Major Victoria Haley

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Cygnar Logo.jpg Major Victoria Haley

Cygnar Warcaster

Victoria Haley is a powerful tempest within whom a deep and sorrowful calm resides. Her unmatched talents are tempered with the experience of years of combat as a warcaster. As she gains wisdom in the field of war, she grows in power and flexes her arcane might to dominate the battlefield with magic unrivalled by any warcaster in western Immoren.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 16
ARM 14
ESSENCE {{{essence}}}
HP 15
F. Field N/A
WJP +25
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock
  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)

Feat :Temporal Shift

Choose d3+5 enemy models currently in Haley's control range. Chosen models must forfeit either their Normal Movement or Combat Action during their next activations. Temporal Shift lasts for one round.


  • Future Sight - This model can boost attack and damage rolls after rolling.
  • Field Marshal [Future Sight] - Warbeasts/warjacks in this model's battlegroup gain Future Sight.
  • Set Defense - A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.



Arcane Bolt

2 12 - 11 - Yes
This spell has zero special effects.

4 8 - - - Yes
Take control of target enemy warjack that has a non-crippled cortex. You can make a full advance with the warjack and can then make one basic attack, then Domination expires. The enemy warjack cannot be targeted by free strikes during this movement. Domination can only be cast once per activation. A warjack can be affected by Domination only once per turn.
Force Field

2 SELF - - Upkeep No
(1) The spellcaster does not suffer blast damage or collateral damage and cannot become knocked down. (2) When an enemy AOE ranged attack deviates from a point within the spellcaster's control range, after the deviation distance is rolled you choose the deviation direction.

2 8 - - - (★)
Place target model completely within 2" of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires an attack roll. A model can be placed by Telekinesis only once per turn.
Temporal Acceleration

3 6 - - Turn No
Target friendly Faction model gains +2" movement when advancing as part of its Normal Movement and can make one additional ranged or melee attack during its activation. Temporal Acceleration lasts for one turn. Temporal Acceleration can be cast only once per activation.
Time Bomb

4 10 4 14 (★) Yes
A model directly hit by Time Bomb suffers -2 SPD and DEF for one round.

Theme Forces

Recent Changes

No changes since 2017.09

Thoughts on Haley2

Haley2 in a nutshell

One of the most iconic casters in the faction, Haley2 brings near-unparalleled versatility onto the board. She has a strong toolbox to handle various situations.

  • she is a nimble but fragile caster
  • has a feat which cripples enemies
  • has great spells and likes arc nodes

Depending on your gaming community, Haley2 can have a really steep or a very gentle learning curve for newcomers. If there are many experienced players in your area, they will be prepared for her since she single-handedly dominated the competitive games for many years. However, new players can often be surprised by her tricks and it can be downright frustrating to play against her for the first time.

Playing with Haley2 is all about controlling the board, taking apart your enemy piece by piece, and taking fights on your terms. To achieve that, you have great spells, a nice feat, and a large CTRL area to play around. She and her battlegroup operate with excellent FOCUS efficiency thanks to Future Sight, though her expensive spells rarely leave resources to fuel a large group of warjacks.

Spell Thoughts

  • Arcane Bolt - Probably a dead spell on your list. Cygnar is not short on magical shooting and if Haley has to be tasked with Incorporeal hunting, the enemy is probably dictating the flow of battle.
  • Force Field - A life-saver against many things the enemies use to dispatch a high DEF-low ARM warcaster (slams, knockdowns, and stray AoEs). Watch out as you can still be made stationary, and upkeep removal (especially Purification) can be deadly for you.
  • Domination - One of the more threatening spell if your enemy has even a single, quality warjack in their list. Though it can cause hilarious moments, it has several limiting factors.
    • Its main use is for threat range manipulation. Few jacks can give up their entire movement and still pose a threat.
    • You're unlikely to be able to boost the attacks, since jacks spend FOCUS only during its activation (and possessing them happens outside of it). Sometimes your target gets boosted attack or damage rolls by default, but it happens rarely. Also watch out so that it is not tied to a bond, like Black Ivan from Harkevich, as the bond ceases under enemy control.
    • It is limited to basic attacks, so you cannot discharge a Pulse Attack on the Thunderhead, or use Thresher on Beast 09. However, you can still apply the additional effects of the weapon, like the Knockdown effect on the Renegade's Obliterator rocket to line up Magnus for assassination.
    • If you have nothing in range to hit, just simply walk out of the caster's CTRL area. This cancels Power Up/ Focus allocation, and occasionally Bonds.
  • Telekinesis is, hands-down, a fantastic utility spell. Here are some general tips applicable to any caster: (Edit)
    • Battle Engines can be placed (unlike other huge-based models).
    • Enemy model out of your charge range? Move your own model 2" forward. Still too far away? Move the enemy 2" closer. That's a 4" threat range extender!
    • Move enemy models 2" straight backwards, so they don't have range to charge/attack you next turn. While you're at it, spin them around so they can't declare charges and so you get the back strike bonus.
    • Move models out of your charge lanes, or to open up LOS.
    • Move enemy models out of scenario zones.
    • Is there an enemy 'jack or 'beast right at the edge of control range? TK them away from their controller so they can't Power Up or manage Fury next turn. Turn them around so they might occasionally frenzy into the enemy lines.
    • Is there an enemy unit with most of the troopers right at the edge of formation range? TK the commander away from his troops so they're out of formation.
    • Do enemy models get a bonus for being B2B? You can stop that.
    • TK your own caster forwards or backwards to be more threatening or more cowardly.
    • TK enemy models into range of your passive debuffs (such as Dark Shroud), then gang up on them.
    • TK enemy models into hazards to force them to take damage.
    • Move friendly models out of melee before they activate, to avoid free strikes.
    • Are you using arc nodes? After you're done, cast TK on the node itself to move it back and keep it safe(r) for next turn.
    • Or TK the arc node forward before casting offensive spells. This is especially useful if advancing the node those last 2" would trigger something nasty like Garryth2's feat.
  • Temporal Acceleration - A pretty expensive spell that should be used on your main beatstick to secure an alpha strike.
  • Time Bomb - A very expensive spell, easily capable of burning through most of your FOCUS pool, but securing a direct hit on a key target can be crippling.

Feat Thoughts

Regard this one as a tactical jamming. She plays well against lists with just a few, quality melee models (usually jacks and beasts), who are depending on delivering the alpha strike. Numerous infantry and jammers can easily overwhelm you, as there will be plenty of models that can still activate normally despite her feat. Timing and knowledge of the enemy's threat ranges is critical. Also, as the affected number of models are more or less random, simply identify the 6 most critical models in your control range that you want to cripple and regard any extra targets as a gift.

Drawbacks & Downsides

  • She has little in the way of damage buffs.
  • She was the faction's #1 competitive caster throughout Mk2 and in the first year of Mk3. Opponents tend to know her pretty well.
  • Most of your spells are expensive. It is quite easy to over-extend and burn through all of her superior FOCUS pool.
  • Anti-magic tricks as well as counters for arcing spells can hurt you a lot (e.g., Severius1, Garryth, anyone with Arcane Vortex or Arcane Suppression, etc.).
  • She is fragile. Boosted damage rolls, electro-leaps/trick shots, Continuous Fire, or slammed/thrown models are all legitimate dangers (that latter only if they stripped Force Field from her).

Tricks & Tips

  • When deciding where a missed AoE will scatter with Force Field you still must choose a valid direction on the blast marker - you cannot choose any angle you want.

Forfeiting 101

  • You cannot charge if you must give up your Action or Movement.
  • You cannot make things you could by voluntarily giving up your action or movement, if you must give them up (such as Aiming).
  • Running also demands you to give up your Combat Action after your normal movement, so models affected by the feat cannot run.
  • Temporal Shift has no effect on out-of-activation attacks and movements, like free strikes, Sentry or Broadside shots, Enliven and Admonition, etc.
  • If you popped your feat, knock a target down. Apart from warhounds, beasts/jacks and gargossals, they will be sitting ducks, as they're now forced to sacrifice both their actions and movements. Soft version of it is to turn your target around (either by Telekinesis or Domination). They can't draw LOS to you, thus, cannot charge (and possibly have to turn around to shoot). Battle Engines cannot be knocked down, so they are prime targets for Telekinesis.

List Building Advice


Her main win condition is to frustrate the enemy and control their threat ranges so you decide who fights who and win the war piece by piece. She struggles to crack high ARM face to face, as she has very few means of buffing the raw damage of her army. Concentrate on keeping those pieces away, until you can properly deal with them. Contest/deny scenario pieces by moving models in/out of zones and flags. You can yo-yo with the enemy and your own models, so alpha striking Haley's army is anything but easy.

As for her personal safety, keep in mind her extreme fragility. In this regard, she is pretty much akin to Amon1 - though basically DEF18 against charges. Cavalry models with access to attack roll buffs or boosted MAT8+ hits will make short work of her. Always have a Shield Guard nearby to fend off stray Disruptor bows from Eyriss, or flame AoEs in case you don't have Force Field up.

Unlike Haley1, this incarnation lacks direct unit support spells, and she doesn't have battlegroup spells either. Self-supporting units and a few jacks are usually the way to go with Haley2. This tip is worth your consideration, no matter what theme you play.

Theme Thoughts

Various themes
Haley likes these support models, which are in all/most themes:

  • Journeyman Warcaster - An Arcane Shield on your most precious model. Put a Sentinel under his care to have a readily available Shield Guard.
  • Captain Arlan Strangewayes - Extra focus so that Haley's reserves can go elsewhere instead of allocating to jacks.
  • Squire - The extra FOCUS is crucial for your spells, while Future Sight + Arcane Realignment offers great safety on delivering your offensive spells. The additional 2" CTRL range allows you to catch models under your feat with a bit more safety.

Specific themes

  • Heavy Metal. Lots of arc nodes and free solos that she has synergy with.
  • As a fragile caster she benefits from the electo-immunity of Storm Division, and the high accuracy and damage of the theme's units mean they don't need as many buff spells.
    • A Stormclad marshaled by a Stormblade Captain can be turned into a serious threat with support from Temporal Acceleration and Empower. The Crush order combined with the extra threat and volume of attack from TA + 2 focus to buy or boost and further threat extension via TK should make it wreck things like no tomorrow. Afterwards it gets to reposition 5" thanks to the drive. With the Hermit in tow you can even shrug of free strikes on your reposition movement, then lock the target in place with Haley's feat. This is especially potent on colossals, which is combo is poised to take on.


  • She likes a damage buff from either Aiyana, Gabriel Throne or the Hermit. Do note that you can TK the hermit a few inches forward, the guy really loves all manners of threat extension.


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


  • Thorn - Thorn is her pet warjack with an arc node and she can take him any theme. He is a very cost-effective upgrade over a Lancer. You should have a really good reason NOT to take it.
  • Hunter - With Haley's huge control range, the extended CTRL RNG of the hunter isn't necessary, but Temporal Acceleration on a hunter and a single allocated focus can usually tear a heavy warjack to pieces from (typically) well outside retaliation range. Two boosted hunter shots a turn kills a Khador heavy in 3 turns on average rolls, or leaves it crippled beyond use.


  • Avenger - Good melee game and the effect on it's weapon are great, but the cannon with it's auto-knockdown can be downright annoying. Knock beasts and/or jacks down with the cannon (a big AOE of auto knockdown is always fun) then pop Haley's feat.
  • Centurion - Great melee game and not able to be charged if you're smart. Telekinesis can help get this otherwise slow monster up the table and Temporal Acceleration can give his high P+S spear another swing.
  • Stormclad - 2" reach with high melee power makes this one a favored battlegroup member, especially in the Storm Division theme due to the Accumulator rule. Its threat range with telekinesis and temporal acceleration is 14", which works well with your feat.


  • Hurricane - A much more durable Arc Node with respectable hitting power, plus another means of control thanks to its slamming Storm Emitters. It is prone to jamming (since it cannot use its arc node then), so defend it adequately from chaff infantry. Temporal Acceleration on this Colossal will also mean an additional Storm Emitter attack. Knocking Down/Slamming three targets a turn with the Storm Emitters can be devastating.

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.

  1. Warjack: Stormclad
  2. Warjack: Thorn
  3. Solo: Caine0
  4. Warjack: Ace
  5. Solo: Squire
  6. Unit: Order of Illumination Resolutes
  7. Battle Engine: Nemo4 + Mercenary warjack Toro



  • Released in Warmachine: Apotheosis (2005)
  • Just like Haley1's Temporal Barrier spell, Haley2's Temporal Shift feat had been toned down gradually throughout the years:
    • At the start of Mk2 it affected everyone in her control range, and it let you decide the order of activation of your opponent's army. You'd do stuff like force them to first activate the combat units that were blocked in, then the other combat units, then finally the support models were activated last when it was too late to buff anything.
    • Mid Mk2 the "choose how your opponent gets to play their army" part was removed.
    • Mid Mk3 it was reduced from everyone in control range, to d3+5 models

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 - 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

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: 2020.02

Rules Clarifications

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Rules Clarification : Feat - Temporal Shift

  • Haley2's feat applies to warbeast frenzies. Both to regular frenzies and to frenzies caused by Dr Arkadius's feat.

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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:  : 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)
(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 (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 : Future Sight      (Edit)

  • Adding/Removing dice (from other abilities)
    • If a Future Sight model is under an effect that causes it to roll extra dice and drop the lowest/highest (such as Star Crossed or Manifest Destiny), then the timing chart in Appendix A changes at Step 5a and 5b (Infernal Ruling):
      • Step 5a. Add/remove all extra dice as per normal except the dice you'd get from boosting (not normal, but as per Future Sight)
      • Step 5b. Roll the dice (as per normal)
      • Step 5b.1 Decide whether or not to boost (not normal, but as per Future Sight)
      • Step 5c. Remove the dice (as per normal)
  • Rerolls
    • If you use Future Sight before deciding to reroll, then you must keep the boost. You don't get to "unspend" the focus/fury.
      So it would go [Roll]-[Future Sight boost]-[Reroll with boost] (Infernal Ruling)
    • If you haven't used Future Sight before deciding to reroll, then you still have the option to use it after the reroll. You haven't "lost" Future Sight just because you didn't use it the first time.
      So it would go [Roll]-[Reroll with no boost]-[Future Sight boost]
  • Attack rolls
    • With reference to the Apdx A Timing chart; Future Sight moves "Boosting the roll" from Step 5a to straight after Step 5b. (Infernal Ruling)
    • All other effects that add/remove dice are still carried out at Step 5a.
  • Damage rolls
    • Vs warjacks/warbeasts you must complete the damage roll (step 9) before rolling the location (step 10).
      If you're one of those players that roll damage and location together, you have forfeited your option to boost after seeing the dice roll. (Because otherwise you'd be like "Oh, I rolled column 4. I'll boost it to make sure I cripple the arc node.")

Rules Clarification : Set Defense - None yet. (Edit)

Rules Clarification : Deflection - None yet. (Edit)

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Rules Clarification : Domination      (Edit)

Taking Control of an Enemy Model (Edit)   [Show/Hide]
  • General
  • 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)
  • Movement
  • 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.
  • Melee Attacks
  • Models with the Gunfighter advantage can make attacks as they normally would if the ability controlling them allows for basic attacks (e.g., Influence). Note that other "take control" abilities only allow for melee attacks, such as Seduction and Bone Shaker (Gunfighter attacks are ranged attacks).
  • 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:
  1. 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).
  2. 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)
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Rules Clarification : Telekinesis      (Edit)

  • If an enemy model with 2" melee range was B2B with you before the Telekinesis, it will still be exactly 2" away afterwards and thus will still engage you (unless you move completely out of their front arc).
  • Being placed into an area counts as entering that area. So you'll take damage from acid clouds etc if you're dumb enough to teleport into them.
  • You can change the facing of the model that you place. In fact that's one of the main uses of the spell.
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Rules Clarification : Temporal Acceleration      (Edit)

  • When cast on a model with a RoF of D3, the model only gets one additional shot, not D3. (Infernal Ruling)
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Rules Clarification : Time Bomb      (Edit)

  • Only the model directly hit suffers the debuff. Other models in the AOE just take blast damage.