Major Beth Maddox

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Cygnar Logo.jpg Major Beth Maddox

Cygnar Morrowan Storm Knight Warcaster

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.

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Boxed Set
Maddox comes in the Mk3 battlebox starter set, alongside 3 warjacks: a Lancer, Firefly, and Ironclad.

At the time of writing (2019.05) she is not available for individual purchase (although the warjacks are).

Basic Info

Maddox1
Missing Info
Maddox1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR
MAT 7
RAT 6
M.A. N/A
DEF 15
ARM 16
CMD N/A
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +30
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • 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.

Weapons

Spells

COST RNG AOE POW DUR OFF


Assail

2 6 - - Upkeep -
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 -
Target friendly Faction warrior model/unit gains +3 ARM and Tough.
Electrical Blast

3 8 3 13 (Electric) - Yes
Deals electrical damage. Also, warjacks damaged by it suffer disruption.
Onslaught

2 SELF Control - Upkeep -
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.
Snipe

2 6 - - Upkeep -
Target model/unit's ranged weapons gain +4 RNG.

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 this weapon is resolved during this 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.

Theme Forces

Recent changes

2019.08 August Dynamic Update

  • This model became a Morrowan model, which will allow her to go in the new Flames in the Darkness theme.

Thoughts on Major Beth Maddox

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. None of them are top tier casters because they lack the flexibility and strength to be competitive. 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.

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 evens out the focus spent on upkeep.
  • Dauntless Resolve
    • In a battlebox fight, the only suitable target is Maddox herself.
    • 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, but your sword-gun has a magic ranged attack, so this spell is best applied 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. 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.
    • 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 bsck, 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.

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

  • With at least 3 upkeeps/turn she easily becomes focus-strapped.
    • 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, Commander Coleman Stryker. Sadly, he does almost everything she tries to do better and his superior feat makes most heavy jacks unkillable.
  • No accuracy buff for her army.
  • Vulnerable to anti-upkeep tactics (Purgation, Lamentation, Purification, Eiryss2, Eilysh, etc.)
  • Quick Work is kind of a wasted ability on her since she does not have the staying power to go in deep and kill stuff. Stay back and support your forces and you will be better off.

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.

Strategy

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 duty rarely leaves you with spare FOCUS, so this would be a fairly atypical force revolving around Sword Knights plus their incremental support (mainly Archduke Runewood and a Journeyman Warcaster).

  • 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.

  • 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.
  • 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.

Gravediggers

  • 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.

Sons of the Tempest
This is an odd theme; 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).

    Support models - Various themes    

  • Sylys
    • Almost compulsory. A free upkeep for a caster with four 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 feat area, but the offensive boost that Sylys can give is also handy sometimes.
  • Arlan Strangeways's Empower lifts her heavy focus burden as well.

Battlegroup

  • 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 also put it under the care of a jack marshal, where you must give up the benefits of Assail, but it can still enjoy the support of Onslaught.
  • 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).
  • Gallant - As focus efficient as a Stormclad with Morrowans(including Beth) 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.

Other

Trivia

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

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

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

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

Solos

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

Battle Engines & Structures Storm Strider - Trencher Blockhouse
Theme Forces
Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Mercenaries
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2019.07

Rules Clarifications

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

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : 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:  : 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. 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 if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat 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)
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 (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • 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 : 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


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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.
  • Beat Back can be used to push larger models.
  • See also the clarifications on Pushes.