99% of this website is about Mark 3 (mk3), which is the previous edition of the game (2016 to 2022). The reasons for this are explained here.
1% of the website is about Mark 4 (mk4), but only in regards to which mk3 models are useable in mk4 Prime and which are mk4 Unlimited. See Legacy Armies for more detail.
|
Limbo This model has not (yet) been updated with Mk IV rules, as of 2022.11. Privateer Press have promised it will get updated ... eventually. You can view the Mk3 models that have been updated on this page.
Note that the rest of this page is about the model's Mark III rules.
|
Commander Dalin Sturgis is a master duelist who believes in leading his troops from the front lines. Nimble and deadly, he has honed his impressive combat skills to lend support to his warjacks and soldiers even as he surges across the battlefield delivering death with his twin-bladed mechanikal staff. Commander Sturgis rends his foes with a flurry of precisely targeted blades before disappearing in a flash of arcane light to track down his next opponent.
Basic Info
Sturgis1 |
Missing Info |
|
COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Small |
SPD |
6 |
STR |
{{{str}}} |
MAT |
7 |
RAT |
5 |
M.A. |
N/A |
DEF |
16 |
ARM |
15 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
6 |
FURY |
N/A |
THRS |
N/A |
HP |
18 |
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 : Dead on Arrival
- Enemy non-warcaster, non-warlock, and non-infernal master models in Sturgis's control range are pushed up to 3" directly toward Sturgis in the order you choose.
- Then Sturgis gains 1 focus for each enemy model he is engaging and may make one basic attack with one of his melee weapons against each enemy model in his LOS that is in the melee weapon's range. These attacks are simultaneous.
- Then, once this turn, anytime this activation except while resolving an attack, you can place Sturgis anywhere completely within 3” of his current location.
Abilities
- Chain Attack: Flash - If this model hits the same target with both initial melee attacks, after resolving the attacks you can immediately place this model anywhere completely within 3" of its current location.
- Relentless Charge - While advancing as part of a charge, this model gains Pathfinder.
- Reversal - When a model misses this model with a charge or a power attack, the attacking model becomes knocked down.
- Snap Strike - This model can make one additional attack with each melee weapon for each focus/fury point spent to make additional attacks.
Weapons
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Hand Cannon
|
|
|
RNG
|
ROF
|
AOE
|
POW
|
|
|
12
|
1
|
-
|
12
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Blade (Left)
|
|
|
RNG
|
POW
|
P+S
|
|
|
2
|
7
|
13
|
|
-
Damage Type: Magical
- Feedback - If this weapon damages a warjack that is part of a battlegroup, the warjack's controller suffers 1 damage point.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Blade (Right)
|
|
|
RNG
|
POW
|
P+S
|
|
|
2
|
7
|
13
|
|
-
Damage Type: Magical
- 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.
|
Spells
|
COST
|
RNG
|
AOE
|
POW
|
DUR
|
OFF
|
|
|
|
Arcane Shield
|
2
|
6
|
-
|
-
|
Upkeep
|
No
|
|
Target friendly Faction model/unit gains +3 ARM. Models are not affected while out of formation.
|
|
|
Lightning Storm
|
3
|
8
|
3
|
10 (Electric)
|
-
|
Yes
|
|
Models hit suffer a POW 10 electrical damage roll. This spell's AOE is a hazard that remains in play for one round. Models entering or ending their activations in the AOE suffer a POW 10 electrical damage roll.
|
|
|
Positive Charge
|
2
|
6
|
-
|
-
|
Turn
|
No
|
|
Target friendly Faction warjack gains +2 to melee attack and melee damage rolls. While within 3" of the affected warjack, friendly Faction models gain +2 on melee attack and melee damage rolls. Positive Charge lasts for one turn.
|
|
|
Snipe
|
2
|
6
|
-
|
-
|
Upkeep
|
No
|
|
Target model/unit's ranged weapons gain +4 RNG.
|
|
|
Teleport
|
2
|
SELF
|
-
|
-
|
-
|
No
|
|
Place the spellcaster anywhere completely within 6" of its current location, then its activation ends.
|
Theme Forces
Thoughts on Sturgis1
Sturgis1 in a nutshell
Sturgis is great generalist caster with a decent assassination threat range of 14" and who has a collection of support spells and a feat that can either help with the assassination or can bring your opponent closer to you. His spell list is composed of spells that have a very Cygnaran flavor, including great upkeeps such as Snipe and Arcane Shield, the ever great Positive Charge, as well as Teleport to make him extremely mobile, making him able to get in close an personal and be a one man clean up crew or dangerous assassin. He is quite comparable to the likes of Stryker1 or Maddox1, but his level of personal output (which neither of the other can compete with) makes him valid competition for them in a list pair rather than a cheap knock off.
Feat thoughts
|
Tip !
This information refers to his old feat. Although somewhat relevant, anything put here would still be the hottest of hot takes!
Rork (talk) 15:58, 21 October 2021 (UTC)
|
His feat has two main roles:
- To bring the enemy into charge range to ensure your army gets the alpha strike.
- Clear models out of the way for an assassination run.
It can occasionally pull contesting/controlling units away from the zones /flags. The damage roll is not tied to the pushing part of your feat; you can roll (and boost) against such targets. The last part of the feat is a very situational bonus, allocating to Warjacks in Sturgis' control area.
Spell thoughts
- Arcane Shield - Your primary support spell, making the already hard elements in your army even more durable and pumping up the resilience of the squishy ones up to the point that they will likely survive stray blasts. Don't expect fragile, single wound models to survive direct hits, though. Bring a Journeyman Warcaster, if you want to defend 2 targets at once, or ease the focus burden on Sturgis. It should be noted Sturgis becomes very hardy DEF16, ARM18 with 18 boxes when he puts this spell on himself.
- Positive Charge - One of the best spells available for an offensive caster. It works wonders for any melee list and is even better when applied to any model with an Arc Node. It goes a good distance to helping with Cygnar's usual difficulties with high ARM targets. It's difficult to do effectively but if you can utilise Sturgis' feat and end up in positive charge range you can deal a lot of damage.
- Lightning Storm - Sturgis' one nuke - and your focus pool makes it pretty restrictive to cast. The hazard from this could be great to control your opponent's movement options, but the low-ish POW will hardly scare away the tougher troops, let alone jacks/beasts. Land it near rough terrain or similar to further curtail them. You can also consider arcing it onto electricity-immune friendly targets, that are in abundance in Cygnar's arsenal.
- Snipe - This is one of the the support spells that takes Cygnar's ranged game from good to amazing. Hard hitting jacks can be good targets, but the best application is probably on a ranged unit. Cycling Snipe between models/units is a time honored tradition in Cygnar.
- Teleport - This can be used to get Sturgis out of dodge after he's charged forward into melee or get an extra 6" movement at the end of your fist turn. You can also combine it with your chain attack, use it to escape retaliation, or get the last few control points in a scenario by dominating the enemy's zone.
Drawbacks & Downsides
- Sturgis is an in-between caster, often compared to Commander Coleman Stryker, Lieutenant Allistair Caine, and Lord Commander Stryker although he lacks Stryker1's support and attrition tools, Stryker2's sheer hitting power and Caine 1's ranged presence. In general, he has a much less clear game.
- Without Flash and without his feat his assassination threat is only 11" - not enough to qualify him as an assassin. Even if flash triggers, if a small based target happened to survive your initials, that move is not even enough to get completely into its back arc.
Tricks & Tips
- You can choose to not apply Electro Leap.
- The chain attack has two important conditions and both must meet to be triggered. First, all of your initial melee attack must hit - if either one misses, there will be no teleporting for you. Second, the enemy must survive the first hit and it's not always that easy to find an enemy model that can survive a P+S 13. You basically need a low DEF multi-wound model to ensure triggering it.
- Watch out for enemies who resist pushing via special rules like being on a huge base or, simply, standing behind the warcasters/locks which also stops pushes. The latter scenario also leaves room for some tricks against high DEF low ARM casters/locks. Push a low DEF target close to the caster, the rake it with blasts/electro leaps to do quick work on the caster.
- The feat pushes every enemy model closer to you by 3". Though you choose the order they are being pushed, watch out not to bring something on you you don't want to (melee assassins and the like).
List Building Advice
Strategy
His main win condition is attrition, relying on getting the alpha strike with the feat. He also is good enough in melee to assassinate the enemy if the chance presents itself. If the latter is part of your plan be sure to bring some sort of DEF debuff to make Sturgis' potential 16 attacks more accurate.
With as generic a spell list as Sturgis has, anything at all works well with him.
Theme Thoughts
Support Models - Various themes
- A Squire is strongly recommended. He only has an average focus pool, and the extra CTRL zone increases the area of his feat too.
- Journeyman Warcaster - A second source of Arcane Shield is always great. As well as a solo with a good gun that can run a cheap Positive Charge node for him, such as a Firefly.
- Jakes1 - Master and student united on your tabletop! Similar to the Jr she can run a firefly for him. With Sidekick and Energizer it can get stuck in deep into the enemy lines and proc Ionization and PC and might cheat out another turn with the extra Defense. Jakes herself really loves the damage buff from PC due to her hight number of initials. Alternatively inflate her cost immensely on purpose and give her a Centurion, which will love the speed buff from Energizer and no-knockdown from Sidekick.
- Arlan Strangeways - Sturgis desnt have much focus to give to his jacks, so Arlan helps there. Repairs are also never bad. Note arlan also has a pretty decent if short ranged spray, so he can hoze down some enemy models that have been reeled in and bunched up with the feat.
Storm Division
Sturgis's prefered theme, as it has lots of great targets for his support spells and gives him a control element that works well with his feat.
- Storm Lances - Arcane Shield is a tried and true spell on them and naturally it is also great with Sturgis, especially since he can also crank their damage with Positive Charge.
- Stormblades - Snipe on them goes pretty well so they can pick of targets until they go in after the Lances to clean up. Storm Gunners benefit from this especially.
- Reliant - They get to accumulate here, so they can boost both the attack and damage roll on their shots without needing focus from Sturgis. Use the feat to drag enemy models through the electrical fields they leave behind.
- Stormsmith Grenadiers - They have native reposition but only RNG 6" on their grenades. Snipe lets them be 13" away from the models they chucked their grenades at. Since their grenades also leave an AOE behind you can once again use his feat to drag enemy models through it.
- Fireflys double their function as cheap Positive Charge nodes, because they also bring Ionization, which naturally works well in this theme.
- Storm Strider - A great target for Arcane Shield or Snipe.
Heavy Metal
- Long Gunners love Snipe, and you can play around with his feat too to bring targets from 21" into a double CRA zone.
- Sword Knights like arcane shield and are close enough to the action to benefit from both positive charge and flank at the same time.
- Thorn - It's an upgrades Lancer that can channel spells while engaged as well and it comes with some extra trimmings for the 3 points you spend on it over a Lancer.
Gravediggers
Sons of the Tempest
Sturgis is a greta caster for Sons because he brings Snipe and cranks damage with Positive Charge, something the gun mages love. That being said, Sturgis himself only really gets Bastian Falk out of the deal who serves as yet another damage buff to his personal output.
- Tempest Blazers - A decent target for Arcane Shield because it puts them at decent ARM levels.
- GMCA Shadow Fire makes Assassination runs easier.
- Bastian Falk - Sturgis's melee attack are magical, so he benefits from Rune Marked.
- Caine0 and Ace can hunt important solos and UAs with their Trick Shots or thin out infantry after Sturgis puled them in with his feat.
- Arcane Tempest Gun Mages as mentioned above love Snipe and Positive Charge.
Mercenaries
- Gabriel Throne - Another damage buff and Pathfinder on demand for Strurgis's troops.
Battlegroup
- A Cyclone can lay a Covering Fire down before Sturgis feats, and anyone pushed into it by his feat will take damage. Snipe benefits both its guns and the covering fire templates and with Positive Charge it deals some decent damage both in melee and at range.
- A Stormwall can do the Covering Fire trick too.
- The Hurricane is both an Arc Node for PC plays and a great gun-platform to benefit from snipe. or Use Arcane Shield to protect your massive investment.
- At least one Lancer should always accompany him to serve as a cheap Positive Charge node.
- The Avenger or Defender are great Snipe recipients.
- Centurion - A Shield Guard with Arcane Shield is always great. It's too bad he can't speed it up, but Polarity Shield makes it a great anchor piece.
- Note that a Firefly, Lancer and Centurion will will his WJPs exactly and give him a lot of tools to play around with.
Other
Trivia
Kickstarter Exclusive sculpt
- Released as part of the 2013 Kickstarter project for Warmachine: Tactics. Backers got a limited-edition sculpt.
- The non-limited edition version of the sculpt is available through PP's online store, under the "PP Exclusives" section.
- Sturgis became a Cryx warcaster known as Sturgis the Corrupted.
Other Cygnar models
Rules Clarifications
|
Rules Clarification : Feat: Dead on Arrival
-
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)
|
|
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.")
|
|
Rules Clarification : Feedback (Edit)
- Feedback only triggers on damage, not on hits. (Infernal Ruling)
- Feedback doesn't affect 'Jack Marshals, because they don't have a battlegroup.
- If Feedback is on a CMA, it will only be triggered once (not once per participant). Because it's only one attack.
- Warcasters can spend focus to negate Feedback damage.
- Backlash + Feedback (Edit)
- If you stack Backlash and Feedback on the same enemy warjack, then the warcaster will take two damage every time the warjack is damaged.
- Furthermore, the warcaster has to spend two focus to negate this damage.
Because it's two different effects which are both resolved at Step 10a of the Attack Sequence (Apdx A of core rulebook) but have to be resolved one at a time (refer 'Triggers' in the core rulebook).
|
|
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:
- 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)
- 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: : 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:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- 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).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- 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.)
- Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- 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.
- 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.
|
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).
|
|
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 : Chain Attack (Edit)
- Some Chain Attacks generate a Power Attack (such as Chain Attack: Throw. These Chains can be used after charging, even though Power Attacks normally can't be used after a charge. (Infernal Ruling)
- Buying extra attacks with fury or focus cannot trigger a Chain Attack - only initial attacks can trigger it.
- If you have 3 weapons but only 2 of them are associated with the Chain Attack, then you can make that 3rd initial attack at any point without it preventing the Chain Attack from triggering.
Also, interrupting your initials to resolve the Chain Attack will not prevent you taking the 3rd initial. For example, the Cryx Nightmare has two Claws with a Chain Attack, plus some Tusks. When he makes his initial attacks he can go:
- [Claw] - [Tusks] - [Claw] - [Chain Attack] ... even though the two Claw attacks weren't sequential.
- [Claw] - [Claw] - [Chain Attack] - [Tusks] ... even though he did the Chain Attack before getting to his initial Tusk.
- [Tusks] - [Claw] - [Claw] - [Chain Attack]
- He cannot go ... [Claw] - [Claw] - [Tusks] - [Chain Attack] ... because you must resolve the Chain Attack as soon as it's triggered, or not at all.
|
Rules Clarification : Snap Strike - None yet. (Edit)
Rules Clarification : Arcane Shield - None yet. (Edit)
|
Rules Clarification : Lightning Storm (Edit)
- Not blast damage (Edit)
- Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
- For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)
- Models that are immune to blast damage have no defence vs this spell/weapon.
-
Templates that do damage ( Edit) [Show/Hide]
- Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
- A hazard is a terrain element
- Damage from a hazard template is never considered to be from the model or weapon/spell that put it into play. So hazards never gain special rules of the weapon/spell (such as a Damage Type or Poison), nor does it gain special rules of the model (such as Hand of Fate).
- Damage from a non-hazard template is considered to be from the model that put it in play. So non-hazards do get stuff like Hand of Fate. (Infernal Ruling)
- Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance)
- Damage from a non-hazard is also not from an attack. Instead it will be a Special Action (Covering Fire), or a "instead of making an attack, place a template" (Creeping Barrage), or etc.
-
- Damage templates from spells is complicated:
- (Infernal Ruling)
- Spells that leave templates that are not hazards (such as Razor Wall) do Damage Type: Magical.
- Spells that leave templates that are hazards (such as Breath of Corruption) follow the rules for hazards, which are most likely not magical damage but it varies by the hazard.
- The initial damage when you place the template, if any, is Damage Type: Magical.
- For example, Breath of Corruption's initial POW 12 corrosion damage roll is Damage Type: Magical in addition to Damage Type: Corrosion. But the hazard that is put into play from Breath of Corruption is not Damage Type: Magical, just Damage Type: Corrosion.
-
- By default, when you put a template into play it doesn't do damage to models they overlap. The exceptions are templates that are created by an AOE weapon, and templates that explicitly say they do damage when they're placed.
- A model which is "placed" also counts as "entering" an area, so the template will damage any one who teleports/spawns into it, too.
- If two templates are overlapping, a model that enters them will take two points of damage.
|
|
Rules Clarification : Snipe (Edit)
- Although Snipe the spell and Snipe the Attack Type are two different "sources", they are multiple instances of the same effect. As such, they're not cumulative. Refer to the "Rule Priority" section of the core rulebook.
- Snipe does not affect the range of weapons that use the Spray template, or one's which have RNG = CTRL.
|
Rules Clarification : Teleport - None yet. (Edit)