The court of King Baird Cathor II of Ord is known for its subtle intrigues and stunning courtesans. Madelyn Corbeau may not have been the most beautiful woman to grace the Bandit King’s court, but she is certainly the most brilliant intriguer to enter his service. Having charmed half the courtiers in western Immoren, it is simple enough for her to gain access to the commanders of armies. She sells her services as an adviser to any army with coin. No matter which army she accompanies, her loyalties remain firmly with the Baird, and she passes her intelligence on to the King’s spies whenever possible. Madelyn may be the most formidable asset in the Bandit King’s struggle to keep his nation independent of his hungry neighbors.
|Madelyn Corbeau, Ordic Courtesan
- Intrigue (★ Action) - RNG CMD. Target enemy warior model/unit. If the model/unit is in range, it loses Stealth for one round.
- Parlay (★ Action) - While in this model's command range, enemy warrior models cannot cannot target this model or its warcaster/warlock with attacks. Parlay lasts one round.
- Seduction (★ Action) - Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a basic melee attack, then Seduction expires. The enemy cannot be targeted by free strikes during this movement. A model can be affected by Seduction only once per turn.
- Sucker! - If this model is directly hit by an enemy ranged attack, choose a friendly non-incorporeal warrior model within 3" of it to be directly hit instead. That model is automatically hit and suffers all damage and effects.
- Unarmed - This model has no weapons.
Thoughts on Madelyn Corbeau
Madelyn Corbeau in a nutshell
Madelyn Corbeau is one of the stranger models in the game. She keeps melee infantry from attacking her and her warcaster, has limited stealth removal, and Seduction is sometimes helpful.
Combos & Synergies
Drawbacks & Downsides
- Don't rely too heavily on Parlay. It doesn't affect warbeasts, warjacks, or battle engines. Also, a lot of models can simply stand outside Parlay range and shoot her dead. Parlay is more to keep her alive than your caster. Casters almost never get killed by melee infantry. It's almost always guns, magic or heavies. Unless you see Butcher3 or Saeryn and Rhyas a lot...
- Intrigue is near-useless. If a fragile, backline, support attachment is near enough to the action to remove Stealth and the main battlelines are so far apart that Stealth is still an issue ... then something weird is going on (such as the Stealth+Countermeasures combination).
- Sucker means you MUST allocate a direct hit, even if it then hits your warcaster. That is not an issue with battle-engine casters, but frankly, they'd rarely take her due to her slow speed.
- Just about every other warcaster attachment in the game is more useful.
- This might be a dangerous game against models with Assault as well; as they still get their ranged attacks, if they fail their charge outside Madeline's CMD range.
Tricks & Tips
- If there is a zone or a flag guarded by nothing but melee infantry, they won't be able to get her off it.
- Creative use of Seduction will make the most of her abilities. She will likely die to magic, blasts or shooting if she advances far enough forward to use Intrigue.
- Seduction's obvious targets are powerful solos, but unit commanders also worth a consideration. Pulling back the unit commander can potentially put models out of formation. Such models do not benefit from spells/upkeeps on the unit (but still count as having spell/upkeep on them, thus, making them vulnerable against things like Purgation). Outside their activation they also cannot move (Admonition, Countercharge, Pursuit, etc.), or attack (Counterblast, free strike, etc).
- Even if you cannot attack with a seduced model, you should turn it around, so your enemy gets the back strike bonus. Don't forget, it does not affect undead models (understandably).
Other Theme Forces
Other Mercenary models
| Mercenary Index (Edit)
| Units, Solos, & Battle Engines
| Warcaster attachments
Doctor Stygius -
Madelyn Corbeau -
| Lesser Warlocks
|| Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
| Non-character Units
Cephalyx Mind Bender -
Cephalyx Mind Slaver -
Cephalyx Overlords -
High Shields -
Artillery Corps -
Forge Guard -
Idrian Skirmishers -
Kayazy Assassins -
Kayazy Eliminators -
Legion of Lost Souls -
Ogrun Assault Corps -
OoI Resolutes -
OoI Vigilants -
Precursor Knights -
Press Gangers -
Sea Dog Pirates -
Deck Gun -
SH Cannon -
SH Halberdiers -
SH Cavalry -
SH Mortar -
SH Riflemen -
SH Volley Gun -
Tactical Arcanist Corps -
Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) -
Special WA: Morrowan Battle Priest (Morrow units)
| Character Units
Croe's Cutthroats -
Cylena Raefyll & Nyss Hunters -
Blythe & Bull -
Herne & Jonne -
Lady Aiyana & Master Holt -
Lynus & Edrea -
The Commodore Cannon -
The Devil's Shadow Mutineers
| Non-character Solos
Cephalyx Agitator -
Gobber Tinker -
Menite Archon -
Morrowan Archon -
Ogrun Bokur -
Powder Monkey -
SH Arcanist -
SH Ironhead -
SH Gunner -
Swamp Gobber River Raider
Thamarite Advocate -
Thamarite Archon -
| Character Solos
Alten Ashley -
Anastasia Di Bray -
Balthazar Bamfist -
Black Bella1 -
Black Bella2 -
Bloody Bradigan -
Bosun Grogspar -
Brun Cragback & Lug -
Captain Crawtooth -
Colbie Sterling, Captain of the BRI -
Dahlia Hallyr & Skarath -
Dirty Meg -
Doc Killingsworth -
Doctor Stygius -
First Mate Hawk -
Flugwug the Filcher -
Glyn Cormier, Illuminated One -
Grand Master Gabriel Throne -
Harlan Versh, Illuminated One -
Harlowe Holdemhigh -
Hermit of Henge Hold -
Hutchuk, Ogrun Bounty Hunter -
Kell Bailoch -
Lanyssa Ryssyl, Nyss Sorceress -
Lord Rockbottom -
Major Harrison Gibbs -
Master Gunner Dougal MacNaile -
Orin Midwinter, Rogue Inquisitor -
Raluk Moorclaw, the Ironmonger -
Rhupert Carvolo, Piper of Ord -
Rorsh & Brine -
Rutger Shaw, Professional Adventurer -
Savio Montero Acosta -
Saxon Orrik -
Sergeant Nicolas Verendrye -
Stannis Brocker -
Taryn Di La Rovissi, Llaelese Gun Mage -
Thor Steinhammer -
Underboss Vizkoya -
Viktor Pendrake -
Weird Wendell -
Wrong Eye & Snapjaw
| Battle Engines
Hammerfall Siege Crawler -
| Independent Warjack
Malvin & Mayhem
| Theme Forces (Edit)
| Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
|This index was last updated: 2020.12
Rules Clarification : Madelyn
- Madelyn can be attached to a Cephalyx caster in a 2-caster game that isn't using the Operating Theatre theme force. (Infernal Ruling)
Rules Clarification : Attached (Edit)
- Attached models are not (normally) part of the warcaster's/warlock's battlegroup. (Infernal Ruling)
- (You need the Companion rule to become part of the battlegroup).
- Thus, attachments are not affected by battlegroup-only effects such as Energizer (unless they're a Companion).
Rules Clarification : Intrigue - None yet. (Edit)
Rules Clarification : Parlay (Edit)
- Madelyn and her caster can still be affected by attacks that target someone else, such as AOEs that deviate or Sprays.
- Only actual warcaster models are protected by Parlay.
- If Madelyn is attached to a warcaster that has a companion (such as the Coven & Egregore), the warcaster can be affected by Parlay but the Companion is not. (Infernal Ruling)
- If Madelyn is attached to a warcaster unit (such as Goreshade1), the warcaster is affected by Parlay but the 'Grunts' are not. (Infernal Ruling)
- You can target a 'Grunt' with a unit-wide debuff attack (such as Crippling Grasp) and the warcaster will be affected. (Infernal Ruling)
- With Haley3's unit, only Haley Prime is actually a warcaster. See the Time Projection rule.
- Models can still declare charges against Madelyn/caster, but if they end in Parlay range then they can't make the charge attack. They have to redirect their melee attack(s) against someone else. (Infernal Ruling)
Rules Clarification : Seduction (Edit)
- Seduction does not target. You can take control of someone in your rear arc, if you're B2B.
- Seduction doesn't require an attack roll.
- Depending on the model, sometimes Seduction is a normal action and sometimes it is a Magic Ability.
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 buffs that your own models are handing out (such as Mark Target), (assuming the controlled model meets the criteria for the buff).
- 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.'
- Controlled models do not receive back strike bonuses, because you can only get that bonus during your normal 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:
- 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).
- 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)
Rules Clarification: : Sacrificial Pawn and/or Sucker! and/or Grim Salvation (Edit)
(Click Expand to read)
- Sacrificial Pawn is optional.
Grim Salvation and Sucker are not optional.
- Grim Salvation only works vs basic attacks, not special attacks, power attacks, chain attacks.
- Spells are not basic attacks, because they are not "made with a weapon". (Infernal Ruling)
- CRA and CMA are basic attacks. (Infernal Ruling)
- If a Special Attack generates an additional attack (such as Multi-Fire), the second attack will be basic and as such can have Grim Salvation used vs it. (Infernal Ruling)
- Sacrificial Pawn & Sucker! don't work against melee attacks.
- None of them work vs magic attacks (spells).
All of them work against Magical Ranged attacks, though.
- The model the attack is transferred to is always hit, even if they have an ability that makes them automatically get missed (such as Stealth).
Automatically missing is determined earlier in the timing sequence than when the attack is moved. (Infernal Ruling)
From here down, the terms Sacrificial Pawn, Grim Salvation, and Sucker! are interchangeable
- Using Sac Pawn moves all damage and effects onto the other model.
- The new model hit may use any abilities that trigger on being hit/damaged by an enemy attack (such as Vengeance and Shock Field).
- Sprays and AOEs
- With reference to the timing chart in Appendix A: placing a spray template down occurs at Step 3. Using Sacrificial Pawn occurs at step 6. Placing an AOE template down occurs at step 7.
Therefore if you use Sac Pawn vs a spray, the placement of the spray template does not change. If you use Sac Pawn vs an AOE, the placement of the AOE template does change.
- A model indirectly hit by an AOE attack cannot use Sac Pawn vs it.
- Since a spray template doesn't move, it may cause the Pawn to be hit twice by the same spray. So you then resolve two damage rolls against it.
- When/if you shift an AOE template, the original target may be clipped by the edge of the AOE anyway (depending on how far apart the original target and Pawn are).
- Sacrificial Pawn multiple times
- If a model with the Sacrificial Pawn ability passes it to another model that also has Sacrificial Pawn ability, that second model may pass it along to a third model.
- Models can only use Sac Pawn once each, you cannot set up an infinite loop!
- Quick Draw vs Sacrificial Pawn (Edit)
- If enemy "Model A" shoots you, and then you use Quick Draw against "Model A", but they use Sac Pawn to move your Quick Draw attack to "Model B" then ... Quick Draw has no effect (or rather, it affects "Model B" who isn't currently shooting you so is irrelevant). Point is, "Model A" can continue shooting you.
- This won't happen with Shield Guard though (outside of a very low-probability scenario) because Shield Guard can only be triggered during an enemy turn.