Commander Adept Nemo

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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]

DEF 14
ARM 15
HP 14
WJP +30
See also How to Read the statblock

Weapons and Attacks[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).

Special Abilities[edit]

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • 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..

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.


A model hit suffers electrical damage and you get d3 electrical arcs, each hitting the nearest model within 4" of the last model arced to that hasn't already been hit. Lightning arcs ignore this model, are not considered to be from an attack, and all damage is simultaneous.
For one round, friendly Faction models in the caster's CTRL range gain +2 ARM against ranged and magic attacks.
Target battlegroup warjack gains +2 STR, Immunity: Electricity, and Electro Leap on its melee weapons.(Electro Leap - When this weapon hits, the nearest model within 4" suffers a POW10 unboostable electrical damage roll.)
The caster can spend up to 3 focus on this spell. Target warjack in the caster's battlegroup immediately advances up to 1" for each focus point spent. A warjack can only be targeted by this spell once per activation.
  • Voltaic Snare - Average range spell with a 4" AOE that does no damage. Instead, a warjack hit suffers a severe DEF penalty and cannot run/charge/slam/trample for one round. You can only cast this spell once per activation.

Thoughts on Commander Adept Nemo[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.

Commander Adept Nemo 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 all that 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 much points to 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, and utterly useless in a Storm Division mirror match, it still has its place. It is a great counter against fast arc-nodes, like the Cryxian bonejacks, and arc nodes in general, since they cannot channel spells when disrupted. It can be used early in game for an 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 a Silver Line Stormguard first also bumps up the damage. Just remember, that in order to trigger Disruption, you need to damage the targets, so you might want to spare a few focus for a critical damage boost.


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.


No matter, if you go with or without theme, some choices are mandatory with him:

  • 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.
  • Thorn, 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.

Theme Forces

  • 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.
  • 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.
    • 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.

Character jacks

  • Dynamo - 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.
  • Thunderhead - Fits into his 2 favourite themes, and its pulse attack offers quantity firepower against infantry swarms. With Supercharge and Sustained Attack on your pulse, the 2 additional shots can be fully boosted.

Other jacks

  • Hunter - Almost always satisfied with the Power up focus, and can really exploit his large 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.

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.

  • Journeyman Warcaster - Arcane Shield is always great, especially with Deceleration. Jakes1 might also worth a consideration for a second battlegroup.
  • Captain Arlan Strangewayes - Fits into both theme force, and gets reposition in Heavy Metal.
  • Lanyssa - Hunters' mark is great, especially with Locomotion.
  • Squire gives him the extra control area to stay slightly safer
  • Tactical Arcanist Corps - Can fully upload his accumulator on their own, and provide screening.

Drawbacks and 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 and Tips[edit]

  • 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's no killbox in the scenario, stay well back. Nemo can expand his CTRL zone to cover all the zones in scenarios.
  • 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.



  • 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.

Theme Forces[edit]

Themes for any-and-all casters (Edit)

Other Cygnar models[edit]

Warcasters Jakes2 - Darius - Kraye - Sloan - Haley1 - Haley2 - Haley3 - Nemo1 - Nemo2 - Nemo3 - Stryker1 - Stryker2 - Stryker3 - Sturgis1 - Constance - Caine1 - Caine2 - Caine3 - Maddox - Siege1 - Siege2
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers BGC Journeyman - Jakes1 - T. Warcaster Lieutenant
Marshals Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA
Light warjacks Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy warjacks Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, & Battle Engines
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
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
Merc cygnar.jpg


Mercenary Battlegroups
Warcasters Ashlynn - Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten
Requires a 2+ caster game
Other Controllers Mini-casters Gastone Crosse - Rorsh & Brine - Brun Cragback & Lug
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Cygnar army depends entirely on which mercenary is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
Units, Solos, & Battle Engines
Units High Shields - Horgenhold Artillery - Forge Guard - Ogrun Assault Corps - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages
Alexia1 - Sam & the Devil Dogs - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Anastasia - Bradigan - Eilish Garrity - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gastone - Gorman - Hutchuk - Lanyssa - Rockbottom - Dougal - Ragman - Raluk - Rhupert - Rorsh & Brine - Savio - Sergeant Nicolas - Stannis - Taryn - Thor
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Battle Engines Hammerfall Siege Crawler

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
    • 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)      
  • "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 Warcasters & Warlocks page 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.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • 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 in the battlegroup, so (normally) the warcaster 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)
    • 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).
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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 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. (Infernal Ruling)
  • Not considered an attack (Edit)
    • 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      (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 Locomotion.

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