Sturm & Drang

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Minion Logo.jpg Sturm & Drang

Minion Farrow Warlock

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

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.

Sturm1 & Drang1
Missing Info
SturmNDrang.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Sturm / Drang
BASE Medium
SPD 5
STR {{{str}}}
MAT 5 / 7
RAT 5 / -
M.A. N/A
DEF 14
ARM 16
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 7
THRS N/A
HP 18
F. Field N/A
WJP {{{wjp}}}
WBP +28
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

Both Minds

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.

Abilities

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Farrow Warlock - This model can only have Farrow Warbeasts in its battlegroup.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Struggle of Wills - At the start of the Maintenance Phase, chose either Sturm or Drang to use for the round.

Feat: Psychic Apocalypse

  1. Enemy warbeasts currently in their control range have their FURY reduced to 1.
  2. Enemy warjacks currently in their control range cannot be allocated focus.
  3. Horrors cannot be summoned in Sturm & Drang’s control range.
  4. While in their control range, enemy models cannot channel spells.

Psychic Apocalypse lasts for one round.

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

Sturm

Abilties

  • Mental Domination [Shield Guard] - While in this model's CTRL 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.)

Weapons

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

Spells

COST RNG AOE POW DUR OFF


Deceleration

3 SELF Control - Round -
While in the caster's control range, friendly Faction models gain +2 ARM against ranged and magic attacks. Lasts for one round.
Polarity Shield

2 6 - - Upkeep -
Target friendly Faction model/unit gains Polarity Field. Doesn't affect models out of formation.
Polarity Field - This model cannot be charged or slam power attacked by a model beginning the charge or slam in this model's front arc.
Telekinesis

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.
Vision

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

Drang

Abilities

  • Mental Domination [Overtake] - While in this model's CTRL 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 CTRL range, living warbeasts in its battlegroup gain +2 to melee attack rolls.
  • Shortsighted - Drang cannot upkeep spells.

Weapons

  • Drang's Mechano Fist (x2) - 0.5" reach, P+S 15 melee attacks.
    • Critical Pitch - Equal and smaller-based models critically hit by this weapon can be thrown d6" directly away from this model. The model thrown does not deviate. Collateral damage POW is equal to the STR of this model.

Spells

COST RNG AOE POW DUR OFF


Killing Ground

3 SELF Control - Turn -
(1) Friendly Minion models beginning a charge in Drang's control range gain Pathfinder. (2) Warbeasts in Drang's battlegroup that begin their activation in his control range can charge or make slam power attacks without being forced. (3) Lasts for one turn.
Obliteration

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

Theme Forces

Recent Changes

2019.08 Oblivion

  • Feat works against horrors.

Thoughts on Sturm & Drang

Sturm & Drang in a nutshell

Sturm and Drang work in two phases. First you have Sturm protecting his battlegroup with Shield Guard and Deflection, and Polarity Shield-ed infantry to prevent charges - and then you have Drang, who gives the battlegroup a MAT buff, Overtake, and free charges when it is time to go on the offensive.

Feat thoughts

Their feat is defensive - but an ideal use of it is after Sturm has gotten you into the fight, for Drang to pop the feat to try to minimize enemy retaliation. Or you can use it offensively, by making enemy warlocks unable transfer damage to his/her warbeasts.

Spell thoughts

  • Telekinesis is, hands-down, a fantastic utility spell. 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.
    • 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 mdoels into hazards to force them to take damage.
    • Move friendly models out of melee before they activate, to avoid free strikes.
    • Are you using arc nodes? After you're done, cast TK on the node itself to move it back and keep it safe(r) for next turn.
    • Or TK the arc node forward before casting offensive spells. This is especially useful if advancing the node those last 2" would trigger something nasty like Garryth2's feat.

Drawbacks & Downsides

They are a special order model.

Having a medium sized base, this model presents a challenge to protect from ranged assassination. Strum's Shield Guard ability alleviates this somewhat, however.

Tricks & Tips

  • Move in as Sturm, then engage as Drang.
  • It's reckless and risky but you can occasionally get an assassination via a Still as Death Countercharge when someone is playing their caster aggressively, followed by Drang Smash on your turn.


List Building Advice

Strategy

Sturm goes in, deceleration up, and with the warbeasts shield guarding to protect him and the skirmish screen boosted by Polarity. Drang then takes over, giving your battlegroup free charges and +2 MAT while shutting down the enemy beasts and jacks. It's not terribly subtle.

He works with all warbeasts, and a skirmish screen

Theme Thoughts

    Will Work for Food    
He's mostly a battlegroup caster, with some support for infantry, and that means that he's frequently seen in this theme (even if this doubles up on the Overtake).

    The Thornfall Alliance    

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

Battlegroup

  • 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.

Other

Trivia

  • 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 Arkadius1 - Carver1 - Helga1 - 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 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

Gatorman

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

Unaligned

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

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

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

Unaligned

Alten Ashley - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Dhunian Archon Efaarit Scout - Eilish Garrity, the Occultist - Feralgeist - Gobber Tinker - Gremlin Swarm - Gudrun the Wanderer - Hermit of Henge Hold - Hutchuck, Ogrun Bounty Hunter - J.A.I.M.s - Lanyssa Ryssyl, Nyss Sorceress - Ledfoot & Tredz - Orin Midwinter, Rogue Inquisitor - Ogrun Bokur - Raluk Moorclaw, the Ironmonger - Primal Archon - Pyg Tank - Saxon Orrik - Swamp Gobber Chef - Swamp Gobber River Raiders - Thamarite Advocate - Thrullg - Totem Hunter - Underchief Mire - Viktor Pendrake - Void Archon

Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
 
Minion - Theme Forces
Minion Faction Themes (Edit) The Blindwater Congregation - The Thornfall Alliance - Will Work for Food
Unlimited Minions themes(Edit) Disciples of Agony (Skorne) - Oracles of Annihilation (Legion) - Secret Masters (Circle)
This index was last updated: 2019.09

Video Battle Reports

Rules Clarifications

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Rules Clarification : Feat - Psychic Apocalypse


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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. 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.
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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 - General ( Edit )
    • See the Throw article for a general recap of the core Throw rules.
    • See the Open Fist Rules Clarifications for stuff specific to a Power Attack Throw.
    • 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.


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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.

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 Shield      (Edit)
Rules Clarification : Polarity Field - None yet. (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)

  • You ignore damage, but not any effects that trigger on "hit". For instance a Quake will still cause knockdown and a Star Strike will still set you on fire.
  • You can't ignore attacks which do a fixed amount of damage instead of a damage roll, such as Sniper or Needle.
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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.