Commander Adept Nemo

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Cygnar Logo.jpg Commander Adept Nemo

Cygnar Warcaster

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

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

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

Nemo1
Missing Info
Nemo1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR {{{str}}}
MAT 5
RAT 5
M.A. N/A
DEF 14
ARM 15
CMD 8
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 14
F. Field N/A
WJP +30
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: Electrical Storm

Enemy warjacks, warbeasts, and horrors 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.

Abilities

  • Arcane Accumulator - When another model in this model's control range casts a spell, this model gains one power token. This model can have up to three power tokens at any time. After this model replenishes its focus during your next Control Phase, replace each power token with 1 focus point.
  • Overpower - After this model replenishes its focus during your Control Phase but before it allocates focus, this model can spend focus to increase its control range for one round by 2" for each focus point spent.
  • 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

Ball Lightning
Gun icon.jpg  RNG   ROF   AOE   POW 
10 1 4 14
Lightning Rod
Sword icon.jpg  RNG   POW   P+S 
1 7 12

If you're using this, something has gone horribly wrong for someone (probably you).

Spells

COST RNG AOE POW DUR OFF
Chain Lightning

3 10 - 10 (Electric) - Yes
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 has not already 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.
Deceleration

3 SELF Control - Round No
While in the spellcaster's control range, friendly Faction models gain +2 ARM against ranged and magic attacks. Deceleration lasts for one round.
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.
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.
Voltaic Snare

2 8 4 - Round Yes
This attack causes 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.

Theme Forces


Thoughts on Nemo1

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.

Nemo1 in a nutshell

Nemo is a caster who likes to stay way back and while warjacks to do all the work. He can either arc spells from nodes or hand out a lot of Focus to fuel his jacks. He also protects his army against ranged and magical attacks with deceleration. His stats are lackluster at best, which makes sense because he's an old frail man. Although his gun can be surprisingly destructive against enemies, its unlikely you'll be using it unless you are way behind or way ahead.

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 having too many points in helper models instead of those who actually fight the enemy.
  • 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 allocate focus to it.
  • Supercharged - Yet another ability which seems super useful, but needs a bit of practice to use properly. Overkill and unspent focus is 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.

Spell thoughts

  • 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 turn one of your jacks in to an absolute beast. 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. Even the otherwise pillow-fisted Cyclone can dish out some damage with the STR bonus from lightning shroud.
  • Energizer: This spell can: 1.) give extra threat range for your assassination run, 2.) extricate your warjacks from your opponent's charge range after making its ranged attack or 3.) Give the last couple of inches to get the back strike bonus. Since this affects his entirely battlegroup, not just a single model, this can really push Nemo's battlegroup onto the offensive or pull back models that have gone in close due to their short range...including himself!
  • Voltaic Snare: This spells turns even the fastest and most elusive jack into a clumsy, crawling target. With a medium AOE you might even catch several opponents at once. If you get an arc node within 4", the hit is guaranteed.

Feat thoughts

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), like the ones ran by Deneghra1 or Skarre1.
  • Gaspy3's infamous 9 Slayer spam list, as Carapace won't work against your feat. Just be sure to 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 Stormguard Infantry 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

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

Tricks & Tips

  • It is rather easy to consistently have 11 focus (nearly) every turn with Arcane Accumulator and a 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 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 on 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.
  • 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 to skirt 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 electroleaps automatically hit as well.

List Building Advice

Strategy

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

He's mostly an attrition caster with the ability to improve threat ranges via Energizer 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. Energizer, Supercharged, Deceleration 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 Thoughts

    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 increases the effective area of both Deceleration and his feat.
  • Journeyman Warcaster - Arcane Shield is always great, especially with Deceleration.
  • Captain Arlan Strangewayes - Fits into several 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. Energizer, 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 in large games.

    Heavy Metal    

With Energizer you can position even your slowest jacks up to 17" right on Turn 1. 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 - You should consider bringing them for their ability to hold zones. Deceleration doesn't target them directly, so they can camp ARM20 in a Shield Wall against shooting, while being only slightly less resistant to enemy spells.
  • Sword Knights - ARM 16 with Deceleration is often enough against blast damage, while they tag along to support 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 away from Nemo. Firegroup will also be cast regularly, fueling Accumulator.

    Mercenaries    

  • Lanyssa - Hunters' mark is great, especially with Energizer.
  • Ragman - Helps with Arcane Accumulator and Deceleration mitigates losses to Sacrificial Pawn. Has great synergy with Stormguard who have a 2" melee range.
  • Tactical Arcanist Corps - Can fully fuel Arcane Accumulator on their own and provide a much-needed smoke wall. 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 electro leaps fuel Stir the Dead nicely.

Battlegroup

  • Dynamo - Nemo's pet warjack.
    • Supercharge lets it either go berserk with its spear. It is no longer so necessary with Dynamo's gun now that it is ROF3, unless you feel the need for an extra boost to hit along the way.
  • Firefly - With all the lightning spells and electro-leaps around you might even want to take two. It can also boost the damage from his Nemo's ranged weapon.
  • Lancer - 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.
  • Sentinel - The necessary protection from stray AOEs and Eiryss' bolt.
  • Hunter - Almost always satisfied with the Power up focus and can really exploit Nemo's large CTRL area.
  • Minuteman - Benefits greatly from Supercharged, Deceleration, and Nemo's huge CTRL area.
  • Centurion or Avenger - With four focus, RNG 2" melee weapon, and Energizer, a startling amount of damage can be achieved very quickly.
  • Ironclad - A cheap and efficient beatstick, whose Tremor AOE can help other models finish the job.
  • Hammersmith - A better beatstick and with Lightning Shroud it's damage output is virtually identical to a Stormclad. With four focus, two Hammersmiths can one-round a colossal with a 50/50 chance of taking down an Arcane Shielded Stormwall/Hurricane.
  • Hurricane - An arc node and powerful slam/knockdown electric guns that synergize nicely with Voltaic Snare, Nemo's feat, and the electric buffs he favors.

Other

Trivia

  • 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

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

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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.


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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.

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 & "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.
  • 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 : 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 : 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.

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