Artificer General Nemo & Storm Chaser Finch

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Cygnar Logo.jpg

Artificer General Nemo
Cygnar Warcaster Unit
Storm Chaser Finch
Character Trooper

Sebastian Nemo's myriad innovations from the storm chamber to the modern colossal have given Cygnar a crucial technological edge over its enemies. Promoted to the rank of Artificer General, Nemo now holds authority over all Cygnar's military industry, and he wields his nation's most advanced weaponry. Nemo's assistant, Storm Chaser Adept Caitlin Finch, takes to the battlefield at his side, utilizing precisely tuned mechanical apparatus to augment Nemo's command over warjacks to unparalleled mastery.

Basic Info

Nemo3

Nemo3
Missing Info
Nemo3.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR {{{str}}}
MAT 5
RAT 6
M.A. N/A
DEF 14
ARM 16
CMD 9
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 14
F. Field N/A
WJP +25
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Warcaster Unit - All warcasters come with a stack of standard special rules - most notably being awesome. Furthermore, this warcaster comes with some troopers that can be ordered around. (Click the link for a full rundown.)
  • Officer - This model is the unit commander even if the unit has a Leader model.
  • Immunity: Electricity - This model does not suffer electrical damage. Lightning cannot arc to or from this model.

Weapons

  • Lightning Strike - A POW 12 ranged attack with a range equal to his current control range.
  • Tempest Accumulator - 1" reach, P+S 12 melee attack. If you're using this it means you're in trouble.
    • Damage Type: Magical - This weapon deals Magical damage.
    • Disruption - A warjack hit will lose all focus points. It also can't gain focus or channel spells for one round.

Spells

COST RNG AOE POW DUR OFF


Chain Lightning

3 10 - 10 (Electric) - Yes
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 arced to within 4" 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. Chain Lightning damage rolls are simultaneous.
Electrify

2 6 - - Upkeep -
Target friendly Faction model/unit gains +2 ARM and Repulsor Field. Models are not affected while out of formation.
Repulsor Field - When this model is hit with a melee attack, after the attack is resolved the attacker is pushed 1" directly away from this model.
Force Hammer

4 10 - 12 - Yes
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, if any, is POW 12.
Lightning Shroud

2 6 - - Upkeep -
Target warjack in the caster's battlegroup gains +2 STR, Immunity: Electricity, and Electro Leap on its melee weapons.
Electro Leap - When a model is directly hit with a basic attack made with this weapon, you can have lightning arc to the nearest model within 4" of the the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW10 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 resulting from the attack that caused the leap.
Magnetic Field

2 SELF - - Upkeep -
While in Nemo's control range, models in his battlegroup cannot become knocked down, cannot be placed or pushed, and cannot be moved by a slam.

Feat : Eye of the Storm

When a friendly Faction model makes an electrical damage roll against an enemy model in Nemo’s control range, add an additional die to the damage roll. Eye of the Storm lasts for one turn.

Finch

Nemo3's unit comes with Finch. She is not a Grunt, she is a character trooper.

Finch
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT 5
RAT 5
M.A. N/A
DEF 14
ARM 12
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Immunity: Electricity - This model does not suffer electrical damage. Lightning cannot arc to or from this model.
  • Fine Tuning - While Finch is in formation, Nemo can upkeep one spell for free.
  • Power Booster - When Nemo allocates focus to a warjack in Finch's command range, that warjack is allocated an extra focus point.

Weapons

  • Electrical Bolt - 10" range, POW 10 ranged attack
    • Damage Type: Electricity - This weapon does electricity damage.
    • Electro Leap - When a model is directly hit with a basic attack made with this weapon, you can have lightning arc to the nearest model within 4" of the the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW10 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 resulting from the attack that caused the leap.
  • Tuning Fork - 1" reach, P+S 10 melee attack. Again, it's not a good thing if you're using it.
    • Disruption - A warjack hit will lose all focus points. It also can't gain focus or channel spells for one round.

Theme Forces

Recent Changes

No changes since 2018.06

Thoughts on Nemo3

Nemo3 in a Nutshell

Nemo's feat and spell list largely dictates what you're doing - you're bringing lightning and you're bringing all of it. Given the nature of most lightning-focused jacks and units, it means you'll probably end up with a combined arms force with Storm Knight infantry and cavalry or Storm Striders that all have effective ranged and melee attacks. The amount of damage on his feat turn can be truly back breaking for your opponent as even heavily armoured models are under threat from Electro Leaps.

He is one of five Cygnaran battlegroup warcasters:

Main differences between the 3 Nemo incarnations:

  • Nemo1 is a spellslinger and buffer warcaster, playing safely in the back of your lines, boasting an immense CTRL area, and enhancing a selected few warjacks to perform way over their perceived stats. He offers army-wide protection against shooting.
  • Nemo2 can run quite a lot of jacks due to his spells and feat, and offers a bit of bigger personal contribution to the battle. However, his army support outside his battlegroup is limited to a single spell.
  • Nemo3 can fuel a horde of jacks even more efficiently than Nemo2 (as long as his sidekick is alive), and his feat is an excellent force multiplier for all his army which brings electrical weapons on the table.

Maximising his Feat & Spells

Feat - Nemo's feat is maximized at listbuilding by picking a lot of things that do electrical damage. There's not really much to say about it other than get within 16" of the enemy (you did take a Squire, right?) adn feat away early to wreck their big stuff.

  • Magnetic Field - a decent battlegroup buff. Cast at the start and then upkeep and it takes certain options out of the game. It's always worth not having the enemy able to set up slams, and against some enemies it's overwhelmingly good.
  • Electrify is an excellent buff either on a heavy/colossal warjack or a unit of Storm Lances. Extra ARM on tough models is always good - and you of course also have the Journeyman Warcaster to Arcane Shield something else. Cast and forget.
  • Lightning Shroud kills heavies and flash-fries infantry alike. You might well want to spell cycle this one.
  • Chain Lightning for when the Lightning Generator isn't hitting enough. It's a very good infantry-clearing zap.
  • Force Hammer - it's very very situational. 4 cost is really high and the effect isn't that great. Once in a blue moon it's a gamewinner - the rest of the time it's a dead spell.

Drawbacks & Downsides

  • His armies tend to end up with ranged weapons that predominantly have electrical damage. This can mean his army has a hard time dealing with models with Electricity Immunity outside of melee.
  • Remember that the warjack has to be in Finch's command range to gain the free focus. This can leave her vulnerable to getting killed, positioning her safely can take some careful consideration.

Tricks & Tips

  • As of 11 June, '18, lightning no longer arcs from lightning immmune models. This change removed many of the tools that made Nemo 3 popular.
  • Finch's melee weapon does have Disruption. If you're desperate, you can use her to delay any warjack that breaks through your line to get at Nemo.
  • Nemo's feat does affect electro-leaps, so long as the enemy model hit by the leap is in his control range. This can do serious damage to medium to high arm infantry, such as Iron-Fang Pikemen, or Retribution Sentinels. Just make sure that Nemo is far enough forward to get them in his control range.
  • Consider a Hunter for Lightning Shroud. Extended Control Range and a Control Range Electro Leaping weapon can make for some entertaining tactics.

List Building Advice

Strategy

Nemo3's normal win condition is attrition - to electrocute all the enemy until they stop moving, then claim the scenario.

Working out what to take in Nemo3's army is almost too easy - look at the model's card, if it has an electrical attack, Lightning Generator or Electro Leap it should be up for consideration.

Theme Forces

Storm Division
This is where the Lord of Lightning will spend most of his time.

  • If you already think Storm Lances are awesome, just see what happens under his feat when every single damage roll they make (bar the mount) uses 3 dice when they charge.
  • Stormsmith Stormtower - zaps get bigger on feat turn
  • Stormblade Infantry their assault lightning gets a whole lot nastier.
  • Silver Line Stormguard bring an electrical damage buff with them.
  • Stormsmith Stormcaller - more lightning.
  • Major Katherine Laddermore gives you a nice accuracy buff for nearly every single unit with a lightning attack.
  • The Storm Strider brings its own set of boostable lightning attacks that obviously synergise well with Nemo's feat.
    • One of the big issues with most ranged lightning-typed weapons is that they are used by models with average RAT values (Typically no more than RAT6). A well-positioned Storm Strider suddenly turns vast swathes of the army into snipers.

Battlegroup, Mercs, Etc

Dynamo is his pet warjack that he can take in any theme.
  • Dynamo - Nemo's pet warjack
    • His bond with Nemo makes him a much safer bet and Eye of the Storm makes his already impressive damage output insane.
    • Throw in a Firefly to take heavy beasts and jacks off the table with ease.
  • Nemo doesn't mind an Arc Node for Chain Lightning, so a Lancer is worth considering. Lightning Shroud makes them more effective and protects them from all the electricity bouncing around, too. Of course Nemo's favourite arc node if you have the points is the Hurricane with its two giant lightning guns.
  • The Firefly buffs lightning damage.
  • The Stormclad and the Reliant both do electrical damage.
  • DJ Thunderhead can simply remove swathes of enemies. Or pile a massive sustained attack into one model.

Solos that are available in various themes

  • The Journeyman Warcaster can control a firefly for you as a fire and forget way to apply Ionization to enemy models. It also means you have two ARM buffs between Arcane Shield and Electrify.
  • Captain Arlan Strangewayes can dish out a further focus to any heavies you don't want to allocate to, such as a Stormclad who can get a further focus through Accumulator. He also has a spray attack with electrical damage if you're feeling brave with him.
  • All of the warcaster attachments are useful in some way:
    • Reinholdt allows for another shot out of the sweet gun, and can remove stealth on key models to allow for electro-leaps to go further.
    • The Squire increases the range of his gun, although he usually has an abundance of focus thanks to finch.
    • Sylys Wyshnalyrr allows him to upkeep two spells for free.
    • Madelyn can help keep squishy Nemo safe from warrior models.

Other

Trivia

Other Cygnar models

Cygnar Logo.jpg       Cygnar Index       (Edit)
Battlegroup & Similar
Warcasters Caine1 - Caine2 - Caine3 - Constance - Darius - Haley1 - Haley2 - Haley3 - Jakes2 - Kraye - Maddox - Nemo1 - Nemo2 - Nemo3 - Sloan - Stryker1 - Stryker2 - Stryker3 - Siege1 - Siege2 - Sturgis1
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers

"Junior" Warcasters: Caine0 - Jakes1 - Journeyman - T. Warcaster Lieutenant
'Jack Marshals: Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA

Light Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, Battle Engines, & Structures
Units

Arcane Tempest Gun Mages - Black 13th Gun Mage Strike Team - Field Mechaniks - Legion of Lost Souls - Long Gunner Infantry - OoI Resolutes - OoI Vigilants - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - Tr Cannon Crew - Tr Chain Gun Crew - Tr Commandos - Tr Express Team - Tr Long Gunners - Tr Infantry - Tr Mechaniks
Special CA : Captain Jonas Murdoch (Mercenary unit) - Special WA: Morrowan Battle Priest (any unit)

Solos

Arcane Tempest Rifleman - Archduke Runewood - Captain Arlan Strangewayes - Captain Maxwell Finn - Commander Anson Hitch - Grand Master Gabriel Throne - Glyn Cormier, Illuminated One - Gun Mage Captain Adept - Journeyman Lieutenant Allister Caine - Journeyman Warcaster - Harlan Versh, Illuminated One - Lieutenant Allison Jakes - Lieutenant Bastian Falk - Lieutenant Gwen Keller - Major Katherine Laddermore - Major Harrison Gibbs - Sir Dreyfus the Storm Knight - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures Storm Strider - Trencher Blockhouse
Theme Forces
Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Mercenaries
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2019.07

Video Battle Reports

Rules Clarifications

RC symbol.png

Rules Clarification : Lightning Strike (Nemo3's gun, not the animus)

  • If you wish to shoot at one of your own Hunters, which have Extended Control Area, then the range of the gun is doubled as well. (Infernal Ruling)


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Rules Clarification : Electricity      (Edit)

  • When electricity arcs/leaps, you ignore models with Immunity:Electricity. The arc "skips" them.
  • If you attack a model with Immunity:Electricity, the arc/leap won't go anywhere at all. The arc is "grounded".
  • Incorporeal models do not have Immunity: Electricity (they just ignore non-magical damage). As such electricity can arc/leap to and from incorporeal models.
RC symbol.png

Rules Clarification : Lightning Generator      (Edit)

  • Not considered an attack / Pure damage roll (Edit)   [Show/Hide]
    • Some attacks create a "secondary damage" roll that is explicitly "not considered an attack" (such as Electro Leap); while other abilities just tell you to make a "pure damage" roll without mentioning attacks at all (such as Vent Steam). In terms of interacting with 'attack triggers' (such as Vengeance) "secondary damage" and "pure damage" work the same.
    • When one attack triggers a secondary damage roll, the original attack and damage is definitely an attack and triggers stuff normally.
    • Secondary/pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Secondary/pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
    • Secondary/pure damage is not from an attack, but it is damage from the original model. This has two implications:
      1. It's not an attack from a weapon so:
        • it won't gain damage buffs from the weapon (such as Poison).
        • it won't gain any Damage Types from the weapon. (Infernal Ruling)
      2. It is a damage roll from a model so:
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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 : 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 : Electro Leap      (Edit)

  • Electro Leaps are optional.
  • Electro Leap is a weapon property. As such, it doesn't apply to Power Attacks at all.
  • A Steamroller flag can be hit by Electro Leap (if it's the nearest model). (Infernal Ruling)
  • Not considered an attack / Pure damage roll (Edit)   [Show/Hide]
    • Some attacks create a "secondary damage" roll that is explicitly "not considered an attack" (such as Electro Leap); while other abilities just tell you to make a "pure damage" roll without mentioning attacks at all (such as Vent Steam). In terms of interacting with 'attack triggers' (such as Vengeance) "secondary damage" and "pure damage" work the same.
    • When one attack triggers a secondary damage roll, the original attack and damage is definitely an attack and triggers stuff normally.
    • Secondary/pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Secondary/pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
    • Secondary/pure damage is not from an attack, but it is damage from the original model. This has two implications:
      1. It's not an attack from a weapon so:
        • it won't gain damage buffs from the weapon (such as Poison).
        • it won't gain any Damage Types from the weapon. (Infernal Ruling)
      2. It is a damage roll from a model so:


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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 Warcaster and Warlock pages respectively, for the "regular" rules clarifications.

  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • 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 : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.

Rules Clarification : Fine Tuning - None yet. (Edit)
Rules Clarification : Power Booster - None yet. (Edit)


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Rules Clarification:  : Chain Lightning      (Edit)
(Click Expand to read)

 
  • Spells that "arc" (Edit)
    • For spells that cause damage to "leap" or "arc" to adjacent models (Chain Lightning, Eruption of Spines, Ashes to Ashes, etc) ...
    • The damage is from a spell, so it is magical damage. (Infernal Ruling)
    • Steamroller flags are models, and so are eligible to be leaped to/from (although they won't be damaged by the spell). (Infernal Ruling)
      • Check whether your spell specifies "enemy model" or just "model", because as of Steamroller 2017 flags are not enemy or friendly.
  • Not considered an attack / Pure damage roll (Edit)   [Show/Hide]
    • Some attacks create a "secondary damage" roll that is explicitly "not considered an attack" (such as Electro Leap); while other abilities just tell you to make a "pure damage" roll without mentioning attacks at all (such as Vent Steam). In terms of interacting with 'attack triggers' (such as Vengeance) "secondary damage" and "pure damage" work the same.
    • When one attack triggers a secondary damage roll, the original attack and damage is definitely an attack and triggers stuff normally.
    • Secondary/pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Secondary/pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
    • Secondary/pure damage is not from an attack, but it is damage from the original model. This has two implications:
      1. It's not an attack from a weapon so:
        • it won't gain damage buffs from the weapon (such as Poison).
        • it won't gain any Damage Types from the weapon. (Infernal Ruling)
      2. It is a damage roll from a model so:
  • Damage Type (Edit)
    • This spell does elemental damage in addition to magical damage, not instead of magical damage. (Infernal Ruling)
  • RC symbol.png

    Rules Clarification : Electrify      (Edit)

    RC symbol.png

    Rules Clarification : Repulsor Field      (Edit)

    • A model that starts B2B and hits you will be exactly one inch away after resolving Repulsor Field, so will still be just in range to hit you with a 1" melee range weapon. Similarily, after 2 hits they will be exactly 2" away and still ... etc.
    • If a model with Repulsor Field is destroyed, the attacking model will not be moved (as there is no model to move directly away from). (Infernal Ruling)
    • If multiple models with Repulsor Field are trampled over and not destroyed, player with Repulsor Field would pick which Repulsor Field triggers first. (Infernal Ruling)
    • Push - General     (Edit)   [Show/Hide]
      • Pushed models do not change their facing.
      • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
      • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
      • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
      • Pushed models suffer the effects of anything they move through (such as acid clouds).
      • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
        • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
        • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
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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.
    RC symbol.png

    Rules Clarification : Lightning Shroud      (Edit)
    Since Lightning Shroud only applies to melee weapons, it doesn't affect Power Attacks.

    RC symbol.png

    Rules Clarification : Electro Leap      (Edit)

    • Electro Leaps are optional.
    • Electro Leap is a weapon property. As such, it doesn't apply to Power Attacks at all.
    • A Steamroller flag can be hit by Electro Leap (if it's the nearest model). (Infernal Ruling)
    • Not considered an attack / Pure damage roll (Edit)   [Show/Hide]
      • Some attacks create a "secondary damage" roll that is explicitly "not considered an attack" (such as Electro Leap); while other abilities just tell you to make a "pure damage" roll without mentioning attacks at all (such as Vent Steam). In terms of interacting with 'attack triggers' (such as Vengeance) "secondary damage" and "pure damage" work the same.
      • When one attack triggers a secondary damage roll, the original attack and damage is definitely an attack and triggers stuff normally.
      • Secondary/pure damage is not an attack, so doesn't trigger stuff like Vengeance.
      • Secondary/pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
      • Secondary/pure damage is not from an attack, but it is damage from the original model. This has two implications:
        1. It's not an attack from a weapon so:
          • it won't gain damage buffs from the weapon (such as Poison).
          • it won't gain any Damage Types from the weapon. (Infernal Ruling)
        2. It is a damage roll from a model so:
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    Rules Clarification : Magnetic Field      (Edit)

    • You can still be damaged by a slam even though you won't be moved.


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    Note to Editors
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