Captain Phinneus Shae

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Mercenary Logo.jpg Captain Phinneus Shae

Mercenary Privateer Warcaster

I follow no kingdom's flag, fear no ship on the sea, and bow to no master. Blood calls for blood, and I will spill much in the days to come.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 17
ARM 14
ESSENCE {{{essence}}}
HP 16
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock
  • Limited Employment - This model may only be included in Mercenary armies.
    Despite being a Mercenary, Shae refuses to work for any Faction.


  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Amphibious symbol.jpg Amphibious
  • Groundwork - While knocked down, this model is not automatically hit by melee attacks, and its DEF is not reduced by being knocked down.


  • Hand Cannon - 12" range, POW 12 ranged weapon.
  • Squall - 1" reach, POW 7, P+S 13 melee weapon.
    • Magical dam symbol.jpg Damage Type: Magical
    • 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.


Blow the Man Down

3 8 - 15 Round Yes
A model hit by Blow the Man Down becomes knocked down. On a critical hit, instead of suffering a normal damage roll a non-incorporeal model hit is slammed d6" directly way from the spell's point of origin. Collateral damage from this slam is POW 15.
Coup De Main

3 SELF Control - Turn -
The spellcaster and friendly Privateer models activating in its control range gain +2" movement when advancing as part of their Normal Movement. Affected warjacks can charge without spending a focus point. Coup de Main lasts for one turn.
Flashing Blade

1 SELF - - - No
The spellcaster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.

2 6 - - Upkeep -
When target friendly Faction model/unit is targeted by a ranged attack, the attack suffers -5 RNG. Models are not affected while out of formation.
Storm Rager

3 6 - - Upkeep No
Target friendly Faction warrior model gains +2 STR, MAT, and ARM and cannot be targeted by CRA or CMA.
Veil of Mists

2 CTRL 4 - Upkeep No
Place a 4" AOE cloud effect anywhere completely within the spellcaster's control range. This AOE does not block friendly Faction models' LOS. While in the AOE, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them.

Feat : Godspeed

Friendly Faction models currently in Shae's control range immediately advance up to 3". During this movement, affected models cannot be targeted by free strikes and gain Pathfinder.

Theme Forces

Thoughts on Shae

Captain Phinneus Shae in a Nutshell

Shae is the only privateer warcaster designed to work well exclusively with privateers. As such, his role in a privateer army is to aid in their delivery with his spells and feat. The support solos take care of the other parts of the equation like improving chances to hit and do damage. If you like privateers, Shae is the caster you start with.

In and of himself, he is a master duelist with DEF 17 and Groundwork making him almost impossible to hit. Just watch out for stationary effects, especially auto-hitting ones like Sorscha1's feat.

Feat thoughts

Usually it's used to move the army into position to charge but there are other potential applications, such as backing up a ranged unit after it has already shot.

Spell thoughts

  • Blow the Man Down is rarely ever cast because Shae has no arc node. Also, you can knock down targets by using a Buccaneer that can assault 19" with a boosted net for free if he casts Coup.
  • Coup de Main is Shae's most powerful spell. If three warjacks get to charge free, it pays for itself and it speeds up the rest of the privateers in range to boot.
  • Flashing Blade is niche use, because Shae wants to stay away from melee let alone melee with multiple enemies.
  • Phantasm is a somewhat effective way of protecting his army from shooting.
    • Theoretically it goes on the lead unit of Sea Dog Pirates so they don't die to shooting before they make their big charge. In practice, the opposing army targets the stuff behind them with blasts.
    • It's best use is protecting Grogspar, Killingsworth, a colossal, or the Commodore from incoming fire.
  • Storm Rager is used on combat solos like Black Bella, Hawk, or Bloody Bradigan. Especially Bella, who becomes very dangerous with Storm Rager and Coup De Main.
  • Veil of Mists is both a defensive cloud spell and the last piece in the puzzle of delivering a melee army.

Drawbacks & Downsides

Shae's main problem is the fact that he does very little to support Sea Dogs and Privateers other than to make them faster. They still don't do enough damage to be threatening and will die in droves, even with all their support around. Which is another big problem for him, since he heavily relies on solos to support his troops and set up assassinations. Not only are said solos easy to remove for savvy opponents, he will also never be able to bring all of them:

  • In Talion Charter the non-privateer solos are not allowed, which means no damage buffs or control pieces.
  • In Irregulars all the solos he likes are allowed but no privateer units, so they have nothing to support.

Further downsides are:

  • Cloud walls and defensive feats stymie him.
  • Cracking high ARM isn't something the models he's designed to play with do very well. High ARM is everywhere.
  • He has nowhere near enough focus to cast Coup, upkeep spells and power warjacks. So he's often on a low camp, though he is hard to hit.
  • Colossals are a big problem
  • Shae pirate lists have perhaps the most complex set of interactions in the game with all the boosts from all the solos on top of what Shae does. It is one of the most difficult and time consuming armies to play well.

Tricks & Tips

  • A 5" increase in charge range combined with advance deploying Press Gangers is a massive scenario play.
  • Look for pirate synergies to maximize his abilities. For example: Shae casts Coup and his Buccaneer charges for free, boosting its net, which knocks down the target for the Freebooter to take out. The Commodore or the Buccaneer knock down a heavy from range for the Galleon to drag in, etc...
  • Pirate warjacks have low ARM and die fast. Sea Dogs die staggeringly fast unless you are great at making tough checks and keeping Grogspar alive. You cannot win an attrition fight against most armies so try to play for the assassination with all the tricks at your disposal. Knock down their caster and shoot them to death.

List Building Advice


Coup de Main makes privateers go fast every turn. His feat moves his army 3" forward, and he has a spell that creates an bubble of Incorporeal for his army. It's pretty much spelled out for you that he is designed to deliver privateers quickly and out threat the other guy.

He wants a crippling alpha strike, followed by a jam with tons of pirate bodies. He is also a very capable assassin, able to knock down the enemy caster with the Commodore Cannon's slam or a Buccaneer and then send in a ton of pirates.

Pirates struggle into a lot of high ARM targets unless they are warrior models, in which case Hawk and Rockbottom ensure the pirates wreck the world. You can fix this by bringing a Blockader and Aiyana and Holt.

Theme Thoughts

Contrary to what you'd expect from him being the Captain of the Talion, Shae works much better in the Irregulars than he does anywhere else. This is mostly due to the release of Asphyxious the Sanctified plus the fact that the theme bonus powers up marshaled jacks and offers lots of great value pieces that help Shae's game plan.

This isn't to say that Shae won't work in The Talion Charter, far from it, he will enjoy ludicrous threat ranges on his troops, but will struggle to meaningfully crack ARM.

    The Irregulars only    

  • Gaspy4 - He is an excellent Storm Rager target and will be able to do lots of work with the spell. His servitors apply Dark Shroud where needed, making Freebooters that Flanks off of them extremely dangerous. He gets epecially dangerous with the feat move; if combined with Flicker, this extends his threat range to 14" (16 if you factor in his melee range). Furthermore with Veil of Mist and Caustic mist the two of them can form a cloud wall.
    • Gaspy can bring some privateer jacks with him who can benefit from the Coup the Main threat extension, but a simple Stalker can threaten very far with just the jump and the feat move, too, and brings Blessed and Grievous Wounds weapons.
  • Boss MacHorn - A great combatant in her own right, who can set up knock downs with Combo Smite. She will appreciate Storm Rager or Phantasm. Most importantly she can marshal a Freebooter or Mariner and drive it to Dismantle, making her marshaled jacks the most powerful you can field if you regularly see constructs in your meta.
  • Widget is able to sqeeze some extra attacks out of Shae's Blockader or the marshaled jacks.
  • Balthazar Bamfist - A very important piece because he hand out free focus to Shae's jacks or, more importantly, the marshaled ones
  • Hermit, Aiyana, Gabriel Throne, Gorman and/or Hutchuck bring simple old damage buffs. Hutchuck also has a Quake Bomb for pop-and-drop tactics.
  • Harlowe and Scythe, can help set up his assassination and alpha strike by clearing charge ranges with their high quality shooting. These two and Boss should always be your requisition choices in this theme.
  • Kayazy Eliminators- No particular synergies, they're just generally good for their points cost. They are mobile enough to enable the Flank bonus and soften targets up for the big finish with a charging crushing freebooter.
  • Alexia2 - The feat move sets her up to spawn Thrall Warriors deep behind the enemy lines where they can get inconvenient (for your opponent) charge lanes.

All the models suggested under the Talion heading are equally valid here, if they are available.

    Irregulars and/or Talion options    

These are the character Privateer models.

  • Lady Aiyana and Master Holt: A damage buff and a source for magical weapon. Also they are in fact privateers. This means they are probably the most essential models for him to take,
  • Dirty Meg runs a Freebooter for him and has an awesome drive. Theoretically strong in The Irregulars, though not exactly great. In Talion, she can jack marshall Scallywag with Shae, who will enable it to charge free. She can give it Crush and Powder Monkeys can hand it focus to make it super effective for a light, though that is a lot of investment into a fragile package.
  • Bosun Grogspar, Doc Killingsworth and First Mate Hawk provide the Sea Dogs important boosts.
  • Lord Rockbottom and Master Gunner Dougal MacNaile buff the Cannon.
  • Bloody Bradigan is the privateer that is actually able to do some damage.
  • The Commodore Cannon & Crew is a great control piece and slamms things over to assassinate. It can also actually move and shoot under the feat!
  • The Devil's Shadow Mutineers - two of them do damage in melee (and more than most pirates), and the third shoots people to return them to play.
  • Master Gunner Dougal Macnaille - He's hard to squeeze in, but he makes your cannon, riflemen and galleon shoot farther and pushes the ranged assassination threat that much further.
  • Black Bella is the absolute best recipient for Storm Rager other than Gaspy4. With Coup de Main and sac pawn, she will force opposing units to give her a wide berth. She also helps the ARM cracking problem. She, Hawk, Bradigan and your battlegroup dish out the big hits against the targets pirates cannot.

    The Talion Charter only    

  • Powder Monkey - this little two point solo is in practical terms a theme benefit. Empower and Anciliary Attack for just two points kicks jacks, and especially ranged jacks like the Mariner up to the next level.
  • Scharde Dirge Seers - three models for six points. Guidance is amazing when you need it (especially on a ranged jack or the Commodore Cannon) - and if you don't want to use Guidance they are still a pretty decent choice.
  • Scharde Pirates - 13" charge with a 6" assault sprays and gang charge attacks can create a very nasty mess of enemy infantry. Under Money Shot they are effective and dangerous enough to find a place in many Shae armies.
  • Sea Dog Deck Gun - free is the best cost for them. Probably still not worth it as Shae likes to get things towards melee.
  • Press Gangers: The (somewhat) good non-character privateer unit. The threaten quite far with Coup, feat and Advance Deploy and are tough, so you can use them to jam and set up your flankers. Shae runs them better than most since they have no native threat extension and need it.
  • Sea Dog Pirates - very cheap cannon fodder. Two melee attacks mean they can get benefit from Overtake (from Payday). Bring Mr. Walls for No Quarter. The threat extension is invaluable. They go a mile and can take out low ARM heavies or lights on the charge.


Scallywag is his pet warjack that he can take in any theme.

Shae does little for non-Privateer warjacks, although there's nothing wrong with them being on him. You just won't get as much out of Coup de Main. That said the Talion Charter support for Privateer jacks is excellent and means that you get work out of them even with the only support he provides being free charges.

  • The Freebooter is normally marshalled; even without flank Crush and free charges make a nice combination. And marshalling these with Flank is most of the point of taking him in The Irregulars.
  • A Buccaneer can be ok if you want another source of knock down - which works especially well with Freebooters. If he casts Coup de Main, it can charge free and boost its net on the Assault shot.
  • Mariners can be sped up with his feat and Coup de Main and can shoot. One or two of them are an excellent choice in The Talion Charter; Powder Monkeys giving them an extra shot is just good for the shooting phase, and Scharde Dirge Seers like ranged jacks almost as much to give guidance to on early turns. It's a great all-rounder.
  • Scallywag - his personal jack is a nasty assassin, especially when his troops can give it Gang Fighter. Three MAT 9 POW 14 attacks, plus two spare focus even after it jumps is threatening and it doesn't cost that much.
  • Swabber doesn't do much to fix his pillow fisted problems - but it does have a harpoon to single out enemy heavies and bring it in for killing, and it is tough. Its main selling point is Girded, which is invaluable for the likes of Hawk, Killingsworth and Aiyana.
  • Galleon and Blockader colossals can help solve Shae's troubles with high ARM. With Phantasm, he can keep them safe from shooting. Coup de Main allows them to charge free with a full bag of focus from Powder Monkeys, and they threat a very long way. Either is worthy of consideration, though the Blockader is probably the better choice in his case given its abilities.



  • Released in Forces of Warmachine: Pirates of the Broken Coast (2007)
  • Despite carrying the Privateer tag, he is not in the service of any nation and is technically a pirate.
  • Shae and his crew have presently been captured by Cygnar, for whom he is trying to track down some stolen cargo in order to parlay for his crew's freedom. However, they stopped publishing books so we may never know what became of the Talion and her scrappy crew.

Warjacks he can take

With the way Mercenary battlegroups work, this model can't simply control any Mercenary warjack, and instead is limited to the following choices:

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Note: Other restrictions may apply, such as 'Jack Marshals can't control Colossals, character warjacks aren't allowed in most theme forces, etc.

Other Mercenary models

Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)

Ashlynn1 - Ashlynn2 - Aurora2 - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae

Non-Casters Battlegroup Contoller

Asphyxious4 - Crosse1 - Nemo4

'Jack Marshal

Colbie Sterling - Dirty Meg - MacHorne1 - MacHorne2 - Raluk Moorclaw - Rutger Shaw -

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Rhulic 'Jack Controllers (Edit)
Warcaster Durgen Madhammer - General Ossrum - Gorten Grundback
'Jack Marshal Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments

Doctor Stygius - Madelyn Corbeau - Reinholdt - Wyshnalyrr

Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)

Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Legion of Lost Souls - Ogrun Assault Corps - OoI Resolutes - OoI Vigilants - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - SH Cannon - SH Halberdiers - SH Cavalry - SH Mortar - SH Riflemen - SH Volley Gun - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) - Special WA: Morrowan Battle Priest (Morrow units)

Character Units

Alexia1 - Asphyxious4 - Croe's Cutthroats - Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowler1 - Herne & Jonne - Lady Aiyana & Master Holt - Lynus & Edrea - MacHorne1 - The Commodore Cannon - The Devil's Shadow Mutineers


Cephalyx Agitator - Gobber Tinker - Menite Archon - Morrowan Archon - Ogrun Bokur - Powder Monkey - SH Arcanist - SH Ironhead - SH Gunner - Swamp Gobber River Raider Thamarite Advocate - Thamarite Archon - Void Archon

Character Solos

Alexia, Mistress of the Witchfire (2) - Alexia, The Undying (3) - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella, Duchess of Dread - Bloody Bradigan - Boomhowler, Solo Artist - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez - Dirty Meg - Doc Killingsworth - Doctor Stygius - Eilish Garrity, the Occultist - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - First Mate Hawk - Flugwug the Filcher - Gastone Crosse - Glyn Cormier, Illuminated One - Gorman di Wulfe, Rogue Alchemist (1) - Gorman the Mad (2) - Grand Master Gabriel Throne - Gubbin - Gudrun the Wanderer - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Scythe - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Viktor Pendrake - Weird Wendell - Widget, Tinker Extraordinaire - Wrong Eye & Snapjaw

Battle Engines

Hammerfall Siege Crawler - Nemo4

Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2020.03

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 : 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.
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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.

Rules Clarification : Amphibious - None yet. (Edit)
Rules Clarification : Limited Employment - None yet. (Edit)
Rules Clarification : Groundwork - None yet. (Edit)

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Rules Clarification : Blow the Man Down      (Edit)

  • An Incorporeal model critically hit by this spell is not slammed, but it is still damaged.
  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
  • See also the rules clarifications on being slammed.
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Rules Clarification : Coup De Main      (Edit)

  • Non-Privateer models are not affected by the spell. Thus Non-Privateer warjacks don't count as "affected warjacks" for the second part of the spell. (Infernal Ruling)
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Rules Clarification:  : Thresher and/or Flashing Blade and/or Cyclone     (Edit)
(Click Expand to read)

Resolving the attack

Under this heading, the word "Thresher" is used interchangeably for "Flashing Blade" and "Cyclone" too

  • Thresher makes an attack against every model, and as such it targets every model. Thus if a model "may not be targeted by melee attacks", you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • All attacks made by a Thresher attack are simultaneous.
    • If a model is out of LOS when you start the Thresh, then you may not attack it as part of the Thresh (even if the Thresh kills what is blocking your LOS)
    • This means you need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    • In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens (for instance the Cryx Harrower that collects souls), it cannot collect them until all Thresh attacks are resolved.

Thresher only

  • All attacks made by a Thresher are special melee attacks, and as such won't trigger stuff like Grim Salvation or Rhyas's feat. (Infernal Ruling)
  • No matter how many enemy you kill, Thresher only counts as a single attack for the purposes of triggering Berserk, Quick Work, Black Spot, etc
  • You can do a Thresher on a charge (it's a special melee attack).
    • If you charge & Thresher, only the damage roll against your charge target is automatically boosted - other models caught in the thresh suffer an unboosted damage roll (although you can spend focus/fury to boost it)
  • You can't buy additional Thresher attacks, because they're (★ Attack). You can buy additional normal melee attacks, though.
  • Thresher will hit friendly models.

Flashing Blade only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell , then you'll get your boosted charge attack against it.
  • Flashing Blade doesn't hit friendly models

Cyclone only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell and is still in range, then you'll get your boosted charge attack against it.
    • If you used the advance to move out of range of your charge target, it was still as successful charge so it won't cause your activation to end. However, you are still limited to making melee attacks only.
  • Cyclone will hit friendly models.
  • The attack(s) from Cyclone occur simultaneously with "Ends its movement" triggers (such as Admonition). As such, the active player can use the Cyclone attacks before the inactive player uses his Admonition move. (Infernal Ruling)
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Rules Clarification : Phantasm      (Edit)

  • Range Modifiers (Weapons) (Edit)
    • If a weapon puts down a template "within X inches" (such as Covering Fire) then you can't change that, because it's not a RNG. (Infernal Ruling)
    • If a weapon's RNG is reduced to zero, it cannot be used to make attacks. Refer to 'Weapon Statistics', page 19 of the core rulebook.
    • If a weapon has RNG = CTRL then you can't add or subtract to that range, because CTRL is not a number. (Infernal Ruling)
  • Gunfighter vs RNG modifiers (Edit)
    • Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
    1. If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
    2. If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
    3. If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
    (Infernal Ruling)
  • See also Range Modifiers (Spells)

Rules Clarification : Storm Rager - None yet. (Edit)

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Rules Clarification : Veil of Mists      (Edit)

  • Friendly models can draw LOS through the cloud, but not through things in the cloud. For instance, if you place the Veil over a forest then the forest still blocks LOS. (Infernal Ruling)
  • You only need to "toe" the AOE to gain the Pathfinder and "move through" benefits.
  • If you're in the AOE, you can move through any model, not just other ones in the AOE. If you're not in the AOE, you can't move through anything even if they're in the AOE. Refer the Veil of Mists page for some diagram examples.
  • Unlike most "move through" abilities, Veil of Mists is not limited to just voluntary advances. It also allows involuntary movement (such as being pushed, slammed, or thrown). (Infernal Ruling)
  • Pathfinder (Edit) - Pathfinder does not apply to involuntary movement (pushes & slams). (Infernal Ruling)