Major Beth Maddox

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Major Beth Maddox
Cygnar Storm Knight Warcaster

A fierce Storm Knight of consummate skill, Major Maddox is a born survivor and a superlative officer, a woman whose courage and resolve have made her the face of the modern Cygnaran military. Maddox survived as a prisoner of war held by the Protectorate of Menoth and managed her own daring escape after years of captivity. She has adopted a “no man left behind” policy and does not hesitate to go off-book to ensure the safety of those under her command.

Basic Info[edit]

DEF 15
ARM 16
HP 16
WJP +30
See also How to Read the statblock

Weapons and Attacks[edit]

  • Storm Strike - 10" range, POW 12 gun
    • Damage Type: Electricity - This weapon does electricity damage.
    • Critical Disruption - On a critical hit, a warjack hit will lose all focus points. It also can't gain focus or channel spells for one round.

Special Abilities[edit]

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • Immunity: Electricity - This model does not suffer electrical damage, and is ignored when determining lightning arcs.
  • Quick Work - When this model destroys one or more enemy models with a melee attack during its Combat Action, immediately after that attack is resolved this model can make one basic ranged attack.


  • Assail - Cost 2, 6" range, Upkeep
Target friendly Faction warjack can charge, slam, or trample for free and gains +2" when it does so. Also, if it does a slam, the slammed model is moved +2".
Friendly Faction warrior model/unit gains +3 ARM and Tough.
Deals electrical damage. Also, warjacks damaged by it suffer disruption.
The caster and friendly Faction models that start their activation in the caster's CTRL range gain Relentless Charge for one turn. (Relentless Charge - While advancing as part of a charge, this model gains Pathfinder.)
  • Snipe - Cost 2, 6" range, Upkeep
Target model/unit's ranged weapons gain +4 RNG.

Feat : Thundering Rage[edit]

While in Maddox's control range, friendly faction model's melee weapons gain +3 POW and Beat Back. Thundering Rage lasts for one turn. (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.)

Thoughts on Major Beth Maddox[edit]

Major Beth Maddox in a nutshell[edit]

Despite all her combat prowess Major Beth Maddox is a support toolbox caster with a large variety of buffing spells fit many situation you might find her in. As a battlebox caster, her simplicity is meant to serve as an entry point for players new to the game.

Spell thoughts[edit]

  • Assail - Put it on an important warjack early, and don't let it drop. 2" extra movement can make that charge connect. And the free charge is worth an extra focus.
  • Dauntless Resolve - Were you able to target any model instead of warrior-only, this would be the best support spell in Cygnar's arsenal. It rarely comes up in a battlebox fight, as the only suitable target is Maddox herself. It is still awesome though, combining the ARM boost of the Arcane Shield with the Tough ability, usually not present on Cygnar infantries. Best used on high-ARM warriors; Storm Lances being your toughest warriors and Stormblade Infantry and Silver Line Stormguard being your next toughest units. Sword Knights go from being great jammer infantry to fantastic jammer infantry.
  • Electrical Blast - An offensive AoE spell. Usually they're used to hunt Incorporeal models, but your sword has a magic ranged attack, so this one is best applied to cause disrupt on warjacks. You have to damage the target, so considering the boosts, it can be pretty restrictive on your FOCUS pool. Don't forget that the Firefly buffs its damage, if it stands close enough.
  • Onslaught - This is probably worth casting on turn 1 and upkeeping for the whole game. The 2017 Steamroller scenarios demand quite a few terrain pieces, so it will have plenty of time to prove its usefulness.
  • Snipe - Cygnar's staple shooting buff - marginally useful in the initial battlebox fights, but increasingly important in the later games. Very good on units with follow-up movement after their shooting, like Tempest Blazers: if you reposition back to safety, usually you'll have an extra turn for shooting, before the enemy reaches you.

Feat thoughts[edit]

Battelbox casters rarely have complicated feats, and Maddox is not an exception. Use it when most of your army smashes into your enemy's, or when you smash into their heavies. A +3 modifier on your melee attacks' damage roll will usually equal about a boost on those rolls. If the enemy denies a charge, the attacks will still be almost as telling as with a charge. It is perfect to counter STR penalties on your troops (like the one in Thagrosh1's Death Shroud), though this is not a STR bonus - so you won't Throw enemies further, for example. Also watch out to keep models within Maddox' CTRL area. It is all too easy to leave the circle she buffs, especially with the Beat Back part (which is optional).


Battlebox Fights In Battlebox fights Maddox usually wins by attrition, softening up the enemy at range with the Firefly and occasionally arced Electrical Blasts, then grinding down the opposition with her Assail-enhanced Ironclad (and Onslaught, if the enemy abuses terrain). Snipe helps you to win ranged duels, but the battles themselves will rarely be won at range. Even with her decent MAT and Quick Work you don't want to commit her into battle. Her sword has a good effect on it to help finishing off jacks, but it is tied to a critical effect, making it fairly unreliable even against clumsy targets like a Khador Juggernaut.

Outside the Battlebox The overall strategy of Maddox changes little with a larger army. Most of the buffing spells will have self-evident targets, and the buffed melee attacks will help you to win via attrition. Keep in mind the Beat Back element of her feat - even though you cannot destroy a target, you can use it to push contesting models out of the zone, if they are just chipping the zone's edge.


Battlebox Army

  • Ironclad - Bog standard beatstick for Cygnar. If you did not cast Assail on it, something weird is going on. Its Tremor attack makes affected targets sitting ducks for your follow-up attacks, and it can hit hard on its own.
  • Lancer - With a single offensive spell you will mainly use it for your support duties, and upkeep cycling - see Tips and Tricks. Set Defense pumps up its defence against charges to respectable levels, while Shock Field and Shock Shield can give nasty surprise for enemy warjacks, crippling their cortices.
  • Firefly - Cygnar's unique theme is lightning - and the Firefly is all about electricity-based attacks. Won't be too relevant in the battlegroup-only fights, outside of buffing the damage from its own guns, Maddox' sword and her spell, but in later games you will find its presence extremely useful. The Storm Division Theme is unimaginable without it.

Theme Forces
Maddox likes a combined army. Take a decent variety of troops including some ranged choices for Snipe, some moderately armoured troops for Dauntless Resolve, and some good heavy warjacks for Assail.

  • Heavy Metal - Your support duty rarely leaves you with spare FOCUS, so this would be a fairly atypical breed of HM theme force; revolving around Sword Knights, and their incremental support (mainly Archduke Runewood, a Journeyman Warcaster and Rhupert for a second source of Tough). The point threshold for free solos/UAs is the highest among the themes, so don't expect too much free stuff from it.
    • Stormclad - Maddox' presence can charge it up (since she's a Storm Knight). A great target for Assail. You can also put it under the care of s jack marshal, where you must give up the benefits of Assail, but it can still enjoy the support of Onslaught.
    • Brickhouse - Your character jack, good choice for a heavy hitter. You'd take Field Mechaniks anyway into this theme, and Brickhouse really needs his systems working to get the job done (mainly its right hand for Force Lock).
    • Sword Knights make incredibly good use of Dauntless Resolve. Defensive Line provides immunity to knock-down which in turn allows them to make use of multiple tough rolls. Being cheap infantry, this spell amplifies their power, plus with the feat and the added support they can hit way out of their weigh class.
    • Long Gunners or Storm Strider - This list has a surprising amount of ranged presence too, each enjoying the buff from Snipe. Long Gunners are better against infantry spams, while the Storm Strider contributes to the free-point threshold.
  • Storm Division - Your toughest units can be found here - making good use of Dauntless resolve.
    • Storm Lances - The best cavalry in the game, plus the best target for Dauntless Resolve. Pathfinder from Onslaught is the icing on the cake.
    • Silver Line Stormguard - Great deterrent against enemy charges.
    • Stormblade Captain and Laddermore - Essential army support, plus since Maddox is a Storm Knight, their buff work on her too.
  • Gravediggers - This theme is already full of with Tough infantry, who resist blast damage while dug-in (and a +3 ARM would rarely help surviving a direct hit), so you can save on Dauntless Resolve, or spend it on a Mercenary unit with Murdoch. Apart of that, Snipe, Onslaught, and her feat complements lovely the Trencher arsenal.
    • Rangers - Maddox has no innate tools to boost accuracy on her troops, so the presence of the rangers are most welcome.
  • Sons of the Tempest - This is an odd theme; as it leaves few mentionable target to your feat, but the thing that you can keep 2 of your free upkeeps in play for free (Dauntless Resolve on the Tempest Blazers, and Snipe on any other Arcane Tempest unit), plus that this list usually fixes its accuracy problems and damage boosts on its own via solos (Falk ant the GMCA), Maddox can have play in it.

Outside themes

  • Squire or Sylys - It is not a question how useful a free upkeep is for a caster with 4 upkeep spells. Whether it is a free focus, or Arcane Assist, it leaves you with more FOCUS to play. The Squire has a small edge, as it boosts your CTRL area too, thus, offers greater coverage for your feat, but the offensive boost from Sylys can also cone handy sometimes.

Drawbacks & Downsides[edit]

  • No accuracy buff for her army.
  • Vulnerable to anti-upkeep tactics (Purgation, Lamentation, Purification, Eiryss2, Eilysh, etc.)
  • Often becomes FOCUS strapped.

Tricks & Tips[edit]

Since she is a battlebox caster, and will often be selected by new players, here are some tricks with her, that will serve you well throughout the later gaming too:

  • Beat Back doesn't have to damage the opponent, a hit is all you need to trigger it. There's some charm in pushing out a Khador heavy from the zone with your Mechanics.
  • Snipe and Assail can be spell cycled to affect two units in a turn. You do this by putting it on a unit the turn before, upkeeping the spell and using that unit/jack first, before activating Maddox and then putting the spell on a different unit/jack.
  • Electro-leap slingshot is a staple trick of Cygnar's. If you want to remove a model with low ARM but high DEF, shoot a low DEF model near it with your main attack (for example, the Firefly's gun), then the electro leap will bounce to the squishy model you wanted to kill. If there's no suitable models nearby (or they're not the closest), then send a sturdy (or even better, electro immune) model of yours near a target, and use it as a starting point for the leap.



Theme Forces[edit]

Themes for any-and-all casters (Edit)

Other Cygnar models[edit]

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

Ranking Officer CA : Captain Jonas Murdoch

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


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

Rules Clarifications[edit]

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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 : Disruption      (Edit)

  • If a model is disrupted, it cannot get focus for any reason. Whether the rule says 'allocate', 'gain', 'receive' or 'give' ... Disruption stops it all. (Infernal Ruling)
  • Despite being unable to channel spells, a warjack can still be the target of spells just fine.
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Rules Clarification : Cortex Damage      (Edit)

  • The damage to the cortex is applied before making your normal damage roll.

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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.

Rules Clarification : Electricity - None yet. (Edit)

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Rules Clarification : Quick Work      (Edit)

  • If you're still engaged in melee when Quick Work triggers, you won't be able to make the ranged attack.
  • Quick Work specifies "Combat Action" so doesn't work with Impact Attacks or out-of-activation attacks

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Rules Clarification : Assail      (Edit)

  • If you're planning on casting this spell often, you should probably check out the Trample and Slam clarifications.
  • The extra slam distance applies to any slam the warjack causes, not just Power Attack Slams. For instance, it also applies to the Banshee's Force Cannon.
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Rules Clarification : Dauntless Resolve      (Edit)
Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Electrical Blast      (Edit)

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Rules Clarification : Onslaught      (Edit)

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Rules Clarification : Relentless Charge      (Edit)

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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.

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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)
  • You can trigger Beat Back even if the model is no longer in your melee range after the attack. For instance, if you used a Pitch to throw it away, you can still Beat it Back. (Locked thread)
  • The free advance doesn't depend on the target being pushed.
  • Beat Back can be used to push larger models.
  • See also the clarifications on Pushes.