Sturm & Drang

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Minion Logo.jpg Sturm & Drang

Minion Farrow Warlock

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.

The monstrous creation called Sturm and Drang is proof of Dr. Arkadius’ mad genius. The key to this breakthrough was placing two strong wills in opposition. Psychic feedback crackles between their minds, driving them into a battle frenzy of escalating power. Engineered to dominate and subjugate, the pair have perfect command over the war hogs of the farrow and can unleash magic of mind-rending power and explosive force.

Basic Info

Sturm1 & Drang1
Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Sturm / Drang
BASE Medium
STR 6 / 10
MAT 5 / 7
RAT 5 / -
M.A. N/A
DEF 14
ARM 16
ESSENCE {{{essence}}}
HP 18
F. Field N/A
WJP {{{wjp}}}
WBP +28
IHP {{{ihp}}}
Warcaster 1
the Statblock
  • Minion - In a 2+ warlock game, Sturm & Drang work for Circle, Legion, Skorne, or Trollbloods.
  • Struggle of Wills - Before the start of the game and at the start of each of your Maintenance Phases after your first turn, choose which mind is dominant: Sturm or Drang. Use that mind's stats and rules for one round.
  • Warlock - All warlocks 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.
  • Farrow Warlock - This model can only have Farrow warbeasts in its battlegroup.

Feat: Psychic Apocalypse

  1. Enemy warbeasts currently in Sturm & Drang's control range have their base FURY reduced to 1.
  2. Enemy warjacks and monstrosities currently in Sturm & Drang's control range cannot be allocated focus.
  3. Horrors cannot be summoned in Sturm & Drang’s control range.
  4. While in Sturm & Drang's control range, enemy models cannot be used to channel spells.
Psychic Apocalypse lasts for one round.
Tip lightbulb.png

Tip !
Warjacks can still gain focus from Power Up, Empower, etc.



  • Tough symbol.jpg Tough
  • Mental Domination [ Shield Guard ] - While in this model's control range, warbeasts in its battlegroup gain Shield Guard. (Shield Guard - Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary. The Shield Guard special rule can only trigger once per attack roll.)


  • Brain Burn - 8" spray, POW 12 ranged attack.
  • Mechano Fist (x2) - 0.5" reach, POW 5, P+S 11 melee attacks.



3 SELF Control - Round No
While in the spellcaster's control range, friendly Faction models gain +2 ARM against ranged and magic attacks. Deceleration lasts for one round.
Polarity Shield

2 6 - - Upkeep No
Target friendly Faction model/unit gains Polarity Field. Models are not affected while out of formation.
Polarity Field - A model with Polarity Field cannot be charged or slam power attacked by a model beginning the charge or slam in its front arc.

2 8 - - - (★)
Place target model completely within 2" of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires an attack roll. A model can be placed by Telekinesis only once per turn.

2 6 - - Upkeep No
When target friendly Faction model is directly hit by an attack, you can choose to have it suffer no damage roll from the attack, then Vision expires.



  • Tough symbol.jpg Tough
  • Mental Domination [ Overtake ] - While in this model's control range, warbeasts in its battlegroup gain Overtake. (Overtake - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".)
  • Pack Hunters - While in this model's control range, living warbeasts in its battlegroup gain +2 to melee attack rolls.
  • Shortsighted - This model cannot upkeep spells.


  • Drang's Mechano Fist (x2) - 0.5" reach, POW 5, P+S 15 melee attacks.
    • Critical Pitch - On a critical hit against a model with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The model thrown does not deviate. The POW of collateral damage is equal to the STR of this model.


Killing Ground

3 SELF Control - Turn No
(1) Friendly Faction models beginning a charge in the spellcaster's control range gain Pathfinder. (2) Warbeasts in the spellcaster's battlegroup that begin their activation in its control range can charge or make slam power attacks against enemy models without being forced. (3) Killing Ground lasts for one turn.

4 10 5 15 - Yes
This spell has zero special effects.

Theme Forces

Thoughts on Sturm & Drang

Sturm & Drang in a nutshell

Sturm & Drang is an odd model; They are a single model but have two different stat lines, weapons, and abilities depending on which "mind" is in control on which turn.

Sturm and Drang work in two phases. First you have Sturm protecting his army with Shield Guard, Deceleration, Polarity Shield, and Vision while also having the amazing utility of Telekinesis (TK) - and then you have Drang, who gives the battlegroup a MAT buff, Overtake, and free charges, but loses the ability to maintain upkeeps or cast TK. Unfortunately, Overtake is already a theme benefit in Will Work for Food, and Sturm's spell list is so exceptional that Drang is very rarely selected to be in control.

Feat thoughts

Their feat is generally defensive with the ideal use of it being to pop the feat to try to minimize enemy retaliation after Sturm has gotten you into the fight. Alternatively, you can use it offensively to enable an assassination by making enemy warlocks unable transfer damage to his/her warbeasts because the feat directly reduces the FURY stat. If you can apply shakeable effects to jacks or beasts, the feat becomes even more powerful. While it may not come up often, don't forget that it was updated to also prevent Horrors from being summoned!

Spell thoughts

  • Telekinesis is possibly the strongest spell in the game. Here are some general tips applicable to any caster: (Edit)
    • Battle Engines can be placed (unlike other huge-based models).
    • Enemy model out of your charge range? Move your own model 2" forward. Still too far away? Move the enemy 2" closer. That's a 4" threat range extender!
    • Move enemy models 2" straight backwards, so they don't have range to charge/attack you next turn. While you're at it, spin them around so they can't declare charges and so you get the back strike bonus.
    • Move models out of your charge lanes, or to open up LOS.
    • Move enemy models out of scenario zones.
    • Is there an enemy 'jack or 'beast right at the edge of control range? TK them away from their controller so they can't Power Up or manage Fury next turn. Turn them around so they might occasionally frenzy into the enemy lines.
    • Is there an enemy unit with most of the troopers right at the edge of formation range? TK the commander away from his troops so they're out of formation.
    • Do enemy models get a bonus for being B2B? You can stop that.
    • TK your own caster forwards or backwards to be more threatening or more cowardly.
    • TK enemy models into range of your passive debuffs (such as Dark Shroud), then gang up on them.
    • TK enemy models into hazards to force them to take damage.
    • Move friendly models out of melee before they activate, to avoid free strikes.
    • Run an arc node up, cast your spell, then TK the node itself backwards to keep it safer for next turn.
    • Or run an arc node up, cast TK on the node itself to move it forwards, to gain +2" range on your follow-up spell.
      This is especially useful if advancing the node those last 2" would trigger something nasty like Garryth2's feat.
  • Deceleration - a fantastic spell vs a gun line and a dead spell vs Grymkin, you will probably want to cast this on the approach if your opponent warrants it.
  • Polarity Shield - useful but can be ignored if you position poorly it works nicely on a unit of Farrow Valkyries or any other unit with a gun who is often threaten by faster opposing models. However, the best use for the spell is putting it on a Dracodile run by Mire.
  • Vision - the spell is best used on high-value solos with decent defense, but it is often applied to Skarath as well. It can also be used to soak up a freestrike to dig deep into your opponent's back line.
  • Killing Ground - You will rarely use Drang, but if you do, you will almost certainly be casting this spell to ensure your beasts can get where they need to go.
  • Obliteration - If you are using Drang, it is probably the last turn, so you might as well go all-in and clear out what you can with this no-frills nuke.

Drawbacks & Downsides

  • Having a medium base, this model presents a challenge to protect from ranged assassination. Strum's Shield Guard ability alleviates this somewhat, however.
  • There is generally no reason to switch to Drang, ever. Vision and Polarity Shield are vital upkeeps to your game plan and Telekinesis is a spell that should be useful every turn, even during the alpha.

Tricks & Tips

  • If you do need to switch to Drang, a very rare occurrence, you can still cast TK with a Gatorman Soul Slave.
  • If you can apply multiple shakeable effects to a beast or warjack, they will be pretty useless on feat turn.

List Building Advice


You will almost exclusively use Sturm as his spell list is excellent. Your first turn will generally be spent getting all of your upkeeps out, but if you don't need deceleration, casting a few TKs to get up the board faster is a good plan. Don't forget that a Gatorman Soul Slave can cast TK as well. Polarity shield is most effective on a huge base, and the best candidate for that currently is the Dracodile under Mire. Vision will typically go on a solo that needs protecting on the way in, but it can also be used to protect Mire if you are particularly worried about him getting killed. The only reason to switch to Drang is if it is the last turn, and you want the +2 MAT and free charge for some extra insurance on an assassination run specifically with a beast in your battlegroup. Given that they tend to only take one heavy warbeast, this is exceptionally rare.

Theme Thoughts

    Will Work for Food    

They're always seen in this theme. The "corpse package"(double Death Archons and Kogan supported by the Boil Master & Spirit Cauldron) is just so strong with Telekinesis and being able to play a Gargantuan is also huge for them (pun intended).

  • Death Archons - Deathchons and TK are always a winning combination, making their threat range ridiculous. Any heavies that survive two Blood Reapers Scythes will also be stationary, which leaves them even more vulnerable to the feat.
  • Kogan the Exile - Arguably the best pure melee combat solo in the game, he massively appreciates a good TK for extra threat range. Slamming a warbeast or jack into something else and knocking it down, then feating also cripples them for the next turn, as they will need to spend their sole focus point to shake knock down.
  • Spirit Cauldron - Deathchons and Kogan run on corpses, which the Cauldron generates and provides to them. Puppet Masters are also always good, especially if you manage to use them offensively and stack them with Vision. TK also helps the Pot get into position. Don't forget that as of Steamroller 2021, they can now score circle zones as well!
  • Dracodile - Using Polarity Shield to increase the longevity of a gargantuan is the best use for the spell, sadly, Farrow don't have one of their own, so you have to put a Dracodile on Barnabus0, which is not a bad deal, given Barnabus gives the dile +2 movement, Blood Quenched and Murderous. The Dracodile does come with a blinding spray which will also make your feat more effective against jacks and beasts.
  • Underchief Mire himself is a neat little support junior, able to drop a cloud into the field and upkeep Weald Secrets on something crucial that needs Pathfinder and/or Hunter. He can also cast a Blackhide Wrastler's animus for free.
  • Gatorman Soul Slave He allows you to upkeep for free and can cast TK for you.
  • Orin Midwinter, Rogue Inquisitor - Gargantuans are magnets for spell debuffs, so Orin is mandatory for providing anti-spell tech in Arcane Vortex. He can also fry a lot of infantry with Chain lightning if you need him to.
  • Hermit - Yet another solo that appreciates being TK'd forward so he can apply a very useful ARM debuff. Mad Visions and Vision are also an infuriating combo to deal with for the opponent.
  • Ledfoot & Tredz - Bulldoze, a neat gun, great melee output with Trash on the treads and pointblank on the cannon, and most importantly: Ride Along to place Kogan or the Hermit forward.
  • The Wastelander - Another great melee solo. Park him in one of Mire's clouds or behind cover and you have an extremely high DEF Deflect bot. Add Vision to make him incredibly frustrating to remove.
  • Boomhowler the Destroyer - A combination of great combat output and support makes Boomhowler3 an attractive option as well. Countercharge plays well with a control-focused list, Dinner Time gives the Dracodile an extra 2" of movement on the charge, and Hoof It is excellent when applied to a Road Hog or combat solo to provide a little hit-and-run to the list.
  • Dahlia Hallyr & Skarath - While they are often replaced with some combination of the models above nowadays, Skarath takes Vision very nicely, and Dahlia can be infuriating to remove in the right match ups.
  • Brun Cragback & Lug - Another choice that is seen less often now. Brun is difficult to remove and has a chance of applying stationary while Lug can knock things down which is annoying to jacks and warbeasts on feat turn.
  • Eilish Garrity, the Occultist - If you want extra protection from spells, Eilish is the way to go. He also provides Puppet Master, but he has stiff competition with other solos.
  • Princess Delores Graciela - TK her around a bit for Bullet Hell fun!

    The Thornfall Alliance    

  • Farrow Brigands when dug in and under Deceleration and Polarity Shield can be really obnoxious to remove.

    Either Theme    

  • Dhunian Archon double up on Vision with thread of life, provide fury management and offer out healing, what is not to love.


S&D generally want a pretty minimal battlegroup that typically includes 1 heavy and 2 lights.

  • The Razor Boar is loved by S&D, both to take the shots you don't want on more valuable targets, and to give them solid MAT via Pack Hunters.
  • The Battle Boar is a cheap throwaway light, so ideal for Shield Guarding and with Primal they can turn themselves (or another warbeast) into heat seeking missles.
  • The Gun Boar makes a great shield guard that can still do work while protecting models in your back line.
  • The Road Hog has a 20" native threat range on its spray, with TK you can make that 22".
  • The War Hog is the dedicated melee heavy of the Farrow. Naturally it appreciates being TK'd forward, but also gives itself Bulldoze with its animus so it can set up some interesting charge lanes on the way in.

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.

  1. Warbeast: War Hog
  2. Warbeast: War Hog
  3. Warbeast: Battle Boar
  4. Solo: Gatorman Soul Slave
  5. Solo + Warbeast: Dahlia & Skarath
  6. Solo: Orin1
  7. Unit: Farrow Bone Grinders



  • The warlock 'Sturm & Drang' is named after the late 18th German literary and musical movement called 'Sturm und Drang' (commonly translated as 'Storm and Stress'). The Sturm und Drang movement was characterized by unrestrained expressions of emotion. Goethe's 'The Sorrows of Young Werther' is probably the most famous literary work from this movement.
  • Released in Hordes: Domination (2011)

Warbeasts they can take

With the way Minion battlegroups work, this warlock can't simply take any Minion warbeast, and instead is limited to the following choices:

Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager | Midas only: Boneswarm
Heavies Road Hog - War Hog

Other Minion models

Minion Logo.jpg       Minion Index       (Edit)
Farrow Warlocks (Edit)
Warlocks Azazello1 - Arkadius1 - Carver1 - Helga1 - Helga2 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh

Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager | Midas only: Boneswarm
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks

Barnabas0 - Underchief Mire - Wrong Eye

Gatorman Warbeasts Edit)
Lights Boneswarm - Bull Snapper - [Underchief Mire only: Swamp Troll]
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile
Units, Solos, & Battle Engines
Warlock attachments Targ - Gatorman Soul Slave
Units Farrow

Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Farrow Valkyries


Boil Master & Spirit Cauldron - Bog Trog Ambushers - Croak Raiders - Croak Trappers - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Special WA: Void Leech


Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea

Solos Farrow Agata, Queen of Carnage - Farrow Sapper - Maximus - Rorsh & Brine - Targ

Barnabas0 - Bog Trog Mist Speaker - Bog Trog Trawler - Bone Shrine - Croak Hunter - Flugwug the Filcher - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor - Kwaak Slickspine & Gub - Longchops - Underchief Mire - Wrong Eye & Snapjaw


Alten Ashley - Boomhowler2 - Boomhowler3 - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Death Archon - Dhunian Archon - Efaarit Scout - Eilish Garrity, the Occultist - Feralgeist - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Gobber Tinker - Gremlin Swarm - Gubbin1 - Gubbin2 & Dez2 - Gudrun1 - Gudrun2 - Hermit of Henge Hold - Hutchuck, Ogrun Bounty Hunter - J.A.I.M.s - Kogan the Exile - Lanyssa Ryssyl, Nyss Sorceress - Ledfoot & Tredz - Malvin2 - Orin Midwinter, Rogue Inquisitor - Ogrun Bokur - Raluk Moorclaw, the Ironmonger - Primal Archon - Pyg Tank - Saxon Orrik - Scythe - Swamp Gobber Chef - Swamp Gobber River Raiders - Thamarite Advocate - The Wastelander - Thrullg - Totem Hunter - Tubbin - Viktor Pendrake - Void Archon - Weird Wendell

Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
Independent Warjack Malvin1 & Mayhem1
Minion - Theme Forces
Minion Faction Themes (Edit) The Blindwater Congregation - The Thornfall Alliance - Vengeance of Dhunia - Will Work for Food
Unlimited Minions themes(Edit) Disciples of Agony (Skorne) - Oracles of Annihilation (Legion) - Secret Masters (Circle)
This index was last updated: 2021.11

Video Battle Reports

Rules Clarifications

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Rules Clarification : Feat - Psychic Apocalypse

  • "Allocation" only refers to the focus that 'jacks get from their warcaster.
  • Warjacks still get 1 free focus from Power Up, and can get extra focus via non-allocation means (such as Empower or Spirit Harvester). (Infernal Ruling)

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

  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury 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 warlocks 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 Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • 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.
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Rules Clarification : Farrow Warlock      (Edit)

  • This model cannot take control of wild non-Farrow warbeasts.

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Struggle of Wills      (Edit)

  • A Spell Slave can cast spells on either Sturm or Drang's card, regardless of which mind is in charge this round. (Infernal Ruling)

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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 : Pitch      (Edit)

  • If you Pitch on a charge attack, then the throw damage will be boosted (but not collateral damage).
  • Throw ( Edit )
    • If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.
  • Collateral Damage
    • Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
      • It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
      • It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
      • It doesn't matter if the attacker has crippled weapon systems or aspects.

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Rules Clarification : Mental Domination      (Edit)

  • Unlike Field Marshal, the warbeasts do need to be in your CTRL range.
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Rules Clarification : Shield Guard and/or Shadow Guardian     (Edit)

  • You can't use this ability vs spells.
  • You shift all effects onto the new model, including stuff that triggers on "when this attack hits".
  • When you use this ability vs an AOE attack, the template moves too. Because, with reference to Apdx A, the hit 'moves' at Step 6 and the template placement is determined at Step 7.
  • This ability doesn't work vs Point Blank attacks. Because Point Blank attacks are melee attacks that are made using a ranged weapon.
    • On the other hand, it will work vs Gunfighter attacks.
  • Shield Guard only
    • Since Shield Guard specifies "opponent's turn", it can't be used against stuff that shoots in your own turn (such as Watcher or Counterblast).
    • The Shield Guard does not necessarily need to be in the attacker's LOS or range.
    • The Shield Guarder is always hit even if they have an ability that makes them automatically get missed, such as Stealth. (Automatically missing is determined earlier in the timing sequence than the Shield Guard moving the hit.) (Infernal Ruling)
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Rules Clarification : Swift Hunter and/or Overtake     (Edit)

  • The free move must be resolved before other abilities that involve attacks (such as Quick Work or Berserk). Refer Step 12 vs 14 in Appendix A.
  • This ability does not trigger off special attacks, only basic ones.
  • An important difference:
    • Swift Hunter can be triggered by any attack, including out-of-activation attacks.
    • Overtake only works on attacks during your Combat Action. Even stuff like Impact Attacks won't trigger it.
  • If you make a free strike during your Combat Action (for instance the enemy used a special rule to move during your Combat Action) you can trigger Overtake on that free strike. It still counts as being during your Combat Action. (Infernal Ruling)

Rules Clarification : Pack Hunters - None yet. (Edit)
Rules Clarification : Shortsighted - None yet. (Edit)

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Rules Clarification : Deceleration      (Edit)

  • Deceleration works vs blast damage.
  • Deceleration works vs special effects on the gun/spell that cause "direct" damage. For instance, the Throw damage caused by the White Squall spell.
  • Deceleration doesn't work vs 'secondary' damage that is 'not considered to be an attack' (such as Electro Leap).
  • Deceleration doesn't work vs hazards that are put into play by spells/guns (such as the Stormwall's Covering Fire).
  • Deceleration doesn't work vs non-offensive spells that also do damage, such as Blazing Effigy. (Locked thread)
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Rules Clarification : Polarity Field and/or Polarity Shield and/or Polarity Wall     (Edit)

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Rules Clarification : Telekinesis      (Edit)

  • If an enemy model with 2" melee range was B2B with you before the Telekinesis, it will still be exactly 2" away afterwards and thus will still engage you (unless you move completely out of their front arc).
  • Being placed into an area counts as entering that area. So you'll take damage from acid clouds etc if you're dumb enough to teleport into them.
  • You can change the facing of the model that you place. In fact that's one of the main uses of the spell.
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Rules Clarification : Vision and/or Mad Visions     (Edit)

  • Visions ignores the damage dealt, but not any effects that trigger on hit. For instance a Quake will still cause knockdown, Star Strike will still set you on fire, etc.
  • Visions will block special abilities that deal a fixed amount of damage instead of a damage roll (such as Deadly Shot, Needle, Sniper, etc), because those abilities are resolved at the same time as a damage roll normally would be. (Infernal Ruling)
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Rules Clarification : Killing Ground      (Edit)

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Rules Clarification : Obliteration      (Edit)

  • The text description has no in-game effect. It's just for flavour.