Sturm & Drang

From Battle College
Jump to: navigation, search

Crucible Guard CID is now live     (Edit)  

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[edit]

Sturm & Drang
Base Size Medium
WBP +28
MAT (Sturm) 5
MAT (Drang) 7
DEF 14
ARM 16
See also How to Read the statblock

Both Minds[edit]

Sturm & Drang are 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.


Feat: Psychic Apocalypse[edit]

This feat has 3 effects:

  1. Enemy warbeasts currently in their CTRL range have their FURY reduced to 1.
  2. Enemy warjacks currently in their CTRL range cannot be allocated focus.
  3. While in their CTRL range, enemy models cannot channel spells.

Lasts for one round.



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


  • Mental Domination (Shield Guard) - Warbeasts in this model's 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.)


For one round, friendly Faction models in the caster's CTRL range gain +2 ARM against ranged and magic attacks.
Target friendly Faction model/unit gains Polarity Field. Doesn't affect models out of formation. (Polarity Field - This model cannot be charged or slammed from its front arc.)
Place target model completely within 2" of its current location. If this spell targets an enemy model, it is an offensive spell and requires an attack roll.
  • Vision - Cost 2, 6" range, 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's Mechano Fist (x2) - 0.5" reach, P+S 15 melee.
    • 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.


  • Mental Domination (Overtake) - Warbeasts in this model's 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 - This model cannot upkeep spells.


  • Killing Ground - Grants Relentless Charge to models in the caster's CTRL. Also, warbeasts in the caster's CTRL can charge/power attack without spending fury. (Relentless Charge - While advancing as part of a charge, this model gains Pathfinder.)
  • Obliteration - Cost 4, 10" range, 5" AOE, POW 15
This spell has no special effects. Pure offense.

Thoughts on Sturm & Drang[edit]

Sturm & Drang in a nutshell[edit]

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.

Maximising their Feat & Spells[edit]

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.

Typical Strategy & Army-build[edit]

Sturm & Drang are clearly battlegroup-centric - and very obviously love the Razor Boar both to take the shots you don't want on more valuable targets, and to give them solid MAT via Pack Hunters. But really he works with all warbeasts, and a skirmish screen. (Farrow Brigands when dug in and under Deceleration and Polarity Shield can be really obnoxious to remove). He's mostly a battlegroup caster, with some support for infantry, and that means that he's frequently seen in The Thornfall Alliance

Drawbacks and Downsides[edit]

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 and Tips[edit]

  • 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.



  • 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[edit]

This warlock can only take the following warbeasts in their battlegroup.

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

Theme Forces[edit]

Other Minion models[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
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks Wrong Eye
Gatorman Warbeasts (Edit)
Lights Boneswarm - Bull Snapper
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 Bog Trog Ambushers - Croak Raiders - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Special WA: Void Leech
Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea
Solos Farrow
Agata, Queen of Carnage - Maximus - Rorsh & Brine - Targ
Gatorman Boil Master & Spirit Cauldron - Bog Trog Mist Speaker - Bog Trog Trawler - Croak Hunter - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor
Kwaak Slickspine & Gub - Longchops - Wrong Eye & Snapjaw
Unaligned Efaarit Scout - Feralgeist -Gobber Tinker - Gremlin Swarm - Ogrun Bokur - Gobber Chef - Gobber Raiders - Thrullg - Totem Hunter
Alten Ashley - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Eilish Garrity - Gudrun the Wanderer - Hutchuck - Lanyssa Ryssyl, Nyss Sorceress - Orin - Raluk - Saxon Orrik - Viktor Pendrake
Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
Minion - Theme Forces (Edit)
The Blindwater Congregation - The Thornfall Alliance - Will Work for Food

Rules Clarifications[edit]

Rules Clarification : Feat - Psychic Apocalypse

RC symbol.png

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

  • General
    • 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)
Restrictions on "Any Time" abilities     (Edit)      
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • 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
    • Even if the ability says "any time during the unit's activation", 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 that model's activation has ended (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.

RC symbol.png

Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argii can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • 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).
RC symbol.png

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.
RC symbol.png

Rules Clarification : Farrow Warlock      (Edit)

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

Rules Clarification : Tough - None yet. (Edit)

RC symbol.png

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)

RC symbol.png

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.")
RC symbol.png

Rules Clarification : Pitch      (Edit)

  • If you Pitch on a charge attack, then the throw damage will be boosted (but not collateral damage).
  • Throw ( Edit )
    • See the Throw article for a recap of the core Throw rules.
    • There are currently no rules clarifications for 'normal' throws, although there are a few for Power Attack Throws.

RC symbol.png

Rules Clarification : Mental Domination      (Edit)

  • Placeholder
RC symbol.png

Rules Clarification : Shield Guard      (Edit)

  • Shield Guard doesn't work vs spells.
  • 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)
  • You shift all effects onto the shield guard, including stuff that triggers on "when this attack hits".
  • When you use Shield Guard 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.
  • Shield Guard 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.
RC symbol.png

Rules Clarification : Overtake      (Edit)

  • Overtake triggers at Step 12 of the attack sequence, before stuff like Berserk.

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

RC symbol.png

Rules Clarification : Shortsighted      (Edit)

  • Placeholder

RC symbol.png

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).
RC symbol.png

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

RC symbol.png

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.
RC symbol.png

Rules Clarification : Vision      (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.
RC symbol.png

Rules Clarification : Killing Ground      (Edit)

RC symbol.png

Rules Clarification : Relentless Charge      (Edit)

RC symbol.png

Rules Clarification : Obliteration      (Edit)

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