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.
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For any who have seen the determination in Lieutenant Caine's eyes when he is outnumbered by an enemy, there is no question why he leads men in war. While he may be arrogant and cocky, he single-handedly pioneered gunplay into an art of war. Slinging twin Spellstorm magelock pistols, Caine brings forth a hail of lead upon each and every foe of Cygnar.
Basic Info
Caine1 |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Small |
SPD |
7 |
STR |
{{{str}}} |
MAT |
4 |
RAT |
8 |
M.A. |
N/A |
DEF |
17 |
ARM |
13 |
CMD |
8 |
ESSENCE |
{{{essence}}} |
FOCUS |
6 |
FURY |
N/A |
THRS |
N/A |
HP |
15 |
F. Field |
N/A |
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WJP |
+30 |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
N/A |
UNIT SIZE |
N/A |
COST |
N/A |
N/A |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
Feat : Maelstrom
Caine can make a basic Spellstorm Pistol attack against every enemy model currently in his control range, ignoring intervening models. When resolving Maelstrom, Caine can target models in his back arc. Caine cannot use Maelstrom while he is in melee. Maelstrom attacks are simultaneous.
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Tip !
These attacks do not ignore LOS-blocking terrain, clouds, etcetera.
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Abilities
Weapons
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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Blur
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2
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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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Target friendly Faction model/unit gains +3 DEF against ranged and magic attack rolls. Models are not affected while out of formation.
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Deadeye
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2
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6
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-
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-
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Turn
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No
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Target friendly Faction model/unit gains an additional die on each model's first non-spray ranged attack roll this turn.
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Snipe
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2
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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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Target model/unit's ranged weapons gain +4 RNG.
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Teleport
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2
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SELF
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-
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-
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-
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No
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Place the spellcaster anywhere completely within 6" of its current location, then its activation ends.
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Thunder Strike
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4
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8
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-
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14
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-
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Yes
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Instead of suffering a normal damage roll, a non-incorporeal model hit by Thunder Strike is slammed d6" directly away from the spell's point of origin and suffers a POW 14 damage roll. Collateral damage from this slam is POW 14.
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Theme Forces
Thoughts on Caine1
Caine1 in a Nutshell
Caine is one of Cygnar's three specialist shooty warcasters. If you want battlegroup shooting take Captain Kara Sloan, while if you want the warcaster himself to try and shoot the enemy off the board, the epic incarnation Captain Allister Caine is your guy. Caine asks whoever is running him a difficult question. How much work can you get out of him? Caine can deal immense damage to his enemy. His guns are extremely accurate and relatively powerful. His feat can wipe out an entire infantry based army on his own. Against heavier targets his Thunderstrike can setup an important target for a kill. However, bringing Caine into range is a dangerous prospect because it doesn't take much to kill him and a competent opponents who sees you bring him close is going to exploit that. Keeping Caine alive means a few things. His own abnormally high defense goes a long way, but it won't be enough. Distance is probably the best thing to keep Caine alive. Snipe and Teleport allow you to operate a very safe distance, but make sure not to kill yourself in a Killbox scenario. If you cannot approach safely, Caine can still support his army with Snipe, Deadeye, and Blur. But despite his ability to support his allies, you will be wasting some of your best guns if you don't so gets some units to protect your caster. Get shield guards and heavier units to persuade potential assassins to stay away from Caine.
Feat thoughts
His seemingly simple feat interacts with a few rules that are worth a recap for beginners.
- His feat requires that you meet all the requirements of a shooting attack as well as have the model in his control range. The repercussions are two-fold:
- Stealth, concealment, cover, elevation, LOS-blocking terrain, and the shooting-into-melee-penalty all affect his shots as per normal.
- If you buff either his RNG or his CTRL, it doesn't help his feat. You need to buff both.
- If you use a Squire to increase his CTRL range he will be able to target more models with his feat attacks, but he will auto-miss those models because they're out of the gun's range.
These auto-misses might trigger enemy abilities, such as Poltergeist, or Dodge.
- If you use Snipe to increase his range, you don't get to target any extra models - the feat is still limited to his CTRL range.
- If you use a Squire and Snipe, you can shoot everything within 14" under the feat.
- Feat attacks are simultaneous. If you want to boost on a certain model, you must state it before working out any of the attacks. Thanks to that, effects like Dodge, Poltergeist or Battle Driven are only triggered, once you finished working out all of your attacks.
- You can forfeit your action and still deliver the feat attacks.
- On the same note, if you are to claim the aiming bonus for your feat, you cannot move thereafter (but can still cast Teleport).
Spell thoughts
- Blur - Stacks nicely with naturally high DEF (dug-in Trenchers, or Gun Mages), and cover or concealment. It puts up the DEF of a light warjack or your cavalry to obnoxious levels.
- Deadeye - Perfect for crit fishing with your Gun Mages, or for your Long Gunners if you need to move, but still hit the target (plus stacks nicely with Trained Fire). Not that good if you want to stand still as only their first attack will get the bonus die.
- Snipe - Another range boost, often hot-swapped between your most dangerous shooters (and sometimes on Caine himself).
- Teleport - Use Teleport to get out of danger after Caine has blazed away with his four shots. Watch out as it ends your activation.
- Thunder Strike - The starting point for your assassination runs because you will slam with the same power of a Warden. Due to your average FOCUS pool (even with the presence of a Squire) it is often hard to hit elusive targets. It gets problematic even against a DEF14 model out in the open. In such cases don't shy away from slamming one of your clumsier models into a key target.
Drawbacks & Downsides
- Once he's hit, he's down. Anything that can get around his absurdly high DEF is going to give him a bad day -- especially stuff that causes stationary or auto-knockdown such as Earthquake or Scourge.
- He doesn't help his army handle heavy armour and offers no damage buffs either.
- His personal shooting is near useless against infantry protected by stealth or cover.
- He is focus strapped. While a Thunderstrike assassination from 20" will catch many offguard, this trick can also lead to a very dead Caine if you fail to assassinate.
- He is vulnerable to upkeep hate and anti-shooting techs in general.
- If you disregard the support spells Caine1 has, Caine2 can also turn into a monster infantry killer. However, he can do it every turn if he wants to.
Tricks & Tips
- Because he doesn't have dual attack, Caine can't shoot his pistols and swing his sword in melee in the same activation. The only reason to use the sword is when the target immune to ranged attacks.
- Keep his Field Marshal ability in mind against anti-shooting techs, like Wind Wall, or the Choir's Hymn of Passage.
- Free upkeeps on himself in Sons of the Tempest really helps him out - Whether it's Blur or Snipe, he can still mix things up and either choose to boost some damage rolls or teleport to safely and maybe retain some focus points while he's at it.
List Building Advice
Ace is Caine's pet warjack that he can take in any theme.
Strategy
Caine shoots the enemy until they stop moving, but specialises in shooting infantry. His favourite way of winning is waiting until the enemy warcaster exposes themself, then shooting them dead. Most casters will die if Caine goes all-in trying to shoot them. While his spell list suggests that he favours a shooty ranged army, his main weakness is against heavy armour. This is why he favours units with assault; i.e. units that can both shoot well and melee well.
Theme thoughts
Sons of the Tempest
- Bastian Falk acts as your resident damage buff. Thanks to Caine's field marshal, his jacks are affected by it, too.
- Tempest Blazers are amazing with Snipe, able to fry support solos hiding behind infantry with e-leaps.
- Arcane Tempest Gun Mages - Deadeye can be used to let them crit fish for Brutal Damage shots and Blur keeps them save from shooting.
- Gains Veteran Leader from the Gun Mage Captain Adept. Now his feat can be that much more brutal.
- Since he is a Gun Mage now, he acquires Pistoleer - This can ease the focus burden on taking out higher ARM models and even any mid-high ARM models that try to stop him feating by engaging him in melee.
Gravediggers
Trencher units are strong for a number of reasons. First off, they are pretty good at shooting and have strong anti-shooting defenses like Dig-In coupled with above average defense. Blur on Trencher Infantry or Trencher Long Gunners using Go To Ground have their defense go up hilariously high. Snipe and Deadeye give you the offensive strength to out shoot just about anyone.
Storm Division
Stormblades and Storm Lances have assault making them his go-to answer for anti-ARM. Both units will appreciate blur. With those two units it is almost mandatory to bring Rhupert Carvolo, Piper of Ord and the Journeyman Warcaster for Arcane Shield. Units are also superior to jacks because deadeye and snipe are more efficient on them. A Firefly will also easily add to the output of these two units. Silver Line Stormguard are obnoxious with Blur + Dirge of Mists with Rhupert. DEF 17 against guns and magic and can't be charged while base to base. They are a good screen for your sniped Stormblades or Caine himself to shoot through when you bring a Stormblade Captain for his tactician ability.
Support models - Various themes
- Squire or Sylys Wyshnalyrr, The Seeker - Either one of them may be an auto-include if you want to exploit Thunderstrike. The combination of Arcane Secrets and Spiritual Conduit of Sylys lets Caine pull of a 15 inch static threat with Thunderstrike, rolling 3d6 (discarding lowest) to hit and damage. Also, he lets Caine upkeep 1 spell for free, which is functionally identical to the free focus from the Squire. However, the actual +1 FOCUS from the Squire is better if you go on an all-out assassination run (Thunderstrike + teleport = 7 focus, assuming you are boosting to hit and bringing the Squire). On the same note, Reinholdt is a questionable choice for Caine1. Using Reload is essentially getting an extra focus, Sylys and a Squire provide that and then some. Lucky Charm allows for a reroll of attack or damage, which is cool, but Sylys and the Squire give similar bonuses. Reinholdt can remove stealth, which admittedly is pretty great and Sylys and the Squire do NOT provide this, but there are other methods of getting around stealth that should be considered first.
Mercenaries
- Aiyana + Holt - Costs quite a few points as you have to bring Murdoch along. Still, they are a more reliable heavy ranged unit when taken with Ragman and Gorman,
Battlegroup
- Ace is Caine's pet warjack that he can take in any theme.
- Hunter - Quasi self supporting jacks, as they can operate reliably on just the power up focus.
- Sentinel or Trench Buster - Caine makes efficient use of shield guards. He has abnormally high defense so anything that manages the considerable feat of actually hitting him can be pawned off onto these models.
Other
Trivia
- Caine was one of the first three Cygnar warcasters, released way back in Mk1 Warmachine: Prime (2003)
Video Battle Reports
Other Cygnar models
Rules Clarifications
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Rules Clarification : Feat: Maelstrom
- If you cast Deadeye on yourself before the feat, only the first feat shot is boosted (even though they're all simultaneous). (Infernal Ruling)
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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 : 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: : Warcaster (Edit) (Click Expand to read)
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- General
- Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
- FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
- Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
- Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
- See also the clarifications on Any Time abilities (below).
- Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
- There is no particular interaction between the Battle Engine rules and the Warcaster rules.
- Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)
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Restrictions on "Any Time" abilities ( Edit) [Show/Hide]
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
- Running, failing a charge, or failing a slam.
- Abilities that include "then its activation ends" (such as Reposition and Teleport).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
(Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
- Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
- Units: See below.
- In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
- If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
- Units with "Any Time" abilities
- You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
- A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
- You can use an "Any Time" ability before running, however.
- A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
- Warcaster/Warlock Cavalry ( Edit )
- Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
- Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.
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Rules Clarification: : Warcaster Unit or Warlock Unit (Edit) (Click Expand to read)
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This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
- All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
- Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
- The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
- If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
- Press Forward Order vs Spells cast at Any Time (Edit)
- You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
- If you cast spells before moving, you can't run so you must charge.
- If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
In this situation the spellcaster must either:
- forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
- forfeit their Normal Movement, then their activation ends.
- (Infernal Ruling)
- Steamroller 2018
- The non-caster models can contest scenario zones & flags.
- The caster model cannot contest.
- The caster model can control zones and flags by itself, but:
- to control a zone, the entire unit remaining in play needs to be in formation.
- to control a flag, the entire unit remaining in play must be within 4" of the flag.
- Units Buying Attacks (Edit)
- If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
- A model can only buy additional attacks during its Combat Action.
- A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks (Edit)
- Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
- They can't upkeep each other's spells.
- They can only dominate one SteamRoller scenario element at a time.
- Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
- Units Buying Attacks (Edit)
- If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
- A model can only buy additional attacks during its Combat Action.
- A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
- The Legion Twins
- Rhyas cannot dominate a zone while out of formation.
- Rhyas can use the feat while out of formation.
- Haley3
- Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
- The echoes can Control/Contest scenarios like a normal unit.
- Haley Prime can dominate an element even if the echoes are out of formation.
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Rules Clarification: : 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 : Range Amplifier (Edit)
- Note that spells arced or channeled through other models do not gain any bonuses from Range Amplifier. The spell-caster must be the origin of the spell to gain the +5 range.
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Rules Clarification : Field Marshal (Edit)
- Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
- However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)
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Rules Clarification : Arcane Ammo and/or Arcane Ammunition (Edit)
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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 : Blur - None yet. (Edit)
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Rules Clarification : Deadeye (Edit)
- If you cast Deadeye on yourself after making your first ranged attack, it will have no effect. It buffs your first attack, not your next attack.
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Rules Clarification : 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 : Teleport - None yet. (Edit)
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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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