Difference between revisions of "Template:RC Cyclone"

From LOS Warmachine University
Jump to: navigation, search
m (Redirected page to Template:RC Thresher)
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
#redirect [[Template: RC Thresher]]
+
{{RCbox
 +
|Name= Cyclone
 +
|font_size={{{font_size2|90%}}}
 +
|list=
 +
* Cyclone is a once-per-turn spell. If you make additional attacks, they will be a single basic attack (you cannot buy additional Cyclones).
 +
* Cyclone is optional.
 +
* All attacks generated are basic attacks.
 +
* Cyclone will hit friendly models.<br><br>
 +
* If you charge, then cast the spell and advance out of range of your charge target, it was still as successful charge so it won't cause your activation to end. However, you are still limited to making melee attacks only for your Combat Action
 +
* The attack(s) from Cyclone occur simultaneously with "Ends its movement" triggers (such as [[Admonition]]). As such, the active player can use the Cyclone attacks before the inactive player uses his Admonition move. ('''[https://privateerpressforums.com/showthread.php?276756-Cyclone-Counter-Charge-and-Admonition&p=3862652&viewfull=1#post3862652 Infernal Ruling]''')
 +
{{RC Thresher-like}}
 +
}}<noinclude>
 +
 
 +
[[Category:RC Template]]
 +
 
 +
</noinclude>

Latest revision as of 20:06, 27 February 2021

RC symbol.png

Rules Clarification : Cyclone      (Edit)

  • Cyclone is a once-per-turn spell. If you make additional attacks, they will be a single basic attack (you cannot buy additional Cyclones).
  • Cyclone is optional.
  • All attacks generated are basic attacks.
  • Cyclone will hit friendly models.

  • If you charge, then cast the spell and advance out of range of your charge target, it was still as successful charge so it won't cause your activation to end. However, you are still limited to making melee attacks only for your Combat Action
  • The attack(s) from Cyclone occur simultaneously with "Ends its movement" triggers (such as Admonition). As such, the active player can use the Cyclone attacks before the inactive player uses his Admonition move. (Infernal Ruling)
  • Simultaneous melee attack (Edit)
There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
      Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities:   [Show/Hide]
Targeting/Timing
  • To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • The attacks are effectively multiple separate attacks.
    • If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
  • The attacks are simultaneous.
    • If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
    • You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
Charging
  • If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
  • If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
Triggering other abilities
  • Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
  • Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
  • If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
  • If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)