Sturgis the Corrupted

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Cryx Logo.jpg Sturgis the Corrupted

Cryx Warcaster

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

SOM icon.jpg

Special Order Model
This model is no longer available through normal US distributors (as of 2018.04). Instead your local game store needs to order it through PP's Special Order Service. More info is available at PP Retailer Support As of 2019.09, PP have removed the SOS info from the Retailer Support website.

International distributors can still access the entire catalog of models.

See also the Official Press Release and/or Category: Special Order Model.

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}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

In comparison to his Cygnar incarnation, Commander Dalin Sturgis, Sturgis the Corrupted has gained +1 ARM and -1 DEF.

Abilities

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Undead - This model is an undead model and not a living model.
  • Chain Attack Dark Shroud - If this model hits the same target with both of its initial melee attacks, it gains Dark Shroud for one turn. (Dark Shroud - While in this model's melee range, enemy models suffer -2 ARM.)
  • Relentless Charge - While advancing as part of a charge, a model with Relentless Charge gains Pathfinder.
  • Reversal - When a model misses this model with a charge or 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 - 12" range, POW 12 ranged attack
  • Blade (Left) - 2" reach, P+S 13 melee weapon.
    • 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) - 2" reach, P+S 13 melee weapon.
    • 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
This spell deals corrosion damage. Models hit suffer the continuous corrosion effect.
Convection

2 10 - 12 - Yes
When Convection destroys a living enemy model, you can give 1 focus point to a warjack in the spellcaster's balttlegroup that is in its control range.
Occultation

2 6 - - Upkeep -
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 - - - -
Place the spellcaster anywhere completely within 6" of its current location, then its activation ends.

Feat - Dead on Arrival

  1. Enemy non-warcaster, non-warlock models in Sturgis' control range are pushed 3" directly towards Sturgis in the order you choose.
  2. Then enemy models within 3" of Sturgis suffer a POW 12 magical damage roll. These damage rolls are simultaneous.
  3. For each model destroyed by Dead on Arrival, you can allocate 1 focus point to a warjack in Sturgis' battlegroup in his control range.

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.

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. Convection is a focus efficient way to get rid of pesky solos. 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. 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. Teleport gives Sturgis the ability to hit and run, but often one or two arc nodes will give Sturgis the ability to spread occultation, parasite and convection more easily.

Drawbacks & Downsides

He's a special order model.

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    

  • Deathjack can cast Blood Rain more efficiently than Sturgis can. He can also fire two convections in a pinch, although DJ's lack of control range means that DJ can't reallocate focus.
  • 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
  • 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.

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 - 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 - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Iron Lich Overseer (Marshal) - Aiakos1 (BGC) - Deneghra0 (BGC)
Light

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

Heavy

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

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

BO Boarding Party - BO Ironmongers - BO Smog Belchers - Bloodgorgers - Marauders - Cephalyx Drudges - Cephalyx Overlords - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates - The Devil's Shadow Mutineers

Units - Undead

Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - Carrion Thralls - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Soulhunters - The Withershadow Combine

Solos - Living/Construct

Aiakos1 - Axiara - Darragh Wrathe - Deneghra0 - Gerlak - Misery Cage - Satyxis Blood Priestess - Satyxis Raider Captain - Severa Blacktide - Warwitch Siren

Solos - Undead

Agrimony - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Hellslinger - Iron Lich Overseer - Machine Wraith - Master Gurglepox - Necrotech - Pistol Wraith - Scrap Thrall - Skarlock Thrall - Soul Trapper

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: 2019.09

Rules Clarifications

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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:  : 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. 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 if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (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 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 (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • 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.

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 : 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 : Occultation      (Edit)

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Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.
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Rules Clarification : Convection      (Edit)

  • A warjack can benefit from Convection multiple times.
  • A warjack cannot go over its normal focus limit (which is 3 for most jacks) as a result of Convection. Refer to the Cortex rules.
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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)