Sturgis the Corrupted

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Cryx Logo.jpg Sturgis the Corrupted

Cryx Warcaster

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

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

Having pledged his immortal soul in service to the Dragonfather, Dalin Sturgis is as corrupt as he was once honorable. Death has done nothing to curb the depraved power of this once great Cygnaran warcaster, who now bends his formidable fighting prowess against those he used to call brother and friend.

Basic Info

Sturgis2
Missing Info
34107 SturgisTheCorrupted WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 6
MAT 7
RAT 5
M.A. N/A
DEF 15
ARM 16
CMD N/A
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 18
F. Field N/A
WJP +31
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

  1. 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.
  2. Then Sturgis gains 1 focus for each enemy model he is engaging and ...
  3. ... 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.
  4. 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

  • Undead symbol.jpg Undead
  • 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.
  • Dark Shroud - While in this model's melee range, enemy models suffer -2 ARM.
  • 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

Handcannon
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 - 12
Blade (Left)
Sword icon.jpg  RNG   POW   P+S 
2 6 12
  • Magical dam symbol.jpg Damage Type: Magical
  • Soul Taker: Soul Thief - This model can gain soul tokens. When this model destroys a living enemy model with an attack with this weapon, this model gains the destroyed model's soul token. When this model replenishes its focus durning your next Control Phase, replace each soul token on it with 1 focus point.
Blade (Right)
Sword icon.jpg  RNG   POW   P+S 
2 6 12
  • Magical dam symbol.jpg Damage Type: Magical
  • Death Strike - If this attack destroys a living or undead model, after resolving the attack choose a model within 4" of this model. The chosen model suffers a damage roll with a POW equal to the STR of the model destroyed by the attack.

Spells

COST RNG AOE POW DUR OFF
Blood Rain

3 8 3 12 (Corrode) - Yes
Blood rain causes corrosion damage. Models hit suffer the Corrosion continuous effect.
Hellwrought

2 6 - - Upkeep No
Target warjack in the spellcaster's battlegroup gains +2 ARM and Retaliation.
Retaliation - If a model with Retaliation was damaged by an enemy attack during the last round, during your Maintenance Phase it can advance up to 3" and make one basic melee attack.
Occultation

2 6 - - Upkeep No
Target friendly Faction model/unit gains Stealth. Models are not affected while out of formation.
Parasite

3 8 - - Upkeep Yes
Target model/unit suffers -3 ARM and the spellcaster gains +1 ARM.
Teleport

2 SELF - - - No
Place the spellcaster anywhere completely within 6" of its current location, then its activation ends.

Theme Forces


Thoughts on Sturgis the Corrupted

Sturgis2 in a Nutshell

Sturgis the Corrupted is one of the few casters who have swapped factions between incarnations, and has the additional weird distinction of being super similar to his other incarnation yet significantly different. His spells in particular are an odd case of inversion; electricity swapped out for corrosion, an ARM buff swapped for an ARM debuff, and ranged support swapped for ranged denial. In terms of raw stats, he has gained +1 ARM but suffered -1 DEF.

Sturgis is a parasite caster so he is often compared to Iron Lich Asphyxious, Bane Witch Agathia, and Lich Lord Asphyxious. And if that is all you compare, then Sturgis will be found wanting. What he does bring to the table, however, is a combination of infantry buffing (via Occultation), threat extension (feat), and personal infantry destruction (via his sheer number of attacks).

Sturgis is a bit of a guerrilla caster. He is able to charge into a group of enemies, dice them up and teleport to safety. Thanks to Relentless Charge, he can happily sit behind a wall during the opponent's turn. Ideally he wants to be in melee killing at least 3-5 infantry every turn, otherwise he just isn't impacting the game enough (and you may as well be using one of the other Parasite casters mentioned above).

Feat thoughts

Sturgis's feat has multiple uses, including infantry removal, threat extension and scenario play. How you use it is situational.

Against enemy jamming infantry it is often useful get Sturgis stuck in, feat early, clear the jam with Sturgis himself (keep soul trappers nearby) which often leaves Sturgis with 10+ focus turn 3.

Against enemy gunlines or units with longer threat ranges than you, it is often better to get Sturgis to just advance forwards and use his feat to pull the enemy closer before teleporting back to safety. This effectively increases your own unit's threat range and grants you the alpha strike. For instance, Satyxis Blood Witches can normally only charge models 9.5" away, but add the feat and they get a threat range of 12.5". Similarily, Satyxis Raiders's effective threat range increases to 15" or they can simply run and engage enemies that started 18" (actually you can stretch that to 19" if Sturgis can get further upfield by charging and then he pulls even the furtherest enemy models closer to the Raiders).

In scenario play the ability to pull 3" can put units out of zones or contesting range, giving you an extra turn of scoring if you're smart. On the other hand, it can be easy to mess up and pull the enemy into scenario zones.

Spell thoughts

Sturgis's spell list is support oriented. Hellwrought offers minor support for a favored warjack. Occultation makes it possible for Sturgis to deliver squishier units like Bane Warriors or Bile Thralls. Parasite makes it easier for Sturgis's army to eliminate high arm models. Teleport gives Sturgis the ability to hit and run. One or two arc nodes will give Sturgis the ability to push Parasite to tag key targets and re-distribute upkeeps readily.

Sturgis has a relatively low focus for a Cryx caster so he often needs to boost on his spells. For this reason he benefits from a Satyxis captain, Warwitch Siren or Pistol Wraith who can provide a degree of MAT/RAT fixing for Sturgis and his army. Having the ability to re-roll can help compensate some for his lower accuracy.

Drawbacks & Downsides

Sturgis is relatively squishy for a Cryx caster, especially in killbox scenarios. It's important to have ways to hide him, this means that Madelyn Corbeau, Inflictors and Ogrun Bokurs are important in Sturgis's lists.

Sturgis does not provide any sort of def debuff or ability to cope with terrain to his army. This means that Saxon Orrik or units with native ghostly (eg. Banes) are important in Sturgis lists.

Sturgis' low FOC means that he's inaccurate, especially when you're targeting units in melee. It's often better to charge a target already in melee, apply parasite in melee and then teleport to safety.

Likewise Sturgis' Dark Shroud only triggers after both of his initials hit the same target. Knockdown, shadowbind or puppetmaster rerolls mitigates the potential of a bad roll preventing you from killing a heavy.

Tips & Tricks

  • Sturgis threshes infantry with his good MAT and the sheer number of attacks he can put out every turn.
  • Death Strike can sometimes allow him to kill support solos even if he can't reach them.
  • Soul Eater can fuel his abilities.
  • Use a Desecrator to put down Scather templates, before pushing the enemy in with the feat.
  • Sturgis can often get use out of his hand cannon, arcing parasite and dropping a boosted hand cannon shot onto hard target before teleporting to safety.

List Building Advice

Strategy

Sturgis2's normal win condition revolves around completely disrupting the enemy on his feat turn. Either to pull them in so you get the alpha strike and can attrition your way to victory, or to open up a charge lane to the enemy warcaster for an assassination.

Sturgis provides an ARM debuff via parasite, stealth via occultation and threat extension via his feat so Sturgis has a lot of flexibility in his army builds.

That said Sturgis does not provide a def debuff nor does he have any way of giving his units ghostly or pathfinder.

Theme thoughts

    Scourge of the Broken Coast    
Satyxis are naturally accurate but weak, so suit Sturgis well. The Raiders can also get Pathfinder, but you may want Saxon too.

  • Barathrum is a good standard choice. Feedback, Countercharge, Drag Below and Dig In all fit Sturgis' hit and run playstyle.
  • Satyxis Raiders form the core of a def skew list with Sturgis. He gives them 15" threat and p+s 14 with parasite.
  • Satyxis Blood Witches are useful for stealth skew. Sturgis makes them outthreat most guns (12.5" threat) and Blood Hags help Sturgis with upkeeps, especially banishing ward and arcane shield.
  • Satyxis Captains provide highly accurate MAT and RAT fixing via autoknockdown and reposition allows them to open a lane for Sturgis. Sturgis' huge volume of attacks (2 pow 16 and 6 pow 18 attacks via dark shroud) will slaughter most things.

    Black Industries    

  • The Withershadow Combine has a better magical attack stat than Sturgis so if you want to take advantage of convection or blood rain and upkeep occultation or parasite for free. Puppet master rerolls are especially important with Sturgis because he needs to hit with both of his initials to trigger dark shroud and at FOC 6 he will miss the occasional parasite.
  • Warwitch Sirens give Sturgis more focus for his jacks and provide a form of MAT fixing via Shadow bind. Venom sprays also help during Sturgis' feat and seduction can walk gullible targets into Sturgis' charge range for further threat extension.
  • Bile Thralls can use Purge to clear infantry after the feat jams them together.
  • Pistol Wraiths are useful for the same reason. Deathchillled targets are easy picking for Sturgis and his jacks.

    Dark Host    

  • Bane Riders, Bane Knights and Bane Warriors are also great with Sturgis in different ways. All banes work well with occultation, but Riders give you durability, Knights give you threat range and angles while Warriors give you support via Dark Shroud and higher damage potential.

    Mercenaries    

  • Madelyn Corbeau can keep Sturgis safe with parlay and seduction is often quite useful for charge lanes
  • Saxon Orrik's reconnaissance ability is especially important with Sturgis because Sturgis does not have Ghost Walk.
  • Stack Wrong Eye's Star Crossed ability with Sturgis's Reversal ability. Go hog wild, and push Sturgis right to the front of your army and dare your opponent to charge him. Just try not to get knocked down.

Battlegroup

  • Defilers and Nightwretches provide good arc nodes for Sturgis. Sprays and AOEs can maximize the clumping that happens during Sturgis' feat turn.
  • Inflictors can protect Sturgis, stack their ARM with Hellwrought nicely, and can trigger the vengeance-style movement readily thanks to Shield Guard
  • Helldivers come close to being useful with Sturgis. Dig in protects them from shooting and the extra focus from feat turns allows them to hit above their weight. Drag Below is useful for the same reasons as Barathrum.
  • Desecrators can be useful with Sturgis, as you can place Scathers in front of the enemy lines then push the enemy into them on his feat turn.
  • Reapers let you extend threat range from the feat even further, and are decent models to enjoy Hellwrought movement bonuses when they can

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' non-epic form is Cygnar warcaster Commander Dalin Sturgis

Other Cryx models

Cryx Logo.jpg       Cryx Index       (Edit)            
Battlegroup & Similar
Warcasters

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - Deathjack2 - Deneghra1 - Deneghra2 - Deneghra3 - Goreshade1 - Goreshade2 - Goreshade3 - Mortenebra1 - Mortenebra2 - Rahera - Scaverous - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Terminus - Venethrax

Warcaster attachments

The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Doctor Stygius (Partisan) - Madelyn Corbeau (Mercenary)

Other Warjack Controllers

Jack Marshals: Iron Lich Overseer       "Junior Warcasters": Aiakos1 - Asphyxious4 - Deneghra0

Light

Cankerworm - Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker

Heavy

Barathrum - Corruptor - Deathjack1 - Desecrator - Erebus - Harrower - Kharybdis - Inflictor - Leviathan - Malice - Nightmare - Reaper - Seether - Slayer

Colossal Kraken - Sepulcher
Units, Solos, Battle Engines, & Structures
Units

Asphyxious4 - Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - BO Boarding Party - BO Ironmongers - BO Smog Belchers - Blackbane's Ghost Raiders - Bloodgorgers - Marauders - Carrion Thralls - Cephalyx Drudges - Cephalyx Overlords - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates - Soulhunters - The Devil's Shadow Mutineers - The Withershadow Combine

Solos

Aiakos1 - Agrimony - Axiara - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Darragh Wrathe - Doctor Stygius - Deneghra0 - Gerlak - Hellslinger - Iron Lich Overseer - Machine Wraith - Master Gurglepox - Misery Cage - Necrotech - Ol' Grim - Pistol Wraith - Satyxis Blood Priestess - Satyxis Raider Captain - Scrap Thrall - Skarlock Thrall - Severa Blacktide - Soul Trapper - Warwitch Siren

Battle Engines & Structures Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Scourge of the Broken Coast
Mercenaries
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
  • 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 : Undead - None yet. (Edit)

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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.
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Rules Clarification : Dark Shroud      (Edit)

  • Dark Shroud only applies to your melee range, and this doesn't include behind you. Refer to the latest errata.
  • The ARM debuff still applies during a free strike.
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Rules Clarification : Relentless Charge      (Edit)

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Rules Clarification : Reversal      (Edit)

Rules Clarification : Snap Strike - 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 : Soul Thief      (Edit)

  • Soul Thief is a legitimate target for the Soul Trapper's "Soul Transfer" ability.
    • Some people think otherwise because 'Soul Taker' is a rule of the weapon, not 'the model' but the fact is, Sturgis has the special rule Soul Taker. It doesn't matter that it is on his weapon; he still has that special rule.
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Rules Clarification : Death Strike      (Edit)

  • Death Strike is not a melee attack and thus will not be affected by melee bonuses.
  • The Death Strike attack does not get any STR buffs that were on the model just killed, not even 'passive' buffs like Battle-Driven.
  • The 4" range of Death Strike is measured from the attacker (not from the model just killed).
  • If you have an effect that allows you to re-roll damage rolls, then you may re-roll Death Strike (even though it's not a normal sort of attack, it's still a normal sort of damage roll). Similarly for effects that buff damage rolls.
  • The damage from Death Strike can be boosted (if the attacker has FURY/FOCUS etc) because it doesn't say it's unboostable.


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Rules Clarification : Blood Rain      (Edit)

  • 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 : Hellwrought      (Edit)

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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • Vengeance is not an activation. It does not prevent the model/unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Units only
    • Out of formation models cannot make Vengeance moves nor Vengeance attacks.
    However if the unit commander uses their movement to bring the Grunts back into formation, then they can move and attack.
    • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
    • If you manage to spawn new models during the Maintenance Phase (such as with Reconstruction or Blood-Bound) then those new models can also make Vengeance attacks. (Infernal Ruling)
    • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
      • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
      • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
    • Granted [ Vengeance ]
      • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
      It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
      It is not "If you get damaged, you get Vengeance next turn."
      • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
  • Triggers
    • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
    • If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)
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Rules Clarification : Occultation      (Edit)

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Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
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Rules Clarification : Parasite      (Edit)

  • You lose the +1ARM bonus as soon as the model is destroyed - you can't maintain an upkeep spell on a model that is no longer in play.

Rules Clarification : Teleport - None yet. (Edit)