STR {{{str}}}
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

Feat: Arcane Singularity

The models in this unit currently in this model's control range gain +2 FOCUS for one turn and immediately gains 2 focus points.


  • Reiteration - This model can cast any spell cast by another model in its unit this activation as if it were one of its own spells.
  • Time Walker
1) At any time during its unit's activation, this model can spend 2 focus to add to play Haley Past and/or Haley Future to this unit if that model is not already in play. Place that model completely within 2" of Haley Prime. The placed model enters play with a number of focus points equal to its FOCUS and cannot activate this turn.
2) After this model replenishes its focus during your Control Phase, it can spend 2 focus each to keep Haley Past and/or Haley Future in play. If it does not, that model is removed from the table.
  • 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
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 - 12
Sword icon.jpg  RNG   POW   P+S 
2 7 13



4 8 - - - Yes
Take control of target enemy warjack that has a non-crippled cortex. You can make a full advance with the warjack and can then make one basic attack, then Domination expires. The enemy warjack cannot be targeted by free strikes during this movement. Domination can only be cast once per activation. A warjack can be affected by Domination only once per turn.

2 10 - - - Yes
Enemy upkeep spells and animi spells on the model/unit directly hit by Repudiate immediately expire. When an upkeep spell expires as a result of Repudiate, the model maintaining the spell suffers d3 damage points.
Tactical Supremacy

2 6 - - Upkeep No
Target friendly Faction model/unit gains Reposition [3"].
Reposition [3"] - At the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.
Temporal Distortion

2 SELF - - Round No
Models in this unit gain +2 DEF. While within 5" of a model in this unit, friendly Faction models gain +2 DEF and enemy models suffer -2 DEF. Temporal Distortion lasts for one round.

Haley Past

Haley Past
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
STR {{{str}}}
M.A. N/A
DEF 16
ARM 14
ESSENCE {{{essence}}}
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • Incorporeal symbol.jpg Incorporeal
  • Raw Talent - This model gains an additional die on damage rolls.
  • Time Projection - This model is not a warcaster but has the following special rules: Control Range, Focus Manipulation, Power Field, and Spellcaster. During your Control Phase, this model can allocate focus points to warjacks in its control range that are in Haley Prime's battlegroup. This model can channel spells through warjacks in Haley Prime's battlegroup that have the Arc Node advantage and are in this model's control range.


Telekinetic Strike
Sword icon.jpg  RNG   POW   P+S 
2 5 10


Chain Blast

3 10 3 12 - Yes
After determining the point of impact for this attack, roll deviation for an additional 3" AOE from that point. Models in that AOE are hit and suffer a POW 6 blast damage roll.
Force Hammer

4 10 - 12 - Yes
Instead of suffering a normal damage roll, a non-incorporeal model Force Hammer hits is slammed d6" directly away from the spell's point of origin and suffers a POW 12 damage roll. Collateral damage from this slam is POW 12.

Haley Future

Haley Future
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
STR {{{str}}}
MAT {{{mat}}}
M.A. N/A
DEF 16
ARM 14
ESSENCE {{{essence}}}
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • Incorporeal symbol.jpg Incorporeal
  • Gunfighter symbol.jpg Gunfighter
  • Granted: True Sight - While this model is in formation, models in its unit gain True Sight. (True Sight - A model with True Sight ignores cloud effects when determining LOS. A model with True Sight also ignores Stealth.)
  • Time Projection - This model is not a warcaster but has the following special rules: Control Range, Focus Manipulation, Power Field, and Spellcaster. During your Control Phase, this model can allocate focus points to warjacks in its control range that are in Haley Prime's battlegroup. This model can channel spells through warjacks in Haley Prime's battlegroup that have the Arc Node advantage and are in this model's control range.


Phase Bolt
Gun icon.jpg  RNG   ROF   AOE   POW 
10 1 - 13
  • Magical dam symbol.jpg Damage Type: Magical
  • Reload [2] - This model can spend focus to make up to 2 additional ranged attacks with this weapon during its Combat Action. It can make one additional attack for each focus spent.


Ghost Walk

2 6 - - Turn No
Target friendly Faction model/unit gains Ghostly for one turn.
Ghostly - A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. It cannot be targeted by free strikes.

3 Control - - - No
Return one destroyed Grunt to a friendly Faction unit with one unmarked damage box. Place the returned Grunt in the spellcaster's control range, in formation, and completely within 3" of another model in its unit. The Grunt must forfeit its Combat Action the turn it is put into play.

Theme Forces

Thoughts on Haley3

Haley3 in a Nutshell

Haley3 has the tools to enable a player to play any (or all) of the three major styles: attrition, assassination, and control.

  • Attrition is quite possibly Haley3’s strongest role because she can buff the DEF stat and bring multi-wound troops back into play.
  • Assassination is possible through the use of Haley Past whose Raw Talent ability adds one extra damage die to magical spells and her melee attacks. Additionally, Haley Future’s ranged ability allows her to hit opponents with up to three phase bolts.
  • Controlling the game lies (mostly) in the hands of present Haley. She can dominate enemy warjacks, repudiate enemy spells, and aid friendlies with extra movement.

Given that the faction tends towards slightly higher than average DEF, and slightly higher than average MAT/RAT, she polishes most models in the faction to a standard they can perform, and makes already good units excell.

Feat thoughts

Try to only use the feat if you've got all 3 Haleys in play. It increases their control range, the accuracy of their offensive spells, and the quantity of spells they can cast. Her feat does several things that may not be obvious on the surface. First, it buffs the accuracy of Haley Past's spells to a base of 6 (or 8), allowing Haley Past to scalpel key models or set up a devestating slam. The extra focus allows Haley Future to both Revive an important grunt and cast Ghost Walk on the same activation, or put ghostly on most of the list in order to alpha through anything. The feat means Haley Prime can reiterate Chain Blast, Force Hammer, or Revive while still maintaining Temporal Distortion, and it is the only viable turn to reliably cast Domination on a turn that won't end the game.

Spell thoughts

  • Haley Prime
    • Temporal Distortion should be cast every turn, and the Haleys should be spread out to affect as much of your army as possible.
    • Tactical Supremacy can be cast on Trencher Infantry allowing them to place smoke clouds then reposition behind the cloud. Shield Wall units are also classic targets. Hit and run units like Black 13th Strike Force and Order of Illumination Vigilants can also be deceptively powerful.
    • Domination is a very corner-case spell. Unlikely Haley2, Haley Prime does not have a lot of Focus to allow her to switch gears for this spell with the echoes in play. Although it's an option on her feat turn, on any other turn you have to sacrifice casting Temporal Distortion and Tactical Supremacy or take off the echoes - it needs to near enough win you the game to be be worth it.
    • Repudiate is the only offensive spell that can be cast outside of feat turn without undue cost, especially with a squire attachment. This is a key component of Haley's control game.
  • Haley Past
    • Chain Blast is a particularly powerful spell in the hands of Haley Past due to Raw Talent, but often not as useful reiterated by Haley Prime. This is the attack spell that can be easily cast outside of feat turn or be very deadly on feat turn.
    • Force Hammer allows Haley Past to enable all three playstyles. Slams on some models can delay and control the enemy, it can take out key support models, and can enable assasinations via knockdown. This spell is hard to cast outside feat turn unless in Temporal Distortion range. Reiteration of this spell by Haley Prime can often ensure a win.
  • Haley Future
    • Ghost Walk can be used several ways:
      • Disengage a model or unit that wants to shoot (or you want to shoot the model that is engaging it).
      • Sneak Haley Past (or any other model) through enemy lines to assassinate or kill a key target if free strikes from magic weapons would be an issue.
      • Negate anti-Pathfinder rules. Since Ghostly ignores terrain but isn't Pathfinder, you can get around effects such as Baldur1's feat.
    • Revive is expensive at 3 focus, but there are usually one or two turns where Haley Future has nothing else to do with her focus unless its to fuel a battlegroup. Storm Lances and Resolutes are great multiwould targets, but bringing back any grunt helps the attrition game.

Drawbacks & Downsides

  • The projections are short on focus when it isn't feat turn. This often requires them to be in Temporal Distortion range in order to contribute offensively.
  • Getting your Haleys up the board and into effective positions is difficult and requires practice.
    • Putting Past Haley and Future Haley on the board during the first turn is a must, but when they're put on the board they cannot activate and run to an effective position. Thus, until the subsequent turn, your ghost buddies from the past and future are stuck within two inches of your primary warcaster. Going first is usually preferable for this reason.
  • This unit is so complicated and does so many different things that it can often lead to decision paralysis. They are one of the game's most challenging warcasters to play and require a ton of practice to handle effectively.
  • Even when the time echoes aren't in play, Haley Prime is still a unit, so she can be affected by anti-unit stuff like Rebuke.
  • Losing an echo can be a descisive blow, as you lose access to the echo's spells for a full round and are set back on positioning greatly.

Tips & Tricks

  • Incorporeal models can be incredibly difficult to remove from zones, especially when they have DEF 18. which makes them good at contesting zones.
  • Since the projections are trooper models and not warcasters:
    • they can contest scenarios (unlike Present Haley).
    • all of the "non-warcaster, non-warlock model" effects in the game will work on them.
  • Remember that Reiteration does not require the spell to be cast successfully or hit, only that the model casts it through spending focus.

List Building Advice


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

The main strategy for Haley 3 is to play the 'long game'. Expect to play a full seven rounds of every game you play with the idea of minimizing your play mistakes and waiting for the opponent to make a mistake you can capitalize on.

Assassination opens up from mid to late game mistakes usually, but is almost always an out for Haley 3. With an arc node or proper charge lanes for Haley 3, getting two Force Hammer casts can sometimes finish the job itself or enable a few other models or Haley Future to finish the work. Protecting key models from multiple slams from multiple angles is difficult. Slamming an easier to hit larger model over a caster is often easy enough for Haley Past while Haley Prime can then slam the caster into something large. Domination might be useful on this attempt for an already knocked down caster, as many jacks hit harder than even a collatorally boosted slam. Haley Future can do a lot of damage to knocked down casters while Haley Past can be a serious melee threat, though at PS10 it can be swingy.

Attrition is where you will find yourself often, eeking out scenario wins on the last round. Making the opponent miss a few more rolls than normal while you hit a few more than normal while having some recursion to help carry you to the end game. The echo's are fantastic contesting pieces as they are usually def 18 and incorporeal while easily being able to use terrain. Removing enemy upkeeps also pushes this agenda.

Control can be accomplished with spells like Repudiate and Domination as well as presenting a defense skew backed up by armor buffs from a Journeyman Warcaster, recursion from Trenchers, Legion of Lost Souls, and Revive. Having two incorporeal models that can boost with powerful attacks helps scalpel key enemy support and deny whole areas or scoring.

Theme Thoughts


Haley3 has a well known place in Gravediggers because a unit of Trenchers with Tactical Supremacy on them can lay down a cloud wall then back out of it. That plus most of the army being affected by Temporal Distortion presents a tough nut for your opponent to crack while the theme itself is self supporting and needs very little from a caster.

  • The Grenadier can be a highly effective choice.
    • With a lot of Focus around, you can fully fuel more than one warjack.
    • You'll typically want to take at least one unit of Trenchers in her army.
    • If you can apply Temporal Distortion to the majority of the baord, you will trade very favorably with the enemy.
    • Dug in, with Temporal Distortion affecting the Grenadier, it's a DEF20 warjack against ranged and magic attacks.
  • The cloud wall is one of Haley's classic tactics in Gravediggers - just beware, this requires a lot of thought when it comes to placement.
    • You need to leave room for when Trenchers back out of the cloud wall and often leave gaps for models to move through first in the following turn.
      • This is absolutely vital with Grenadiers who want to get reloaded by Trencher Infantry then concealed by the cloud wall they subsequently put in the way.
    • It can be incredibly time-consuming with a caster that already requires a lot of thought. With so many moving parts, you often need a lot of practice with Haley3 in Gravediggers to avoid losing to silly mistakes or running out of time in a tournament setting. Commander Anson Hitch can help some with his tactition ability, but this theme already has a lot of gears turning regardless of caster.
  • A Trencher Blockhouse can double up on the recursion game while offereing some vital protection to blast damage, however having a huge model on the front lines can further complicate positioning.
  • Lack of access to a squire pushes Haley 3 to more of a support role.

    Heavy Metal    

Thanks to the Requisition changes and the changes to Morrowan models in the Oblivion CID, Haley3 has real promise in Heavy Metal. She can bring double Precursors and double Morrowan Archons for a really mean DEF skew, while still being able to get 3 free requistions. This kind of "Flames in the Darkness Lite ©" type of list is sorely lacking in Pathfinder, which Haley Future provides with Ghost Walk.

  • Morrowan Archons - They are the anchor of the list and they hand out two useful buffs. The first is Blinding Radiance, which stacks tremendously with Temporal Distortion. The other is Veteran Leader, which makes Precursor Knights (and possibly Jakes1, too) a bit more accurate.
  • Precursor Knights - With a CA these are the bread and butter unit for this kind of list. They have a good statline, both defensively and offensively, and the combination of Sacred Ward, decent ARM, and extremely high levels of DEF is a real headache to remove for most opponents. They can't run or charge if you give them the order to form a shield wall, but with Tactical Supremacy they can walk then reposition into Shield Wall to cover the same distance as if they charged.
  • Acosta - He's a very happy camper under Temporal Distortion and Blinding Radiance thanks to Riposte. This should help him get to the enemy unharmed, after which he can lay down the pain on the enemy troops.
  • Nearly any warjack in Jakes1 battlegroup that is benefiting from Sidekick, Temporal Distortion, and Blinding Radiance will become a nuisance to hit (melee or ranged).
  • Journeyman Warcaster - He can put Arcane Shield on Precursors, making them very durable under Shield Wall, or even on Haley herself, as she forms a unit with her echoes. Arcane Shield is almost unfair on incorporeal models.
  • Sword Knights - They function similarly to Precursors. All the def buffs are great with Defensive Line and they have their own Veteran Leader Runewood1. In order for them to reach damage levels similar to Precursors under mini feat, you will need melee jacks to set up a flank.
  • Order of Illumination Resolutes benefit from the archons and Temporal Distortion as well, while being great targets for Revive. They lack the speed of Precursor's though and will end up being a second wave.

    Storm Division    
Storm Division has lots of DEF 13 infantry and cavalry, who go up to DEF 15 and have a high native threat range thanks to their dedicated support solos. This is a good fit for her kit.

  • Gwen Keller - She is the lynchpin of any SD list, because she hands out Force Barrier to her fellow Storm Knights, which obviously stack very well with Tempoeral Distortion, making them DEF 17 against shooting.
  • Storm Lances - It can be devastating for your opponent if you can keep bringing them back to life and Ghost Walk allows them to attack and hide freely. Unyielding, Temporal Distorsion and Force Barrier make them super stick to remove.
  • Stormblade Infantry - They are cheap and the hit hard and with all their UAs the bring enough bodies to become a problem with recursion, especially with DEF 17.
  • Jakes1, mentioned above, can also go in this theme.
  • Lack of a damage boost can sometimes be an issue, so consider The Hermit, Ragman, or Gabriel Throne.
  • Stormsmith Storm Tower - Artillery is always a greta recipient for Tactical Supremacy because they are slow. Disruption on the gun lets you very effectively control heavy warjacks by knocking them down with Force Hammer and taking away their ability to shake.
    • Malvin2 can freeze the warjack instead of knocking it down and can be taken without using the merc slot if you run Field Mechaniks.
  • Stormclad - Haley lacks a damage buff, so a natively hard hitting heavy, who generates its own focus is quite attractive to her. It and Thorn also amount to just one point more than her warjack points.

    Sons of the Tempest    


  • Aiyana and Holt are worth a look as your Mercenary unit choice in Gravediggers for Kiss of Lyliss, as despite all of her tools, Haley3 has no way to increase the damage output of her army.
  • Alexia1 offers some vicious recursion play: Your infantry model dies and Alexia claims the corpse, Alexia turns the corpse token into a Risen, Haley Future then Revives the model that died.
    • Add in a Trencher Blockhouse (if you're in Gravediggers) to really rub it in with its reinforcements (although you can't reinforce and revive the same model).
  • Rhupert Carvolo, Piper of Ord's dirge of mists, stacking with Haley's temporal bubble can make things simply not worth shooting.
  • Do you want to make Haley's unit really aggravating for your opponent? Top off Temporal Distortion and Dirge of Mists with Arcane Shield from the Journeyman Warcaster.
    • DEF20, ARM17 with the option to reduce the damage with Focus...and your opponent has to do it with magical weapons if they want rid of the echoes.
  • Ragman is another way to alleviate Haley's damage-dealing problems.
  • The Hermit of Henge Hold is a potentially interesting pick. He reduces the chances of those random assassinations even more by simply removing a damage roll with Mad Visions. Master of Ruin gives you a damage buff if you really want it. Telemetry makes Past's Chain Blasts decently accurate on a turn-to-turn basis and can even make an unboosted Force Hammer quite likely to hit if combined with Temporal Distortion (Effectively FOCUS 8). Haley Prime's accuracy goes off the charts, but she's most likely to be throwing out offensive spells on feat turn or when Future hasn't been kept in play. Being able to ignore a key damage roll against an echo can help immensely.
  • Grand Master Gabriel Throne is also an interesting choice outside of Heavy Metal. While the pathfinder is redundant, the damage buff is very welcome as is tough. Both of which work on Haley3 as well.
  • Morrowan Archon is already an amazing piece who helps double down on the defense skew and acts as a shield guard for the echos.
  • Dreyfus & Flubbin - They have native flight, so they are a great Ghost Walk target.


  • Thorn is Haley's character warjack, and available to Haley in any Theme Force. However, Haley Past and Haley Future do not benefit from Haley's Bond, nor can they trigger the Reaction Drive ability, when channeling spells through Thorn. Thorn is a powerful piece, but Haley3 does not necessarily need to bring him.
  • Though Thorn usually fills the roll of Arc-Node for Haley3, don’t forget about the Lancer if you need to save some points. The Hurricane is a good for when you want to sling spells but also bring some serious hitting power.
  • If you’re feeling a little short for focus due to all the fun spells Haley3 and her different iterations can cast, just bring Arlan who can empower a 'jack with one extra focus each turn.
  • If you want her to run a Gravediggers army, consider 2-3 Grenadiers because they can reload without spending focus if a Trencher model is nearby.

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.

  1. Warjack: Thorn
  2. Warjack: Ironclad
  3. Unit: Trencher Infantry + CA + WA
  4. Unit: Trencher Express Team
  5. Unit: Trencher Commandos + CA + WA
  6. Solo: Grand Master Gabriel Throne
  7. Solo: Patrol Dog



  • Released in Warmachine: Reckoning (2015.06)
  • Haley3 is sometimes known as Hal3y, 3Haleys, or Haley Prime. Her echoes are sometimes called "Granny Haley" and "Baby Haley."

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 - 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
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2021.11

Video Battle Reports

Rules Clarifications

RC symbol.png

Rules Clarification : Haley3 & Thorn (Edit)

  • When Thorn is taken in Haley3's battlegroup, then the Time Echoes can channel through Thorn, but:
    • They don't trigger Reaction Drive (because they are not a battlegroup controller, let alone Thorn's controller)
    • They don't benefit from Thorn's bond. (Infernal Ruling)


RC symbol.png

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.")
RC symbol.png

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.

Rules Clarification : Reiteration - None yet. (Edit)

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Rules Clarification : Time Walker      (Edit)

  • Because they don't activate the turn they arrive, they can't benefit from end-of-activation triggers (such as Reposition from Prime's Tactical Supremacy spell). (Staff Ruling)
  • The Echoes that are created are added, not returned. This means you can put them back into play even if they're RFP'd or currently under the control of your opponent.
  • In a Haley3 vs Haley3 match, both players can yawn. I mean, both can have Echoes in play at the same time.
  • You have to choose whether to keep the Echoes around before paying for upkeeps and/or allocating focus.

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

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Rules Clarification : Domination      (Edit)

Taking Control of an Enemy Model (Edit)   [Show/Hide]


  • Several abilities start with the sentence "Take control of a model" then a full stop, then a bunch of stuff you can do with that model. You can't uncouple the first sentence from the rest of the "do stuff" sentence(s), in other words if you want to "do stuff" then you have to "Take control". (Infernal Ruling)
  • Taking control of a model means it is now friendly to you, and will immediately be engaged by it's erstwhile allies.
    • This will limit your ability to make ranged attacks.
    • If you get to make an advance with the controlled model, this can allow the original owner to take free strikes against his own model. He doesn't have to take these, of course.
  • The controlled model does not have a proper Activation, so stuff like Chain Strike won't apply.
  • You can use abilities on the controlled model, as long as they're not restricted to "during its activation" or "during its Combat Action". For example, you can use Mental Force. (Infernal Ruling)
  • Buffs and effects:
    • The controlled model counts as a "friendly model" and will benefit from any "while within" (aura) buffs that your own models are handing out (such as Mark Target), (assuming the controlled model meets the criteria for the buff).
    • If the controlled model has already been hit by a "currently within" (pulse) debuff, then it will keep that debuff while under your control. Even if that pulse only affected enemy models (such as Deneghra1's feat) - temporarily changing who is friendly/enemy doesn't change who was/wasn't affected by the pulse.
    • If your opponent is the same faction, then the controlled model will count as a "friendly faction model" and even more buffs are potentially available (such as Veteran Leader).
  • Theme abilities:
    • If a model gains an ability via a Theme Force rule, and then the opponent takes it over, it keeps the theme ability. (Infernal Ruling)


  • You can advance a model into an area and force them to take damage (like an acid cloud, or a Razor Wall template), but they only take damage once per advance (ref Prime rulebook pg 65). Thus you cannot keep moving them micro-millimetres in and out of said area to inflict infinite damage.
  • The model is friendly while under your control, so you can't force free strikes by walking it past your own models. You can, however, walk it past your opponent's models and politely ask if they want to take free strikes against their own model.


  • Many "Take Control" abilities allow a basic melee attack. Some allow a basic attack. Gunfighters cannot make a ranged attack unless they're allowed the later.
  • Point Blank attacks cannot be made with temporarily controlled models, as Point Blank is only allowed 'during activation.'
  • With reference to the attack sequence (appendix A) your control of the model doesn't expire until after Step 14. So you can potentially trigger abilities like Snacking (Step 11.4).
    • As long as it's not limited to "during combat action" or "during activation".

Destroying the Controlled model
If the model is destroyed or RFP'd while under your control (for instance you walked it into a hazard), this has two consequences:

  1. It is considered to be under your control at the moment it is taken off the table:
    • Your opponent can't reave fury off a warbeast destroyed this way, because it is an enemy warbeast when it is taken off the table.
    • Your opponent can't trigger stuff that depends on a "Friendly model" being destroyed (such as Righteous Vengeance).
    • You can't trigger stuff that depends on an "Enemy model" being destroyed (such as Cull Soul).
  2. It returns to the original owner once it's off the table:
    • Your opponent can use Spirit Bond to get fury from the dead warbeast.
    • Your opponent can use Return To Play abilities to get it back on the table (assuming it wasn't RFP'd).

Taking control of an enemy Trooper (member of a unit)

  • A trooper you take control of becomes an independent model. Thus:
    • It will not benefit from any bonuses that it gets from its comrades (such as Gang, Shield Wall, etc).
    • It will not benefit from any bonuses that rely on the trooper being "in formation" (such as Granted and Tactics abilities).
    • Spells on a unit are considered to be on the "unit", not on the "models that make up the unit". So a controlled trooper will not benefit from any spells on the unit.
    • If you take control of the last survivor of a unit then the "unit" ceases to exist for the duration of the control. This means that any spells on the "unit" will expire. Woo, free dispel! (Infernal Ruling)
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Rules Clarification : Repudiate      (Edit)

  • The anti-spell part functions the same as Dispel, so see below.
  • The damage caused to the caster is considered to be from an attack, so will trigger stuff like Might of Kings.
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Rules Clarification : Dispel      (Edit)

  • Dispel can't be used versus upkeeps that are not "on" a model/unit (such as Rock Wall, Void Gate, etc), because you can't "hit" them.
  • Because Dispel causes spells to expire on a hit, it will prevent spells that trigger on a hit from triggering at all.
    • For instance, the defensive animus Spiny Growth causes any model that hits the target to suffer d3 damage. This damage will not occur if it's hit by a Dispel weapon.
  • Anti-Upkeep vs a unit (Edit)
    • If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
    • It doesn't matter if the target is in formation or not. (Locked thread)
    • However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)
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Rules Clarification : Tactical Supremacy      (Edit)

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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • 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 : Temporal Distortion spell      (Edit)

  • Temporal Distortion does not stack with itself. A model will only gain +2 DEF from the spell. (Infernal Ruling)


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

Damage & Debuffs
  • All spells do magical damage. Refer to the latest errata.
  • If a weapon or spell does multiple types of damage (such as Chain Lightning doing Electricity damage), then you'll still be hurt by the spell. "Incorporeal" is not the same as "has immunity to all damage types". (Infernal Ruling)
  • "Mundane" weapons can still apply debuffs to Incorporeal models, even though they can't damage them. For instance, an Ironclad could hit an Incorporeal model with a Tremor Attack and knock the incorporeal model down; Small-based Incorporeal models can be Consumeed, etc. (Infernal Ruling)

Incorporeal models moving

  • If an incorporeal model declares a charge, then they stay incorporeal until they actually make an attack. So, for example:
    • If they're Countercharged after finishing their own charge movement, they will be Incorporeal while resolving the Countercharge attack.
    • If they fail the charge, they will stay Incorporeal.
  • Entering hazards: "Enters or ends its activation" can only be triggered once each turn.
    • If the Incorporeal model begins its activation outside the hazard, moves into the hazard and loses Incorporeal, it would not take any damage from ending its activation in the hazard.
    • If the Incorporeal model begins its activation inside the hazard, stays inside the hazard, and loses Incorporeal, it would take damage from ending its activation in the hazard.
    • (Infernal Ruling)
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.

Moving through an Incorporeal model

  • A model that is pushed into an Incorporeal model will go all the way through, only if the push is large enough to get all the through. If the push is too short, the moving model will "bounce back" to where they first started overlapping the incorporeal model. (Infernal Ruling)
  • The core rules that allows models to be pushed through the Incorporeal model will override any ability/spell that uses the phrase "is pushed until it contacts a model" (such as Grip, Drag, and Catch). (Infernal Ruling)
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.


  • Incorporeal models can engage enemy models. They can't make free strikes or bodyblock enemies, but they do prevent enemy models making ranged attacks, and everyone gets the 'Target in Melee' bonus.
  • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
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Rules Clarification : Raw Talent      (Edit)

  • This is an additional die, which means the roll may be boosted, and charge attacks will boost the roll as well.
  • This includes melee, ranged, magic, blast rolls but not collateral as they do not come from the model.
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Rules Clarification : Time Projection      (Edit)

  • The Echoes are not warcasters, so don't benefit from a Squire, can't dominate Steamroller objectives, etc.
  • Haley Past and Haley Future do not gain the benefit of the bond from Thorn. (Infernal Ruling)
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Rules Clarification : Chain Blast      (Edit)

  • The second AOE does magical blast damage, given that it is caused by a spell.
  • Additional AOE (Edit)
    • The special rule states what the blast damage POW is - you don't need to halve it a second time.
    • If the deviation distance is short and the AOEs end up overlapping a model, that model will take a damage roll for each AOE it's in.
    • The distance of the second deviation is a d6 roll, unless the rule on the card specifies otherwise (Infernal Ruling).
    • If you have an ability to reroll deviation (such as Artillerist) then you can reroll each additional AOE independent of the others.
    • If the deviation direction of the additional AOEs is limited (such as Bounce) then the direction of the reroll is limited too. (Infernal Ruling)
    • The additional AOEs are treated as if they "came from the weapon" exactly the same as the first AOE.
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Rules Clarification : Force Hammer and/or Thunder Strike     (Edit)

  • An Incorporeal model will be damaged by this spell, but not slammed.
  • The slam distance for the spell is not halved vs larger models - that only applies to a Slam Power Attack.
  • See also the rules clarifications on slamming.


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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:  : Gunfighter      (Edit)
(Click Expand to read)

  • 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).


  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 : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
  • Granted [ Vengeance ]
    • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
    It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
    It is not "If you get damaged, you get Vengeance next turn."
    • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
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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 : Ghost Walk      (Edit)

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Rules Clarification : Ghostly      (Edit)

  • Ghostly doesn't let you move through other models, just terrain.
  • Ghostly doesn't let you ignore damage from hazardous terrain. (Infernal Ruling)
  • Ghostly ignores Windswept terrain penalties. A model with both Flight and Ghostly will move through Windswept terrain at full speed. (Infernal Ruling)
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Rules Clarification : Revive and/or Raise the Dead and/or Mockery of Life     (Edit)

  • This spell can be used on models that cannot be targeted by spells (such as models with Spell Ward), because the spell doesn't 'target' anybody.
  • Anti-spell stuff that triggers on 'target' (such as Arcane Vortex) doesn't work vs these spells, because of the same logic.
However anti-spell stuff which prevents all spell-casting (such as Bestial) does work vs this spell.

Return/Add to Play - Typical (Edit)

  • If you're returning/adding multiple models simultaneously, they are placed sequentially. Often this will let you leapfrog the "within 3" of [x]" requirement.
  • If you're adding models to a unit, then typically there is no limit and you can go over the unit's starting size. However, some abilities do have a limit (such as Stir the Dead)
    If you're returning models to a unit, then you're limited by how many there are in the "dead but not removed from play" pile.
        (See Add, Return, and Remove From Play for further detail.)
  • If you're adding more models than you started with, then in a Tournament you must physically own the correct models - proxies are not allowed in tournaments. (Locked thread)

Return/Add to Play - Other Units (Edit)

  • "Return to Play" and "Add to Play" are quite simple if you only return models to your own unit (like Blood-Bound) or only return independent models (like Thagrosh1's feat). But if you're returning/adding models to other units, then click to read more.   [Show/Hide]
    • If you can return multiple troopers at once, they don't all have to be the same unit. Spread the love around.
    • Troopers must return to their original unit. Even if you have two units of the same type (such as two units of Convergence Eradicators) then you can't have 4 die from unit [A] and return them all to unit [B].
    • If your rule is something like "return d3 models to units within CMD range" (Old Witch3) then it is d3 models total, not d3 models to each and every unit.
    • If your rule is something like "spend 1 soul to return 1 Grunt" (Enigma Foundry) then it doesn't matter where the souls came from originally. Think of them like currency, in this case.
    • You can Return models even after a unit is reduced to just Attachments (Weapon or Command)
      • If your Return ability lets you return a Leader or Officer model, then they will immediately become the unit commander and redefine the "in formation" bubble.
      • If your Return ability only allows Grunts, then the Grunt will not be field promoted when he arrives.
        This means that, in the unusual scenario where the Leader model has different wargear to the Grunts (such as Cygnar Stormguard), then that wargear is effectively 'lost'.

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Note to Editors

  • To edit Haley Past's tagged abilities, Click here
  • To edit Haley Future's tagged abilities, Click here