General Ossrum

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Mercenary Logo.jpg General Ossrum

Mercenary Rhulic Warcaster

Mk4 icon.png
Prime
This model is available in one Prime Army, Rhul Guard. 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.

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

Ossrum1
Missing Info
General Ossrum.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 4
STR 6
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}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Mercenary - In a 2+ caster game, he will work for Cygnar, Crucible Guard, Khador, or Protectorate.

Warcaster - All warcasters 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 : Perfect Plan

Friendly Rhulic models/units currently in Ossrum's control range gain +3 ARM, +3 SPD, and Pathfinder. Perfect Plan lasts one round.

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Tip !
Because the feat specifies "models/units", you only need to have one trooper in control range to have the entire unit benefit.

Abilities

  • 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
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 - 12
Oathkeeper
Sword icon.jpg  RNG   POW   P+S 
0.5 7 13

Spells

COST RNG AOE POW DUR OFF
Bullet Dodger

2 6 - - Upkeep No
Target friendly Faction model gains +2 DEF and Dodge.
Dodge - A model with Dodge can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
Energizer

2 SELF - - - No
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 No
Boost the attack and damage rolls of target friendly Faction model's first ranged attack each activation.
Snipe

2 6 - - Upkeep No
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 No
While in the spellcaster's control range, models in its battlegroup gains Bulldoze. Unstoppable Force lasts for one turn.
Bulldoze - When a model with Bulldoze 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 a model with Bulldoze makes a trample power attack.

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

  • 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.

  • Snipe can go on Eiryss1, or Idrian Skirmishers, but will most likely be on Harlowe all the time.
  • Gastone Crosse - Both Snipe and Bullet Dodger go well on him.
  • Croe's Cutthroats - Snipe on these guys is great and they synergize well with Crosse.
  • Eilish Garrity's Puppet Master in combination with FFE makes the Siege Crawlers critical chance go through the roof.
  • Aiyana and Holt for magic weapon and an ARM debuff help his shooty army.
  • Widget1 can be used to squeeze some extra attacks out of his jacks. Works especially well with Tune Up from Thor to get a fully boosted Ancillary Attack.
  • Lanyssa can act as speed buffs to his slow rhulic warjacks.
  • Asphyxious4, or his character warjack Cankerworm are also great bullet dodger targets. Gaspy also provides a cloud wall and damage buff.
  • Harlowe can be in taken here, too.
  • Sylys and Bamfist provide focus support.
  • Orin1 brings anti magic, Alten Ashley Grievous Wounds, Gorman bust bombs and a cloud, and Gobber Tinker cheap repairs.
  • Nemo4 very much enjoys Snipe. He can summon an Steelhead Ironhead as another threat extender and can bring out of faction jacks that might like FFE, such as the Assimilator.
  • Ragman and Hermit of Henge Hold provide ARM debuffs, which is something he doesn't have. The Hermit especially can up Ossrum's ranged game coupled with Aiyana.
  • Marshalled jacks gain flank in this theme and Lanyssa, Widget, Bamfist and Gaspy are great support for them.
    • You can have Thor bring a Basher to max out on the flank bonus
    • Alternatively give him an Avalancher to get the most out of FFE. As FFE only boosts in-activation attacks, you can also Tune it up and have Widget use ancillary attack on it for a fully boosted out-of activation shot AND a fully boosted in-activation shot
    • Boss MacHorne can bring a Mariner, with FFE and Dismantle its cannon becomes extremely dangerous to pretty much all constructs and it can still throw down in melee with its anchor later.
  • Princess Delores Graciela - She loves Snipe and Bulldozing jacks to set up a Bullet Hell turn.

    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.

Battlegroup

Quite literally every Rhulic warjack is a viable choice, but 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.

Starting a 25 point Brawl list

In 2021.03 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Hammer Strike

General Ossrum: [+28 WJP]
Harlowe Holdemhigh: [3 pts]
Steelhead Gunner: [3 pts]
Thor Steinhammer: [3 pts]
Horgenhold Forge Guard (Min unit): [9 pts]
  • Command Attachment: [4 pts]
Horgenhold Artillery Corps: [Free] (6 pts)


For more Brawlmachine list ideas, see Category: Brawl List

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

Ashlynn1 - Ashlynn2 - Aurora2 - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae

"Juniors"

Asphyxious4 - Crosse1 - Nemo4

'Jack Marshals

Colbie Sterling - Dirty Meg - MacHorne1 - MacHorne2 - Raluk Moorclaw - Rutger Shaw - Steelhead Ironhead

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

Doctor Stygius - Madelyn Corbeau - Reinholdt - Wyshnalyrr

Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Non-character 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 - Asphyxious4 - 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

Non-character Solos

Cephalyx Agitator - Death Archon - 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

Alexia2 - Alexia3 - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella1 - Black Bella2 - Bloody Bradigan - Boomhowler2 - Boomhowler3 - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez1 - Dez2 - Dirty Meg - Doc Killingsworth - Doctor Stygius - Eilish1 - Eiryss1 - Eiryss2 - Eiryss4 - First Mate Hawk - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Crosse1 - Glyn Cormier, Illuminated One - Gorman1 - Gorman2 - Grand Master Gabriel Throne - Gubbin1 - Gubbin2 - Gudrun1 - Gudrun2 - 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 - Malvin2 - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Princess Delores Graciela - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Scythe - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Tubbin - Underboss Vizkoya - Viktor Pendrake - Weird Wendell - Widget1 - Widget2 - Wrong Eye & Snapjaw

Battle Engines

Hammerfall Siege Crawler - Nemo4

Independent Warjack

Malvin1 & Mayhem1

Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2021.11

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. 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.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • 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)

  • Applying the LOS and Movement bonuses work like mirror opposites:
    • LOS: The models you draw LOS through do not need to be in the Tactician bubble. The model drawing LOS does need to be in the Tactician bubble.
    • Movement: The models you move through do need to be in the bubble. The model moving does not.
  • 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)
  • If an enemy can attack you when you advance and then stop moving (such as Countercharge or Defensive Strike) and they miss you, then you can trigger Dodge (because you're no longer advancing).
  • 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).
  • The "each activation" refers only to each of the target model's activations. It does not refer to each activation you make with your entire army - so it doesn't work with Ancillary Attack. (Facebook Infernal Ruling)
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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, that negates Stranglehold - A frenzy is an activation, and beasts that frenzy always ignore effects that require them to forfeit Movement/Action.
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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)
    • 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)