General Adept Nemo

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Cygnar Logo.jpg General Adept Nemo

Cygnar Warcaster

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

SOM icon.jpg

Special Order Model
This model is no longer available through normal US distributors (as of 2018.04). Instead your local game store needs to order it through PP's Special Order Service. More info is available at PP Retailer Support As of 2019.09, PP have removed the SOS info from the Retailer Support website.

International distributors can still access the entire catalog of models.

See also the Official Press Release and/or Category: Special Order Model.

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
STR {{{str}}}
M.A. N/A
DEF 14
ARM 16
ESSENCE {{{essence}}}
HP 14
F. Field N/A
WJP +26
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • 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, other friendly Stormsmith models gain +1 to attack rolls.


  • Galvanic Bolt - 10" range, POW 13 gun
  • Fulger - 1" reach, P+S 12 melee weapon. If you're using this something has gone badly wrong for someone.



Electrical Blast

3 8 3 13 (Electric) - Yes
Deals electrical damage. Also, warjacks damaged by it suffer disruption.

2 SELF - - - -
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.

2 6 - - Upkeep -
Target friendly Faction warjack gains +2 ARM and does not suffer the effects of crippled systems.
Lightning Shroud

2 6 - - Upkeep -
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 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.
Polarity Shield

2 6 - - Upkeep -
Target friendly Faction model/unit gains Polarity Field. Doesn't affect models out of formation.
Polarity Field - This model cannot be charged or slam power attacked by a model beginning the charge or slam in this model's front arc.

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.

Theme Forces

Thoughts on Nemo2

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.

Nemo2 in a nutshell

Nemo2 is all about buffing warjacks up and letting them beat face. His abilities and spells are all about the warjacks, making them harder, faster, stronger, and just better. Nemo2 is a warcaster you take because you like the idea of a few monsters charging down the field to kill your foe. There are hardly any better casters for beginners, who want to get into the faction and the game, as the first few battles will likely be played with warjacks only. He allows in those battles a very forgiving gameplay, when gamers get familiar with order of activation, power up, allocation, and other core mechanics. He also initiates them well into Cygnar's lightning arsenal, getting to know Disruption and Electro Leaps. He is a fun caster to play, but later players will probably be looking for other ones, as Nemo2 hardly offers any support for the rest of his army.

Spell thoughts

  • Electrical Blast - An expensive but OK zap. The disruption effect is nice, but it is tied to damaging the warjack, something that is not always reliable with a POW 13 spell.
  • Energizer - Often better than Locomotion, worse than Mobility, this one will possibly be cast on every turn. Since the advance is happening immediately, it won't buff colossi, but can offer crucial inches, if you want to withdraw your gun-line after a barrage, or want to make your alpha strike connect.
  • Fail-Safe - Cast it on your arc node, or a valuable jack of yours. A Lancer will remain on Khadorian armour protection against frontal attacks until it dies, and can channel spells as long as it has even a single hit box remaining. 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 - Universal melee buff for a jack of yours. Occasionally worth cycling it around on a turn where you want to cause a lot of damage.
  • Polarity Shield - A lot of list makes or breaks on reaching the enemy with an alpha strike. Polarity field throws a monkey wrench into these attempts quite often. It is every bit as useful on a battle engine or warjack of yours, as on a numerous infantry, like Sword Knights, or on heavy hitters, like Storm Lances.

Feat thoughts

There are 2 things to keep in mind: you cannot go over 3 focus on your jacks, so if they power-up, it will actually mean 2 focus get allocated to them. It is also bound by the normal allocation rules, which means jacks with a crippled cortex or that are disrupted won't receive any focus. How lucky that you have a spell, which helps ignoring crippled systems. With your feat and Focus Matrix you probably never be short on FOCUS for a turn. Usually, you'll activate Nemo first, burn through his entire stack shooting or casting spells, then use focus matrix to fill him back up with all of your jack's power-up focus, then pop feat to fully fuel all of them.

Drawbacks & Downsides

  • He's a special order model.
  • 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.
  • 3 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 two Nemo's. This ability should ensure that you always have focus exactly where you want exactly when you want especially on feat turn. For example, if you have a jack with a crippled cortex just apply fail safe to ignore the downed system and them use focus matrix to allocate during Nemo's activation.
  • 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 is CMD range, not CTRL.

List Building Advice


With great upkeeps, plenty of focus and a sizable CTRL area, you'll likely 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 only be a backup plan. Nemo himself can mess a lot with the enemy threat range too; between Tractor Field, Polarity Shield and Energizer he has a decent denial game too.

Theme Thoughts

    Support models - Various themes    

  • Captain Arlan Strangewayes - Helps him fuel the jacks on non-feat turns, and repair is always necessary.
  • Journeyman Warcaster - Arcane shield is as useful as ever, and can provide a useful light jack, such as a charger or sentinel. He won't benefit from the feat though.

    Storm Division    


  • Grenadiers recieve up to two extra attack from the presence of Trenchers, but need loads of focus to boost their attack or damage rolls, his feat tops them up with focus, so that'S no longer an issue.
  • 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 f you Polarity Shielded Trenchers by returning some to play every turn, or put PS in it instead.
  • Triumph is an excellent Fail Safe target, that keeps Nemo save in turn.

    Heavy Metal    


  • Gobber Tinker - 2 points gives you a d6 repair on Nemo's warjacks.
  • 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 - As above.
  • Reinholdt, Gobber Speculator - Really 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.


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

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

  • Dynamo - Nemo's pet warjack
    • It benefits from all of your upkeeps, and Energizer allows you to juggle with its gun range.
  • Centurion, Hammersmith, Avenger - slow jacks, which love Energizer, and all of them have strong melee attacks, which can be even more threatening with Lightning Shroud.
  • Stormclad - Thanks to Accumulator it is yet another focus you can use with Focus Matrix.
  • Minuteman and Charger - fast and hard hitting jacks, who can really be go to town with 3 FOC on feat turn.
  • Firefly - Lots of zaps around; of course you want to make them stronger.



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

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)


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 - Morrowan Archon - Savio Montero Acosta - 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
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2019.07

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. 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 if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat 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 Unitor 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 : Unit of Warcastersor 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.
    • Although if you have two models giving out the buff, then they can give it to each other. (Locked thread)
  • 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 / 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 : Polarity Shield     (Edit)
Rules Clarification : Polarity Field - None yet. (Edit)