Captain Phinneus Shae

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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[edit]

Shae1
Shae1.jpeg
SPD 6 Average
STR 6 Average
MAT 7 High
RAT 6 Average
DEF 17 Very High
ARM 14 Average
CMD 8 Good
HP 16 Average
Focus 6 Average
WJP 28 Average

Weapons and Attacks[edit]

  • Hand Cannon - Range 12, POW 12 ranged weapon.
  • Squall - Range 1, P+S 13 melee weapon.
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • 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 towards it.

Special Abilities[edit]

  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Amphibious - This model treats shallow water as open terrain while advancing. While completely in shallow water, this model gains concealment and does not block line of sight.
  • Limited Employment - This model may only be included in Mercenary armies.
  • Groundwork - While knocked down, this model is not automatically hit by melee attacks, and its DEF is not reduced by being knocked down.

Spells[edit]

A model hit by this spell is knocked down. Also, 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 - Cost 3, range SELF spell. The spellcaster and friendly Privater models activating in its control range gain +2" movement when advancing as part of their Normal Movement. Affected warjacks can charge without spending focus. Coup de Main lasts for one turn.
  • Flashing Blade - Cost 1, Range Self
The caster 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.
  • Phantasm - Cost 2, range 6 upkeep spell. 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 - Cost 3, 6" range, Upkeep
Target friendly Faction warrior model gains +2 STR, MAT, and ARM and cannot be targeted by CRA or CMA.
Place a 4" AOE cloud effect anywhere completely within the caster's CTRL range. 1) This AOE does not block friendly Faction models' LOS. 2) While in the AOE, friendly Faction models gain Pathfinder and 3) they can move through obstructions and other models if they have enough movement to move completely past them.

Feat : Godspeed[edit]

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.


Thoughts on Shae[edit]

Captain Phinneus Shae in a nutshell[edit]

Shae is the only privateer warcaster designed to work well 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.

Thoughts on when & how to use his feat and spells[edit]

Feat[edit]

It is a 3" move with pathfinder to everything within 12". 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.

Spells[edit]

  • Blow the Man Down is a knockdown spell that is rarely ever cast because Shae has no arc node and has Buccaneers that can assault with a boosted net 19" 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 will be a very rare spell to use indeed as Shae doesn't want to be all that far up the board. Wasted spell.
  • Phantasm is a somewhat effective way of protecting his army from shooting. Theoretically it goes on the lead unit of Sea Dogs 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 still a good spell, though.
  • Storm Rager is one of the weakest buff spells in the game. There isn't a single privateer model worth the point of focus to upkeep it considering Coup costs 3 and he's going to have 3 warjacks or more. Ideal targets are expensive solos with good hitting power like Stannis or Alexia2, both of whom you'd never take. You might take Wrong Eye, though. It's good on him.
  • Veil of Mists is both a defensive cloud spell and the last piece in the puzzle of delivering a melee army.

Typical Army & Strategy[edit]

Strategy[edit]

Coup de Main makes privateers go fast every turn. His feat moves his army 3" forward, and he has a spell that creates a pathfinder bubble. 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 awaits an army of pirates that won't bounce off even a moderate amount of high ARM.

Army[edit]

Shae does little for non-Privateer warjacks, although it's hard to go wrong with a Nomad. The Privateer warjacks are the Buccaneer, the Mariner, the Freebooter, and the colossal Galleon. All have their uses. The Galleon is is best ARM cracker. The Mariner shoots really far on his feat turn with Coup, and the Buccaneers and Freebooters love extra MOV and free charges. He also loves the jack marshal benefits of The Irregulars.

And then it's normally privateers all the way. Notably:

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

  • Anything that spot removes privateer solos or obliterates infantry.
  • 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
  • Pirates die in droves and he doesn't keep them alive very well.

Tricks & Tips[edit]

  • 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...

Other[edit]

How can I include this model in my army?[edit]

Mercenaries are a bit more complicated than regular faction models, they can be taken in one of three different ways. Shae's limited employment rule simplifies this though:

  1. This model can be included in a pure Mercenary army.
  2. This model cannot work for any faction.
  3. This model can be included in one of the following theme forces:

What models can this warcaster take in his battlegroup?[edit]

Mercenary Warjacks (Edit)
Light Buccaneer - Renegade (Magnus only) - Talon - Vanguard
Heavy Freebooter - Mangler - Mariner - Mule - Nomad - Rover
Gallant - Rocinante
Colossal Galleon

Trivia[edit]

Placeholder.

Other Mercenary models[edit]

MercenariesLogo.jpg

(Edit)

Mercenary 'Jack Controllers (Edit)
Warcasters Ashlynn - Caine3 - Captain Bart - Captain Damiano - Gastone2 - Captain Shae - Macbain - Constance - Fiona - Magnus1 - Magnus2
BGC Gastone Crosse
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Sam & the Devil Dogs
Mercenary Warjacks (Edit)
Light Buccaneer - Renegade (Magnus only) - Talon - Vanguard
Heavy Freebooter - Mangler - Mariner - Mule - Nomad - Rover
Gallant - Rocinante
Colossal Galleon
Rhulic 'Jack Controllers (Edit)
Warcasters Durgen Madhammer - General Ossrum - Gorten Grundback
Marshals 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
  M  
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Units, Solos, & Battle Engines
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Units Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Ogrun Assault Corps - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - Steelhead Halberdiers - Steelhead Heavy Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator
Character Units Alexia1 - Sam & The Devil Dogs - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea - Commodore Cannon - Devil's Shadow Mutineers
Solos Cephalyx Agitator - Gobber Tinker - Ogrun Bokur - Swamp Gobber River Raider
Character Solos Alexia2 - Alten Ashley - Anastasia Di Bray - Bloody Bradigan - Bosun Grogspar - Brun & Lug - Colbie - Dahlia & Skarath - Dirty Meg - Doc Killingsworth - Eilish Garrity - Eiryss1 - Eiryss2 - Hawk - Gastone1 - Gorman - Gudrun - Harlan Versh - Hutchuk - Kell Bailoch - Lanyssa - Rockbottom - Major Harrison Gibbs - Dougal - Orin - Ragman - Raluk - Rhupert - Rorsh & Brine - Rutger - Savio - Saxon - Sergeant Nick - Stannis - Taryn - Thor - Viktor - Wrong Eye & Snapjaw
Battle Engines Hammerfall Siege Crawler
 
Theme Forces (Edit)
Hammer Strike - The Irregulars - The Kingmaker's Army - Operating Theater

Rules Clarifications[edit]

Rules Clarification : Magical Damage      (Edit)

  • 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)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can 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 : 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)
  • 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.

Rules Clarification:  : Warcaster      (Edit)
Warning: This is a long one.

 
  • 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.
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. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. 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).
    4. 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).
  • Units
    • 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.


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 argii 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).

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 : Selective and/or Limited Employment     (Edit)

  • Selective models that can work for a faction can, indeed, work for that faction despite Selective's "this model can only work in a Mercenary Theme Force" clause. (Infernal Ruling)
  • When working outside their theme, they can have non-theme attachments (eg Madelyn). (Infernal Ruling)

Rules Clarification : Groundwork      (Edit)

  • Placeholder

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.

Rules Clarification : Coup De Main      (Edit)

  • Placeholder

Rules Clarification:  : Thresher and/or Flashing Blade and/or Cyclone     (Edit)
Warning: This is a long one.

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 , 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 sitll 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.

Rules Clarification : Phantasm      (Edit)

  • Placeholder

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

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)