Calder 1

# Captain Madison Calder

Captain Madison Calder (Calder 1) is a Warcaster available to Cygnar. In Prime, this Leader is available in Storm Legion.

Calder 1 has the typeline **"Cygnar Storm Legion Warcaster"**.

## Abilities

### CTRL

14

* **Unstoppable** - This model does not have to forfeit its Combat Action when it advances or is placed out of one or more enemy models' melee ranges during its Normal Movement.
* **Resistance: Electricity** - When this model suffers an electrical damage roll, remove one die from the damage roll. Additionally, when lightning arcs as a result of a special rule, ignore models with Resistance: Electricity when determining which model the lightning arcs to. Lightning cannot arc from a model with Resistance: Electricity.
* **Pathfinder** - This model treats rough terrain as open terrain when advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
* **Dual Attack** - This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks, it can also make its initial ranged attacks. This model cannot make ranged attacks after making a power attack.
* **Cavalry** - This model is a cavalry model. Cavalry models gain boosted charge attack rolls.

**Birds Eye** - While in this model's control range, models in its battlegroup can ignore cloud effects, forest terrain, and intervening models when determining LOS.

**Dodge** - This model can advance up to 2" immediately after an enemy attack that missed it is resolved.

**Reposition [3"]** - At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.

## Weapons

 **Electro Pulse**

 **Pistol** - A model making an attack with this weapon targeting a model it is in melee with ignores the Target in Melee bonus when resolving this attack.
 **Damage Type: Electricity** - This weapon causes electrical damage.

 **Pulse Sword**

 **Damage Type: Magical** - This weapon causes magical damage.
**Brutal Charge** - This model gains +2 to charge attack damage rolls with this weapon
**Critical Cortex Damage** - On a critical hit on a warjack, the warjack suffers 1 damage point to its first available Cortex system box.

## Feat

**Ride the Storm** - While in Calder's control range, models in her battlegroup gain +3 DEF, Dodge, and Riposte. Ride the Storm lasts for one round. (When a model with Riposte is missed by an enemy melee attack, immediately after the attack is resolved the model with Riposte can make one basic melee attack against the attacking model.)

## Spells

**Rhythm of War**

**Rhythm of War** - Warjacks in this model's battlegroup that are in its control range can advance up to 3" after all friendly models have ended their activations on your turn.

**Watcher**

**Watcher** - Once per turn when an enemy model advances and ends its movement within 6" of the spellcaster, you can choose a Cohort model in the spellcaster's battlegroup that is in its control range. That Cohort model can immediately make a full advance toward the enemy model and then can make one basic attack targeting the enemy model.

## Spell Rack

Additionally, Calder 1 has access to the Storm Legion Spell Rack. Calder 1 has **[3]** Spell Rack slots.

**Arcane Shield**

**Arcane Shield** - Target friendly Faction model/unit gains +3 ARM.

**Chain Lightning**

**Chain Lightning** - A model hit by Chain Lightning suffers a POW 10 electrical damage roll, and lightning arcs from that model to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 3" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage from the attack that caused the leap.

**Deflection**

**Deflection** - While in the spellcaster's control range, friendly Faction models gain +2 DEF against ranged and magic attacks. Deflection lasts for one round.

**Electrify**

**Electrify** - Target friendly Faction warjack gains +2 to its melee attack damage rolls, Resistance: Electricity, and Repulsor Field. (When a model with Repulsor Field is hit with a melee attack, after the attack is resolved the attacking model is pushed 1" directly away from the model hit.)

**Force Hammer**

**Force Hammer** - Instead of suffering a normal damage roll, a non-incorporeal model Force Hammer hits is slammed d6" directly away from the spell's point of origin and suffers a POW 12 damage roll. Collateral damage from this slam is POW 12.

**Jackhammer**

**Jackhammer** - Target model in the spellcaster's battlegroup immediately makes one basic melee attack.

**Lightning Pulse**

**Lightning Pulse** - A model hit by Lightning Pulse suffers a POW 10 electrical damage roll, and lightning arcs to the nearest model within 3" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Lightning Pulse damage rolls are simultaneous.

**Onslaught**

**Onslaught** - The spellcaster and friendly Faction models beginning their activations in its control range gain Relentless Charge for one turn. (While advancing as part of a charge, a model with Relentless Charge gains Pathfinder.)

**Snipe**

**Snipe** - Target friendly Faction model's/unit's ranged weapons gain +3 RNG.

**Tactical Supremacy**

**Tactical Supremacy** - Target friendly Faction model/unit gains Reposition [3"]. (At the end of a model/unit with Reposition [3"]'s activation in which it did not run or fail a charge, it can advance up to 3", then its activation ends.)