Captain Kara Sloan

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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[edit]

DEF 16
ARM 14
HP 16
WJP +28
See also How to Read the statblock


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


  • 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.
  • Field Marshal [True Sight] - Warbeasts/warjacks in this model's battlegroup gain True Sight.

Feat - Firing Squad[edit]

Sloan immediately casts Fire Group without spending focus. 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.


Dust to Dust Cost 2, 10" range, POW 12

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 - Cost 2

While in the caster's CTRL range, battlegroup models gain +2 RNG on their guns. Lasts for one turn.

Guided Fire - Cost 3

Battlegroup models in the caster's CTRL range gain boosted ranged attack rolls for one turn.

Refuge - Cost 2, 6" range, 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 - Cost 1, 6" range

Target friendly Faction model can make a free basic melee or ranged attack after an enemy targets them with a ranged attack and that attack resolves. Return Fire expires after the attack is resolved or after one round.

Thoughts on Captain Kara Sloan[edit]

Captain Kara Sloan in a nutshell[edit]

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[edit]

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[edit]

  • 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 models, so sometimes it worth to consider. Like, you want to give the coup de grace for a badly damaged Typhon to prevent his revival with Thagrosh 1's feat.
  • Fire Group - with pre-measure, you can calculate well, when you need it. Don't forget, it extends your gun's range as well, giving a total threat range of 22".
  • 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.
  • 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.


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.

Army selection[edit]


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 Heavy Metal theme list.

  • 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.


  • 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 Infantry can throw up a cloud wall that her battlegroup can see straight through...but the enemy can't.
  • 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. Steelhead Halberdiers, Sword Knights are for a bargain, while 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.
  • Should you choose to cripple beasts or jacks rather than go for the straight up assassination, consider Lynus Wesselbaum & Edrea Lloryrr's Applied Knowledge.


Outside of her battlegroup there are several choices of supporting solos you definitely should consider.

  • 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.
  • Lieutenant Allison Jakes 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.

Beyond that, there are still reasons to try to use her out of Heavy Metal.

  • 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.
  • Sloan has an awesome gun, Reinholdt gives you another shot with Reload. I hope you see the connection.
  • Alten Ashley with his precision shots can also help you to deal with beasts, and to counter repair of damaged jacks.

Drawbacks, Downsides, & Bad Match-Ups[edit]

  • 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[edit]

  • With her feat, there is some discrepancy between the first 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.



Released in Forces of Warmachine: Cygnar (2010)

Theme Forces[edit]

Themes for any-and-all casters (Edit)

Other faction 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: 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
    • 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 : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks in the battlegroup, so (normally) the warcaster 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.