Major Prime Victoria Haley

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Cygnar Warcaster Unit

Victoria Haley has risen through the ranks of the Cygnaran Army to become one of the most potent arcanists in recorded history. Her mastery over the flow of time allows her to conjure echoes of herself from the past and future to fight at her side. By her unprecedented powers, Major Prime Victoria Haley bends the fabric of time and shatters the fundamental laws of reality as she outpaces and outfights the foes of Cygnar.

Basic Info[edit]

Haley Prime (Present)[edit]

Haley3
Haley3.jpg
SPD 6
MAT 6
RAT 5
DEF 16
ARM 14
HP 15
Focus 8
WJP +25
See also How to Read the statblock

Weapons and Attacks - Haley Prime[edit]

Special Abilities[edit]

  • Unit of Warcasters - All warcasters come with a stack of standard special rules - most notably being awesome. Furthermore, this unit includes more than one warcaster model, so it is even more awesome. Haley3's unit is unique, in that only Haley Prime begins the game in play. Also, the Echoes aren't technically warcasters so it's not really a "unit of warcasters".
  • Reiteration - Haley Prime can repeat any spell cast by one of the other Haleys in the same activation.
  • Time Walker - At the start of the turn, Haley Prime can spend focus to summon Haley Past or Haley Future if they're not in play. If they are already in play, she has to spend focus to keep them in play.
  • Set Defense - Charge attacks, slam attacks, and impact attacks versus this model suffer a -2 to hit penalty.

Spells[edit]

  • Domination - Cost 4, 8" range, offensive spell does no damage
Take control of an enemy warjack with a non-crippled cortex. Warjacks are allowed to make a full advance, ignoring free strikes, and then make a melee attack. Can only be cast once per activation, and any given warjack can only be affected once per turn.
  • Repudiate - Cost 2, 10" range, Offensive spell that does zero damage to model hit
All animi/upkeep spells on the target hit expire. Also, if an upkeep expires, the model controlling it takes d3 points of damage.
Target friendly faction model/unit gains Reposition [3"]. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.)
  • Temporal Distortion - Cost 2 Range Self. For one round models in this unit gain +2 DEF. Also, while within 5" of models in this unit, friendly faction models gain the same DEF buff and enemy models suffer -2 DEF.

Feat: Arcane Singularity[edit]

Each model in the unit gets +2 FOCUS and immediately gains 2 focus.


Haley Past[edit]

Haley Past
SPD 6
MAT 6
DEF 16
ARM 14
HP 5
Focus 4

Weapons - Haley Past[edit]

Special Abilities - Haley Past[edit]

  • Incorporeal - This model can walk through walls, terrain, models, and just about anything else. It can't be damaged except by magical effects. When it makes a melee or ranged attack it loses Incorporeal until its next maintainance phase.
  • Raw Talent - An extra dice on all damage rolls.
  • Time Projection - This model is like a mini-warcaster. It has a FOCUS stat, can buy/boost attacks, cast spells, and shares warjacks with Haley Prime.

Spells - Haley Past[edit]

After determining the point of impact, a second 3" deviates from that point. Models in the second AOE are hit and suffer a POW 6 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.

Haley Future[edit]

Haley Future
SPD 6
RAT 5
DEF 16
ARM 14
HP 5
Focus 4

Weapons[edit]

  • Phase Bolt - 10" range, POW 13 gun
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Reload [2] - This model can spend focus to make up to 2 additional ranged attack(s) with this weapon during its Combat Action. It can make one additional attack for each focus spent.

Special Abilities - Haley Future[edit]

  • Incorporeal - This model can walk through walls, terrain, models, and just about anything else. It can't be damaged except by magical effects. When it makes a melee or ranged attack it loses Incorporeal until its next maintainance phase.
  • 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.
  • Granted: True Sight - While this model is still alive and in formation all of the unit gains True Sight. (True Sight - This model ignores clouds for LOS, and ignores Stealth always.)
  • Time Projection - This model is like a mini-warcaster. It has a FOCUS stat, can buy/boost attacks, cast spells, and shares warjacks with Haley Prime.

Spells - Haley Future[edit]

Target model/unit gains Ghostly for one turn. (Ghostly - This model ignores terrain and free strikes.)
Return to Play a destroyed Grunt. Place it completely within 3" of another model in its unit, in formation, and in the caster's CTRL range. The Grunt is returned with 1hp & gets no Combat Action this turn.

Thoughts on Major Prime Victoria Haley:[edit]

Haley3 in a Nutshell[edit]

Haley3 has the tools to enable a player to play any (or all) of the three major styles of play: assassination, attrition, and control. Attrition is quite possibly Haley3’s strongest role, which can be exploited a number of ways through different model/unit synergies, whether giving a unit high DEF, bringing multi-wound cavalry back into play, or a combination of both. Assassination is mostly in the hands of Haley Past and her Raw Talent ability, which benefits not only her two ranged magical spells, but also her melee attacks. Haley Future’s ranged (with gunfighter) ability to hit opponents with three phase bolts is nothing to sneeze at either. The Control element of the game lies (mostly) in the hands of present day Haley, dominating enemy warjacks, repudiating enemy spells, and aiding friendlies with extra movement through tactical supremacy.

Paths of Attrition and Control:[edit]

Assassination can be very situational for Haley3 and requires the usual support, however, playing the attrition/control game with Haley3 has many builds. Ghost Walking units through obnoxious terrain while simultaneously gaining immunity to free strikes opens up a ridiculous amount of the board.

  • Sword Knights can be an obnoxious unit for an enemy without AOEs or electro-leaps to wade through. Sword Knights are especially formidable when they’re benefiting from multiple DEF bonuses; Hanging out in a Temporal Distortion bubble can stack with Sword Knight’s innate Defensive Line ability.
  • Any of Cygnar’s present cavalry choices (Storm Lances and Tempest Blazers are fun to revive, since a grunt model with 1 unmarked damage box hits just as hard as any other grunt model with all of its’ damage boxes intact.
  • Another excellent defense tactic is utilizing tactical supremacy on a unit of Trencher Infantry, who can pop smoke bombs then walk out of the wall of smoke they’ve just created, screening themselves (and anyone else who might happen to be behind the wall of smoke) from enemies without True Sight or Eyeless Sight.
  • Rhupert Carvolo, Piper of Ord's dirge of mists, stacking with Haley's temporal bubble can make things simply not worth shooting.

Jack Choices:[edit]

  • Thorn is (with any of the Haleys) a great choice and for many players an auto-include.
  • Though Thorn usually fills the roll of Arc-Node for Haley3, don’t forget about the Lancer in your more economical games (or if you just want to sling more spells on more parts of the board), and the Hurricane for when you want to sling spells but also bring some serious hitting power.
  • Thorn and an Ironclad will use up all of Haley3’s jack points.
  • But if you’re feeling a little short for focus due to all the fun spells Haley3 and her different iterations can cast, and Arlan can only empower so many jacks per turn, consider jacks with accumulator, like the Gallant or Stormclad. One nice benefit of the Gallant is that it has one point higher DEF than all of Cygnar’s other Ironclad chassis heavies, which when combined with the DEF bonus of Temporal Distortion, enters the realm of “an obnoxious level of Defense for a heavy warjack to have” (which is how many people felt playing against Cryx in MKII).
  • Nearly any warjack in Lieutenant Allison Jakes battle group that is benefiting from both Jake's spell "sidekick" and Temporal Distortion will become a nuisance to hit (melee or ranged).

Weaknesses[edit]

  • Getting your Haleys up the board and into effective positions is a hair pulling feat.
  • The projections are short on focus when it isn't feat turn.
  • Putting Baby Haley and Grandma Haley on the board ASAP is a must, but when they're put on the board they cannot activate and run to an effective position, so until the subsequent turn your ghost buddies from the past and future are stuck within two inches of your primary warcaster.
  • This unit is so complicated and does so many different things, it can often lead to decision paralysis. They are possibly the game's most challenging warcaster to play, and require a ton of practice to handle effectively. This is often referred to as having "a high floor".

Tips and Tricks[edit]

  • Incorporeal models can be incredibly difficult to remove from zones, especially when they have Def 18. Since the projections are just trooper models, they can contest, unlike Present Haley.
  • The Projections are NOT warcasters. So all of the "non-warcaster, non-warlock model" effects in the game will work on them.


Other[edit]

Changes from Mk2[edit]

  • Haley Future picked up Gunfighter, allowing her to actually do something other than Run when a Press Forward order is issued.

Trivia[edit]

  • Haley3 is sometimes known as Hal3y, 3Haleys, or Haley Prime.

Theme Forces[edit]

Themes for any-and-all casters (Edit)

Other Cygnar models[edit]

CygnarLogo.jpg
(Edit)
Battlegroups
Warcasters Jakes2 - Darius - Kraye - Sloan - Haley1 - Haley2 - Haley3 - Nemo1 - Nemo2 - Nemo3 - Stryker1 - Stryker2 - Stryker3 - Sturgis1 - Constance - Caine1 - Caine2 - Caine3 - Maddox - Siege1 - Siege2
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A
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Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers BGC Journeyman - Jakes1 - T. Warcaster Lieutenant
Marshals Runewood - Strangeways - 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 - Strangeways - 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

(Edit)

Mercenary Battlegroups
Warcasters Ashlynn - Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten
Requires a 2+ caster game
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Y
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N
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M
E
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C
E
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I
E
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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]

Prime

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 : 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 : Reiteration - None yet. (Edit)

Rules Clarification : Time Walker      (Edit)

  • The Echoes that are created are added, not returned. This means you can put them back into play even if they're RFP'd or currently under the control of your opponent.
  • In a Haley3 vs Haley3 match, both players can yawn. I mean, both can have Echoes in play at the same time.
  • You have to choose whether to keep the Echoes around before paying for upkeeps and/or allocating focus.

Rules Clarification : Set Defense - None yet. (Edit)

Rules Clarification : Domination      (Edit)

  • Refer to the clarifications on Taking Control. It is too long to repeat here.

Rules Clarification : Repudiate      (Edit)

  • Repudiate can't be used to dispel upkeeps that are not "on" a model/unit (such as Rock Wall, Void Gate, etc), because you can't "hit" them.
  • The damage caused to the caster is considered to be from an attack, so will trigger stuff like Might of Kings.

Rules Clarification : Tactical Supremacy      (Edit)

Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)

Rules Clarification : Temporal Distortion spell      (Edit)

  • Temporal Distortion does not stack with itself. A model will only gain +2 DEF from the spell. (Infernal Ruling)

Past

Rules Clarification : Incorporeal      (Edit)

  • All spells do magical damage. Refer to the latest errata.
  • If a weapon or spell does multiple types of damage (such as Chain Lightning doing Electricity damage), then you'll still be hurt by the spell. "Incorporeal" is not the same as "has immunity to all damage types". (Infernal Ruling)
  • If an incorporeal model declares a charge, then they stay incorporeal until they actually make an attack. So, for example:
    • If they're Countercharged after finishing their own charge movement, they will be Incorporeal while resolving the Countercharge attack.
    • If they fail the charge, they will stay Incorporeal.
  • Incorporeal models can be affected by pretty much any special ability, regardless of whether or not it's associated with a spell/magical weapon.
    For instance they can be knocked down by a gun with Quake or be eaten by a melee weapon with Consume. (Infernal Ruling)
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata. This is a reversal of an earlier ruling.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.

Rules Clarification : Raw Talent      (Edit)

  • This is an additional die, which means the roll may be boosted, and charge attacks will boost the roll as well.
  • This includes melee, ranged, magic, blast rolls but not collateral as they do not come from the model.

Rules Clarification : Time Projection      (Edit)

  • The Echoes are not warcasters, so don't benefit from a Squire, can't dominate Steamroller objectives, etc.
  • Haley Past and Haley Future do not gain the benefit of the bond from Thorn. (Infernal Ruling)

Rules Clarification : Chain Blast      (Edit)

  • For direction, you orientate the second AOE so it points in the exact same direction as the first one.
  • Regardless of distance between the caster and the original target, the second AOE deviates the full distance you roll on the die.
  • The second AOE does magical blast damage, given that it is caused by a spell.

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.

Future

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)

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

General
  • 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).

Targeting

  • 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.

Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies.

Rules Clarification : True Sight      (Edit)

  • You only ignore clouds for LOS, so models can still get concealment, Prowl, etc from them.
  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has True Sight and one does not. There are examples on the Category:Channeler page.

Rules Clarification : Ghost Walk      (Edit)

Rules Clarification : Ghostly      (Edit)

  • Ghostly doesn't let you move through other models, just terrain.
  • Ghostly doesn't let you ignore damage from hazardous terrain. (Infernal Ruling)

Rules Clarification : Revive      (Edit)

  • Revive can be used on models with Spell Ward etc, because it doesn't actually 'target' anybody.
  • Revive can be used even when the unit is reduced to just Weapon Attachments and/or Unit Attachments.
  • But since it only works on grunts, you can't bring the original Leader model back. Field Promotion does not occur in this case.
    • This means that in the unusual scenario where the Leader model has different wargear to the grunts (such as Cygnar Stormguard) then that wargear is effectively 'lost'.


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Note to Editors

  • To edit Haley Past's tagged abilities, Click here
  • To edit Haley Future's tagged abilities, Click here