General Adept Nemo

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Cygnar Logo.jpg General Adept Nemo

Cygnar Warcaster

Mk4 icon.png
Prime
This model is available in one Prime Army, Storm Knights. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

Sebastian Nemo has defended Cygnar for nearly fifty years. Promoted to general, he has learned from recent battles and created new strategies and weapons to throw back his nation's enemies. Nemo takes to battle with surprising aggression and power. His experience thwarts his foe's plans as surely and easily as his augmented strength shatters armor and bone.

Basic Info

Nemo2
Missing Info
Nemo2.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR 5
MAT 5
RAT 5
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 +26
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat: High Voltage

Each warjack in Nemo's battlegroup currently in his control range is allocated up to 3 focus points.

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Tip !
This cannot take a warjack over its normal allocation limit of 3. Refer to Cortex rules.

Abilities

  • Electricity Imm symbol.jpg Immunity: Electricity
  • Focus Matrix - This model can allocate focus points during its activation. Once per turn during its activation, you can remove focus points from warjacks in this model's battlegroup that are in its control range and give those focus points to this model. This model cannot have more focus points than its FOCUS as a result of Focus Matrix.
  • Veteran Leader [ Stormsmith ] - While in this model's command range, friendly Stormsmith models gain +1 to attack rolls.

Weapons

Galvanic Bolt
Gun icon.jpg  RNG   ROF   AOE   POW 
10 1 - 13
Fulger
Sword icon.jpg  RNG   POW   P+S 
1 7 12

If you're using this, something has gone badly wrong for someone.

Spells

COST RNG AOE POW DUR OFF
Electrical Blast

3 8 3 13 (Electric) - Yes
Electrical Blast causes electrical damage. Warjacks damaged by Electrical Blast suffer Disruption.
Energizer

2 SELF - - - No
Each model in the spellcaster's battlegroup that is currently in its control range can immediately advance up to 2". Energizer can be cast only once per activation.
Fail-Safe

2 6 - - Upkeep No
Target friendly Faction warjack gains +2 ARM and does not suffer the effects of crippled systems.
Lightning Shroud

2 6 - - Upkeep No
Target warjack in the spellcaster's battlegroup gains +2 STR and Immunity: Electricity, and its melee weapons gain Electro Leap.
Electro Leap - When a model is directly hit with a basic attack made with a weapon wtih Electro Leap, 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 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 resulting from the attack that caused the leap.
Polarity Shield

2 6 - - Upkeep No
Target friendly Faction model/unit gains Polarity Field. Models are not affected while out of formation.
Polarity Field - A model with Polarity Field cannot be charged or slam power attacked by a model beginning the charge or slam in its front arc.

Theme Forces


Thoughts on Nemo2

Main differences between the 3 Nemo incarnations:

  • Nemo1 is a spellslinger and support warcaster. He likes to play safely in the back of your lines, enabled by his immense CTRL area, and can significantly enhance a select few warjacks. He offers army-wide protection against shooting.
  • Nemo2 likes to run a lot of jacks. He can personally contribute more direct fighting 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. His feat is an excellent force multiplier for an army which brings electricity based weapons.

Nemo2 in a nutshell

Nemo2 is all about buffing warjacks and letting them beat face. His abilities and spells are warjack focused in order to make them harder, faster, stronger, and all around better. If you like the idea of beefing up a few jacks and charging down the field to kill your foe, take Nemo2. He is a decent warcaster for beginners because the first few battles will likely be played with only warjacks and a warcaster. He has a very forgiving gameplay experience in battlegroup-only games. His straightforwardness will let new gamers get familiar with order of activation, power up, allocation, and other core mechanics. He also exposes new players into Cygnar's lightning arsenal, which will teach them about Disruption and Electro Leaps. He is a fun caster to play at low point value games, but Nemo2 offers little to no support in a larger army.

Spell thoughts

  • Electrical Blast - An expensive but decent spell because it is an AOE and packs a disruption effect. Unfortunately, the disruption is tied to damaging the warjack, which is not guaranteed with POW 13.
  • Energizer - Often better than Locomotion, but worse than Mobility, yet this one will possibly be cast every turn. Since the advance happens immediately, it won't buff colossi. It can offer a few crucial inches for when you want to withdraw your gun-line after a barrage or when you want to make an alpha strike connect. Great on feat turn for his battlegroup since he not only extends their threat range, but fully fuels them with Focus, too.
  • Fail-Safe - Cast it on your arc node or a high-value jack. A Lancer will be able to channel spells as long as it has even a single hit box remaining, making it a tough arc node to get rid of. Dynamo can use its Multi-Fire, even with its arm shot off. As it is an upkeep, it is mutually exclusive with the Journeyman's Arcane Shield, so choose carefully.
  • Lightning Shroud - A universal melee buff for a jack. Occasionally worth cycling it around on a turn where you want to cause a more damage.
  • Polarity Shield - A lot of lists can make it or break it when trying to reach the enemy with an alpha strike. Polarity field throws a monkey wrench into these attempts. It is every bit as useful on a battle engine or warjack of yours as it is on numerous infantry, like Sword Knights, or on heavy hitters, like Storm Lances.

Feat thoughts

There are two things to keep in mind: 1.) You cannot go over 3 focus on your jacks, thus it will actually mean 2 focus gets allocated to them if they already have their 1 power-up focus. 2.) The focus from the feat is bound by the normal allocation rules. This means jacks with a crippled cortex and disrupted jacks won't receive any focus. That said, don't forget about your spell that lets jacks ignore crippled systems. Here's a good sequence to make the most of your feat turn:

  • Activate Nemo and use up all his focus by shooting and/or casting spells.
  • Use Focus Matrix to steal the power-up focus from your jacks.
  • Cast additional spells or camp the remaining focus on Nemo.
  • Pop Nemo's feat to give all your jacks 3 focus.
  • Activate your jacks now that they have full focus.

Drawbacks & Downsides

  • He is squishy and dies easily.
  • Minimal support for his army outside the battlegroup. Also, most of his tricks mess with enemy warjacks, making him less appealing against Hordes.
  • Three upkeep spell makes him vulnerable against Dispel, Lamentation, Purification, Purgation, Eiryss2 and Eilish.

Tricks & Tips

  • Focus Matrix is a very flexible tool and is the main reason to take the General Adept over the other Nemo incarnations. This ability allows you to distribute focus where and when you need it.
  • Tractor Field on his gun effects your jacks as well. Plan ahead if you intend on shooting your opponent's jacks.
    • This can be an ideal panic button too. You can sacrifice a light jack of yours to vastly decrease the threat range of an enemy heavy hitter, like the Deathjack. Just watch for placement tricks, like TK or Apparition, which can occasionally get the jack outside 2" of the affected one without advancing.
  • His Veteran Leader ability uses his CMD range, not CTRL range.

List Building Advice

Strategy

Dynamo is his pet warjack that he can take in any theme.

With great upkeeps, plenty of focus, and a sizable CTRL area, Nemo wants to play the attrition game. If the enemy opens up charge lanes for your fueled-up jacks, you can sometimes conduct an assassination, but that should be a backup plan. Nemo himself can mess with the enemy threat range by using Tractor Field, Polarity Shield, and Energizer.

Theme Thoughts

    Support models - Various themes    

  • Captain Arlan Strangewayes - Helps him fuel the jacks on non-feat turns, and repairs are always useful.
  • Journeyman Warcaster - Arcane shield is as useful as ever and the Journeyman can support additional jacks. Those jacks, however, don't benefit from Nemo's feat.
  • Squire - Extra focus, extended CTRL range, and one free re-roll on an offensive spell per turn.

    Storm Division    

  • Thunderhead - Great for infantry clearing, however, this jack is expensive.
  • Stormsmith Stormcaller - They get the Elite Cadre bonus, and can very effectively clear chaff enemies in a low model count Storm Division list.
  • Stormsmith Storm Tower, Stormsmith Grenadiers, Storm Strider - Other choices who like Elite Cadre. Apart from the Grenadiers, most can stay safely behind. Combining their Kinetic Grip grenades on jacks who are affected by tractor field can be really nasty.
  • Storm Lances - Self-supporting heavy hitters, who are quite annoying with Polarity Shield and Reposition.

    Gravediggers    

  • Grenadier - They recieve up to two extra attacks from the presence of Trenchers, but need loads of focus to boost their attack or damage rolls. Nemo's his feat tops them up with focus, so that's not an issue for one turn at least.
  • Trencher Commandos - Trencher Infantry can already not be charged thanks to their cloud wall and Commados under Polarity Shield are really hard to get rid of since they can't be charged on top of being unable to be shot thanks to Stealth.
  • Trencher Blockhouse - Make sure the enemy has an even harder time getting rid of you Polarity Shielded Trenchers by returning some to play every turn. You can also put Polarity Shield on the Blockhouse.
  • Triumph - This is an excellent Fail Safe target which also keeps Nemo safe with shield guard.

    Heavy Metal    

  • Thunderhead can also be taken in this theme.
  • Mechaniks - Since you are bringing lots of jacks, it's a good idea to support them with repairs.
  • Sword Knights - A cheap yet effective unit to support your jacks. They have useful abilities like Flank and Shieldwall.

    Mercenaries    

  • Gobber Tinker - Two points gives you a d6 repair on Nemo's warjacks. This is very cost efficient.
  • Widget - Widget can also repair 'jacks and is really good at it, too. She is an excellent flag camper as well.
  • Raluk Moorclaw, the Ironmonger - A repairman that costs more because he has some combat ability.
  • Reinholdt, Gobber Speculator - Only useful if you want an additional shot per round with Galvanic Bolt.
  • Sylys Wyshnalyrr, The Seeker - All those 'jacks need a lot of Focus, and Sylys is ready to help with that. He also extends Nemo's generally short range on his spells by 2", which gives his battlegroup greater mobility, and can lend Electrical Blast some extra punch with Arcane Assist.

Battlegroup

He likes all jacks, but there are some he makes shine:

  • Dynamo - Nemo's pet warjack
    • A great target for any of your upkeeps. With it's bond to Nemo, you are likely to hit lots of targets with its ranged attacks.
  • Centurion, Hammersmith, Avenger - Slow jacks, which love Energizer, and all of them have strong melee attacks. These guys can be even more threatening with Lightning Shroud on them.
  • Stormclad - A very focus efficient jack, especially in the Storm Division theme.
  • Minuteman and Charger - Fast and hard hitting jacks, who can really be go to town with three focus on feat turn.
  • Firefly - With lots of lightning based damage around, you'll want to take him because he adds +2 to that damage.

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

Battlegroup Controllers: Caine0 - Nemo4 - 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 - Dreyfus1 - Dreyfus2 & Flubbin2 - 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 - Morrowan Archon - Savio Montero Acosta - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures

Nemo4 - 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: 2021.11

Video Battle Reports

Rules Clarifications

Rules Clarification : Tractor Field - None yet. (Edit)

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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.
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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.

Rules Clarification : Focus Matrix - None yet. (Edit)

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Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

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 not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • 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 : 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.
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Rules Clarification : Veteran Leader      (Edit)

  • Veteran Leaders don't give themselves the buff, because of the "other models within ..." clause. However, if you have two models giving out the buff, then they can give it to each other. (Locked thread)
  • If a model can get Veteran Leader from two sources (such as Vet Leader [Winterguard] simultaneous with Vet Leader [Assault Kommandos]) then the benefit does not stack. (Infernal Ruling)
  • Some versions say "friendly" and some don't. Regardless, Veteran Leader only buffs friendly models. (Infernal Ruling)


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Rules Clarification : Electrical Blast      (Edit)

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Rules Clarification : Energizer      (Edit)

  • The models affected are determined when you cast the spell. If you use Energizer to move your caster forward and get more models in your CTRL range, that doesn't change anything.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Fail-Safe      (Edit)

  • Fail-Safe only protects against those effects described in the core rulebook.
    Other "effects" of crippled systems that are on a model's card (such as Deathjack not generating free focus when his Skulls of Hate are crippled) are not ignored by Fail-Safe. (Infernal Ruling)
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Rules Clarification : Lightning Shroud      (Edit)
Since Lightning Shroud only applies to melee weapons, it doesn't affect Power Attacks.

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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 & "Non-attack damage roll" (Edit)   [Show/Hide]
    • There are two ways you can get these "non-attack" damage rolls.
      • Type 1 - A secondary damage roll that is not considered to be an attack. Some attacks create a second damage roll that is explicitly "not considered an attack" (such as Electro Leap).
        (Note that although the secondary damage roll is not an attack, the original attack certainly is and will trigger stuff normally. These clarifications don't apply to the original attack.)
      • Type 2 - A damage roll that's not from an attack. Some special abilities & special actions tell you to make a damage roll without mentioning whether it is considered an attack or not (such as Vent Steam and Flak Field).
    • When it comes to other abilities that trigger on damage (such as Vengeance) both types function the same way. For brevity we'll refer to both as "Pure Damage".

    • Pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Pure damage is not an attack, so doesn't benefit from stuff that affects 'attack damage rolls' (such as Bethayne1's feat). (Infernal Ruling)
    • 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.)
    • Pure damage is not from an attack, but it is (normally) 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:
    • Exception: Some damage is not from an attack and not from a model (for example, Collateral damage). In this case, you should reverse the stuff listed under #2 above.
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Rules Clarification : Polarity Field and/or Polarity Shield and/or Polarity Wall     (Edit)