See also 101 - Card Icons
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:
- Damage Type - This is normally a disadvantage.
- Continuous (Damage Type) effect - This can be an advantage.
- Immunity: Damage Type - This is an advantage.
- 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:
- Category: Cold Damage and Category: Cold Immunity
- Category: Corrosion Damage, Category: Continuous Corrosion, Category: Critical Continuous Corrosion, and Category: Corrosion Immunity
- Category: Electricity Damage, Category: Electricity Immunity, Category: Disruption, and Category: Critical Disruption
- Category: Fire Damage, Category: Continuous Fire, Category: Critical Continuous Fire, and Category: Fire Immunity
- Category:Magical Damage
- Damage Type: Cold - This weapon deals cold damage
- Cold does not have a continuous effect. However many cold-based weapons/spells will inflict Stationary for one round, which is sort of equivalent.
- Immunity: Cold - This model does not suffer cold damage
- Nothing really interacts with cold, although a few things interact with Stationary (such as Shatter).
- Damage Type: Corrosion - This weapon causes corrosion damage.
- Continuous Corrosion Effect
- Continuous Corrosion - A model hit by this weapon suffers the continuous corrosion effect.
- 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.
- Immunity: Corrosion - This model does not suffer corrosion damage or the continuous corrosion effect.
- Very few thing interacts with corrosion or the continuous effect, like Meltdown or Peel Back the Layers.
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
- Damage Type: Electricity - This weapon causes electrical damage.
- "Semi-Continous Sort-of-Electicity Effect"
- 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.
- Nothing explicitly or implicitly interacts with electircity/disruption that I am aware of.
- Damage Type: Fire - This weapon causes fire damage.
- Continuous Fire Effect
- Continuous Fire - A model hit by this weapon suffers the continuous fire effect.
- 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.
- Immunity: Fire - This model does not suffer fire damage or the continuous fire effect.
- There are a few things that interact explicitly with fire, such as Oil and Fire's Fury.
- 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, unlike the other damage types, there is no such thing as Immunity: Magical.
- The closest thing is stuff like Incorporeal and Passage. Those special rules say the model take zero damage from attacks except attacks with Damage Type: Magical (so they work in the reverse of a normal immunity).
- Thirdly, 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).
|* 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)
Links for editors
- Template: Corrosion Damage
- Template: Continuous Corrosion
- Template: Critical Continuous Corrosion
- Template: Corrosion Immunity
- Template: Electricity Damage
- Template: Electricity Immunity
- Template: Disruption
- Template: Critical Disruption
- Template: Fire Damage
- Template: Continuous Fire
- Template: Critical Continuous Fire
- Template: Fire Immunity