99% of this website is about Mark 3 (mk3), which is the previous edition of the game (2016 to 2022). The reasons for this are explained here.
1% of the website is about Mark 4 (mk4), but only in regards to which mk3 models are useable in mk4 Prime and which are mk4 Unlimited. See Legacy Armies for more detail.
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Limbo This model has not (yet) been updated with Mk IV rules, as of 2022.11. Privateer Press have promised it will get updated ... eventually. You can view the Mk3 models that have been updated on this page.
Note that the rest of this page is about the model's Mark III rules.
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Allister Caine was never an ordinary journeyman, for he had already earned both infamy and fame as a gunmage. As deadly with his pistols as he was stubborn and difficult to train, young Allister Caine chafed under instruction both as a youthful prodigy of the Arcane Tempest and while learning what was required of a Cygnaran warcaster at the Strategic Academy. He was never respectful to the warcasters he was assigned to follow, prone to sneaking off to follow his own instincts. Yet when battle began, he quickly proved his worth, wielding a magelock in each hand.
Basic Info
Caine0 |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Small |
SPD |
7 |
STR |
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MAT |
4 |
RAT |
7 |
M.A. |
N/A |
DEF |
15 |
ARM |
13 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
4 |
FURY |
N/A |
THRS |
N/A |
HP |
5 |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
C |
UNIT SIZE |
N/A |
COST |
4 |
N/A |
N/A |
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|
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Abilities
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Gunfighter
- Battlegroup Controller - (1) This model is not a warcaster but has the following warcaster special rules: Battlegroup Commander, Focus Manipulation, Power Field, and Spellcaster. (2) This model must have at least one warjack in its battlegroup at the start of the game.
Weapons
- Magelock Pistol (x2) - 10" range, POW 10 guns
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Damage Type: Magical
- Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
- Snipe - This attack gains +4 RNG.
- Thunderbolt - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed.
- Trick Shot - If this attack directly hits, choose another model within 4" model hit. The chosen model suffers an unboostable POW 10 magical damage roll. The point of origin for this damage is the model hit. Trick Shot damage rolls are not considered to have been caused by an attack.
Spells
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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Fire for Effect
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3
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6
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-
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-
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Upkeep
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No
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Boost the attack and damage rolls of target friendly Faction model's first ranged attack each activation.
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Spirit Door
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3
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Control
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-
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-
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-
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No
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Choose a model in the spellcaster's battlegroup that is in its control range. Immediately place that model completely within 2" of the spellcaster. If the chosen model is the spellcaster, immediately place it completely within 2" of another model in its battlegroup that was in its control range at the time the spell was cast. A model cannot advance or attack after being placed by Spirit Door this turn.
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Theme Forces
Thoughts on Journeyman Lieutenant Allister Caine
Caine0 in a Nutshell
Journeyman Lieutenant Allister Caine is a combat solo with huge personal contribution to any fight. He removes any important solos your opponent does not want to lose with surgical precision thanks to Trick Shot or Snipe and then goes back to hiding thanks to Spirit Door. He also runs a jack for you (which might even be Ace!) and can hand out Fire For Effect to make shooting devastating.
He is an especially worthwhile addition to any Heavy Metal list, even if you didn't bring and particularly great targets for FFE, becasue he has a large scenario footprint.
But you shouldn't discount him from Sons of the Tempest, free upkeeps and gaining pistoleer really opens up ways for him to play offensively and defensively.
Warjacks and Caine0
- Ace can be taken by him and this fact is just another reason why you should include him into your list. Ace is an excellent jack for solo hunting and infantry clearing and is very cheap to boot.
- A Hunter can sit back safely and still shoot with impunity to make sure Caine can Spirit Door out of trouble
- The Charger is the easiest to fuel ranged jack you can give a warcaster. Which is good since Caine will probably want to shoot a lot.
- A Minuteman is very thankful for spirit door, allowing it to survive after delivering its 4" range payload and/or using Flak field in the middle of an enemy formation.
- A Firefly often needs to play forward to stack its damage buff pulling it back to safety with spirit door helps keep it safe.
- Want to go all in? Thunderhead has an incredibly short range and a very high cost. To keep it in the game to pulse a second time, this is an ideal jack to work with Spirit Door.
Combos & Synergies
- Siege1 has a great gun in his Rocket Cannon and has a great special attack in Ground Pounder. He can run Sons of The Tempest better than most casters, but also appreciates Charger and Minutemen spam in Heavy Metal, which Caine0 facilitates.
- Fire for Effect boosts all of the attack and damage rolls of Ground Pounder. That's going to be nasty.
- Bastian Falk - A fully boosted spray is a very dangerous thing, so Falk is our best target for FFE if Siege is not your caster. The spray also acts as a damage buff for Caine's own guns.
- The Gun Mage Captain Adept makes him more accurate.
- Thunderhead - FFE does indeed work on Energy Pulse, so Thunderhead will be able to utterly evaporate Infantry with Caine's help. If you add in Nemo3's feat, the pulse attack will roll 4 dice on damage rolls, making it utterly devastating.
- The Avenger marshalled by an Arcane Tempest Gun Mage Officer can be a deadly piece. The Snipe attack type for extra range, combined with the Take Aim! order and FFE will make the gun range 14", RAT 7, POW 16, fully boosted.
- Hermit - If you can get him within 4" to your intended target, and have at least 2 HPs on him, you can easily get 2 Tricks Shots even into the most elusive target, using the Hermit as a starting point for those shots.
- Pistoleer is a pretty sweet benefit in Sons of the Tempest, but it can be a trap. Caine is pretty easy to kill, so only consider sending him into melee if his 'jack is gone and you can swing the game in your favour.
Drawbacks & Downsides
- He's one of the faction's best solos. He has a huge bullseye on him.
- He's hard to hit with high DEF, but that doesn't help against auto-hits. Being weakly armoured doesn't help against that either.
- You obviously can't bring him with other Caine incarnations.
- Pistoleer is great on a model with two ranged attacks. But you only want to employ this at a point when his battlegroup is gone and you don't need Fire for Effect - Caine isn't likely to live long if he has to commit in melee.
Tricks & Tips
- The "Bounce-off" - if you can't see a certain squishy support model, aim at something you can see and then Trick Shot into your real target.
- This is especially useful when up against something that can't be hit directly by ranged attacks, such as a Wrack.
- Trick-shot is great against lynchpin models with Sacrificial Pawn or Sucker! (like Kovnik Joe, or Madelyn). Because even if the initial shot has been re-assigned, the bouncing POW10 hit will get them. And the 4" radius of the Trick Shot surpasses the range limits of both abilities.
- Thunderbolt is a great way to keep tough but slow enemies (like Khador heavies) from doing anything useful. Keep knocking them back and backing up yourself, while boosting the attack and hoping for a Critical Knockdown effect. You'll tie up a lot of their points with a few of yours.
Other
Trivia
- Released at Lock and Load 2018.06
- Released to celebrate the 15th anniversary of Warmachine, alongside Deneghra0, Severius0, and Sorscha0.
Other Cygnar models
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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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 : Attack Type and/or Arcane Savant (Edit)
- If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
- If your target can only be targeted by certain kinds of attack (ie a Menoth warjack with Passage), you can first choose the correct Attack Type (ie Magical Damage vs Passage) and then that allows you to target it. The Attack Type selection and target declaration both occur at Step 1 (Refer Appendix A). (Infernal Ruling)
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Rules Clarification : Snipe (Edit)
- Although Snipe the spell and Snipe the Attack Type are two different "sources", they are multiple instances of the same effect. As such, they're not cumulative. Refer to the "Rule Priority" section of the core rulebook.
- Snipe does not affect the range of weapons that use the Spray template, or one's which have RNG = CTRL.
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Rules Clarification : Thunderbolt (Edit)
- If you have multiple effects that resolve on "hit" (such as Thunderbolt & Electro Leap), then you get to choose the order.
- Thus, you could trigger Electro Leap first (and bounce from their initial position), then move them via Thunderbolt.
- Or trigger Thunderbolt first, move them, and then Electro Leap (and bounce from their final position).
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Push - General ( Edit) [Show/Hide]
- Pushed models do not change their facing.
- Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
- Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
- You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
- Pushed models suffer the effects of anything they move through (such as acid clouds).
- If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
- However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
- In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
- 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)
Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
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Rules Clarification : Trick Shot (Edit)
- Trick Shot damage occurs before the damage roll of the main attack. (Step 8 vs Step 9 of the Attack Sequence.)
- Shield Guard and similar trigger at Step 6 of the Attack Sequence but Trick Shot occurs at Step 8. So if the hit gets moved by a Shield Guard, the Trick Shot will bounce from the Shield Guard model not the original target.
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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:
- 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)
- It is a damage roll from a model so:
- Exception: Some damage is not from an attack and not from a model (for example, Collateral damage). In this case, you should reverse the stuff listed under #2 above.
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Rules Clarification: : Gunfighter (Edit) (Click Expand to read)
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General
- You cannot Aim if you start your activation in melee. (Infernal Confirmation)
- A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).
- If you have a Gunfighter stuck in melee and the Gunfighter wants to shoot a friendly model, then you can only do so if that friendly is within the Gunfighter's melee range. Also, if that friendly model is engaged by an enemy, that friendly model will always get the +4 DEF bonus (because the point of origin of the attack, the Gunfighter, is not "in melee" with the friendly model).
Targeting
- 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.
- 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)
- 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.
- 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:
- If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
- 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).
- 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 : Battlegroup Controller (Edit)
- This model has a completely separate battlegroup to your main warcaster.
- Your main warcaster cannot allocate focus to warjacks under this model's control (and vice versa).
- Any spells/effects that apply to your main warcaster's battlegroup (such as Energizer) do not apply to warjacks under this model's control (and vice versa).
- This model is not a warcaster
- Warjacks this solo controls can still benefit from Power Up exactly as if it were a warcaster. (Closed thread)
- When this model dies, any warjacks they are controlling go inert exactly as if it was a warcaster. (Infernal Ruling)
- See this article for the Inert warjack rules and how to re-activate them.
Inert warjacks
- Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
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Rules Clarification : Fire for Effect (Edit)
- If you use this spell with a spray or AOE weapon, then all attack and damage rolls for that attack are boosted.
- FFE is a target model spell, not a target model/unit spell. So:
- If cast on a model that is in a unit, only the actual model targeted will gain the bonus, not the entire unit.
- If you put a second upkeep on that same unit it will cause FFE to expire (even if you target a different model).
- The "each activation" refers only to each of the target model's activations. It does not refer to each activation you make with your entire army - so it doesn't work with Ancillary Attack. (Facebook Infernal Ruling)
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Rules Clarification : Spirit Door - None yet. (Edit)