Artificer General Nemo & Storm Chaser Finch

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Cygnar Logo.jpg

Artificer General Nemo
Cygnar Warcaster Unit
Storm Chaser Finch
Character Trooper

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.

Sebastian Nemo's myriad innovations from the storm chamber to the modern colossal have given Cygnar a crucial technological edge over its enemies. Promoted to the rank of Artificer General, Nemo now holds authority over all Cygnar's military industry, and he wields his nation's most advanced weaponry. Nemo's assistant, Storm Chaser Adept Caitlin Finch, takes to the battlefield at his side, utilizing precisely tuned mechanical apparatus to augment Nemo's command over warjacks to unparalleled mastery.

Basic Info

Warcaster Unit - All warcasters come with a stack of standard special rules - most notably being awesome. Furthermore, this warcaster comes with some troopers that can be ordered around. Click here for a newbie-friendly recap, or click here for the full rules.

Nemo3

Nemo3
Missing Info
Nemo3.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR {{{str}}}
MAT 5
RAT 6
M.A. N/A
DEF 14
ARM 16
CMD 9
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 14
F. Field N/A
WJP +27
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

Feat : Eye of the Storm

When a friendly Faction model makes an electrical damage roll against an enemy model in Nemo’s control range, add an additional die to the damage roll. Eye of the Storm lasts for one turn.

Abilities

Weapons

Lightning Strike
Gun icon.jpg  RNG   ROF   AOE   POW 
CTRL 1 - 12
  • Electricity dam symbol.jpg Damage Type: Electricity
  • Lightning Generator - When a model is directly hit with a basic attack made with this weapon, lightning arcs from the model hit 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 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 lightning arc.
Tempest Accumulator
Sword icon.jpg  RNG   POW   P+S 
1 7 12

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.
Electrify

2 6 - - Upkeep No
Target friendly Faction model/unit gains +2 ARM and Repulsor Field. Models are not affected while out of formation.
Repulsor Field - When a model with Repulsor Field is hit with a melee attack, after the attack is resolved the attacker is pushed 1" directly away from the model hit.
Force Hammer

4 10 - 12 - Yes
Instead of suffering a normal damage roll, a non-incorporeal model Force Hammer hits is slammed d6" directly away from the spell's point of origin and suffers a POW 12 damage roll. Collateral damage from this slam is POW 12.
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.
Magnetic Field

2 SELF - - Upkeep no
While in the spellcaster's control range, models in its battlegroup cannot become knocked down, cannot be placed or pushed, and cannot be moved by a slam.

Finch

Nemo3's unit comes with Finch. She is not a Grunt, she is a character trooper.

Finch
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT 5
RAT 5
M.A. N/A
DEF 14
ARM 12
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
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

Abilities

  • Electricity Imm symbol.jpg Immunity: Electricity
  • Fine Tuning - While this model is in formation, Nemo can upkeep one spell without spending focus.
  • Power Booster - When Nemo allocates 1 or more focus to a warjack in this model's command range, the warjack is allocated 1 additional focus point.

Weapons

Electrical Bolt
Gun icon.jpg  RNG   ROF   AOE   POW 
10 1 - 10
  • Electricity dam symbol.jpg Damage Type: Electricity
  • 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 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.
Tuning Fork
Sword icon.jpg  RNG   POW   P+S 
1 5 10

Theme Forces


Thoughts on Nemo3

Nemo3 in a Nutshell

Nemo's feat and spells synergize with a list that brings a lot of lightning-based damage. Given the nature of most lightning-focused jacks and units, it means you'll probably end up with a combined arms force consisting of Storm Knight infantry, Storm Lances and/or Storm Striders - all of which have effective ranged and melee attacks. The amount of damage on his feat turn can be truly back breaking for your opponent because even heavily armoured models are under threat from three-die Electro Leaps.

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.

Maximizing his Feat & Spells

Feat - Nemo's feat is maximized at list-building by picking a lot of things that do electrical damage. It is advised that you bring a Squire in order to add 2" to your CTRL range, which also increases the area of effect on your feat (14" to 16") and ranged weapon (CTRL).

  • Magnetic Field - A decent battlegroup buff. Cast it at the start and then upkeep it for the whole game. It's always worth it to deny slams, pushes and knockdowns.
  • Electrify - An excellent buff on a heavy/colossal warjack or a unit of Storm Lances. Extra ARM on tough models is always good.
  • Lightning Shroud - A rare damage buff for the faction, but only for warjacks in the battlegroup. E-leaps can help heavy warjacks clear support models like choir and cultists.
  • Chain Lightning - It's a good infantry-clearing zap, but it won't be a threat to most jacks. The arcs are boostable though, as are those from Nemos ranged weapon.
  • Force Hammer - A situational spell at best. The cost is really high and the effect isn't that great. Once in a while it's a game-changer.

Drawbacks & Downsides

  • His armies tend to have weapons that predominantly deal electrical damage. This can mean his army has a hard time dealing with models with Immunity: Electricity.
  • Remember warjacks have to be in Finch's command range to gain the free focus from her. This can leave her vulnerable to getting killed, so positioning her requires careful consideration.

Tricks & Tips

  • Lightning no longer arcs from lightning immmune models.
  • Finch's melee weapon does have Disruption. If you're desperate, you can use her to delay any warjack that breaks through your line to get at Nemo.
  • Nemo's feat does affect electro-leaps, as long as the enemy model hit by the leap is still in his control range. This can do serious damage to medium to high ARM infantry, such as Iron Fang Pikemen, or Dawnguard Sentinels. Just make sure that Nemo is far enough forward to get them in his control range.
  • Take as much lightning damage as you can, position your jacks for an alpha strike, pop feat, and watch your opponent cry.

List Building Advice

Strategy

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

Nemo3's normal win condition is attrition. You want to electrocute all your enemies, then claim the scenario. As far as holding zones, Nemo provides some sticking power, but you'll need to pick certain solo;s, (i.e., Journeyman Warcaster) to make your army resilient. Working out what to take in Nemo3's army is fairly easy. If the unit/jack/solo has an electrical attack, Lightning Generator, or Electro Leap it should be up for consideration.

Theme Forces

Storm Division
This is the theme Nemo will most likely want to use.

  • Storm Lances - Already awesome, but just see what happens under his feat when every single damage roll they make uses 3 dice.
  • Stormsmith Stormtower - Big zaps get bigger on feat turn.
  • Stormblade Infantry - Their assault lightning gets a whole lot nastier.
  • Silver Line Stormguard - They also bring an electrical damage buff with them.
  • Stormsmith Stormcaller - More lightning and critical disruption.
  • Major Katherine Laddermore - Gives you an accuracy buff for nearly every single unit with a lightning attack.
  • Firefly - Gives a +2 damage bonus to lightning based attacks.
  • Storm Strider - Brings its own set of boostable lightning attacks that obviously synergise well with Nemo's feat.
    • One of the big issues with most ranged lightning-typed weapons is that they are used by models with average RAT values (RAT 6). A well-positioned Storm Strider can help make your army more accurate.

Battlegroup, Mercs, Etc

  • Dynamo - Nemo's pet warjack
    • His bond with Nemo lets him re-roll missed attacks and Eye of the Storm improves his already impressive damage output.
    • Throw in a Firefly to take heavy beasts and jacks off the table with ease.
  • Lancer - This guy is worth considering for the arc node. Put Lightning Shroud on them to boost their STR and protect them from all the electricity bouncing around. Of course Nemo's favourite arc node if you have the points is the Hurricane with its two giant lightning guns.
  • Firefly - Gives a +2 damage bonus to lightning based attacks.
  • Stormclad- Focus efficient, assault and heavy-hitting.
  • Thunderhead - Can remove swathes of enemies on its own. Can also pile a massive sustained attack into one model.

Solos that are available in various themes

  • Journeyman Warcaster - Can control a jack to free up extra focus on Nemo. Between Arcane Shield and Electrify you have two sources of ARM boosting.
  • Captain Arlan Strangewayes - Dishes out a further focus to any heavies you don't want to allocate to, such as a Stormclad who can get a further focus through Accumulator. He also has a spray attack with electrical damage if you're feeling brave with him.
  • All of the warcaster attachments are useful in some way:
    • Reinholdt - Allows for another shot out of the sweet gun and can remove stealth on key models to allow electro-leaps to connect.
    • Squire - Increases the range of his feat, gives extra focus, and allows for free rerolls on magical attacks.
    • Sylys Wyshnalyrr - Allows him to upkeep another spell for free.
    • Madelyn - Can help keep squishy Nemo safe from warrior models.

Other

Trivia

Other Cygnar models

Cygnar Logo.jpg       Cygnar Index       (Edit)
Battlegroup & Similar
Warcasters Caine1 - Caine2 - Caine3 - Constance - Darius - Haley1 - Haley2 - Haley3 - Jakes2 - Kraye - Maddox - Nemo1 - Nemo2 - Nemo3 - Sloan - Stryker1 - Stryker2 - Stryker3 - Siege1 - Siege2 - Sturgis1
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers

Battlegroup Controllers: Caine0 - Nemo4 - Jakes1 - Journeyman - T. Warcaster Lieutenant
'Jack Marshals: Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA

Light Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, Battle Engines, & Structures
Units

Arcane Tempest Gun Mages - Black 13th Gun Mage Strike Team - Field Mechaniks - Legion of Lost Souls - Long Gunner Infantry - OoI Resolutes - OoI Vigilants - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - Tr Cannon Crew - Tr Chain Gun Crew - Tr Commandos - Tr Express Team - Tr Long Gunners - Tr Infantry - Tr Mechaniks
Special CA : Captain Jonas Murdoch (Mercenary unit) - Special WA: Morrowan Battle Priest (any unit)

Solos

Arcane Tempest Rifleman - Archduke Runewood - Captain Arlan Strangewayes - Captain Maxwell Finn - Commander Anson Hitch - Dreyfus1 - Dreyfus2 & Flubbin2 - Grand Master Gabriel Throne - Glyn Cormier, Illuminated One - Gun Mage Captain Adept - Journeyman Lieutenant Allister Caine - Journeyman Warcaster - Harlan Versh, Illuminated One - Lieutenant Allison Jakes - Lieutenant Bastian Falk - Lieutenant Gwen Keller - Major Katherine Laddermore - Major Harrison Gibbs - Morrowan Archon - Savio Montero Acosta - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures

Nemo4 - Storm Strider - Trencher Blockhouse

Theme Forces
Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Mercenaries
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2021.11

Video Battle Reports

Rules Clarifications

RC symbol.png

Rules Clarification : Lightning Strike (Nemo3's gun, not the animus)

  • If you wish to shoot at one of your own Hunters, which have Extended Control Area, then the range of the gun is doubled as well. (Infernal Ruling)


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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.
RC symbol.png

Rules Clarification : Lightning Generator      (Edit)

  • 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.
RC symbol.png

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.")
RC symbol.png

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.
RC symbol.png

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.


RC symbol.png

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).
RC symbol.png

Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.

Rules Clarification : Fine Tuning - None yet. (Edit)
Rules Clarification : Power Booster - None yet. (Edit)


RC symbol.png

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)
  • RC symbol.png

    Rules Clarification : Electrify      (Edit)

    RC symbol.png

    Rules Clarification : Repulsor Field      (Edit)

    • A model that starts B2B and hits you will be exactly one inch away after resolving Repulsor Field, so will still be just in range to hit you with a 1" melee range weapon. Similarily, after 2 hits they will be exactly 2" away and still ... etc.
    • If a model with Repulsor Field is destroyed, the attacking model will not be moved (as there is no model to move directly away from). (Infernal Ruling)
    • If multiple models with Repulsor Field are trampled over and not destroyed, player with Repulsor Field would pick which Repulsor Field triggers first. (Infernal Ruling)
    • Push - General     (Edit)   [Show/Hide]
      • Pushed models do not change their facing.
      • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
      • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
      • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
      • Pushed models suffer the effects of anything they move through (such as acid clouds).
      • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
        • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
        • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
      • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
    RC symbol.png

    Rules Clarification : Force Hammer and/or Thunder Strike     (Edit)

    • An Incorporeal model will be damaged by this spell, but not slammed.
    • The slam distance for the spell is not halved vs larger models - that only applies to a Slam Power Attack.
    • See also the rules clarifications on slamming.
    RC symbol.png

    Rules Clarification : Lightning Shroud      (Edit)
    Since Lightning Shroud only applies to melee weapons, it doesn't affect Power Attacks.

    RC symbol.png

    Rules Clarification : Electro Leap      (Edit)

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

      • Pure damage is not an attack, so doesn't trigger stuff like Vengeance.
      • Pure damage is not an attack, so doesn't benefit from stuff that affects 'attack damage rolls' (such as Bethayne1's feat). (Infernal Ruling)
      • Pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
      • Pure damage is not from an attack, but it is (normally) damage from the original model. This has two implications:
        1. It's not an attack from a weapon so:
          • it won't gain damage buffs from the weapon (such as Poison).
          • it won't gain any Damage Types from the weapon. (Infernal Ruling)
        2. It is a damage roll from a model so:
      • Exception: Some damage is not from an attack and not from a model (for example, Collateral damage). In this case, you should reverse the stuff listed under #2 above.
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    Rules Clarification : Magnetic Field      (Edit)

    • You can still be damaged by a slam even though you won't be moved.


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    Note to Editors
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