Prime This model is available in one Prime Army, Armored Korps. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.
Note that the rest of this page is about the model's Mark III rules.
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“Bulkhead” was the nickname given to this Man-O-War Breacher, mostly due to his repeated use of his head as a battering ram during attacks on fortified structures. With no Armored Korps left to follow, Bulkhead began traveling the wastes doing what he does best: breaking things and keeping tinier things behind him from being broken.
Basic Info
Bulkhead |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Medium |
SPD |
4 |
STR |
9 |
MAT |
8 |
RAT |
6 |
M.A. |
N/A |
DEF |
10 |
ARM |
17 / 19 (★) |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
8 |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
C |
UNIT SIZE |
N/A |
COST |
5 |
N/A |
N/A |
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(★) ARM 19 with the Shield |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Riot Quest - Although this model has rules which allow it to be played in Warmachine and Hordes, it was primarily designed for the Riot Quest boardgame. RQ is set in an alternate and/or future timeline where the Infernals won the war. Some of the RQ models are slightly more goofy than their WMH equivalents.
Abilities
- Bulldoze - When this model is B2B with an enemy model during its Normal Movement, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per turn. Bulldoze has no effect when this model makes a trample power attack.
- Dual Attack - This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
- Follow Up - When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model, up to the distance the slammed model was moved.
- Immovable Object - This model cannot become knocked down, cannot be placed, and cannot be moved by a push, slam, or throw.
- Repairable - This model can be targeted with Repair special actions as if it were a construct model.
- 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.
- Slam Power Attack - This model can make slam power attacks.
Weapons
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Sawed-off Shotcannon
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RNG
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ROF
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AOE
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POW
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SP 6
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2
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-
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16
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- Both Barrels (★ Attack) - This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it used a Both Barrels attack.
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Riot Shield
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RNG
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POW
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P+S
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0.5
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3
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12
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Theme Forces
Thoughts on Bulkhead
Bulkhead in a nutshell
Bulkhead can be thought of as a slightly less durable character Strike Tanker that focuses on closer range fighting. Because of his slow speed and short range, it can be difficult for him to kill things unless he gets an opportunity to Slam and move deeper into enemy lines. Nonetheless, Bulldoze, Immovable Object and Shield Guard let him behave as an effective scenario piece or bodyguard, either for your warcaster or to a key solo like a Forge Seer.
Positioning is key with Bulkhead. He wants to be in a central location, forcing your opponent to either deal with him or play around him. He can do a good job contesting scenario elements or stand in charge lanes/landing zones, but just remember that he isn't *that* hard to kill.
Combos & Synergies
- Strakhov1 is his best friend with his feat extending his Slam range considerably.
- Sorscha3 - Freezing a bunch of stuff for him to shoot makes his RAT 6 less of a problem. Her battlegroup also get Flank off of him.
- Kozlov - +2 SPD and ARM from his feat is a god send to this guy, making his threat range much more respectable and making him hardier.
- When played in the Armored Korps theme, Tactician from Kommandant Arconovich is great for making sure he doesn't get jammed up with your other Man'o'War.
Drawbacks & Downsides
- If you use Both Barrels, you cannot make melee attacks (despite Dual Attack)
- Dual Attack only allows initial ranged + initial melee, or initial ranged + power attack.
- Bulkhead almost always wants to be doing Slam Power Attacks combined with initial ranged attacks. Slam lets him trigger Follow Up, extending his shooting threat range from "meh" to "okay". So he will almost never be doing Both Barrels.
- Short threat range:
- He needs to have a target within 7.5" to declare a charge/slam against.
- RNG 6" on the gun and SPD 4 is just sad.
- He cannot be Desperate Pace'd by a Man-O-War Kovnik, and movement buffs like Boundless Charge don't work on slams.
- As a character model Vladimir2's feat for +3 SPD won't work on him.
- RAT 6 will fail you more often than you wish and he has no access to boosting mechanics.
Tricks & Tips
- When you slam you don't need to get in B2B, just within 0.5". So your slam threat range is the same as your charge threat range. Just keep in mind that against targets on a large (or huge) base you will suffer -2 on slam attack rolls, that can sometimes be an issue, even with MAT8.
- You can use Bulldoze to slam a model that starts 1" away from you. You move 1" and contact them, Bulldoze them back 2", then move another 2" to satisfy the Moved at least 3" to make a successful slam requirement.
Other
Trivia
Other Khador models
Rules Clarifications
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Rules Clarification: : Bulldoze (Edit) (Click Expand to read)
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(A) People think Bulldoze works like a bowling ball hitting tenpins. But this is wrong because the models haven't been moved DIRECTLY away.
(B) Whereas if you move models DIRECTLY away, you bulldoze the first guy okay, but then the next one's path is blocked (shown in red), and you get stuck.
Bulldoze - General
- Models are pushed directly away from you at the point of contact. Some players do this incorrectly, refer to the section on moving models, below.
- You cannot cast spells or use any other "any time" abilities when you 'stop' to resolve the Bulldoze movement. It's just a pause, not a stop.
- The size of the Bulldozer vs the Bulldozed does not matter. A small model bulldozes a large model just fine. (Just don't expect to move a Colossal etc.)
- Bulldoze only works during your Normal Movement. This includes full advances, runs, charges, and slams, but doesn't include stuff like Reposition or Energizer.
- You can't make free strikes against models you Bulldoze (because for them it is involuntary movement).
- Enemy models with 2" melee range will still engage you after being bulldozed. Because they will be exactly 2" away and thus still within 2".
- An enemy model can only be pushed once by the Bulldozer, but if you have multiple Bulldozer models then you could push the same enemy multiple times.
- If you contact a model you want to Bulldoze while overlapping another model or an obstacle, then you can "pause" on top of that other model/obstacle while resolving the Bulldoze, then continue your movement off the other model/obstacle. (Locked thread)
Bulldoze - Charges / Slams
- If you attempt to Bulldoze a model out of your charge lane but it does not move far enough, you can't Bulldoze again. You will continue your charge, contact it again, and stop.
- You can use Bulldoze to get the charge bonus against models between 1 and 3" away. Simply move into B2B, bulldoze them 2" to make some more room, then you can move 2" further forward to get to the "moved at least 3 inches" requirement.
- Similarly for Slams vs models within 1-3".
- If you Bulldoze your charge target out of your melee range, this doesn't break the "once in your melee range the target must stay in your melee range" rule. Bulldoze is an exception. (Infernal Ruling)
Bulldoze - Moving the models
A lot of people think they can bulldoze straight through the enemy lines, like shown on Image A. But what actually happens is more like Image B. This is due to 3 important factors you need to apply:
- Bulldoze pushes models directly away from your base. Not at an angle. Directly. Away.
- If there is a model behind the bulldozed model, the model will STOP.
- And in this situation, a model beside the pushed model is effectively behind it unless you're pushing at a perfect tangent.
- A model can be pushed only one time via Bulldoze.
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Push - General ( Edit) [Show/Hide]
- Pushed models do not change their facing.
- Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
- Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
- You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
- Pushed models suffer the effects of anything they move through (such as acid clouds).
- If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
- However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
- In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
- If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
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Rules Clarification: : Dual Attack (Edit) (Click Expand to read)
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* If you fail a charge, then you do not get to make ranged attacks.
- If you have multiple ranged attacks and/or melee attacks, you can intermingle them in any order. (Infernal Ruling)
- You can charge, make a ranged attack, then make your charge melee attack. Even though you made a ranged attack, that doesn't change the fact that your first melee attack is the charge attack. (Infernal Ruling)
- You must complete all initial attacks before buying attacks. You can't go: Make an initial melee attack, then buy a melee attack, then make an initial ranged attack. (Locked Thread)
- Dual Attack doesn't let you mix initial attacks with a (★) attack. Dual Attack only lets you make either:
- Initial melee attacks and initial ranged attacks.
- Power attack and initial ranged attacks.
Any other combination of (★ Attack) and initials is disallowed. See this thread for full explanation and links to relevant Infernal Rulings.
- You could theoretically make a special melee attack and then buy additional ranged attacks (or vice versa) ... but the core rules say "The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any" so the special attack would have to explicitly allow a swap - and I'm unaware of any that do so.
- There is no penalty for shooting an enemy you are in melee with.
- Your ranged attack(s) can target a model you are not in melee with. (Infernal Ruling)
- Dual Attack & Drag ( Edit )
- This is pretty-much limited to just the Prime Axiom under Syntherion, or the Swabber, Galleon or Prime Axiom under Aurora2
- If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
- If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
- If you didn't charge then ... just go nuts. There's no restrictions that I know of.
- Dual Attack & Slam/Trample ( Edit )
- Power Attack Slam and Trample combine your Normal Movement and Combat Action, and how this works with Dual Attack is:
- Slam: You must resolve the movement, the attack, and moving the slammed model. Only then can you make initial ranged attacks.
- Trample: You must resolve the movement, the attacks, and the free strikes. Only then can you make initial ranged attacks.
- (Infernal Ruling)
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Rules Clarification : Follow Up (Edit)
- If the target is killed by the slam damage, Follow Up cannot trigger because there is no model left on the table for you to move towards. (Infernal Ruling)
- If you slam your target through smaller-based models, then you can only advance as far as those models - you can't walk through them.
- You can use Follow Up on any kind of slam, not just on a Power Attack Slam.
- You can use Follow Up on a slam caused by a ranged weapon. (Infernal Ruling)
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Rules Clarification: : Slam (Edit) (Click Expand to read)
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- General
- If you slam someone via a Power Attack the distance they move depends on relative base sizes.
- If you slam someone via a weapon or spell, the distance they move will be as per that weapon's/spell's rules text. Sometimes it doesn't depend on base size.
- Obstacles stop slams, but they don't stop throws.
- Obstructions stop both.
- If three models are B2B and in a triangle formation, and you slam one toward the other two, it will contact both those two models simultaneously. (Infernal Ruling)
- You can add model special rules (such as Gang) to the damage roll.
- Power Attack Slam
- You don't add any special rules on your model, unless it specifically refers to Power Attack Slam (such as Hard Head)
- You can use an "any time" ability after resolving the slam movement but before the slam attack roll. (Infernal Ruling)
- The range of a Power Attack Slam is irrespective of your weapon range:
- A Power Attack Slam made by a colossal or gargantuan has a 2˝ melee range.
- A Power Attack Slam made by any other model has a 0.5˝ melee range.
- You can boost the damage roll.
- Weapon Slam (ie Smite)
- You use the weapon's full P+S, not the attacker's base STR.
- You can add weapon special rules (such as Weapon Master) to the damage roll.
- You can boost the damage roll (and if you charged, it is auto-boosted).
- Dual Attack & Slam/Trample ( Edit )
- Power Attack Slam and Trample combine your Normal Movement and Combat Action, and how this works with Dual Attack is:
- Slam: You must resolve the movement, the attack, and moving the slammed model. Only then can you make initial ranged attacks.
- Trample: You must resolve the movement, the attacks, and the free strikes. Only then can you make initial ranged attacks.
- (Infernal Ruling)
- 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 : Immovable Object (Edit)
- Although you can't be moved by slams, you can still suffer a damage roll from a slam attack.
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Rules Clarification : Repairable - None yet. (Edit)
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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 : Slam Power Attack (Edit)
- When a non-warjack/warbeast model can do a Slam Power Attack, it follow all the normal Power Attack Slam rules except it doesn't need to pay focus/fury to do the Slam.
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Rules Clarification: : Slam (Edit) (Click Expand to read)
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- General
- If you slam someone via a Power Attack the distance they move depends on relative base sizes.
- If you slam someone via a weapon or spell, the distance they move will be as per that weapon's/spell's rules text. Sometimes it doesn't depend on base size.
- Obstacles stop slams, but they don't stop throws.
- Obstructions stop both.
- If three models are B2B and in a triangle formation, and you slam one toward the other two, it will contact both those two models simultaneously. (Infernal Ruling)
- You can add model special rules (such as Gang) to the damage roll.
- Power Attack Slam
- You don't add any special rules on your model, unless it specifically refers to Power Attack Slam (such as Hard Head)
- You can use an "any time" ability after resolving the slam movement but before the slam attack roll. (Infernal Ruling)
- The range of a Power Attack Slam is irrespective of your weapon range:
- A Power Attack Slam made by a colossal or gargantuan has a 2˝ melee range.
- A Power Attack Slam made by any other model has a 0.5˝ melee range.
- You can boost the damage roll.
- Weapon Slam (ie Smite)
- You use the weapon's full P+S, not the attacker's base STR.
- You can add weapon special rules (such as Weapon Master) to the damage roll.
- You can boost the damage roll (and if you charged, it is auto-boosted).
- Dual Attack & Slam/Trample ( Edit )
- Power Attack Slam and Trample combine your Normal Movement and Combat Action, and how this works with Dual Attack is:
- Slam: You must resolve the movement, the attack, and moving the slammed model. Only then can you make initial ranged attacks.
- Trample: You must resolve the movement, the attacks, and the free strikes. Only then can you make initial ranged attacks.
- (Infernal Ruling)
- 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 : Both Barrels - None yet. (Edit)