Major Markus ‘Siege’ Brisbane

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Major Markus ‘Siege’ Brisbane
Cygnar Warcaster

A professional soldier with more field experience than virtually any other warcaster in the Cygnaran Army, Major Markus Brisbane is famous among Cygnaran troops for his ability to lead from the front and infamous among his enemies for his ability to triumph. It has been said there is no strategic obstacle the man cannot overcome, nor is there any wall in western Immoren that can stand against him.

Basic Info[edit]

DEF 14
ARM 17
HP 18
WJP +28
See also How to Read the statblock

Weapons and Attacks[edit]

  • Rocket Cannon - 14" range, POW 14 gun. One of the main highlights of taking Siege.
    • Ground Pounder (★ Attack) - You get to place a large AOE anywhere completely within this weapon's RNG and LOS, then make a separate ranged attack against each model in the AOE that ignores the shooting-into-melee penalties and most DEF bonuses.
  • Havoc - 1" reach, P+S 14 S melee weapon. Serviceable if Siege is already engaged, but not good enough to warrant charging in with.
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Critical Smite - On a critical hit, the model hit can be slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. The POW of collateral damage is equal to the STR of this model.

Special Abilities[edit]

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Combat Engineer - Siege gets an extra damage die vs structures.

Feat - Breach[edit]

Removes all wall templates currently in Siege’s control range. Additionally, the next time each enemy model suffers a damage roll while in Siege's control range, halve its base ARM when calculating damage. Breach lasts for one turn.


Friendly Faction model's ranged weapons gain Magical Damage. If the affected model boxes an enemy model, center a 3" AOE on that enemy and RFP it. Models in the AOE suffer a POW 8 magical blast damage roll.
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 12.
Place a 5" AOE in an open area within Siege's control range. Models completely within the AOE gain cover and immunity to blast damage, and are ignored when drawing LOS.
Place a 5" AOE completely within caster's control range. Models in the caster's battlegroup ignore forests and clouds when drawing LOS, and ignore stealth when attacking models within the AOE.
  • Rift - Cost 3, 8" range, 4" AOE, POW 13
The AOE stays in play for one round as rough terrain.

Thoughts on Major Markus ‘Siege’ Brisbane[edit]

Major Markus ‘Siege’ Brisbane in a nutshell[edit]

Brisbane is a resilient, one-man-artillery, offensive caster, who likes to be near the front. He lives up to his name and fluff, by being a tough combatant, and capable of tearing down even the mightiest defences. He has an excellent ranged game and a good assassination potential thanks to his Rocket Cannon (and especially, Ground Pounder), and his feat can be absolutely devastating.

Feat thoughts[edit]

Being among the strongest offensive feats in the game it is all about having the caster in the right place, in the right time, and having an army nearby who can capitalize its perks. The ARM de-buff only works on the first damage roll against every targets, so you want to make it count. Don't get too greedy; sometimes catching a few heavy in the radius is better than getting the whole enemy force within your CTRL area, and leaving you exposed for the counter-attack. If you took the enemy's heavies out of the equation, it is likely they don't have much left to counter yours.

Make no mistake, this feat is every bit as deadly at range as is in close combat; just make sure you have enough fast, hard hitting units, who can charge the enemy, once Breach is being cast.

The first half of the feat does not look too appealing, but it can open up charge lanes, cleaning roadblocks and take away enemy covers to make shots connect. Wall templates are inter alia the Razor Wall, the covering fire of the Manticore, Cyclone or the Trencher Chaingun and the Rock Walls from Gorten, Baldur, or Gunnbjorn.

Spell thoughts[edit]

  • Explosivo - This can be a real nightmare for several Cryx and Protectorate models, and can add to the ranged game of any unit. Brisbane himself is also an excellent target of this spell. RFP on it also offers some other shenanigans, see the Tips section. As it is an upkeep, cycle it according to your own leisure.
  • Force Hammer - Incredibly expensive for his focus pool, you'll likely to see this one in use only if you want to knock down something for assassination (feel free to use some expendable model of yours, if that's what it takes). The damage is also nothing to write home about.
  • Rift - Another fairly expensive spell, with relative short range. It puts a medium AOE of rough terrain into game, but unless it is arced, its short range can be as much hindrance for you, as for your enemy.
  • Foxhole - The offensive use is now severely diminished, since you cannot place it in touch with models' base. However, it still retains a certain level of board control, if you can predict, where your enemy wants to march his screening models. Apart of that, it is every squishy infantry unit's dream. Damn shame, it's an upkeep spell; there are so many ideal candidates for that one.
  • Mage Sight - your number one tool in the faction to remove Stealth on enemy units. Only your battlegroup profits from its effect, but that is usually more than enough for the job. Like Foxhole, it can also be used for board control.


Breach is pretty suitable for assassination - but that somewhat hard to pull off against experienced players. Even though, you can swing the balance to your favour, and win on attrition, by removing the enemy's key heavy hitters with ease.


His army selection is usually being made with the feat in mind: they must hit heavily, and must be rather self-sufficient, until the feat allows the to deliver the deathblow. Thanks to that, he can perform well in all the current theme forces.


Siege lacks movement buffs (Pathfinder and +SPD), meaning he must plan careful with low mobility Jacks like the Hammersmith.

  • Charger – It's cheap, and the Dual Cannon can do serious damage on Brisbane's feat turn.
  • Minuteman - jumping behind a shield walled enemy unit and activating Flak Field is usually the end-game for most infantry formations. Under his feat, even elite infantries can be evaporated with well placed blasts.
  • Hunter - Though its armour piercing shot does not stack with Breach, you'll need something to soften up enemies before your feat, and keep on hammering them, if they somehow managed to survive. In Foxhole they get an absurd level of DEF for a warjack, and with Pathfinder they navigate rough terrain with ease.
  • Sentinel – Gives Brisbane an extra layer of protection against ranged attacks, and protects your Stormwall from Gorman.
  • Ironclad and Ol' Rowdy - you want your Breach shots and blows to be telling, so you want to hit the enemy in the first place. Nothing is easier, if these jacks knocked your target down with Tremor before. The Avenger can also knock down at range, though its speed can be an issue.
  • Lancer - Excellent for arcing a patch of rough terrain with Rift. Thorn is also great, but it locks you out of the theme forces.
  • Defender – Boosting both the attack and damage roll on Brisbane's feat turn can inflict insane amounts of damage to even particularly tough 'casters such as The Butcher or Terminus, and knocks out more than 2 damage column of a Khador heavy on average.
  • Stormwall and Hurricane - both sport deadly, long range weaponry, something that can make the most out of the feat. They are also resilient enough to stay alive, until Brisbane drops Breach. The Hurricane is suitable for Rift arcing too.
  • Triumph - his character jack, which gets boosted attack damage rolls due to his bond. Its out of activation shot can soften up targets before feat (and the damage is still boosted), while the power-up focus can be spent on boosting the attack roll. Shield guard is a nice addition, and its amended price makes it nearly auto-include.
  • Stormclad - outside Colossals, no other jack hits harder in close combat, than this one.


  • ATGM – Ground Pounder requires LOS, so they can knock away/off targets from Brisbane's path. Their UA is also ideal for marshalling jacks with Snipe bullets, and can occasionally help you out with stealth hunting.
  • Long Gunner Infantry – Their superior range lets them staying behind, and peppering the enemy lines from afar. With their high volume of fire and Explosivo they can clear tightly packed infantries like few other. They love Foxhole, as they tend to die, as soon as the enemy gets a bead on them. Finally, their CRA under feat turn can be devastating - a minimum unit hits as hard as a Defender, while a full unit will likely to cripple a heavy warjack. They can also scale their CRA according to your needs; under feat, a minimum unit with Dual Shot 2-person CRA can remove a max unit of Iron Fang Uhlans under Iron Flesh and Wall of Steel.
    • Trencher Long Gunners - With their UA you can deliver surgical strikes into jacks and beasts, crippling their most important systems and aspects under your feat.
  • Black 13th – They are pretty efficient in removing stealthy models, if your battlegroup has other targets and/or you want to spare on Mage Sight. Their concentrated fire can be exploited by firing upon targets, which were already hit by another unit under your feat, and shoot a max-powered brutal damage shot into a yet untouched target. They also gain superb DEF from foxhole (though not Stealth).
  • Cylena Raefyll & Nyss Hunters – Their CRA can devastate your opponent with your feat, and then they can fight in melee in later turns giving some much needed melee ability to what will generally be a ranged list. They deal with terrain well, something Siege cannot help with personally and a thing his lists often lack.
  • Rangers – Foxhole gives cover and makes them immune to blast damage. If you can put them in some concealment as well, this makes your Rangers extremely hard to kill. Mark Target, combined with Ground Pounder gives Siege a better than average RAT that ignores many defensive buffs.
  • Precursor Knights – Since Foxhole doesn't target any models, it's a rare buff that can affect these Spell Warded knights. They're good tar pit unit for Siege.
  • Tempest Blazers - Their access to Brutal Damage or Electro-Leap makes them a huge danger on Feat turn.
  • Trenchers - Really, each and every trencher from rank-and-file infantries to artillery pieces gets better, and not only by his feat. Explosivo makes them bane of other infantry units, especially the Commandos with their scatterguns. Their CRA is also welcomed in and outside feat.
  • Storm Lances - They hit like a ton of bricks, even before the feat, and can deliver a charge from afar. When not in feat turn, use Explosivo to cause havoc among infantry units.


  • Captain Arlan Strangewayes – A good repair option, and Power Booster is great for a marshalled Defender. Explosivo with spray is also nasty.
  • Gun Mage Captain Adept - Your toolbox solo, and yet another source for Brutal Damage during feat turn.
  • Lieutenant Bastian Falk - Explosivo hands out magical damage, Falk adds +2 to the damage roll via Rune Marked.
  • Journeyman Warcaster – Put Arcane Shield on a key jack, or your warcaster. Park then Siege inside his Foxhole to give him a better DEF than Caine and the same ARM as a Khador 'jack.
  • Reinholdt OR Squire - Choosing between these attachments is very difficult. With Reload and Lucky Charm Reinhold gives a lot in terms of personal offensive output. Spyglass on a single stealthy target can also spare focus on Mage Sight. The Squire on the other hand provides him much-needed extra focus, increases the control area for his feat, and can prove occasionally useful for Force Hammer or Rift attacks. The increased control range from the Squire means that models affected by his feat are in his Rocket Cannon range too. With any other attachment you have to be 2" closer for him to be shooting models affected by Breach.


  • Support models, like Ragman, Gorman, Hutchuk and both Eiryss are all useful for him as well. Do not forget to activate them, before you use your feat to get the most out of their abilities.
  • Rhupert - all of his given abilities are gift of Morrow to Brisbane's forces.
  • Horgenhold Artillery - even without the possibility to add Murdoch, this unit will leave a mark under your feat.

Drawbacks and Downsides[edit]

  • Damage support is mainly from his feat turn - outside that he offers few buff to hitting power to his army and battlegroup alike
  • He must be close to the enemy to make the most out of his feat; you can easily leave him exposed for assassinations and counter-attacks
  • He is focus-strapped
  • All his supports are upkeeps, making him vulnerable for Lamentation and Purification. On the brighter side, 2 of them are AOEs, so units in it won't be harmed by Purgation attacks' extra die, and cannot be cancelled by Dispel.
  • Speed de-buffs and rough terrain can hinder him and his army.
  • He is quite punishing to new players who may struggle with activation order.

Tricks and Tips[edit]

  • Explosivo RFPs targets upon being boxed, countering things like corpse/soul token collections and Take-up for things like weapon attachments and artillery. Thagrosh1's and The Twins' (Rhyas+Shaeryn) feat is also severely imperilled by Explosivo shots.
  • If your melee damage makes more damage, than your Assault shots, spare them on feat turn against tough foes. Also, watch out for electro leaps, and especially Lightning Arcs, as they can trigger the damage roll on models you wanted to shoot later with something heavier.
  • He is a great target for his own Explosivo. Since the secondary AOE triggers on an enemy death, Ground Pounder becomes total overkill and can catch models that the AoE missed the first time around or are outside of the main AoE.
    • If you take Triumph and have access to the Armoury Steamroller objective, you have a lot of high POW magical ranged options at your disposal compared to most Cygnar armies.
  • Mage Sight's Stealth removal works both ways - a model losing Stealth blocks LOS. Remember that, if you want to target something beyond the stealthy model(s).
  • As the Foxhole template's diameter is 7 mm wider than a huge base, it is technically possible to cast Foxhole and straight up walk into it with your colossal to cease it being a LOS-blocker. When in doubt, communicate it in advance with your opponent, as this trick requires accurate measuring to pull off.




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 : Ground Pounder      (Edit)

  • You only need to have part of the AOE in LOS - not the whole thing, and not even the centrepoint. (Infernal Ruling)
  • You need LOS to the "table" where you're putting the template. If you can't draw LOS there, you can't place the template there, even if you can draw LOS to a model standing on that exact same part of the table (for instance you cast Mage Sight on it). (Infernal Ruling)
  • Ground Pounder does not target, so it can bypass stuff like Feign Death.
  • Things which increase/decrease range (such as Fire Group or Windstorm) and/or buff ranged attacks (such as Fire for Effect) will apply to Ground Pounder attacks.
  • Any hits you make are direct hits, so your opponent can use stuff like Sacrificial Pawn.
  • The attacking model is considered the point of origin of the attack, for the purposes of stuff like Shield Wall.
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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Smite      (Edit)

  • This rule changed in Mk3 to no longer say it "adds the weapon's POW". It still does add the POW, however, because the whole section on calculating Slam damage was reworded in the main rulebook.
  • Smite is not a Power Attack Slam, it is just an attack which causes a model to be slammed. As such, you can smite friendly models.
  • You can trigger Critical Smite on a free strike.
  • If you Smite on a charge, then the slam damage will be boosted.
  • See also the clarifications on being slammed

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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 : Tough - None yet. (Edit)

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Rules Clarification : Combat Engineer      (Edit)

  • The wording on Combat Engineer is intentional, even though "Structures" have been removed from the base rules. There are future interactions which will be affected. (Infernal Ruling)
  • Steamroller Objectives are not structures.

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Rules Clarification : Explosivo      (Edit)

  • The AOE and associated damage is an effect from the spell, not from the weapon. As such it doesn't stack with stuff like Sniper.
  • The AOE damage is just damage, it's not an attack. As such it won't trigger stuff like Vengeance.
  • If you put Explosivo on a weapon that directly hits multiple enemies then all models boxed by the initial attack will turn into more 3" AOEs. Clusterbombs, away!
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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.

Rules Clarification : Foxhole - None yet. (Edit)

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Rules Clarification : Mage Sight      (Edit)

  • Mage Sight's AOE allows LOS to models in the AOE, not to points on the ground. So it doesn't help with stuff like Siege trying to place his Ground Pounder attack. (Infernal Ruling)
  • If an intervening model also has Stealth, then you treat it as normal for LOS purposes. Because you determine LOS before declaring a target, thus Mage Sight's "ignore LOS" doesn't apply to intervening models, regardless of whether it is also in the AOE or not.

Rules Clarification : Rift - None yet. (Edit)