Commander Adept Nemo

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Cygnar Logo.jpg Commander Adept Nemo

Cygnar Warcaster

Despite a gruff and uncompromising demeanor, Commander Adept Sebastian Nemo is Cygnar’s foremost master of lightning-augmented mechanika. His ability to control warjacks is legendary, as is the variety and power of his arcane repertoire. Rather than the typical red furnace glow and smoke plumes, Nemo crackles with electrical energy and in the darkness emits a faint nimbus of light. If he flaunts his power, it is to show others what they can achieve if they persevere.

Basic Info[edit]

Nemo1
Missing Info
Nemo1.jpg
COST N/A
UNIT SIZE N/A
FA N/A
Warcaster 0
BASE Small
SPD 5
STR N/A
MAT 5
RAT 5
M.A. N/A
DEF 14
ARM 15
CMD N/A
FOCUS 7
FURY N/A
THRS N/A
HP 14
F. Field N/A
WJP +28
WBP N/A
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[edit]

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Arcane Accumulator - If another model in Nemo's CTRL casts a spell, he gains a power token. He can have up to 3 tokens and they convert into extra focus next turn.
  • Overpower - Nemo can spend focus to increase his CTRL area.
  • Field Marshal [Supercharged] - Warbeasts/warjacks in this model's battlegroup can have up to 4 focus points at any time instead of the normal limit of 3.

Weapons[edit]

  • Ball Lightning - 10" range, POW 14, AOE 4 gun
  • Lightning Rod - 1" reach, P+S 12 melee weapon. If you're using this something has gone horribly wrong for someone (probably you).
    • 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[edit]

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.
While in the caster's control range, friendly Faction models gain +2 ARM against ranged and magic attacks. Lasts for one round.
Target battlegroup warjack 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.)
The spellcaster spends up to 3 focus points to cast Locomotion. Target warjack in the spellcaster's battlegroup immediately advances up to 1" for each focus point spent. A warjack can be targeted by Locomotion only once per activation.
  • Voltaic Snare - Cost 2, 8" range, 4" AOE, Offensive spell that does no damage
Warjacks hit suffer -4 DEF and cannot run, charge, or make slam or trample power attacks for one round. Voltaic Snare can be cast only once per activation.

Feat: Electrical Storm[edit]

Enemy warjacks and warbeasts currently in Nemo's control range suffer a POW 14 electrical damage roll. Electrical Storm damage rolls are simultaneous. Warjacks damaged by Electrical Storm suffer Disruption.

Theme Forces[edit]


Thoughts on Nemo1[edit]

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.

Nemo1 in a nutshell[edit]

Nemo is a caster who likes to stay way back and deal his business through his warjacks - either arcing spells forth or just gives them a lot of Focus to play with. He also protects everyone via Deceleration and with his extensive CTRL zone this can be quite a big area.

His special rules are what set him aside form the rest of the faction's casters:

  • Arcane Accumulator - You can collect tokens from enemy spells, magic abilities and from animi too. It goes hand in hand with Overpower, and it takes a bit of practice to learn, when you'll have to increase your CTRL area for collecting, and when just leave it be, as the enemy will come close enough anyway. It is also quite tempting to fill up your list with solos who sport Magic Ability, but that can result in the so called "support bubble", investing too many points in helper models instead of those who actually get the job done.
  • Overpower - Learning its use is the key to success. You can easily surpass even The Harbinger of Menoth's CTRL area. Its main use will be to affect models under your Deceleration bubble, or catch important enemy models with your feat. Also, if the enemy pushed/pulled/dragged a jack outside your CTRL, you can expand it before allocating, so you can still pack focus on it.
  • Supercharged - Yet another ability which seems super useful, but need a bit of practice. Overkill and unspent focus is still a waste of resources, and sometimes it is better to distribute the 3 focus (above power up) onto 3 jacks, which offers you more flexibility, than going all out on a single one.

His stats define the victim (aka Old Man) statline, and although his gun, Ball Lightning, can be surprisingly destructive against enemies, if you have to use it then things gone really bad (or really good).

Spell thoughts[edit]

  • Chain Lightning: His favoured weapon for frying light / medium infantries and elusive / stealthy targets. Keep a Firefly nearby to increase the damage.
  • Deceleration: with his expandable CTRL area, you'll possibly want to cast this every turn. Add Arcane Shield on your beatstick units for +5 ARM against ranged assailants.
  • Lightning Shroud: With Supercharged it makes truly a beast from any jack of yours. Put it on a Defender to make a Stormclad out of it. Or, put it on a Stormclad, to make a Colossal out of it - you see the pattern. Even the otherwise pillow-fisted Cyclone can dish out some damage with the STR bonus.
  • Locomotion: Extra threat range for your assassination run? Extricate your warjack from your opponent's charge range after making its ranged attack? Gaining the last couple of inches to get the back strike bonus? This spell can do that.
  • Voltaic Snare: It slows even the fastest and most elusive jack to clumsy, crawling target. With a medium AOE you might even catch several opponents at once, and if you get an arc node within 4", the hit is guaranteed.

Feat thoughts[edit]

Rarely a game-changer, this one is utterly useless against

  • a Storm Division mirror match
  • the Pacific-Rim style colossi lists (e.g. Issyria, Harkevich, The High Reclaimer), which cannot suffer disruption, and can easily weather a POW14 hit
  • Cephalyx battlegroups, as monstrosities are neither jacks, nor warbeasts

It also has questionable effectiveness against battlegroup-oriented warlocks with lots of heavy beasts, as many of these lists have easy ways of healing back a couple of lost damage points.

However, it can be downright awesome against spam lists with many warjacks. Notable examples:

  • Cryxian Stalker or arc-node spams (and arc nodes in general, since they cannot channel spells when disrupted), the ones ran by Deneghra1 or Skarre1.
  • Gaspy3's infamous 9 Slayer spam list, as Carapace won't work against your feat. (just eliminate the Warwitch Sirens, so they cannot remove Disruption).
  • Ossrum's Gunbunny list, as these FOCUS efficient weapon platforms heavily rely on their Powerful Attacks.
  • Convergence Vectors all use Focus Induction to operate at peak efficiency. Lightning Storm shuts it down, plus it also clears off any focus a Corollary might have, if you manage to catch it in the feat zone.

It can be used early to blunt an imminent warjack alpha strike, or mid-game to shut down the mobility of your enemy's heavy hitters. Feel free to add focus for Overpower to catch an important target in your CTRL zone. Parking a Firefly nearby and/or hitting the enemy with Silver Line Stormguard Electroconduction first also bumps up the damage. If you can, knockdown will take disrupted warjacks out of the fight for a round (unless it is already engaged). Just remember that in order to trigger Disruption you need to damage the targets, so you might want to stack buffs in your favor beforehand and spare a few focus for critical damage boosts against high ARM targets.

Drawbacks & Downsides[edit]

  • Without buffs and poor play he can be prone to assassination.
  • Rough terrain is not his friend.
  • Tricks that counter spell casting, and especially arcing (like Garryth's feat) will put you into severe disadvantage.

Tricks & Tips[edit]

  • It is rather easy to consistently have 11 focus (nearly) every turn with Arcane Accumulator and Squire. Unlike other casters with a lot of focus-intensive spells and abilities, Commander Adept Nemo can do quite a bit every turn and still have focus to spare.
  • He is easily one of the easiest casters in the game to kill if he is left exposed too far forward. Employ Deceleration, Arcane Shield (from Journeyman Warcaster), a Shield Guard, terrain, a pile of unspent focus, and his huge control area to keep him safe and unharmed.
  • Remember the timing of Overpower: after replenishing your focus, but before allocating. If you started to allocate already, and then you realize that a certain jack is too far away without spending on Overpower, it is too late.
  • Bringing a Squire, and putting all 7 focus on Overpower in Turn 1 theoretically enables you to alpha-strike the enemy with your feat, provided you both deployed on the borderline. However, most of the time you may want to wait, until the enemy comes a bit closer.
  • If there is no killbox in the scenario, stay well back. Nemo can expand his CTRL zone to cover all the zones in scenarios.
  • Unlike regular Lightning Generator lightning arcs, Chain Lightning lightning arcs are magical damage.
  • Select carefully the initial target for Chain Lightning, if you want to remove a key model.
    • Let's imagine, they are standing like this: A B C D. You shoot A, then roll 2 additional electro-leaps. The lightning bounces from A to B to C. If you shot C, then you have to randomize, whether D or B will be hit. In the case of B, it will then hit A; if it was D, then it will hit B.
  • Nemo has a lot of ways of skirting high DEF and things like Ashlynn D'Elyse's feat that negatively impact your attack rolls. His feat is not an attack but rather just a damage roll, his bond with Dynamo lets him reroll missed attacks rolls, Thunderhead has Sustained Attack on all his attacks, and of course eleaps autohit as well.

List Building Advice[edit]

Strategy[edit]

He's mostly an attrition caster with the ability to improve threat ranges via Locomotion, and create a huge control area with Overpower. This special rule, along with Power-up makes the old bastard an incredibly potent battlegroup controller, who can stay well back, and let his jacks play forward. Just as Severius1 or Deneghra1 enhance their army's capabilities, so does Nemo1 up his battlegroup's performance. Locomotion, Supercharged, Deflection and Lightning Shroud provide boosts to nearly any warjack in his battlegroup, while his exquisite CTRL area and Arcane Accumulator ensure a safe and reliable operation, even for jacks, who are far from him. Really, there are no bad choices for his battlegroup.

Theme Forces[edit]

Support models - Various themes
He likes spellcasters and solos with Magic Ability, who give him extra focus. Just make sure you don't overfill your list with support pieces.

  • Squire gives him extra control area to stay slightly safer and increase the effective area of Deceleration and his feat.
  • Journeyman Warcaster - Arcane Shield is always great, especially with Deceleration.
  • Captain Arlan Strangewayes - Fits into both theme forces, and gets reposition in Heavy Metal.

Storm Division
Bring all the lightning posse, buff their ARM against shooting, and throw around your lightning spells without fear of hitting your own models. Nemo3 amps up lightning damage far better on feat turn than this incarnation, but Nemo1 ensures they reach the enemy in greater numbers.

  • Silver Line Stormguard - Protected from charges, they will buff your electrical damages from your feat, from your gun, and from your spells too.
  • Stormblade Infantry - Self evident choice for this theme, with Deceleration they become tough enough to bounce POW 10 shooting.
  • Thunderhead - Its pulse attack offers quantity firepower against infantry swarms. With Supercharged and Sustained Attack on your pulse, the 2 additional shots can be fully boosted. Locomotion, Supercharged, and Lightning Shroud make Thunderhead a legitimate assassination threat at range and in melee.
  • Jakes1 might also be worth consideration for a second battlegroup.

Heavy Metal
With Locomotion and the extra 2" deployment zone you can position even your slowest jacks up to 20" right on Turn1. You must say goodbye to the Silver Line Storm Guards and free Stormcallers, but gain access to cheap Sword Knights.

  • Thunderhead and Jakes1 can also be taken in this theme.
  • Precursor Knights - Among the rare opportunities, when you should consider bringing them for zone holding. Deceleration doesn't target them directly, so they can camp on ARM20 in Shield Wall against shooting, while being resistant to enemy spells.
  • Sword Knights - ARM 16 with Deceleration is often enough against blast damage, while they tag along nice with your jacks. Just watch out not to discharge the Electro Leap from your Lightning Shroud enhanced jack, if they would be the closest targets.

Gravediggers

  • Trencher Warcaster Lieutenant - More durable than other Journeyman; Firegroup and Rift help keep opposing models at arm's length and away from Nemo.

Mercenaries

  • Lanyssa - Hunters' mark is great, especially with Locomotion.
  • Ragman helps with Arcane Accumulator; Deceleration mitigates losses to sac pawn. Greatly improves the damage output of Stormguard who greatly improve Death Field with 2" melee range.
  • Tactical Arcanist Corps - Can fully fuel Arcane Accumulator on their own, and provide a much-needed smoke wall in the process. Single-wound and SPD4 severely limits their utility, though.
  • Alexia Ciannor & the Risen - Fuels arcane accumulator, do not need Murdoch, and require no caster assistance; a cheap infantry option, Risen make great sparknodes and eleaps fuel Stir the Dead nicely.

Battlegroup[edit]

  • Dynamo - Nemo's pet warjack
    • It has an excellent affinity, while Supercharge lets it either go berserk with its spear, or boost every attack or damage roll of its multi-firing gun.
  • Firefly - With all the lightning spells and electro-leaps around you might even want to take 2. It can also boost the damage from his Ball Lightning.
  • Lancer, or the Hurricane for an arc node - You want to keep your distance from the front, but still let your support spells reach their targets. Thorn should be considered only for out-theme games, where it can reach absurd movement distances with Locomotion and its Reaction Drive.
  • A Shield Guard - The necessary protection from stray AOEs and Eiryss' bolt. A Sentinel fits the job.
  • Hunter - Almost always satisfied with the Power up focus, and can really exploit his large CTRL area.
  • Minuteman - Benefits greatly from Supercharged, Deceleration, and his huge CTRL area.
  • Centurion, Avenger - with four focus, RNG 2 melee weapon, and Locomotion, a startling amount of damage can be achieved.
  • Ironclad - is also a cheap and efficient beatstick, whose Tremor AOE can help other models finish the job.
  • Hammersmith - his best beatstick, with Lightning Shroud it's damage output is virtually identical to a Stormclad with the same; with four focus two of them can easily one-round a colossal with a 50/50 chance of taking down an Arcane Shielded Stormwall/Hurricane.
  • Hurricane - Arc node and powerful slam/knockdown electric guns that synergize nicely with Voltaic Snare, Nemo's feat, and the electric buffs he favors.


Other[edit]

Trivia[edit]

  • Originally released in Warmachine: Escalation (2004)
  • Nemo is Latin for "no one", and also Greek for "I give what is due". Most likely inspired by Jules Verne's Captain Nemo, the main character in "Twenty Thousand Leagues Under the Sea", who was also a gifted engineer and inventor.

Other Cygnar models[edit]

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 Gun Mages - Mechaniks - Long Gunners - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - T. Cannon Crew - T. Chain Gun Crew - T. Commandos - T. Express Team - T. Long Gunners - T. Infantry - T. Mechaniks
Black 13th Gun Mage Strike Team

Ranking Officer CA : Captain Jonas Murdoch

Solos

Arcane Tempest Rifleman - Captain Adept - Journeyman Warcaster - Squire - Stormblade Captain - Stormcallers - T. Buster - T. Master Gunner - T. Patrol Dog - T. Warcaster Lieutenant
Caine0 - Runewood - Strangewayes - Maxwell Finn - Anson Hitch - Harlan Versh - Jakes1 - Bastian Falk - Gwen Keller - Laddermore - Harrison Gibbs - Viktor Pendrake

Battle Engines & Structures Storm Strider - Trencher Blockhouse
Theme Forces
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: 2019.01

Video Battle Reports[edit]

Rules Clarifications[edit]

Rules Clarification : Electricity - None yet. (Edit)

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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:  : 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. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • 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
    • Even if the ability says "any time during the unit's activation", 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 that model's activation has ended (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 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.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • 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.
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control rectangle zones and flags by himself.
    • However, to control a circular zone, the entire unit needs to be within the circle.
  • 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.

Rules Clarification : Arcane Accumulator - None yet. (Edit)
Rules Clarification : Overpower - None yet. (Edit)

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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)


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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 (Edit)   [Show/Hide]
  • The original attack and damage is definitely an attack, and triggers stuff normally. But the "secondary" damage works quite differently.
  • The secondary damage is not an attack, so doesn't trigger stuff like Vengeance.
  • The secondary 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.)
  • The secondary 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)
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    Rules Clarification : Deceleration      (Edit)

    • Deceleration works vs blast damage.
    • Deceleration works vs special effects on the gun/spell that cause "direct" damage. For instance, the Throw damage caused by the White Squall spell.
    • Deceleration doesn't work vs 'secondary' damage that is 'not considered to be an attack' (such as Electro Leap).
    • Deceleration doesn't work vs hazards that are put into play by spells/guns (such as the Stormwall's Covering Fire).
    • Deceleration doesn't work vs non-offensive spells that also do damage, such as Blazing Effigy. (Locked thread)
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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 (Edit)   [Show/Hide]
      • The original attack and damage is definitely an attack, and triggers stuff normally. But the "secondary" damage works quite differently.
      • The secondary damage is not an attack, so doesn't trigger stuff like Vengeance.
      • The secondary 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.)
      • The secondary 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 : Locomotion and/or Lurch     (Edit)

    • You can't cast this spell with 0 focus and advance 0" (change facing).
    • The advance will trigger free strikes, counter charges, etc.
    • Colossals cannot move via this spell.
    • Mortenebra2 and Deathjack only
      • Not only are warjacks in the caster's battlegroup, they are also in each other's battlegroup. In other words, all the warjacks are in Deathjack's battlegroup. (Infernal Ruling)
        This means DJ can cast spells like Locomotion. Also, he can cast it on the same target as Mortenebra2 because the spell is limited to "target warjack once per activation" not "target warjack once per turn."

    Rules Clarification : Voltaic Snare - None yet. (Edit)