Captain Kara Sloan

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Cygnar Logo.jpg Captain Kara Sloan

Cygnar Warcaster

Captain Kara Sloan goes to war as a one-woman rifle brigade. When focused on the destruction of her foe, every warjack she commands becomes linked to the pull of her rifle’s trigger to unleash a barrage of unparalleled accuracy and power simultaneously. Armed with her custom magelock rifle, she walks into the most vicious of firefights without hesitation and always emerges the victor.

Basic Info

Sloan1
Missing Info
Sloan.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR {{{str}}}
MAT 5
RAT 8
M.A. N/A
DEF 16
ARM 14
CMD N/A
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +28
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.)
  • True Sight - This model ignores cloud effects when determining LOS. This model also ignores Stealth.
  • Field Marshal [True Sight] - Warbeasts/warjacks in this model's battlegroup gain True Sight.

Weapons

  • Spitfire - 14" range, POW 12 gun.
  • Sword - 0.5" reach, P+S 8 melee weapon that you hope to never use.

Spells

COST RNG AOE POW DUR OFF


Dust to Dust

2 10 - 12 (★) Yes
If an enemy warrior model is boxed by this spell, they are RFP'd and replaced with a 3" AOE cloud that lasts for one round.
Fire Group

2 SELF - - Turn -
While models in the spellcaster's battlegroup are in its control range, their ranged weapons gain +2 RNG. Fire Group lasts for one turn.
Guided Fire

3 SELF Control - Turn -
While in the caster's control range, models in their battlegroup gain boosted ranged attack rolls. Lasts for one turn.
Refuge

2 6 - - Upkeep -
At the end of an activation in which the target friendly Faction model hit an enemy model with an attack, the affected model can make a full advance that ignores free strikes.
Return Fire

1 6 - - Round -
When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one basic melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.

Feat - Firing Squad

  1. Sloan immediately casts Fire Group without spending focus.
  2. Additionally, Sloan and models in her battlegroup beginning their activation in her control range can make one additional ranged attack during their activations.

Firing Squad lasts for one turn.

Theme Forces

Recent Changes

2019.06 Infernal Release

Thoughts on Captain Kara Sloan

Captain Kara Sloan in a nutshell

Kara went from one of Cygnar's most neglected casters to the epitome of a gunline caster. She wants to shoot her opponent off the table with her battlegroup from a long way away. While Sloan doesn't mulch infantry to the same degree as either versions of Caine, she typically brings a few high quality shots in the form of Defenders, Hunters and sometimes Chargers to the table to annihilate enemy armor. Her Field Marshal ability means the enemy can do very little to hide from her.

She is one of five Cygnaran battlegroup warcasters:

Feat thoughts

This one is much like Haley1's feat, tailored to your battlegroup. In its mechanics it is pretty self-explanatory; you and your jacks like shooting, and you will do it even more efficiently than usual. Remember, it only grants you an additional ranged attack, so jacks and colossi with multiple weapons won't get to fire all their guns again. Watch out for quick enemies, who will try to force you to pop your feat early. With Reinholdt and your feat you have excellent chances to shoot pretty much any warcaster you can get line of sight on. If going for assassination, remember to remove Shield Guards, models eligible for Sucker! or Sacrificial Pawn, and other means, which would waste your shots.

Spell thoughts

  • Dust to Dust - with barely enough focus for your other spells, and an extremely accurate, magical ranged attack, that surpasses this one in every aspect, it is easy to forget that zap at all. Quite a corner-case, but it RFPs warrior models, so sometimes it worth to consider. Like, you want to nullify the feat of The Twins.
  • Fire Group - Not that decisive as [[[Snipe]], but its battlegroup-wide effect compensates it adequately. It extends your gun's range as well, giving a total threat range of 22". Probably your most sought-after spell.
  • Guided Fire - That might seem like a no-brainer, but do your maths, whether or not you'll actually need it. Since your jacks can use their power-up focus to boost, sometimes you better spend it elsewhere. It is also good to enable boosted shots for your jacks, if they become disrupted, for example, after the feat of Nemo1. It can also compensate the accuracy decrease of crippled ranged weapons.
  • Refuge - You might want to cast it early and upkeep it - but only if there is a nice place out of line of sight or behind a wall you can move back to. Just remember that this can leave you without any focus if you've been casting Guided Fire and Fire Group. Between your Field Marshal and Refuge, it can also be used to snipe out flanking, stealthy solos (like Deathstalkers)to get closer to enemy lines.
  • Return fire - that will be your second rarely used spell on your card. As the attack happens outside of your activation, it cannot be boosted, save for an attack roll for a ranged attack from your battelgroup member, if you cast Guided Fire already. Theoretically, you could use it on elusive solos with high damage output, like the Gun Mage Captain Adept, or the Arcane Tempest Rifleman, to retaliate for half-measures in removing them, but the short range of the spell makes it extremely unlikely. And arc nodes rarely find their ways to Sloan's list either.

Drawbacks & Downsides

  • Sloan provides very little support for any models outside of her battlegroup besides killing or softening up targets for them.
  • She has no effective counter to spells or feats that prevent models being targeted by ranged attacks such as Submerge or Swamp Pit. She's also vulnerable for Lamentation, making it impossible to use both of her key spells at once.
  • In many turns you want to cast Guided Fire and Fire Group, which leaves only a single focus if you want to boost Spitfire's damage roll(s) and will leave you nothing to overboost your power field with if you do.
  • She typically plays with low volume, high damage Warjacks. Into high model count armies, she simply can't grind through their models quick enough before they engage.
  • Steamroller 2017 has left her in a difficult place. With the requirement for centralised LoS blocking terrain, key enemy targets generally have a really good spot to hide.
    • This makes her assassination threat and the ability to focus-fire much weaker.
    • The general increase in the amount of terrain has had a similar impact. Her one trick strategy has even more problems to contend with.
  • It can be extremely frustrating for beginners to play against her gunline.

Tricks & Tips

  • With her feat, there is some discrepancy between the 2016 print of the physical card and the Warroom entry. Warroom is correct - make sure you're using the right version of her rules.
  • Remember that Refuge triggers on a model *hit*, not on damage or destroyed. With her high RAT, unless you colossally fail a roll, you'll hit what you're aiming at.

List Building Advice

Strategy

Kara Sloan hopes to devastate the enemy with lethal waves of gunfire leaving them unable to properly respond. You are typically aiming to get an assassination, but if the opponent is overly defensive, you may be able to take apart their entire army with your shooting. Traditionally, her feat is best used early, you're going to be hoping to alpha strike the enemy with your shooting. Between the good ranges of Cygnar, and the range buff of Fire Group, you should be able to manage at least two turns of shooting. If you shoot everything that was in range to attack you off of the board, you may be able to buy yourself a third.

Though her army is all about her battlegroup, smart enemies will try to jam her as soon as possible. To counter that, you might want to consider cheap and/or self-sufficient troops to screen your lines.

Theme Thoughts

As things are now, Sloan gets the most work out of ranged warjacks. She gets so much efficiency out of them that her armies typically are almost entirely composed of them. With this in mind, she is most commonly played with the Gravediggers theme list. Despite this, there are still reasons to try to use her out of Gravediggers.

    Gravediggers    

The best case for Gravediggers is the fact she can squeeze an incredible number of highly accurate shots out of Grenadiers. This plus the ranged support in the theme really tip the scales in its favour. If you ever hear the term "Kara Triforce list" it is the spiritual successor to Kara 5x5 run in Gravediggers, a very popular tournament list. The Triforce consists of 3 Hunters, 3 Minutemen, 3 Grenadiers, supported by Rangers, 2 Express Teams, 2 Master Gunners, Reinholdt and a Patrol Dog.

  • Rangers. Sloan favours bringing all of the guns, so missing with any battlegroup model is disappointing. Rangers make the battlegroup even more sickeningly accurate.
  • Trencher Master Gunner A great contesting and shooting solos in his own right, he also supports Grenadiers with Artillerist.
  • Patrol Dog What would the theme without it? Especially since it strips Stealth.
  • Trencher Express Teams. No synergies in particular other than them knocking down targets with Thunderbolts, they are just incredibly good shooting pieces that no Gravediggers list should be missing
  • Trencher Infantry can throw up a cloud wall that her battlegroup can see straight through...but the enemy can't.

    Heavy Metal    

  • Sword Knights are a good screening unit.
  • Jakes1 offers a method to splash some melee power into an otherwise ranged list. She can perform well with a Hammersmith whose poor threat range is largely mitigated by Energizer and the fact most enemies are trying to run as far up as possible against Sloan.

    Storm Division    

  • Jakes1, mentioned above, can also be in this theme.
  • Silver Line Stormguard help you fending off early charges.
  • Storm Lances are also excellent, self-sufficient units, however they might tie down way too many points that you would rather spend on your battlegroup.

    Sons of the Tempest    

  • The Gun Mage Captain Adept can provide a Flare shot to further improve your accuracy. Though situational, his Shadow Fire can remove a model from blocking LOS, making it all the easier to hit the juicy targets behind.
  • Lieutenant Bastian Falk Rune-Marked can turn Sloan into a POW 14 Weaponmaster rifle. If a POW 12 hurts things, POW 14 annihilates them.

    Hearts of Darkness    

  • She is the only Cygnar caster available in this theme, but as a pure battlegroup caster it's an iffy theme for her (just as any theme other than Heavy Metal). Still, HoD does something for her as her jacks gain Accumulator Soulless, which vastly increases their focus efficiency. You will definetly lose out on free stuff when bringing a number of jacks she is comfortable with, but there is worse things you can do with her.
  • Howlers, Griever Swarms and the Horrors summoned by Regna Granov provide you with the afoementioned Accumulator opportunities. Saldy Kara does nothing for them.
  • Valin Hauke provides Tactician (which also affects jacks), which is great with Refuge. Meaning the refuge target can walk up, shoot and back away through a skirmish screen. Brother's Keeper is a no knockdown, no stationairy bubble which is great with Kara's naturally high defenses and Tough troops such as Trencher Infantry.
  • Mordecai - Shadow is excellent to keep her save in a pinch.
  • Umbral Guardians or Trench Busters - Another way to keep her save. Busters also flank with other Trenchers if you brought them.
  • Basian Falk can be brough along to provide a damage buff to her and the Infernal troops
  • The Hermit - Another damage buff and control piece against other Infernals.

    Support models - Various Themes    

Sloan also likes these models, which are grouped here because they're in 3+ themes.

  • Being so focus-starved, bringing along Captain Arlan Strangewayes is almost mandatory to Empower so he can alleviate some of the burden on Sloan. Arcane Reinforcement can also give Sloan an extra chance into Protectorate warjacks under Hymn of Passage or armies with incorporeal models, but it still means most of her battlegroup can't attack the important models unless you can shoot out the Choir of Menoth first.
  • The Squire can be a useful model to include. Typically Sloan would rather have Reinholdt, but that isn't always an option. Being able to allocate an extra focus to boost damage during her feat turn can be very helpful indeed.
  • Journeyman Warcaster can be extremely valuable to Sloan lists that include a Stormwall. Arcane Shield protects the investment you make with selecting a colossal. Typically his battlegroup will be just a Charger or perhaps a Sentinel.
  • Journeyman Lieutenant Allister Caine and his Fire For Effect spell can fully boost Sloan's or one of her ranges jack's first attack.
    • He can bring Ace with him. Shadow Firecan open up assassination vectors for Kara.

    Mercenary Options    

Battlegroup

  • The Defender has a long range and very powerful gun. This makes it a solid choice.
  • The Charger provides firepower beyond what it's cost typically promises. Unfortunately, despite being good range and RoF, Powerful Attack on it's gun isn't terribly efficient if you are also casting Guided Fire. The Charger also typically want to operate with 2 focus so both of it's shots are boosted. If you are taking this jack, it may be best to leave it on a Journeyman Warcaster.
  • The Hunter is the gold standard of a Sloan List. Firing against a Khador jack, this has comparable firepower to the much more expensive Defender at a much cheaper cost. Another important factor would be that it is typically happy to be left with a single point of focus to just boost it's considerable attack making it more efficient than the Charger.
  • The Firefly works better on the feat turn than other multi-shot ranged jacks because you'll get 2d3+2 attacks, rather just one extra shot as you would with a something like a Charger or Sentinel. They also synergise well with Sword Knights if you're using the Heavy Metal theme list.
  • The Stormwall colossal provides several elements that make it a good choice. It comes equipped with two very powerful long range cannons just like a defender, but happens to be well armored enough that even heavy shooting is unlikely to kill it without letting this thing gets it shots off. Also, the Stormwall is a deterrent. Killing Kara Sloan usually means engaging her in close combat where her amazing firepower counts for much less. Having a colossal nearby ensure that this strategy is a risky one.
  • The Avenger packs a powerful gun, while its Quake ability can open up lines for assassination.
  • The Sentinel doesn't have a very great gun, but against larger formations of infantry, it can be very useful. Also the main reason to take this jack is because of the Shield Guard ability.

Other

Trivia

  • Released in Forces of Warmachine: Cygnar (2010)
  • In the early years of Mk3 Sloan was notorious about her Hunter spam, allowing these fast, advance-deploying jacks to deliver a punishing blow into the enemy's front line, with little possiblility to respond in kind. She was the main reson that the Hunter lost Advance Deployment throughout the Trencher CID in 2017 September.

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 : Feat: Firing Squad

  • Additional attacks can only be made during your Combat Action, so this feat doesn't help warjacks with Assault or similar.
  • ROF only applies to your initial attacks. This feat will only grant you one extra shot, regardless of your normal ROF.
  • The feat only gives you one extra attack, not one per weapon.


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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.")

Rules Clarification : Weapon Master - None yet. (Edit)


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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 Unitor 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 Warcastersor 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 : True Sight     (Edit)

  • You only ignore clouds for LOS. Models can still get the concealment bonus, trigger Prowl, etc from clouds. (Infernal Ruling)
  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has True Sight and one does not. There are examples on the Category:Channeler page.
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Rules Clarification : Field Marshal     (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)

Rules Clarification : Dust to Dust - None yet. (Edit)

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Rules Clarification : Fire Group     (Edit)

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

Rules Clarification : Guided Fire - None yet. (Edit)

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Rules Clarification : Refuge     (Edit)

  • If a caster puts another upkeep on themself between making the kill and the end of their activation, Refuge won't trigger. (Locked thread)
  • Refuge happens at the end of your activation, but not after your activation has ended. This means you can still use "Any Time" abilities after resolving the Refuge move (such as casting more spells). See also the article on End of Activation.
  • An AOE attack that misses it's original target, but then deviates onto an enemy, still counts as a "hit" and thus will still trigger Refuge.
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Rules Clarification : Return Fire     (Edit)

  • When you resolve Return Fire, you don't need to attack the same model that attacked you.