Fiona the Black

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Mercenary Privateer Thamarite Warcaster

An unabashed Thamarite, Fiona the Black brazenly displays her devotion to that widely loathed goddess and takes pride in having liberated herself from quaint, conventional notions of morality. She has found a home among the pirates and privateers of the Broken Coast, where skill and ambition bring ample rewards—and folly and stupidity invite destruction.

Basic Info[edit]

Fiona1
41110 FionaTheBlack2014 WEB.jpg
SPD 6
MAT 6
DEF 16
ARM 15
HP 15
Focus 7
WJP 31
See also How to Read the statblock

Weapons[edit]

  • Viper - 2" reach, P+S 11 melee weapon.
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Blessed - Attacks with this weapon ignore spells & animi that add to the target's DEF or ARM.
    • Grievous Wounds - Models hit by this weapon lose tough and can't have damage removed for a round. Massive model are immune.

Abilities[edit]

  • Mercenary - In a 2+ caster game she can work as a Cryx mercenary, Cygnar mercenary, or Khador mercenary.
  • Animosity [Morrowan] - This model can't be included in the same army as a Morrowan model.
  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Cultists - At the start of the game, choose one Sea Dog unit to turn into "Cultists". During the game this model can upkeep spells for free by instead RFP-ing Cultists in its CTRL area.
  • Whiplash - If an enemy misses Fiona with a spell, the attacking model is auto-hit by their own spell.

Spells[edit]

  • Affliction - Cost 2, 8" range, offensive upkeep that does no damage
Target model/unit suffers -2 DEF. Also if a damage roll from a direct hit fails to damage an affected model, they take 1 point of damage (anyway).
  • Influence - Cost 2, 10" range, zero POW offensive spell
Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one basic attack, then Influence expires. A model can be affected by Influence only once per turn.
Target friendly Faction model/unit ignores intervening models when making attacks. Also, their weapons gain Damage Type: Magical.
When an enemy attack disables a living model in the target friendly Faction unit, you can choose a non-disabled living model in the same unit to be destroyed. If you do so, the disabled models heals 1 hitpoint.Category:Magical Damage
When a living non-soulless model is boxed by Soulfire, Fiona gains 1 focus point and the boxed model is RFP'd.
The caster can channel spells through the target friendly Faction model as if it were an Arc Node in their battlegroup.

Feat : Dark Omen[edit]

Enemy models roll one less die when making attack and damage rolls while in Fiona's CTRL range. Lasts for one round.


Thoughts on Fiona[edit]

Fiona the Black in a nutshell[edit]

Fiona is a spell slinger who has more options than focus. With three or four upkeeps, Soulfire, Influence, and Affliction as offensive options, she will need to prioritize. She uses Telgesh Mark to turn any model into an arc node, which lets her send nukes into hard-to-reach areas.

Feat thoughts[edit]

Her feat is a solid defensive effect, but is weaker against gunlines who can stay out of her bubble and shoot in. Generally speaking, her feat gives her a massive advantage against melee armies.

Spell thoughts[edit]

Fiona has one of the more bizzarre spell lists in the game and it isn't immediately obvious what she does so players must have a careful plan in mind when crafting an army for her.

  • Affliction - The DEF penalty is nice, but the 1 point of damage effect makes you wish she had access to ROF 2 Reeves like Tanith does. She casts this less often than Tanith.
  • Influence - Situational, but excellent when the right target is available. Imagine shooting the opponent's own artillery at them.
  • Nonokrion Brand - This is usually on the Commodore Cannon, and may be juggled onto a heavy like the Mariner. Often you don't need it. It's one of those spells where the threat of it is more of a factor than the spell itself. Some think using it on Galleon is a good assassination threat, but drawing line of sight from a huge base is usually not hard, and a Galleon with only 3 focus isn't very good at killing casters.
  • Roth's Mercy - This is used to protect important unit leaders like Boomhowler or Cylena, but it can also be used for board control when your opponent needs to clear a lane or zone. It's more powerful than it sounds, but watch out for effects that prevent damage removal.
  • Soulfire - Fiona casts more nukes than any other caster. When Soulfire is cast through a speedy Telgesh Mark arc node, you can remove those hard-to-reach support models and unit leaders. It is also an assassination threat, though not as strong as it was with the changes to power fields.
  • Telgesh Mark - This always goes on a speedy model that has stealth, parry or both. Kayazy Eliminators most often.

Typical Army & Strategy[edit]

Strategy[edit]

Fiona is a modestly dangerous spell assassin who does a lot of weird stuff. Roth's Mercy is a weird spell that can be used to do weird things like keep a colossal jammed or contest a scenario. Telgesh Mark is a weird spell that lets her reach out and touch a lot of the board with Soulfires, removing enemy support pieces from safety. Her feat gives her a leg up on melee armies. Her toolkit makes her oddly well-suited to play against Trolls, Cryx and Skorne, but she wants nothing to do with gun heavy armies.

Army[edit]

Fiona has some infantry support with Roth's Mercy and some ranged support with Nonokrion Brand and a bit of both with Affliction. High DEF units and high ARM warjacks benefit most from her feat.

Useful units include:

  • Wrong Eye and Snapjaw are useful as Star Crossed and her feat combine well.
  • The Commodore Cannon & Crew is an excellent Nonokrion Brand target. However, she can't get it more than 3" off the start line without sacrificing shooting for a turn.
  • Kayazy Eliminators are excellent targets for Telgesh Mark
  • Dahlia and Skarath love her feat and free up her focus.
  • You might want to bring Press Gangers as her Cultists as they can replenish their numbers, but her feat really doesn't help keep them alive, and they aren't necessary.
  • Kayazy Assassins work well with her feat.
  • Ragman is a fellow Thamarite who brings help with high ARM.

Drawbacks, Downsides & Bad Match-Ups[edit]

She does little to help destroy opposing heavies or colossals, and doesn't like to see them. She has a lot of warjack points, but doesn't like to spare focus for them. She's difficult to use well.

Tricks & Tips[edit]

Look for opportunities to use her arc node to remove high-priority support pieces.

Other[edit]

Trivia[edit]

  • Sculptor: Werner Klocke
  • Fiona is Warmachine's first Thamarite, and was the first mercenary caster with a FOCUS stat over 6.
  • As a Thamarite, she is evil and will use any means necessary to achieve victory. (Thamar's central tenet is that everyone can improve themselves, and should do so by whatever means they deem necessary - as opposed to Morrow's, that everyone can improve themselves and should do this and help everyone else do so)
  • Originally released in Pirates of the Broken Coast (2007)

Theme Forces[edit]

Warjacks she can take[edit]

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

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 - The Talion Charter - Llaelese Resistance

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 : Blessed and/or Creator's Wrath     (Edit)

  • You only ignore the DEF/ARM buff if the spell directly adds to the stat. A spell which instead grants a separate non-spell ability, and the ability gives a DEF/ARM buff, would not be ignored. (Infernal Ruling)
    In this ruling, Blessed does not ignore the DEF from Ashen Veil, because the DEF bonus comes from Concealment, and not the spell itself.
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else].
    • For example, the spell Cloak of Ash grants concealment, and models with concealment gain +2 DEF. You would not ignore this DEF bonus.
    • For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.
  • The Mk3 Blessed icon resembles the old Mk2 Magical Weapon icon. Do not get them confused.
  • This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).

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.

Rules Clarification : Animosity      (Edit)

  • When using the Specialist or ADR rules in a Steamroller format, your entire list and the specialists must be a single legally fieldable force (even though you're not fielding it all at once).

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 : Cultists - None yet. (Edit)

Rules Clarification : Whiplash      (Edit)

  • If the casting model is not a valid target of the spell, Whiplash will not occur.
    • For example, if you cast a "target warjack suffers ..." spell at a model with Whiplash it can't bounce back at you because the caster is not a warjack (exception: the Deathjack).

Rules Clarification : Affliction      (Edit)

  • The auto-damage point only works on models directly hit, so never on blasts. Even if the AOE directly hits, it will work vs that model only - not on anyone else caught in the blast.
  • Similarly, it doesn't work on "non-attack" damage rolls, such as Electro Leap and Flak Field.

Rules Clarification : Influence      (Edit)

Taking Control of an Enemy Model (Edit)

General

  • Taking control of a model means it is now friendly to you, and will immediately be engaged by it's erstwhile allies.
    • This will limit your ability to make ranged attacks.
    • If you get to make an advance with the controlled model, this can allow the original owner to take free strikes against his own model. He doesn't have to take these, of course.
  • Buffs and effects:
    • The controlled model counts as a "friendly model" and will benefit from any buffs that your own models are handing out (such as Mark Target), (assuming the controlled model meets the criteria for the buff).
    • If your opponent is the same faction, then the controlled model will count as a "friendly faction model" and even more buffs are potentially available (such as Veteran Leader).
    • If you have an ability that is "take control of an enemy then make an attack", and that model has an ability that triggers after making an attack (such as Death Toll), then (most) such abilities won't work. Because you must recheck the trigger conditions for Death Toll at the time of resolving it, and the friendly/enemy criteria are no longer valid.

Movement

  • You can advance a model into an acid cloud and force them to take damage, but they only take damage once per advance (ref Prime rulebook pg 65). Thus you cannot keep moving them micro-millimetres in and out of an acid cloud to inflict infinite damage.
  • The model is friendly while under your control, so you can't force free strikes by walking it past your own models. You can, however, walk it past your opponent's models and politely ask if they want to take free strikes against their own model.

Melee Attacks (Influence, Seduction, Bone Shaker, etc)

  • Normally the controlled model can't make Gunfighter attacks (because that would be a ranged attack, and most "take control" abilities only allow melee attacks).
  • Nor does it allow Point Blank attacks (Point Blank is only allowed 'during activation').
  • Controlled models can't get backstrike bonusses, because you can only get that bonus during your normal activation.
  • With reference to the attack sequence (apdx A) your control of the model doesn't expire until after Step 14. So you can potentially trigger abilities like Snacking (Step 11.4).
    • As long as it's not limited to "during combat action" or "during activation".

Destroying the Controlled model
If the model is destroyed or RFP'd while under your control (for instance you walked it into a hazard), this has two consequences:

  1. It is considered to be under your control at the moment it is taken off the table:
    • Your opponent can't reave fury off a warbeast destroyed this way, because it is an enemy warbeast when it is taken off the table.
    • Your opponent can't trigger stuff that depends on a "Friendly model" being destroyed (such as Righteous Vengeance).
    • You can't trigger stuff that depends on an "Enemy model" being destroyed (such as Cull Soul).
  2. It returns to the original owner once it's off the table:
    • Your opponent can use Spirit Bond to get fury from the dead warbeast.
    • Your opponent can use Return To Play abilities to get it back on the table (assuming it wasn't RFP'd).

Taking control of an enemy Trooper (member of a unit)

  • A trooper you take control of becomes an independent model. Thus:
    • It will not benefit from any bonuses that it gets from its comrades (such as Gang, Shield Wall, etc).
    • It will not benefit from any bonuses that rely on the trooper being "in formation" (such as Granted and Tactics abilities).
    • Spells on a unit are considered to be on the "unit", not on the "models that make up the unit". So a controlled trooper will not benefit from any spells on the unit.
    • If you take control of the last survivor of a unit then the "unit" ceases to exist for the duration of the control. This means that any spells on the "unit" will expire. Woo, free dispel!

Rules Clarification : Nonokrion Brand      (Edit)

  • You don't ignore terrain.
  • You don't ignore LOS, so can't target models in your back arc.
  • Intervening models that provide buffs (such as Roadblock) will continue to do so.

Rules Clarification : Self-Sacrifice and/or Roth's Mercy     (Edit)

  • The model that is destroyed is not destroyed by an enemy attack, instead it is destroyed by the Self-Sac ability.
    • This allows you to nullify many enemy abilities (such as Overtake and Blood Boon).
    • However, it will not nullify all abilities, some abilities don't care who destroyed what (such as Soul Taker or Body Snatcher).
  • An enemy ability that prevents healing (such as Entropic Force) does not prevent you triggering Self-Sacrifice ... it just prevents the part where you heal.
    • This means you could end up with 2 dead models and 0 healed models; a particularly unfriendly opponent is perfectly within his rights to let you declare self-sacrifice, remove a 2nd model via self-sacrifice, then refuse to let you heal the first one.
  • If multiple models are caught in the same attack (for instance, an AOE), then they can't self-sacrifice to each other (because they're all disabled at the same time).
    • However, if you have Self-Sacrifice & Tough they trigger at the same time. So you resolve tough first and if anyone in the AOE passes they become non-disabled. Since it's simultaneous, that model is now a valid target for self-sacrifice for the other guys in the AOE.

Rules Clarification : Soulfire - None yet. (Edit)

Rules Clarification : Telgesh Mark      (Edit)

  • You cannot use Telgesh Mark to channel Telgesh Mark (because it expires when you cast it the second time).
  • See also the clarificaitons on channeling