Journeyman Lieutenant Allister Caine

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Cygnar Logo.jpg Journeyman Lieutenant Allister Caine

Cygnar Arcane Tempest Character Solo - ("Junior" Warcaster)

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
Caine0.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR
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
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 5
N/A
N/A
FA C
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Gunfighter symbol.jpg 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

Spells

COST RNG AOE POW DUR OFF


Fire for Effect

3 6 - - Upkeep -
Boost the attack and damage rolls of target friendly Faction model's first ranged attack each activation.
Spirit Door

3 Control - - - -
Choose a model in the caster's battlegroup that is in its control range. Immediately place that model completely within 2" of the caster. If the chosen model is the caster, 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.

Theme Forces

  • Other Factions
    • Hearts of Darkness. Journeyman Lieutenant Allister Caine can only go in this theme if Sloan is leading the army. It becomes an Infernal model in this theme.

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.

Warjacks and Caine0

Ace, Caine's pet warjack
  • Ace can be taken by him and this fact isjust 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.

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.
  • 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.

Drawbacks & Downsides

  • He's dodgy, but that doesn't help against auto-hits. Being squishy doesn't help against that either.

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

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

"Junior" Warcasters: Caine0 - Jakes1 - Journeyman - T. Warcaster Lieutenant
'Jack Marshals: Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA

Light Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, Battle Engines, & Structures
Units

Arcane Tempest Gun Mages - Black 13th Gun Mage Strike Team - Field Mechaniks - Legion of Lost Souls - Long Gunner Infantry - OoI Resolutes - OoI Vigilants - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - Tr Cannon Crew - Tr Chain Gun Crew - Tr Commandos - Tr Express Team - Tr Long Gunners - Tr Infantry - Tr Mechaniks
Special CA : Captain Jonas Murdoch (Mercenary unit) - Special WA: Morrowan Battle Priest (any unit)

Solos

Arcane Tempest Rifleman - Archduke Runewood - Captain Arlan Strangewayes - Captain Maxwell Finn - Commander Anson Hitch - 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 Storm Strider - Trencher Blockhouse
Theme Forces
Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Mercenaries
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2019.07

Rules Clarifications

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Attack Typeand/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).
  • 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)
  • 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 triggers at Step 8 of the attack sequence, after stuff like Shield Guard, so will bounce from the Shield Guard model not the original target.
    • 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:


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

    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).

    Targeting

    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.
    • Obviously, if the Gunfighter isn't actually in melee with the enemy target, then the Gunfighter rules don't apply. So they do get the +4 DEF bonus as if it were a normal ranged attack (because it is).

    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 : 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 solo dies, any warjacks they are controlling go inert exactly as if it was a warcaster. (Infernal Ruling)

    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).

    Rules Clarification : Spirit Door - None yet. (Edit)