Captain Allister Caine

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Captain Allister Caine
Cygnar Warcaster

As Cygnar's most talented and audacious gun mage, Captain Allister Caine reluctantly accepted his promotion; he considers the rank more of a burden than an honor. He is sent forth to conduct precision attacks along Cygnar's war-torn borders. Despite his intolerance of authority, this master of the Spellstorm pistols has become an irreplaceable weapon in the arsenal of Cygnar's Scout General, for he is equally deadly to enemies within the nation. His deeds are known to few, but his actions may change the course of history.

Basic Info[edit]

DEF 17
ARM 13
HP 15
WJP +27
See also How to Read the statblock


  • Spellstorm Pistol (x2) - 12" range, POW 12 guns.
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Reload [INFINITE] - This model can spend focus to make up to INFINITE additional ranged attack(s) with this weapon during its Combat Action. It can make one additional attack for each focus spent.
    • Empowered Shot - Before making an attack with a pistol, Caine can spend 1 focus point to gain one of the following special rules:
      • Black Penny - this weapon/attack ignores the "target in melee" DEF bonus.
      • Grievous Wounds - A model hit by this weapon loses tough and cannot have damage removed from it for one round.
      • Trick Shot - If this attack hits, choose another within 4" model to suffer a POW 10 magic damage roll.


  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • True Sight - This model ignores clouds for LOS, and ignores Stealth always.
  • Gunfighter - This model can use its ranged weapons even while in melee, but when it does so it can only target models it's in melee with. It can even make ranged attacks after charging.


Faction model gains +2 DEF and Dodge. (Dodge - When an enemy misses this model with an attack at any time except when it is advancing, this model can immediately advance 2" ignoring free strikes.)
Target friendly Faction model gains boosted attack & damage rolls on its first ranged attack each activation.
  • Gate Crasher - Caine teleports a short distance, but afterwards can't move and can only make gunfighter attacks.
  • Heightened Reflexes - Cost 2, 6" range, Upkeep
Target friendly Faction model/unit cannot become knocked down or stationary. Doesn't affect models out of formation.

Feat : Overkill[edit]

After resolving each ranged attack that hits an enemy model, Caine gains a cumulative +1 to his Spellstorm Pistol attack damage rolls. Overkill expires at the end of Caine's activation.

Thoughts on Captain Allister Caine[edit]

Captain Allister Caine in a nutshell[edit]

"And then Caine got line of sight on the enemy warcaster" - more games have probably ended this way than any other in the history of Warmachine. Caine is very possibly the best assassin in the game (Cygnar's other one being Lord Commander Stryker who kills enemies in melee). He's also one of the two biggest super-solos in the game (alongside The Butcher Unleashed of Khador).

With the errata that released in December of '16, Caine's personal threat went down tremendously now that he has to buy attack types. Time will tell to see how dangerous he still is.

Caine is now also the bane of infantry and models that are Repairable or Tough. With a Reload from Reinholdt he can destroy a minimum unit of infantry and still have focus to spare to use Gate Crasher to jump back to safety.

Once the enemy 'caster is vulnerable, he'll dedicate all of his ranged attacks and feat to assassinating them.

Feat Thoughts[edit]

You generally want to hold the feat until you can assassinate the enemy Warcaster/Warlock. While it can destroy warjacks and even seriously damage Colossals, that is not always the best way to use it unless you have the scenario game locked down and you just want some free army points to help with tie breakers.

Spell Thoughts[edit]

  • Bullet Dodger - Bullet dodger provides a defense bonus to a single model. This makes it most useful to a high value, high defense model. Possible choices include a Minuteman, a durable heavy warjack, Lieutenant Allison Jakes (who can further boost her own defense through her sidekick spell), Major Katherine Laddermore, or Caine himself. Gallant makes an excellent choice for this spell, boosting his defense to absurd levels for a heavy warjack.
  • Fire for Effect - This spell is best used on single shot models that don't normally have access to boosting. the Gun Mage Captain Adept can benefit from being able to roll 4D6 for damage or ensure that you can flare a target for Caine's assassination. Another benefit is on a jack marshalled Warjack who effectively get two focus for the price of 1 for the upkeep. Popular choices include the Avenger when marshalled to Gun Mages - remember that all of the damage rolls in the AoE are boosted.
  • Gate Crasher - This spell is best used to let Caine harass an enemy with his pistols before escaping back behind his own lines. It can also be used to commit to an assassination run behind the enemy lines. Because of the focus cost reducing his overall damage output, this should only be used if the enemy warcaster is an easy target.
  • Heightened Reflexes - Tough units such as trenchers become very durable when they don't become knocked down after making a tough roll, making them a superb tar pit unit. Caine can also use this on himself to protect from losing his superb defense.


As mentioned above, Caine2 wants to win by personally assassinating the enemy caster. The goals are: get in range, get clear LOS. If necessary, strip the defensive tech off the enemy caster (dispel their defensive spells, kill Shield Guards, etc). Everything you add to his army should be supporting those goals.



Although Caine doesn't have a lot of focus to give them, a couple of jacks run well with him

  • Centurion- Perfect as a zone holder thanks to polarity shield, he provides a great anvil to pivot around
  • Ace- with its Shadow Fire, LOS blocking models will rarely be an issue. It is also another trick shot that Caine doesn't have to pay for, and it is usually satisfied with the Power-Up focus.
  • Hunter- Helps break armor that Caine struggles with, and rarely wants any more than his power-up focus
  • Sentinel- Caine will never say no to a shield guard
  • Defender- He can shoot, and he is good in melee. And one focus is enough.
  • Avenger- Great for knocking down LOS blocking enemies to get at the enemy Warcaster/Warlock.


  • Rangers- with mark target, can increase Caine's accuracy.
  • Trenchers- Caine likes a smoke wall to hide behind, and they are self supporting. Thanks to True Sight, you have to worry less about activation order, as he can shoot through smoke AOEs.
  • Storm Lances- As good as ever, they provide a good counter punch.
  • Arcane Tempest Gun Mages- In a list dedicated to assassination, these chaps' Thunderbolt shots help clear LOS to the enemy Warcaster/Warlock. Their UA also assists them by ignoring cloud effects and Stealth for a turn which can make or break an assassination run.


Caine's army often ends up looking like a bevy of solos

  • Gun Mage Captain Adept- provides accuracy with flare, takes away stealth for other units with flare, removes LOS blockers with shadow fire, and has a 14" boostable gun, great for taking out pesky solos when Caine has bigger fish to fry. Don't leave home without him.
  • Captain Arlan Strangewayes- Can help fuel warjacks that Caine can't.
  • Reinholdt, Gobber Speculator- Able to give Caine an extra shot, and can take away stealth for the rest of the army to shoot with. Plus he is cheaper than...
  • Squire- The only thing Caine really wants from him is the focus, which is effectively what Reinholdt gives him for less.
    • Although it should be pointed out that you can have the Squire for free in your average theme list. A free model at least mitigates a little of the support bloat that Caine tends to bring with him.
  • Journeyman Warcaster- Caine has no way of improving the survivability of his army, which arcane shield provides. You can always give her the Sentinel to shield guard for Caine.
  • Lieutenant Bastian Falk can make Caine's feat so much sweeter with +2 to damage rolls.
    • You can give your opponent real headaches by applying Bullet Dodger to him and see if they're willing to trigger Reciprocate. This gets even better if he's benefiting from Prowl and the opponent has to get even closer while also being even less likely to hit.
      • This also doesn't tax Caine's limited resources in Sons of the Tempest.
  • Rhupert Carvolo, Piper of Ord offers Caine Pathfinder to ensure he isn’t getting bogged down from terrain and even Tough when coupled with Heightened Reflexes can provide some unexpected survivability (though don’t rely on it!).

Drawbacks & Downsides[edit]

  • Cannot deal properly with heavy armour outside of his feat (which is not what it's meant for), and usually doesn't have the focus to support his army to do so
  • Negligible armour - blast damage and Continuous Fire are valid dangers on him, as well as means to lower his defence (including knockdown or stationary in the absence of Heightened Reflexes)
  • He may need both Bullet Dodger and Heightened Reflexes (swapping around, depending on the enemy and the actual threat) to stay alive until his assassination run - making him vulnerable to upkeep hates, especially Purification

Tricks & Tips[edit]

  • Caine can use his Trick Shot attack type to clear a crucial support model (like mechanics, Gorman, or Choir of Menoth member) away from a heavy warjack or warbeast. He can also be used to unjam an important model using his Black Penny attack type. Since they now require focus, consider, whether an extra shot is more worthy for the focus you would spend on the Empowered Shot.
  • Low to mid-ARM enemy casters can be fair game for Trick Shot. If the enemy Warcaster/Warlock is trying to hide behind a lower DEF model, you can put a few damage point into them by bouncing a POW10 shot on to them from the low DEF model. As above, measure the return on investment for your focus.
  • Due to Mk III's change in the power field rule, Caine is more capable of burning through an enemy warcaster who is camping focus.
  • There are a few things that can throw a monkey wrench into an assassination run-
    • A variety of feats, spells and special rules that prevent you from spending focus
    • Anything that limits or denies your ranged attacks, such as the Witch Coven of Garlghast & the Egregore's feat.
    • Caine usually relies on Gate Crasher to disengage from unwanted engagements - watch out for spells, like Lamentation, and animi, like Arcane Suppression, which increase the spell's cost.



Theme Forces[edit]

Themes for any-and-all casters (Edit)

Other Cygnar models[edit]

Warcasters Jakes2 - Darius - Kraye - Sloan - Haley1 - Haley2 - Haley3 - Nemo1 - Nemo2 - Nemo3 - Stryker1 - Stryker2 - Stryker3 - Sturgis1 - Constance - Caine1 - Caine2 - Caine3 - Maddox - Siege1 - Siege2
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers BGC Journeyman - Jakes1 - T. Warcaster Lieutenant
Marshals Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA
Light warjacks Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy warjacks Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, & Battle Engines
Units Gun Mages - Mechaniks - Long Gunners - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - T. Cannon Crew - T. Chain Gun Crew - T. Commandos - T. Express Team - T. Long Gunners - T. Infantry - T. Mechaniks
Black 13th Gun Mage Strike Team

Ranking Officer CA : Captain Jonas Murdoch

Solos Arcane Tempest Rifleman - Captain Adept - Journeyman Warcaster - Squire - Stormblade Captain - Stormcallers - T. Buster - T. Master Gunner - T. Patrol Dog - T. Warcaster Lieutenant
Runewood - Strangewayes - Maxwell Finn - Anson Hitch - Harlan Versh - Jakes1 - Bastian Falk - Gwen Keller - Laddermore - Harrison Gibbs - Viktor Pendrake
Battle Engines & Structures Storm Strider - Trencher Blockhouse
Theme Forces
Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Merc cygnar.jpg


Mercenary Battlegroups
Warcasters Ashlynn - Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten
Requires a 2+ caster game
Other Controllers Mini-casters Gastone Crosse - Rorsh & Brine - Brun Cragback & Lug
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Cygnar army depends entirely on which mercenary is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
Units, Solos, & Battle Engines
Units High Shields - Horgenhold Artillery - Forge Guard - Ogrun Assault Corps - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages
Alexia1 - Sam & the Devil Dogs - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Anastasia - Bradigan - Eilish Garrity - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gastone - Gorman - Hutchuk - Lanyssa - Rockbottom - Dougal - Ragman - Raluk - Rhupert - Rorsh & Brine - Savio - Sergeant Nicolas - Stannis - Taryn - Thor
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Battle Engines Hammerfall Siege Crawler

Rules Clarifications[edit]

Rules Clarification : Feat: Overkill

  • Caine's feat doesn't apply to the secondary damage rolls on Trick Shot attacks. (Infernal Ruling)

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Rules Clarification:  : Magical Damage      (Edit)
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* 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 : Reload      (Edit)

  • You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)
  • If you have (x2) of a weapon with Reload (such as Caine1), the special rule will only be written on the card once. But you can reload both weapons to the max limit. (Infernal Ruling)
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Rules Clarification : Empowered Shot      (Edit)

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Rules Clarification : Black Penny      (Edit)

  • You ignore the "Target in Melee" DEF bonus, but if you miss you still need to randomly reassign the shot as per normal.
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Rules Clarification : Grievous Wounds      (Edit)

  • GW prevents "repairs" as well as "heals".
  • It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.
  • Does not affect models with the Massive rule.
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Rules Clarification : Trick Shot      (Edit)

  • Trick Shot triggers at Step 8 of the attack sequence, after stuff like Shield Guard, so will bounce from the Shield Guard model not the original target.
  • Not considered an attack (Edit)
    • The original attack and damage is definitely an attack, and triggers stuff normally. But the "secondary" damage works quite differently.
    • The secondary damage is not an attack, so doesn't trigger stuff like Vengeance.
    • The secondary damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
    • The secondary damage is not from an attack, but it is damage from the original model. This has two implications:
    1. It's not an attack from a weapon so:
      • it won't gain damage buffs from the weapon (such as Poison).
      • it won't gain any Damage Types from the weapon. (Infernal Ruling)
    2. It is a damage roll from a model so:

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Rules Clarification:  : Warcaster      (Edit)
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  • General
    • 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)      
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • 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
    • Even if the ability says "any time during the unit's activation", 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 that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.

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Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • 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 : 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:  : Gunfighter      (Edit)
(Click Expand to read)

  • You cannot Aim if you start your activation in melee. (Infernal Confirmation)
  • A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).


  • 1. Outside of melee
    • If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
  • 2. In melee, but didn't charge
    • If it didn't charge, it can target anyone it's "in melee" with.
    • This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
    • If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
  • 3. Charged into melee
    • If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
    • If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
    • However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
  • 4. Other targeting notes
    • Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee (although it may hit one accidentally, see "Missing" below).
    • If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.

Attack Roll

  • You use the Gunfighter's RAT for the attack roll.
  • Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
  • How the +4 DEF bonus for "being in melee" works with Gunfighters is:
    • they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
    • they never ignore it vs friendlies, because you cannot be in melee with a friendly target.
  • Obviously, if the Gunfighter isn't actually in melee with the enemy target, then the Gunfighter rules don't apply. So they do get the +4 DEF bonus as if it were a normal ranged attack (because it is).

Missing the Attack Roll

  • If you miss the attack roll then you need to randomly reassign the shot just like you would with a normal ranged attack shooting someone in melee. Because nothing in the Gunfighter rules say you ignore this part of the "Targeting a Model in Melee" (TMM) rules.
    • Do not include the Gunfighter model itself in potential 'randomees' (because you can't target yourself, as per the 4th paragraph of TMM) (Locked thread)
    • but do include models the Gunfighter is in melee with, and any friendly models that are in melee with them (as per the TMM rules).

Incorporeal Gunfighters

  • Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
  • Once they do that you're in melee and your target selection is limited to just models in melee (as explained above).

Gunfighter + an AOE weapon

  • If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
  • If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.

Gunfighter + a spray weapon

  • Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
  • If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.

Units of Gunfighters

  • If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
  • Redirected attack:
    • If they're still engaged, their initial attack (s) must be vs someone in their melee range.
    • If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
    • If they're unengaged, they are now free to shoot anyone within the gun's normal range.

Other interactions

  • Gunfighter vs Point Blank (Edit)
    • If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
    • These two abilities are subtly different, but it's an important difference.
    • Gunfighter allows you to make ranged attacks while in melee.
    • Point blank allows you to make melee attacks with your ranged weapon.
      • Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
      • Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
    • Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
      • Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
      • Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.

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Rules Clarification : Bullet Dodger      (Edit)

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Rules Clarification : Dodge      (Edit)

  • Dodge triggers after any missed attack - melee, ranged, or magic.
  • If you shoot at a model with Dodge that's in melee and miss, Dodge will trigger regardless of whether you then hit the random new target or not.
    • The Dodge movement occurs after making the attack against the new target.
  • An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
  • If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, Dodge triggers before Riposte (Appendix A Step 12 vs Step 14).
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Rules Clarification : Fire for Effect      (Edit)

  • If you use this spell with a spray or AOE weapon, then all attack and damage rolls for that attack are boosted.
  • FFE is a target model spell, not a target model/unit spell. So:
    • If cast on a model that is in a unit, only the actual model targeted will gain the bonus, not the entire unit.
    • If you put a second upkeep on that same unit it will cause FFE to expire (even if you target a different model).

Rules Clarification : Gate Crasher - None yet. (Edit)
Rules Clarification : Heightened Reflexes - None yet. (Edit)