Major Beth Maddox

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Cygnar Logo.jpg Major Beth Maddox

Cygnar Morrowan Storm Knight Warcaster

Mk4 icon.png
This model is available in one Prime Army, Storm Knights. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

A fierce Storm Knight of consummate skill, Major Maddox is a born survivor and a superlative officer, a woman whose courage and resolve have made her the face of the modern Cygnaran military. Maddox survived as a prisoner of war held by the Protectorate of Menoth and managed her own daring escape after years of captivity. She has adopted a “no man left behind” policy and does not hesitate to go off-book to ensure the safety of those under her command.

Basic Info

Missing Info
Maddox 2021.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 15
ARM 16
ESSENCE {{{essence}}}
HP 16
F. Field N/A
WJP +30
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock

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 : Thundering Rage

While in Maddox's control range, friendly Faction model's melee weapons gain +3 POW and Beat Back. Thundering Rage lasts for one turn.

Beat Back - Immediately after a basic attack with a weapon with Beat Back is resolved during the attacking model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.


  • Electricity Imm symbol.jpg Immunity: Electricity
  • Quick Work - When this model destroys one or more enemy models with a melee attack during its Combat Action, immediately after the attack is resolved it can make one basic ranged attack.
  • FlankStorm Knight ] - When this model makes a melee attack against an enemy model in the melee range of other friendly Storm Knight models, this model gains +2 to attack rolls and gains an additional damage die.
  • Resourceful - This model can upkeep spells on models in its battlegroup without spending focus/fury.


Storm Strike
Gun icon.jpg  RNG   ROF   AOE   POW 
10 1 - 12
  • Electricity dam symbol.jpg Damage Type: Electricity
  • Disruption Crit symbol.jpg Critical Disruption
  • Electro Leap - When a model is directly hit with a basic attack made with this weapon, you can have lightning arc to the nearest model within 4" of the the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the leap.
Sword icon.jpg  RNG   POW   P+S 
2 7 13



2 6 - - Upkeep No
Target friendly Faction warjack can charge or make slam or trample power attacks without spending focus. The warjack gains +2" movement when it charges or makes a slam or trample power attack. Models slammed by the warjack are moved +2".
Dauntless Resolve

2 6 - - Upkeep No
Target friendly Faction warrior model/unit gains +3 ARM and Tough. Models are not affected while out of formation.
Electrical Blast

3 8 3 13 (Electric) - Yes
Electrical Blast causes electrical damage. Warjacks damaged by Electrical Blast suffer Disruption.

2 SELF Control - Upkeep No
The spellcaster and friendly Faction models beginning their activations in its control range gain Relentless Charge for one turn.
Relentless Charge - While advancing as part of a charge, a model with Relentless Charge gains Pathfinder.

2 6 - - Upkeep No
Target model/unit's ranged weapons gain +4 RNG.

Theme Forces

Thoughts on Major Beth Maddox

2016 Battlebox sculpt

Major Beth Maddox in a nutshell

Maddox is the Mk3 "battlebox caster" for Cygnar. As such she is designed to be relatively simple to learn and straightforward to use. If you're learning the game, it is best to use her vs one of the other battlebox casters because they're all designed to have roughly the same power level. Despite her combat prowess and big lightning sword, Major Beth Maddox is a support caster with a large variety of buffing spells that can fit many situations and her abilities address many of the common perceived weaknesses of Cygnar troops by helping them survive, hit harder, and have pathfinder.

With the 11/2020 update gaining Resourceful has helped her focus efficiency allowing her to swap Snipe and Assail a lot more comfortably while upkeeping Onslaught for free, the upgrade to her melee game via Flank and her much improved gun are small quality of life changes that you will only really notice if you are trying to end the game as she still isn’t that tough and shouldn’t be that far forward.

Spell thoughts

  • Assail - Put it on an important warjack early and don't let it drop. An extra 2" movement can make an important charge happen. Since the charge is free, it’s often worth cycling, but alongside, dauntless resolve and snipe, this leaves Maddox focused starved unless she is using Resourceful.
  • Dauntless Resolve
    • In a battlebox fight, the only suitable target is Maddox herself. Because of Resourceful it will be free to upkeep on her only, but you can’t have it and Onslaught on her at the same time.
    • Best when used on high-ARM warriors like Storm Lances, Stormblade Infantry, and Silver Line Stormguard.
    • Can also be used to prevent squishier troops like Gun Mages from dying to blasts.
    • Sword Knights go from being great jammer infantry to fantastic jammer infantry.
  • Electrical Blast
    • Usually nuke spells are used to hunt Incorporeal models, and since your sword-gun has no magic ranged attack, this spell is best applied to either that or to cause disruption on warjacks.
    • Given that you have to damage the warjack, you'll probably boost damage, making this an expensive spell. So only go after a 'jack you really want disrupted.
    • Don't forget that the Firefly buffs this spell's damage if it stands close enough to the target.
    • Watch out for anti-disruption tech, like Empower.
  • Onslaught - This is probably worth casting on turn 1 and upkeeping for the whole game (it’s free after all as Maddox is in her own Battlegroup). The Steamroller scenarios demand quite a few terrain pieces, so it will have plenty of time to prove its usefulness.
  • Snipe
    • Cygnar's staple ranged buff.
    • Marginally useful in the initial battlebox fights, but increasingly important in larger games. Keep it on the Firefly and you won’t have to pay to upkeep it.
    • Very good on units with follow-up movement after their shooting, like Tempest Blazers: if they use Snipe to shoot from max range, then reposition even further back, usually you'll have an extra turn for shooting before the enemy reaches you.
    • If you run Maddox in Storm Division or Heavy Metal, Snipe is excellent on a Storm Strider. 23" threat on two attacks that have D3 e-leaps clears out important support models in the back of an army. Also works well on Stormblade Infantry, pushing up your assault threat to 18" (24" on your Gunners).

Feat thoughts

Battlebox casters rarely have complicated feats and Maddox is no exception. Use it when most of your army smashes into your opponent. A +3 modifier on your melee attack damage rolls will usually equal about a boost on those rolls. If the enemy denies a charge, the attacks will still hit almost as hard as a non-feat normal charge. It is perfect to counter STR penalties on your troops (like the one in Thagrosh1's Death Shroud), though this is not a STR bonus - so you won't throw enemies farther, for example. Don't forget keep models within Maddox's CTRL range during feat turn. If you trigger a beat back that pulls a jack out of range, it loses the damage buff on subsequent attacks.

Battlebox Fights

In a battlebox fight, two players who bought nothing but their Faction's starter set use everything in that box to play a game. Maddox wants to win by attrition by hitting the enemy at range with the Firefly and then grinding down what remains with her Assail-enhanced Ironclad (and Onslaught, if the enemy abuses terrain). Snipe helps you win ranged duels, but battles themselves will rarely be won at range. Despite her decent MAT and Quick Work ability you don't want to commit her into battle. Her sword has a good effect on it to help finishing off jacks, but it is tied to a critical effect which makes it fairly unreliable. You can boost attacks to increase your critical effect chance.

  • Ironclad - Standard cheap beat stick for Cygnar. Put assail on it for extra effectiveness. Its Tremor attack knocks targets down for follow-up attacks and it can hit hard on its own.
  • Lancer - With only a single offensive spell you will mainly use it for support duties and upkeep cycling (explained in the #Tips & Tricks section below). Set Defense pumps protects it a little against charges, while Shock Field and Shock Shield can potentially cripple enemy jacks' cortexes.
  • Firefly - Cygnar's unique theme is lightning and the Firefly is all about electricity-based attacks. It won't be relevant in the battlegroup-only fights outside of buffing the damage from its own guns, Maddox' sword and her spell. In larger games you will find its presence extremely useful. The Storm Division Theme is unimaginable without it.

Maddox does have a few issues to consider in Battlebox fights and Journeyman Leagues weeks 1 and 2:

  • Two of Cygnar's unique tricks are cortex damage and disruption, which don't bother warbeasts at all.
  • The third Cygnar gimmick, electro-leap, is best on grunts and solos, which your opponents won't have yet.
  • Dauntless Resolve and Snipe are really best used on infantry units, which you don't have yet.
  • Maddox has limited synergy with the Lancer and Firefly with just the Battlegroup.

Many of these issues go away once you start getting some units and solos into your army, but could be frustrating during Battlegroup play. If given the option, consider running Maddox with an Ironclad/Hammersmith and a Stormclad instead, which has a lot more synergy with Maddox. Two cost efficient heavies are better than a heavy and two light jacks in Battlegroup play.

Drawbacks & Downsides

  • She is very support oriented. You'll likely want to upkeep Snipe and Arcane Armor. Her toolkit has quite an overlap with another Cygnaran Warcaster, with his feat plus Arcane Shield and giving him a battleplan -while she just does a lot of things and is more focus efficient.
  • No accuracy buff for her army.
  • Vulnerable to anti-upkeep tactics (Purgation, Lamentation, Purification, Eiryss2, Eilysh, etc.); four friendly upkeep spells means that she's at high risk of being hard-countered.
  • Quick Work and Flank are kind of a wasted ability on her since outside of Storm Division she does not have the defensive stats to go in deep, kill stuff and survive. Stay back and support your forces and you will be better off.
  • You will always have to pay upkeeps for Dauntless Resolve unless you put it on her, in which case you cannot also have Onslaught, since you cannot put it on jacks at all, which also means she cannot make her jacks any tougher.

Tricks & Tips

  • Beat Back doesn't have to damage the opponent; a hit is all you need to trigger it. That means a lowly Mechanik can push a heavy out of a zone! Great for unjamming models.
  • Snipe and Assail can be spell cycled to affect two units in a turn. You do this by putting it on a unit the turn before, upkeeping the spell and using that unit/jack before activating Maddox. Then activate Maddox to put the spell on a different unit/jack before activating it.
  • Electro-leap slingshot is a staple trick of Cygnar's forces. If you want to remove a model with low ARM but high DEF, shoot a low DEF model near it with your main attack. The electro leap will then bounce to the squishy model you wanted to kill. If there's no suitable models nearby (or they're not the closest), then send a sturdy model of yours near a target and use it as a starting point for the leap.
    • Keep in mind that you cannot target your electro-immune models to bounce electro leaps and lightnings into other models. Also, Storm Division all Cygnar models gain Immunity: Electricity. So in that theme your best options for arcing Electro Leaps is your mercenaries (if you brought any at all).

List Building Tips

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


Once she moves beyond the battlebox fights discussed above, Maddox' overall strategy changes little with a larger army. Most of the buffing spells will have self-evident targets and the buffed melee attacks will help you to win via attrition. Keep in mind the Beat Back element of her feat - even though you cannot destroy a target, you can use it to push contesting models out of the zone, if they are just chipping the zone's edge. Maddox likes a combined arms army. Take a decent variety of troops including some ranged choices for Snipe, some moderately armoured troops for Dauntless Resolve, and some good heavy warjacks for Assail.

Theme Thoughts

    Heavy Metal    

Your support duties really come into there own here, but even with Resourceful after cycling Assail you don’t really have that much spare FOCUS, so your force needs to be a little atypical focusing around a unit of Sword Knights plus their incremental support (mainly Archduke Runewood).

  • Sword Knights - These guys make incredibly good use of Dauntless Resolve. Defensive Line provides immunity to knock-down which in turn allows them to make use of multiple tough rolls. Maddox's spells amplify their power and with the feat they can hit pretty hard.
  • Long Gunners or Storm Strider - This list has a surprising amount of ranged presence, each enjoying the range buff from Snipe. Long Gunners are better against infantry spams, while the Storm Strider is better at taking out hard targets.
  • Stormclad - Normally an inefficient choice in the Heavy Metal theme as you can't field any storm knight units or solos to power it's accumulator - unless you take Maddox as your warcaster. To take this into perspective: A Stormclad powering up close to Maddox and receiving Empower from Arlan Strangeways will activate with 3 focus. Exactly the kind of focus efficiency a focus starved caster needs!

    Storm Division    

Your toughest units can be found here - making good use of Dauntless resolve, but really they love her entire kit; Snipe to help with the short range of the units, Onslaught for Pathfinder. Maddox getting Unyielding helps weaken a melee assassination also.

  • Lieutenant Gwen Keller - Force Barrier is a great anti ranged assassination tool and it makes it harder to destroy the units she wants.
  • Storm Lances - The best cavalry in the game and the best target for Dauntless Resolve. Pathfinder from Onslaught is icing on the cake.
  • Silver Line Stormguard - As they're often immune to charges, Dauntless Resolve allows them to survive the low pow shooting, blast damage, and unboosted melee attacks they are likely to receive. This helps deliver their lightning damage POW buff.
  • Stormblade Captain and Laddermore - Essential army support because Maddox is also a Storm Knight, so their buffs work on her too.
    • Marshalling a Stormclad with him is not that bad of an idea if you also have Strangeways in your list. With Assail it has a free charge and two focus from Accumulator and Empower and it benefits from every single generic Drive. Reposition 5" means it can shoot and back up, Aim and still move into a zone, ect.
  • Savio Montero Acosta - He's a friendly faction model in the theme, benefiting from Onslaught and your feat as well (provided he lives long enough to use it).
  • Stormblade Infantry - Between Iron Zeal and Dauntless Resolve they are hard to damage. While under Maddox's feat (and with their leader alive) they'll hit with an effective P+S 18.
  • Sir Dreyfus the Storm Knight - He gets awkward places and her feat with his Flank makes him hit hard. Roadblock isn’t that useful but hiding Maddox behind him in the early turns can help.
  • Nemo4 - Maddox is all about her infantry and Nemo can bring back d3 troopers every turn, which is especially good on a Dauntless Resolve unit. He can bring a Firefly to buff Lightning Damage and with Lightning Shroud said Firefly will actually hit very hard for a light, an ideal target for her feat! Nemo is also a very good target for Snipe in his own right, or you can bring in a Gun Mage Captain Adept


  • Trencher Commandos - As they are the only Trencher unit that do not resist blasts very well, consider putting Dauntless resolve on them. Making them ARM 16 solves that problem nicely, meaning the have to be brought down by either Sprays or less conventional means of infantry clearing.
  • Trencher Blockhouse - An outstanding target for Snipe as it has a quality gun that sets up targets of opportunity for the rest of your army. Combine its trenches and reinforcements with Alexia2 and you make your entire list very hard to get rid off, which is excellent for scenario play.
  • Trencher Long Gunners - Another great target for Snipe as they bring the most quality mass shooting out of any unit in this theme.
  • Captain Maxwell Finn and Trench Busters - The feat turns them into unholy terrors that hit really, really hard. Beat Back also makes them sceneario bullies.
  • Trencher Master Gunner - Giving your sniped Blockhouse Arching Fire means it can cover a huge potion of the board. Alternatively he can give it Artillerist, or give an Express Team an extra shot.
  • Rangers - Maddox has no innate tools to boost accuracy on her troops, so the presence of the rangers are most welcome.

    Flames in the Darkness    

Several fairly tough units that can benefit from her support spells and feat. Onslaught is excellent so you don't have to give up Throne's +2 damage to get a unit pathfinder and also one of the few ways to get pathfinder to the variety of excellent jack choices in this theme. Plenty of melee units and options that can benefit from her feat. Also vengeance in theme greatly helps as she has no way to speed up melee units on her own. Dauntless Resolve has a few good places to go; Archons, Resolutes or even LoLS.

  • Legion of Lost Souls - A solid option for Dauntless Resolve with tough adding to the annoyance of their recursion.
  • Precursor Knights - Her feat and Throne alone are a combined +5 not to mention the other options in theme to increase melee damage. It is trivial to get the PKs up to at least P&S 17 weapon masters on feat turn.
  • Thamarite Archon - Excellent option for Snipe.
  • Morrowan Archon - A good target for Dauntless Resolve and provides her with Veteran Leader, though she has no real business attacking anything.
  • Resolutes love both Dauntless and Snipe, so cycle accordingly.
  • Gallant - As focus efficient as a Stormclad with Morrowans (Beth included) around. Also it has Shield guard and Sacred Ward instead of the e-leap.
  • Devastator - Another great target for Assail. Bulldoze and Beat Back from her feat also make it an excellent scenario bully.

    Sons of the Tempest    

This is an odd theme for Maddox; as it leaves few mentionable targets for your feat, but you do get free upkeeps in play (Dauntless Resolve on the Tempest Blazers, and Snipe on any other Arcane Tempest unit), This list usually fixes your accuracy problems and has damage boosts on its own via solos (e.g., Falk, the GMCA and Caine0) and Rangers for the same reasons noted in Gravediggers.

    Support models - Various themes    

  • Sylys - A free upkeep for 1 of your warrior upkeep spells? Yes please.
  • Squire - Whether it is a free focus or Arcane Assist, it leaves you with more FOCUS to play. The Squire boosts your CTRL area and thus Onslaught and feat area, but the offensive boost that Sylys can give is also handy sometimes.
  • Arlan Strangewayes' Empower lifts her focus burden as well. A Stormclad will virtually never need allocations among power up, empower and Accumulator


  • See also the comments about the battlebox warjacks in the #Battlebox Fights section above.
  • Hurricane - Perhaps the single greatest target for the Assail spell, because the Hurricane has slam guns that also benefit from the +2" to slam distance. The bonus to threat range is also very much appreciated. Furthermore, Maddox can sit behind it's massive base and stay safe while handing out buffs through it's arc node.
  • Stormclad - Possibly The single most focus-efficient jack for her, since her presence can charge it up because she's a Storm Knight. Also a great target for Assail. You can put it under the care of a jack marshal instead, as well.
  • Reliant - For the same reason as the Stormclad its very focus efficient with Maddox. Note that a Stormclad and a Reliant fill her WJPs exactly.
  • Firefly - An absolute mainstay in Storm Division. It can buff Maddox's attacks or those of a Stormclad or Hurricane. Its a good idea to outsource it onto a Journeyman Warcaster.
  • Hammersmith - It's a great Assail target if you didn't bring a Hurricane. Try to bring tech that can help boost its low speed.
  • Brickhouse - Maddox's personal 'jack. He is an expensive and slow choice for a heavy hitter with some limited control aspects. You should take Field Mechaniks with him though, since Brickhouse really needs his systems working to get the job done (mainly its right hand for Force Lock). Generally a Stormclad or Centurion is better for less points, you only take Brickhouse for the novelty.
  • Defender - A great ranged jack that loves Snipe.
  • Centurion - If you want to babysit an important solo, like a Stormblade Captain, this jack has you covered. Assail makes it faster, which is great for a SPD 4 jack.

Starting a 25 point Brawl list

Written by Phillip Melvin, the accompanying strategy article can be found on the main LOS site. This list has the correct points cost as of 2022.01.

Theme - Storm Division

Maddox1: [+30 WJP]
Lieutenant Gwen Keller: [Free] (5 pts)
Sir Dreyfus the Storm Knight: [5 pts]
Stormblade Captain: [4 pts]
Silver Line Stormguard (Min unit): [9 pts]
Stormsmith Storm Tower: [4 pts]

For more Brawlmachine list ideas, see Category: Brawl List



  • Released in 2016.06 in the battlebox set
  • Resculpted in 2021 as a standalone model.

Video Battle Reports

Other Cygnar models

Cygnar Logo.jpg       Cygnar Index       (Edit)
Battlegroup & Similar
Warcasters Caine1 - Caine2 - Caine3 - Constance - Darius - Haley1 - Haley2 - Haley3 - Jakes2 - Kraye - Maddox - Nemo1 - Nemo2 - Nemo3 - Sloan - Stryker1 - Stryker2 - Stryker3 - Siege1 - Siege2 - Sturgis1
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers

Battlegroup Controllers: Caine0 - Nemo4 - Jakes1 - Journeyman - T. Warcaster Lieutenant
'Jack Marshals: Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA

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

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


Arcane Tempest Rifleman - Archduke Runewood - Captain Arlan Strangewayes - Captain Maxwell Finn - Commander Anson Hitch - Dreyfus1 - Dreyfus2 & Flubbin2 - Grand Master Gabriel Throne - Glyn Cormier, Illuminated One - Gun Mage Captain Adept - Journeyman Lieutenant Allister Caine - Journeyman Warcaster - Harlan Versh, Illuminated One - Lieutenant Allison Jakes - Lieutenant Bastian Falk - Lieutenant Gwen Keller - Major Katherine Laddermore - Major Harrison Gibbs - Morrowan Archon - Savio Montero Acosta - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures

Nemo4 - Storm Strider - Trencher Blockhouse

Theme Forces
Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2021.11

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 : Disruption      (Edit)

  • If a model is disrupted, it cannot get focus for any reason. Whether the rule says 'allocate', 'gain', 'receive' or 'give' ... Disruption stops it all. (Infernal Ruling)
  • Despite being unable to channel spells, a warjack can still be the target of spells just fine.
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Rules Clarification : Cortex Damage      (Edit)

  • The damage to the cortex is applied before making your normal damage roll.

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Rules Clarification : Electro Leap      (Edit)

  • Electro Leaps are optional.
  • Electro Leap is a weapon property. As such, it doesn't apply to Power Attacks at all.
  • A Steamroller flag can be hit by Electro Leap (if it's the nearest model). (Infernal Ruling)
  • 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:
      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:
    • 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:  : Warcaster      (Edit)
(Click Expand to read)

  • 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)

  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. 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).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. 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.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. 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.
    9. 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)

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 : Electricity      (Edit)

  • When electricity arcs/leaps, you ignore models with Immunity:Electricity. The arc "skips" them.
  • If you attack a model with Immunity:Electricity, the arc/leap won't go anywhere at all. The arc is "grounded".
  • Incorporeal models do not have Immunity: Electricity (they just ignore non-magical damage). As such electricity can arc/leap to and from incorporeal models.
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Rules Clarification : Flank      (Edit)

  • You can gain the Flank bonus vs knocked down/stationary models (refer to the latest Errata).
  • Melee range is measured from your front arc so you cannot trigger Flank on models in your back arc.
  • The target enemy doesn't need to be in the Flanker's LOS, just their melee range.
    • Most of the time if something is in your melee range then it is so close it's in your LOS too, and the difference is meaningless.
    • But if you have 2" reach and you're jammed up in B2B with a bunch of closely-spaced enemies, you'll find your LOS is blocked. In this case, you might be able to trigger Flank on an enemy model that is "hiding" behind that front row of jammers, even though you don't have LOS to it.
  • Flank is not tied to a specific weapon, so Mount attacks and Power Attacks can benefit as well.
  • If you have two sources of Flank they are still giving you the bonus from the Flank rule so do not stack. (Infernal Ruling)
  • If the target moves in/out of the Flanker's melee range between the attack roll and the damage roll (for instance if you throw it) then you need to reassess whether you get the Flank bonus for the damage roll. (Infernal Ruling)
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Rules Clarification : Resourceful      (Edit)

  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Quick Work      (Edit)

  • If you're still engaged in melee when Quick Work triggers, you won't be able to make the ranged attack.
  • Quick Work specifies "Combat Action" so doesn't work with Impact Attacks or out-of-activation attacks
  • Attack-Generating Abilities (Edit)
    • From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
    • If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
    • If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)

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Rules Clarification : Assail      (Edit)

  • If you're planning on casting this spell often, you should probably check out the Trample and Slam clarifications.
  • The extra slam distance applies to any slam the warjack causes, not just Power Attack Slams. For instance, it also applies to the Banshee's Force Cannon.
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Rules Clarification : Dauntless Resolve      (Edit)
Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Electrical Blast      (Edit)

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Rules Clarification : Onslaught      (Edit)

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Rules Clarification : Relentless Charge      (Edit)

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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 : Beat Back      (Edit)

  • You cannot use Beat Back if you destroy the target; because you can't advance towards a model that is no longer on the table. (Infernal Ruling)
  • You can trigger Beat Back even if the model is no longer in your melee range after the attack. For instance, if you used a Pitch to throw it away, you can still Beat it Back. (Locked thread)
  • The free advance doesn't depend on the target being pushed, but it is dependent on you trying to push them:
    • If you try to push something which Cannot Be Pushed (such as a Colossal), then it won't move and then you can advance directly towards it.
    • If you choose not to push your target, then you choose not to trigger Beat Back, so you don't get to advance.
    • (mk2 Ruling)
  • Beat Back can be used to push larger models.
  • 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)