Damage Type

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Many weapons/spells have different Damage Type(s). Flamethrowers deal Damage Type: Fire, for instance. Unlike most games though, in Warmachine & Hordes having a weapon/spell deal a damage type is often a disadvantage because about the only thing that changes in-game is that some enemy models are immune to your attack.

The rules for damage types can be thought of as 4 components:

  1. Damage Type - This is normally a disadvantage.
  2. Continuous (Damage Type) effect - This can be an advantage.
  3. Immunity: Damage Type - This is an advantage.
  4. Special rules interactions - This is an advantage.


This article is the rules for damage types. If you're looking for a list of models with ability X, here are your links:

Cold

  1. Cold dam symbol.jpg Damage Type: Cold - This weapon deals cold damage
  2. Cold does not have a continuous effect. However many cold-based weapons/spells will inflict Stationary for one round, which is sort of equivalent.
  3. Cold Imm symbol.jpg Immunity: Cold - This model does not suffer cold damage
  4. Nothing really interacts with cold, although a few things interact with Stationary (such as Shatter).

Corrosion

  1. Corrosion dam symbol.jpg Damage Type: Corrosion - This weapon causes corrosion damage.
  2. Continuous Corrosion Effect
    • Corrosion Cont symbol.jpg Continuous Corrosion - A model hit by this weapon suffers the continuous corrosion effect.
    • Corrosion Crit symbol.jpg Critical Continuous Corrosion - On a critical hit, the model hit by this weapon suffers the continuous corrosion effect.
    • During your Maintenance Phase roll a d6 for each continuous effect; if the result is a 1 or 2, the continuous effect expires without further effect. On a result of 3 to 6, it remains in play and the affected model suffers 1 point of corrosion damage.
  3. Corrosion Imm symbol.jpg Immunity: Corrosion - This model does not suffer corrosion damage or the continuous corrosion effect.
  4. Nothing explicitly or implicitly interacts with corrosion that I am aware of.

Electricity & Disruption

Electricity doesn't have a continuous effect, although often electricity-based spells/attacks will inflict Disruption which is kind of a continuous effect so I'm lumping them together

  1. Electricity dam symbol.jpg Damage Type: Electricity - This weapon causes electrical damage.
  2. "Semi-Continous Sort-of-Electicity Effect"
    • Disruption symbol.jpg Disruption - A warjack hit by this attack loses its focus points and cannot channel spells or gain focus by any means, including by being allocated focus, for one round.
    • Disruption Crit symbol.jpg Critical Disruption - On a critical hit on a warjack, the warjack suffers Disruption.
  3. Electricity Imm symbol.jpg Immunity: Electricity - This model does not suffer electrical damage. Additionally, when lightning arcs as a result of a special rule, it cannot arc to or from this model.
  4. Nothing explicitly or implicitly interacts with electircity/disruption that I am aware of.

Fire

  1. Fire dam symbol.jpg Damage Type: Fire - This weapon causes fire damage.
  2. Continuous Fire Effect
    • Fire Cont symbol.jpg Continuous Fire - A model hit by this weapon suffers the continuous fire effect.
    • Fire Crit symbol.jpg Critical Continuous Fire - On a critical hit, the model hit by this weapon suffers the continuous fire effect.
    • During your Maintenance Phase roll a d6 for each continuous effect; if the result is a 1 or 2, the continuous effect expires without further effect. On a result of 3 to 6, it remains in play and the affected model suffers a POW 12 fire damage roll.
  3. Fire Imm symbol.jpg Immunity: Fire - This model does not suffer fire damage or the continuous fire effect.
  4. There are a few things that interact explicitly with fire, such as Oil and Fire's Fury.

Magical

  1. Magical dam symbol.jpg Damage Type: Magical - This weapon causes magical damage. (but not magic damage)


Damage Type: Magical is a weird beast.

  • The first thing to note is that a "magical attack" is not the same thing as a "magic attack" (see LPG - Magic vs Magical for more about that little gem).
  • Secondly, no model actually has Immunity: Magical but instead some models have Incorporeal which says they take zero damage from attacks except Magical ones (so it's reverse immunity).
  • Thirdly, there are lots of things that interact with Damage Type: Magical, such as Passage.
  • Fourthly, all spells automatically always deal Damage Type: Magical ... except for when they don't. See the Rules Clarifications below for more about that can of worms.

Rules Clarifications

Rules Clarification : Cold - None yet. (Edit)

RC symbol.png

Rules Clarification : Corrosion      (Edit)

  • A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.
RC symbol.png

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 : 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.
RC symbol.png

Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
RC symbol.png

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.")

Links for editors