General Ossrum

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Mercenary Logo.jpg General Ossrum

Mercenary Rhulic Warcaster

Rhulic warcaster General Ossrum Dhurg is an advocate of wild, non-traditional tactics. In battle he employs a range of bold, daring moves which have earned the admiration of both his troops and his peers. Held in high regard by his men, they have shared many great victories together due to his quick thinking and their unwavering belief in his mindset.

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.

Ossrum1
Missing Info
General Ossrum.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 4
STR {{{str}}}
MAT 7
RAT 6
M.A. N/A
DEF 14
ARM 17
CMD 9
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 18
F. Field N/A
WJP +28
WBP {{{wbp}}}
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

Abilities

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Rhulic Warcaster - This warcaster can control only Rhulic warjacks.
  • Tactician [Rhulic] - While in this model's command range, friendly Rhulic models can ignore other friendly Rhulic models when determining LOS. Friendly Rhulic models can advance through other friendly Rhulic models in this model's command range if they have enough movement to move completely past them.

Weapons

  • Hand Cannon - 12" range, POW 12 ranged weapon.
  • Oathkeeper - 0.5" reach, P+S 13 melee weapon.

Spells

COST RNG AOE POW DUR OFF


Bullet Dodger

2 6 - - Upkeep -
Target friendly Faction model gains +2 DEF and Dodge.
Dodge - When an enemy misses this model with an attack at any time except when it is advancing, this model can immediately advance 2" ignoring free strikes.
Energizer

2 SELF - - - -
Each model in the spellcaster's battlegroup that is currently in its control range can immediately advance up to 2". Energizer can be cast only once per activation.
Fire for Effect

3 6 - - Upkeep -
Boost the attack and damage rolls of target friendly Faction model's first ranged attack each activation.
Snipe

2 6 - - Upkeep -
Target model/unit's ranged weapons gain +4 RNG.
Stranglehold

2 10 - 11 (★) Yes
A model damaged by Stranglehold forfeits either its Normal Movement or its Combat Action during its next activation, as its controller chooses.
Unstoppable Force

2 SELF Control - Turn -
While in the caster's control range, models in its battlegroup gains Bulldoze. Unstoppable Force lasts for one turn.
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.

Feat : Perfect Plan

Friendly Rhulic models currently in Ossrum's control range gain +3 ARM, +3 SPD, and Pathfinder.

Theme Forces

Thoughts on General Ossrum

General Ossrum in a nutshell

Ossrum is considered by far the strongest of the Rhulic warcasters and one of the best Mercenary casters overall due to his versatility and his ability to make great use of the highly efficient Driller, Gunner and Blaster warjacks. His feat and Energizer compensate for the slowness of dwarves, and Snipe provides additional threat extension few other Mercenary warcasters can provide. Fire For Effect gives him a strong ranged game as it can be placed on quite a few targets for excellent effect. The Siege Crawler, Herne and Jonne and the Horgenhold Artillery Corps are popular targets and a common tactic is to juggle this spell between two Artillery Corps to get two 4d6 POW 14 shots per turn.

Tactician, Energizer and Unstoppable force allow Ossrum to play a strong scenario game by bringing a lot of Gunners and Blasters that need no focus from him to be highly effective and benefit from both spells tremendously.

With his feat and his strong ranged game he can play for attrition and take a punch while playing a strong scenario game. The only thing he lacks is a damage buff but Mercenaries have options in that department.

Feat thoughts

Perfect Plan is a rare dual use offensive and defensive feat. It usually gives you the alpha strike at range but it also makes your army more resilient against the retaliation. It usually goes off turn 2 or bottom of 1 if the enemy is too close. It can also be used for creative assassinations when coupled with Bulldoze.

Spell thoughts

  • Bullet Dodger - Most of the time Ossrum does not have the focus to cast or upkeep this spell. But sometimes it's the right thing to do. It is a reasonable buff on Ossrum himself and can be useful on high DEF models like Skarath.
  • Energizer - Its uses are myriad. All the jacks can benefit from this. Melee 'jacks like Driller, Basher and Rockram love it. Ranged 'jacks like the gun bunnies and Avalancher use it to get better lines of fire or to pull back from charging troops.
  • Fire For Effect - While limited to just the first shot, it isn't limited to just warjacks. This makes this a great spell to cast on something that is already doing excellent damage, like the Horgenhold Artillery Corps or Herne & Jonne. H&J especially benefit, as all three blasts get the boost. Finally, the Siege Crawler sees its chances of triggering stagger increase dramatically. That is usually where it goes. The Steelhead Cannon is another common target in Soldiers of Fortune.
  • Snipe - This may or may not be cast depending on Ossrum's army build. If he runs an Earthbreaker, then it will have Snipe for the duration of the game. If he runs Gunner spam, he may instead focus on Unstoppable Force or Energizer and not cast it. Besides the Earthbreaker, Eiryss1 is a popular target allowing her to influence where the opposing caster gets to stand. Idrians get good mileage out of it as well.
  • Stranglehold - This allows for late game control of opposing heavies and colossals. It is infrequently cast, but useful when needed.
  • Unstoppable Force - Another fantastic spell that opens up all sorts of tricks. Every warjack in your battlegroup gets a push. Open up charge lanes or lines of fire. Push enemy models in the way of each other. Break up units so they can't get orders or spells. Separate shield guards. Shove units together for sprays and blasts. The amount of utility in this spell can't be understated.

Drawbacks & Downsides

  • He's a special order model.
  • Lack of Focus. With his spell list, you'll be wanting to cast and/or upkeep 3-4 spells a turn. He can't.
  • Speed. This is something he can overcome with spells like Energizer and his feat. But most turns you'll be plodding.
  • Support caster. He makes things around him better. When the army starts getting whittled away and his last warjacks fall apart, he's quickly picked off.
  • Feat only affects Rhulic models.
  • He can't cast all his upkeeps on turn 1.
  • He is weak to LOS denial. Forest walls and clouds remove half his game. If the opponent can close and hit hard, you lose.
  • He has to keep all his jacks in control each turn but can't play forward or he is easily killed. This makes contesting distant zones or flags difficult.

Tricks & Tips

  • Bulldoze, Tactician, Energizer and a dash of creativity may occasionally win you games.

List Building Advice

Strategy

Ossrum is the strongest gunline caster in Mercenaries, and certainly the most Rhulic-friendly. While he favors ranged combat, he can do combined arms fairly well thanks to Energizer.

He has two strategies for victory: soften up the enemy as they close in, then feat to take the alpha on the chin, or feat and steal the alpha strike himself with the speed boost. Drillers, for example, threat 13" on his feat turn with Energizer and will be very hard to remove on the following turn. Regardless, the feat is where he gets a lot of his attrition advantage.

Models that the General commonly wants in his army:

  • All of his abilities, from the feat to Tactician steer you into piling as much Rhulic stuff into the army as you can get away with.
  • He likes a Snipe target and a Fire For Effect target.
  • You then have to decide if you want to use your focus to cycle spells (so add extra units to cycle onto) or to cast Energizer (so add extra warjacks).

Theme Thoughts

    Hammer Strike    
Hammer Strike ensures everything in the army benefits from his abilities. It does, however have weaknesses.

That said, here's his Rhulic synergies:

    The Irregulars    
Ossrum loses access to the Forgeguard and HACs, so it is difficult to build a dwarf heavy army in this theme unless you go big BG and Crawlers. A build with a large battlegroup is possible, leveraging small units such as Kayazy Eliminators and Aiyana and Holt, but the theme lost advance move so that might be suboptimal.

    Soldiers of Fortune    
Ossrum runs jack heavy with 1 or 2 artillery pieces in this theme.

  • Lots of Artillery means lots of good targets for Snipe and FFE (Cannon Crews under FFE and Siege Tactics are brutal to huge bases).
  • Mark Target makes Gunbunnies extremely accurate.
  • Steelhead Arcanists provide Empower, anti-cloud tech and magic weapons.
  • Steelhead Ironheads provide threat extension..
  • He does little for Halberdiers, but they don't need much input anyway and you probably want to leverage a large battlegroup anyway. A few Steelhead Halberdiers for screening are enough.
  • Eiryss1 is allowed and will surely be your first requisition choice for the Snipe/Mark the Target combo.

Battlegroup

Quite literally every Rhulic warjack is a viable choice, and you won't be able to get everything you'd like in the list

  • The shooty jacks mentioned above.
  • He can send Drillers flying 12" across the board with Energizer on the feat turn.
  • With Gunners and Blasters being self-sufficient, cheap and speedy with Energizer and the feat turn, he's spoiled for choice.

Other

Trivia

  • Released in the Warmachine: Colossals expansion (2012)
  • Nicknames: General Awesome

Video Battle Reports

Warjacks he can take

This warcaster/jack marshal doesn't have full access to every Mercenary warjack. Instead they are limited to the Rhulic warjacks listed below.

Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Note: Other restrictions may apply, such as 'Jack Marshals can't control Colossals, character warjacks aren't allowed in most theme forces, etc.

Other Mercenary models

Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)
Warcasters

Ashlynn - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae

Non-Casters "Junior Warcaster" Crosse1 'Jack Marshal

Colbie Sterling - Dirty Meg - MacHorne1 - Raluk Moorclaw - Rutger Shaw

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Rhulic 'Jack Controllers (Edit)
Warcaster Durgen Madhammer - General Ossrum - Gorten Grundback
'Jack Marshal Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Units

Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Legion of Lost Souls - Ogrun Assault Corps - OoI Resolutes - OoI Vigilants - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - SH Cannon - SH Halberdiers - SH Cavalry - SH Mortar - SH Riflemen - SH Volley Gun - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) - Special WA: Morrowan Battle Priest (Morrow units)

Character Units

Alexia1 - Croe's Cutthroats - Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowler1 - Herne & Jonne - Lady Aiyana & Master Holt - Lynus & Edrea - MacHorne1 - The Commodore Cannon - The Devil's Shadow Mutineers

Solos

Cephalyx Agitator - Gobber Tinker - Menite Archon - Morrowan Archon - Ogrun Bokur - Powder Monkey - SH Arcanist - SH Ironhead - SH Gunner - Swamp Gobber River Raider Thamarite Advocate - Thamarite Archon - Void Archon

Character Solos

Alexia, Mistress of the Witchfire (2) - Alexia, The Undying (3) - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella, Duchess of Dread - Bloody Bradigan - Boomhowler, Solo Artist - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez - Dirty Meg - Doc Killingsworth - Eilish Garrity, the Occultist - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - First Mate Hawk - Flugwug the Filcher - Gastone Crosse - Glyn Cormier, Illuminated One - Gorman di Wulfe, Rogue Alchemist (1) - Gorman the Mad (2) - Grand Master Gabriel Throne - Gubbin - Gudrun the Wanderer - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Viktor Pendrake - Widget, Tinker Extraordinaire - Wrong Eye & Snapjaw

Battle Engines Hammerfall Siege Crawler
Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2019.09

Rules Clarifications

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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.")

Rules Clarification : Decapitation - None yet. (Edit)


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

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus 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 warcasters 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 Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • 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.

Rules Clarification : Rhulic Warcaster - None yet. (Edit)

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Rules Clarification : Tactician and/or Operations Command     (Edit)

  • The moving model doesn't have to be in CMD range, just the model they're moving through.
  • The "can ignore for LOS" is not optional. You cannot opt to "turn off" your ability to see through models, in the hope of getting a free strike or some such. (Infernal Ruling)
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Rules Clarification : Pathfinder      (Edit)


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Rules Clarification : Bullet Dodger      (Edit)

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Rules Clarification : Dodge      (Edit)

  • Dodge triggers after any missed attack - melee, ranged, or magic.
  • An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
  • If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, you can choose whether to dodge or riposte first. Appendix A Step 13 applies here, because the controller of the model being attacked is not the active player.
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Rules Clarification : Energizer      (Edit)

  • The models affected are determined when you cast the spell. If you use Energizer to move your caster forward and get more models in your CTRL range, that doesn't change anything.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Fire for Effect      (Edit)

  • If you use this spell with a spray or AOE weapon, then all attack and damage rolls for that attack are boosted.
  • FFE is a target model spell, not a target model/unit spell. So:
    • If cast on a model that is in a unit, only the actual model targeted will gain the bonus, not the entire unit.
    • If you put a second upkeep on that same unit it will cause FFE to expire (even if you target a different model).
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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.
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Rules Clarification : Stranglehold      (Edit)

  • If a warbeast is affected by this spell and then frenzies, the Frenzy will let it "shake" Stranglehold without any real penalty.
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Rules Clarification : Unstoppable Force      (Edit)

  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification:  : Bulldoze      (Edit)
(Click Expand to read)

(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:

  1. Bulldoze pushes models directly away from your base. Not at an angle. Directly. Away.
  2. 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.
  3. A model can be pushed only one time via Bulldoze.
  • 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)