Captain Gunnbjorn

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Trollblood Logo.jpg Captain Gunnbjorn

Trollblood Trollkin Warlock

Once a member of the Cygnaran military, Captain Gunnbjorn brings a unique perspective to the armies of the kriels. His formal military training and his keen mind give him a tactical approach to battle rather than the more primitive approach of overpowering brutality favored by less experienced trollkin warriors. Even the best laid plans have pitfalls, however, and when careful use of cover and terrain fail him, Gunnbjorn is quick to use his heavy bazooka to decimate enemy formations.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
M.A. N/A
DEF 15
ARM 16
ESSENCE {{{essence}}}
HP 17
F. Field N/A
WJP {{{wjp}}}
WBP +28
IHP {{{ihp}}}
Warcaster 1
the Statblock

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.

Feat: Fortification

While in Gunnbjorn's control range, friendly Faction models gain cover, do not suffer damage from ranged attacks, and cannot become knocked down. Fortification lasts for one round.


  • Tough symbol.jpg Tough
  • Field Marshal [Kill Shot] - Warbeasts/warjacks in this model's battlegroup gain Kill Shot. (Kill Shot - Once per activation, when an enemy model is destroyed or removed from play as a result of a melee attack made by a model with Kill Shot during its activation, immediately after that attack is resolved the model with Kill Shot can make one basic ranged attack.)


Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 3 14
  • Critical Devastation - On a critical hit, models hit are thrown d6" directly away from the attacker. Roll distance once for all models affected. Models thrown do not deviate. Move models farthest from the attacker first. Instead of suffering blast damage, models hit but not directly hit suffer a damage roll with POW equal to half the POW of this weapon. The POW of collateral damage is equal to half the POW of this weapon.
Sword icon.jpg  RNG   POW   P+S 
0.5 4 11



1 6 - - Upkeep No
Target friendly Faction model's ranged weapons gain Damage Type: Magical. If the affected model directly hits and boxes an enemy model with an attack from a ranged weapon, center a 3" AOE on the boxed model, then RFP that model. Models in the AOE are hit and suffer an unboostable POW 8 magical blast damage roll.
Guided Fire

3 SELF Control - Turn No
While in the spellcaster's control range, models in its battlegroup gain boosted ranged attack rolls for one turn.
Rock Wall

2 Control - - Upkeep No
Place a wall template anywhere completely within the spellcaster's control range where it does not touch a model's base, an obstruction, or an obstacle. The wall is an obstacle that provides cover.

2 6 - - Upkeep No
Target model/unit's ranged weapons gain +4 RNG.

Theme Forces

  • Other Factions

Thoughts on Captain Gunnbjorn

Captain Gunnbjorn in a nutshell

Captain Gunnbjorn is a ranged superiority warlock. Between Snipe, Guided Fire, Rock Wall, and his feat, he has a scary ranged game, to the point where Gunnbjorn can go toe-to-toe with Cygnaran shooting.

Gunny offers you a powerful option for a ranged attack army. For a faction that prides itself on melee and bricking being able to reach out and touch some one is a huge advantage. He offers you the ability to shoot up your enemy at range, then smash the remaining poor souls that weren't lucky enough to die already.

Feat thoughts

His feat is obviously best used defensively; either to stop a feat or to stop one round of incoming fire.

Spell thoughts

  • Rock Wall is really useful for blocking charge lanes or providing cover.
  • Guided Fire gets spammed as (functionally) free focus.
  • Explosivo is very much a utility spell. You want it in case of incorporeal enemies.
  • Snipe is best cast early and upkept.

Drawbacks & Downsides

  • He runs a pretty much exclusively ranged game.
  • His feat is anti-ranged so vs melee armies (which is many games) it is near-useless.

Tricks & Tips

  • Rock Wall can be really obnoxious when placed in front of a Colossal/Gargantuan, leaving nowhere for it to advance and put their base.
  • The Glacier King assassination requires Captain Gunnbjorn, a Glacier King, the Krielstone Bearer & Stone Scribes with the Northkin UA, and a Bog Trog Mist Speaker. Gunnbjorn activates and casts Guided Fire and then casts Snipe on the Glacier King, the Mistspeaker gives it Guidance, the Krielstone gives it +2 POW, and the Glacier King then puts out three fully boosted magical POW 16 Magical attacks with Eyeless Sight with a threat range of 21" (and there's the potential for Kill Shot charges).

List Building Advice


He wins by simply shooting the enemy off the board. Alternatively, he can use his feat to deliver a more melee-orientated force.

Theme thoughts

    Kriel Company    
This appears to be his natural home as he's a ranged warlock

  • any solo in this theme to provide Mark Target. Pyg Lookouts are not as needed in this theme for this reason.
  • Northkin Raiders are a nice skirmishy shooty unit that can benefit from Snipe.
  • Trollkin Highwaymen - Become a pretty good unit with Snipe.
  • Pyg Burrowers or Pyg Bushwhackers both like snipe to aim, due to pitiful Rat.
  • Thunderstone Brug - With him and Snipe Bushwhakers can shoot into enemy deployment turn 1. He is also otherwise useful to any ranged unit in your army, of course.
  • Fire Eaters - They do not benefit from Snipe, but on feat turn they can spray over each other, to light each other on fire without actually damaging each other.
  • Trollkin Barrage Team - A premium ranged unit with excellent guns. Snipe pushes their shooting range to silly levels. You can never go wrong with a couple of these.
  • Thunderstone Brug - A great damage buff for ranged units as well as a speed buff to get into position faster. With Snipe and his movement buff, Pyg Bushwhackers can shoot into the enemy deployment zone turn one.

    Storm of the North    
Most of the units available in Kriel Company are also available in this theme. SotN gives him free upkeeps on his units and he can even upkeep Snipe or Explosivo on Rök, a Winter Troll, Ice Troll, or Glacier King for free.

  • Pyg Lookouts are a to hit buff, synergizing well with ranged models. The ambush threat is also very useful.
  • Battle Bears & Bumbles - For even more ambush! Use them to make the sides of the table off-limits to your opponents models, then use terrain and Rock Wall to further limit where they can go and funnel the enemy army into your firing squad.
  • A Glacier King is an excellent piece for Gunnbjorn. A free upkeep of Snipe thanks to the theme benefit and +2 to cold damage from the Northkin Elder really make the king sing when combined with Guided Fire, Rock Wall and Killing Shot! Add in a Bog Trog Mist Speaker for Guidance.
  • Rok - He can Assault, Berserk until everything in melee is dead and then trigger a 2nd spray off the last kill thanks to Killing Shot. With Guided Fire to help his Rat 5. Explosivo with a Spray (or two) can also be really back breaking for tightly packed infantry.
  • Trollkin Champions - They love Rock Walls and not being shot at due to the feat and can do some serious work.

    Band of Heroes    
The lack of ranged units means Gunnbjorn doesn't do that much in this theme, although he's not unplayable in it.

  • Trollkin Fennblades - His feat is a great delivery system for fast units, keeping them safe from shooting for a turn. He doesn't have to go all ranged, and that is a good thing.

    Support Models (Various themes)    

  • The ever-present Krielstone can be hard for Gunnbjorn to charge up on turn one, but is really useful for ranged duels.
  • Bog Trog Mist Speaker - Eyeless Sight is great for any ranged model.
  • Lynus & Edrea - Anti cloud tech and Applied Knowledge to boot.


  • Dire Troll Bomber - It's already a great warbeast, and loves everything Gunnbjorn does for it, up to and including the Kill Shot. And Gunnbjorn loves Far Strike.
  • Dozer & Smigg are his pet warbeast, so he can take them in any theme. They're pretty good at killing infantry and much more fury efficient than another Bomber. And again, they love Kill Shots.
  • Earthborn Dire Troll - Rock Walls trigger its elemental communion and with any damage buff (so the Pyre or Slag Troll) it his like a real heavy while having premium stats.
  • Mountain King and Glacier King - Both have nice ranged attacks. The Glacier King in particular loves both Guided Fire and Snipe and you can upkeep on it for free in Storm of the North.
    • Also see the tricks section for the Glacier King assassination.
  • Winter Troll - Actually vaguely useful with Guided Fire.
  • Slag Troll or Pyre Troll - Both have great guns to abuse Killing Shot with and pack melee damage buffs.
  • Troll Impaler - The Impaler gives you Far Strike at a cheaper price tag than the Bomber.
  • Ice Troll - Swift Hunter lets you dive behind Rock Walls after shooting.
  • Dire Troll Mauler - Gives you the melee hitting power and damage buff.



Released in Forces of Hordes: Trollbloods (2010)

Video Battle Reports

Other Trollblood models

Trollblood Logo.jpg       Trollbloods Index       (Edit)
Battlegroup & Similar

Borka1 - Borka2 - Calandra - Gunnbjorn1 - Gunnbjorn2 - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Kolgrima - Madrak1 - Madrak2 - Madrak3 - Ragnor

Warlock attachments Trollkin Runebearer
Lesser Warlock Horgle1
Light warbeasts Ice Troll - Night Troll - Pyre Troll - Slag Troll - Storm Troll - Swamp Troll - Troll Axer - Troll Basher - Troll Bouncer - Troll Impaler - Winter Troll
Heavy warbeasts Dire Troll Blitzer - Dire Troll Bomber - Dire Troll Brawler - Dire Troll Mauler - Earthborn Dire Troll
Dozer & Smigg - Mulg the Ancient - Rök
Gargantuan Glacier King - Mountain King - Sea King
Units, Solos, & Battle Engines

Dannon Blythe & Bull - Boomhowler1 - Dhunian Knot - Kriel Warriors - Stone Bearer - NK Bears - NK Fire Eaters - NK Raiders - Pummeler Crew - Pyg Burrowers - Pyg Bushwhackers - Pyg Lookouts - Sons of Bragg - Scattergunners - Thumper Crew - T Champions - T Fennblades - T Highwaymen - T Long Riders - T Runeshapers - T Scouts - T Sluggers - Warders
Special WA: Trollkin Sorcerer


Boomhowler2 - Boomhowler3 - Braylen Wanderheart, Trollkin Outlaw - Bumbles - Dhunian Archon - Fell Caller Hero - Fennblade Kithkar - General 'Thunderstone' Brug - Horgle Ironstrike (1) - Horthol, Long Rider Hero - Janissa Stonetide - Ledfoot & Tredz - Northkin Shaman - Pyg Tank - Stone Scribe Chronicler - Troll Whelps - Trollkin Champion Hero - Trollkin Skinner Valka Curseborn, Chieftain of the North

Battle Engines Hearthgut Hooch Hauler - War Wagon
Theme Forces
Band of Heroes - Kriel Company - Power of Dhunia - Storm of the North - Vengeance of Dhunia
Minions that work for the Trollblooods
Refer to Who Works for Whom and/or Category: Trollblood Minion
This index was last updated: 2020.12

Rules Clarifications

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Rules Clarification : Feat: Fortifications

  • His feat makes you immune to stuff like Blight Storm or Affliction. Because you don't take a damage roll at all, those abilities can't make you "take 1 point of damage if the damage roll that fails to exceed ARM." (Infernal Ruling)

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Rules Clarification : Devastation      (Edit)

  • This is not a Power Attack Throw, it just causes models to be thrown. As such, it can be used against friendly models.
  • Damage is worked out like this:
    • The model you targeted: Full POW + 2d6 (+1d6 if it was thrown into an equal- or larger-based model, or an obstacle). This can be boosted.
    • Other models in the AOE: Half POW + 2d6 (+1d6 if they were thrown into an equal- or larger-based model, or an obstacle). This is not blast damage. This can be boosted.
    • Models outside the AOE but that got something thrown into them:
      • If they were hit by something smaller: No effect
      • If they were hit by something with the same base size or larger: They're knocked down and take Half POW + 2d6. This is not blast damage. This cannot be boosted.
  • Refer to the Throw article for more.

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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.
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • As of 2020.08, I have lost track of how this is supposed to work and I'm giving up until it is sorted properly. Refer to this thread for the latest ruling and follow-up questions.

  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)
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Rules Clarification : Kill Shot      (Edit)

  • If you're still in melee when you trigger Kill Shot, you cannot make a ranged attack. Unless you have a rule that lets you shoot while in melee (such as being a Gargantuan or Colossal).
  • Kill Shot can be triggered from a Power Attack. Power Attacks are melee attacks.
  • Kill Shot only triggers one ranged attack, regardless of the gun's normal ROF. (Infernal Ruling)
  • Attack-Generating Abilities (Edit)
    • From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
    • If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
    • If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)

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Rules Clarification : Explosivo      (Edit)

  • The damage from the AOE is considered to be damage from the model that has Explosivo, but it is not damage from the ranged attack. (It is damage from the triggered ability called "Explosivo")
    It doesn't benefit from stuff that modifies a weapon's damage roll, such as Sniper. (Locked thread)
    It does benefit from stuff that modifies a model's damage, such as Prey. (Infernal Ruling)
  • If you put Explosivo on a weapon that directly hits multiple enemies, then all models boxed by the initial attack will turn into 3" AOEs. Clusterbombs, away!
    • Note that normal AOE weapons only directly hit the original target. To get this clusterbomb effect you need something like a spray attack, Siege's Ground Pounder attack, or Thunderhead's Energy Pulse attack.
  • The AOE damage is just damage, it's not considered to be an attack.
  • Not considered an attack & "Non-attack damage roll" (Edit)   [Show/Hide]
    • There are two ways you can get these "non-attack" damage rolls. Either way, they interact with other special abilities that trigger on 'attack/damage' (such as Vengeance) in the same manner, and as such we'll call both types "Pure Damage" for brevity.
    • Type 1 - A secondary damage roll that is not considered to be an attack:
      Some attacks create a second damage roll that is explicitly "not considered an attack" (such as Electro Leap).
    (Note that although the second damage roll is not an attack, the original attack certainly is and will trigger stuff normally. These clarifications don't apply to the original attack.)
    • Type 2 - Non-attack damage roll:
      Some special abilities & special actions tell you to make a damage roll without mentioning whether it is considered an attack or not (such as Vent Steam and Flak Field).

    • Pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Pure damage is not an attack, so doesn't benefit from stuff that affects 'attack damage rolls' (such as Bethayne1's feat). (Infernal Ruling)
    • Pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
    • Pure damage is not from an attack, but it is damage from the original model. This has two implications:
      1. It's not an attack from a weapon so:
        • it won't gain damage buffs from the weapon (such as Poison).
        • it won't gain any Damage Types from the weapon. (Infernal Ruling)
      2. It is a damage roll from a model so:

Rules Clarification : Guided Fire - None yet. (Edit)

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Rules Clarification : Rock Wall      (Edit)

  • The size of the wall template is 0.75" by 4". (Infernal Ruling)
  • The upkeep spell is not "on" any model, not even the original caster. So it can't be dispelled stuff like Dispel and Hex Blast.
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Rules Clarification : Snipe      (Edit)

  • Although Snipe the spell and Snipe the Attack Type are two different "sources", they are multiple instances of the same effect. As such, they're not cumulative. Refer to the "Rule Priority" section of the core rulebook.
  • Snipe does not affect the range of weapons that use the Spray template, or one's which have RNG = CTRL.