Lieutenant Allister Caine

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Lieutenant Allister Caine
Cygnar Warcaster

For any who have seen the determination in Lieutenant Caine's eyes when he is outnumbered by an enemy, there is no question why he leads men in war. While he may be arrogant and cocky, he single-handedly pioneered gunplay into an art of war. Slinging twin Spellstorm magelock pistols, Caine brings forth a hail of lead upon each and every foe of Cygnar.

Basic Info[edit]

DEF 17
ARM 13
HP 15
WJP +30
Base Size Small
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 [1] - This model can spend focus to make up to 1 additional ranged attack(s) with this weapon during its Combat Action. It can make one additional attack for each focus spent.
  • Sword - 0.5" reach, P+S 8. Purely ceremonial on a gunfighter of Caine's caliber, I'm certain.


  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • 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.
  • Range Amplifier - When this model casts a spell and is the point of origin of the spell, it gains +5" RNG.
  • Field Marshal [Arcane Ammunition] - Warbeasts/warjacks in this model's battlegroup gain Damge Type:Magical on their ranged weapons.


Blur - Cost 2, 6" range, Upkeep

Target friendly Faction model/unit gains +3 DEF against ranged and magic attacks.

Deadeye - Cost 2, 6" range

Target friendly Faction model/unit gains an additional die on each model's first non-spray ranged attack roll this turn.

Snipe - Cost 2, 6" range, Upkeep

Target model/unit's ranged weapons gain +4 RNG.

Teleport - Cost 2, RNG Self

Place the spellcaster anywhere completely within 6" of its current location, then its activation ends.

Thunder Strike - Cost 4, 8" range, POW 14

Non-incorporeal models are slammed d6" directly away from the spell's point of origin, before making the damage roll. Collateral damage, if any, is POW 14.

Feat : Maelstrom[edit]

Caine can make a basic Spellstorm Pistol attack against every enemy model currently in his CTRL range, ignoring intervening models. When resolving Maelstrom, Caine can target models in his back arc. Caine cannot use Maelstrom while he is in melee. Maelstrom attacks are simultaneous.

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Tip !
These attacks do not ignore LOS-blocking terrain, clouds, etcetera.

Thoughts on Lieutenant Allister Caine[edit]

Caine1 in a Nutshell[edit]

Caine is one of Cygnar's three specialist shooty warcasters. If you want battlegroup shooting take Captain Kara Sloan while if you want the warcaster himself to try and shoot the enemy off the board, the epic incarnation Captain Allister Caine is your guy.

Caine asks who ever is running him a difficult question. How much work can you get out of him? Caine can deal immense damage to his enemy. His guns are extremely accurate and relatively powerful. His feat can wipeout an entire infantry based army on his own. Against heavier targets his Thunderstrike can setup an important target for a kill. However bringing Caine into range is a dangerous prospect, he doesn't take much to kill and a competent opponents who sees you bring him close is going to exploit that.

Keeping Caine alive means a few things. His own abnormally high defense goes a long way, but it won't be enough. Distance is probably the best thing to keep Caine alive. Snipe and Teleport allow you to operate a very safe distance, but make sure not to kill yourself in a Killbox scenario.

If you cannot approach safely, Caine can still support his army with Snipe, Deadeye, and Blur. But despite his ability to support his allies, you will be wasting some of your best guns if you don't so gets some units to protect your caster. Get shield guards and heavier units to persuade potential assassins to stay away from Caine.

Typical Army & Strategy[edit]


Caine shoots the enemy until they stop moving - but specialises in shooting infantry. His favourite way of winning is waiting until the enemy warcaster exposes themself, then shooting them dead.


Trencher units are strong for a number of reasons. First off, they are pretty good at shooting and have strong anti-shooting defenses like Dig-In and above average defense. Blur on Trencher Infantry or Trencher Long Gunners using Go To Ground have their defense go up hilariously high. Snipe and Deadeye give you the offensive strength to out shoot just about anyone.

While his spell list suggests that he favours a shooty ranged army, his main weakness is against heavy armour, which is why he favours units with assault; i.e. units that can both shoot well and melee well. In Cygnar, this means Stormblades and Storm Lances, both units of which will appreciate blur. With those two units it is almost mandatory to bring Rhupert Carvolo, Piper of Ord and the Journeyman Warcaster for Arcane Shield. Units are also superior to jacks because deadeye and snipe are more efficient on them. A firefly will also easily add to the output of the two units above.

Captain Sam MacHorne & the Devil Dogs when commanded by Captain Jonas Murdoch work surprisingly effectively - the Slug Guns really appreciate the combination of Snipe, Dead Eye, and Assault to allow this unit of infantry to really tear into enemy warjacks (as well as a Freebooter to finish the job)

Warjacks: Caine is going to struggle to give significant focus to his warjacks. At 6 focus, he will very likely be upkeeping 2 spells and either boosting shots, casting deadeye, and camping enough to not die. He really doesn't have the focus to run several and prefers jacks who can run with little to no support. Hunters who spend their time shooting low defense heavies are not a bad choice as they should only need to boost their damage, so they can operate reliably on just the power up focus.

If you're a fan of Thunderstrike, Sylys Wyshnalyrr, The Seeker may be an auto-include, as the combination of Arcane Secrets and Spiritual Conduit lets Caine pull of a 15 inch static threat with Thunderstrike, rolling 3d6 (discarding lowest) to hit and damage. Very useful. Also, he lets Caine upkeep 1 spell for free, which is functionally identical to the free focus from the Squire.

Reinholdt, Gobber Speculator is a bad choice for Caine. Using Reload is essentially getting an extra focus, Sylys and a Squire provide that and then some. Lucky Charm allows for a reroll of attack or damage, which is cool, but Sylys and the Squire give similar bonuses. He can rip off stealth, which admittedly is pretty great and Sylys and the Squire do NOT provide, but this mitigates the previous points rather than outweighing them. There are other methods of getting around stealth that should be considered first.

Caine makes efficient use of shield guard units. He has abnormally high defense so anything that manages the considerable feat of actually hitting him can be pawned off onto the likes of a Sentinel or Trench Buster.

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

  • Once he's hit, he's down. Anything that can get around his absurdly high DEF is going to give him a bad day. Especially stuff that causes auto-knockdown such as Earthquake or Scourge.
  • He doesn't help his army handle heavy armour.
  • His personal shooting is near useless against infantry protected by stealth or cover.
  • Thunderstrike+teleport=7 focus, assuming you are boosting to hit and bringing the Squire. While it will catch many offguard, this trick can also lead to a very dead Caine if you fail to assassinate. And you must also plan accordingly by not upkeeping anything on the turn.
  • Aiyana + Holt now cost too much with the requirement that they bring murdoch along. This means Caine1 must rely on either lightning guns and the firefly, or the stormwall for heavy ranged firepower.
  • If you disregard the support spells Caine1 has, Caine2 can also turn into a monster infantry killer; however he can do it every turn if he wants to.

Tricks & Tips[edit]

  • Use Teleport to get out of Dodge after Caine has blazed away with his four shots.
  • A lot of warcasters will die if Caine goes all in trying to shoot them.
  • His feat requires that you meet all the requirements of a shooting attack as well as have the model in his control range. The repercussions are two-fold:
    1. Stealth, concealment, cover, elevation, LOS-blocking terrain, and the shooting into melee penalty all affect his shots as per normal. Plan accordingly.
    2. Buffs to RNG or CTRL are "limited"
      • If you use a Squire to increase his CTRL range the feat will 'affect' more targets, but he will miss everything beyond the pistol's 12" range.
        These auto-misses might trigger enemy abilities, such as Poltergeist, or Dodge.
      • If you use Snipe to increase his RNG it doesn't change who the feat affects, so he can still only shoot out to 12" under the feat.
      • If you use a Squire and Snipe, you can shoot everything within 14" under the feat.
  • Because he doesn't have dual attack, Caine can't shoot his pistols and swing his sword in melee in the same activation. The only possibility for ever using the sword is if a model gets into melee with him that is immune to ranged attacks.
  • Keep in mind his Field Marshal ability against anti-shooting techs, like Wind Wall, or the Choir's Hymn of Passage.



  • Caine was one of the first three Cygnar warcasters, way back in Mk1 Warmachine: Prime (2003)

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: Maelstrom

  • If you cast Deadeye on yourself before the feat, only the first feat shot is boosted (even though they're all simultaneous). (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:  : 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:  : 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 : Range Amplifier      (Edit)

  • Note that spells arced or channeled through other models do not gain any bonuses from Range Amplifier. The spell-caster must be the origin of the spell to gain the +5 range.
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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 : Arcane Ammunition - None yet. (Edit)

Rules Clarification : Blur - None yet. (Edit)

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Rules Clarification : Deadeye      (Edit)

  • If you cast Deadeye on yourself after making your first ranged attack, it will have no effect. It buffs your first attack, not your next attack.
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Rules Clarification : Snipe      (Edit)

  • Although Snipe the spell and Snipe the Attack Type are two different "sources", they are multiple instances of the same effect. As such, they're not cumulative. Refer to the "Rule Priority" section of the core rulebook.
  • Snipe does not affect the range of weapons that use the Spray template, or one's which have RNG = CTRL.

Rules Clarification : Teleport - None yet. (Edit)

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Rules Clarification : Force Hammer and/or Thunder Strike     (Edit)

  • An Incorporeal model will be damaged by this spell, but not slammed.
  • The slam distance for the spell is not halved vs larger models - that only applies to a Slam Power Attack.
  • See also the rules clarifications on slamming.