Durgen Madhammer

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Mercenary Rhulic Warcaster

Durgen Madhammer feeds on the ferocity of explosive violence and has a compulsion for obliteration that borders upon sadistic. He has combined his impressive arcane skill and mastery of steam craft with demolitions, elemental magic, and mechanikal know-how to become a legendary mercenary respected and feared by both friends and foes.

Basic Info[edit]

Durgen Madhammer.jpeg
DEF 14
ARM 17
HP 16
WJP 29

Weapons and Attacks[edit]

  • Buster - 12" range, POW 14 ranged weapon with AOE 4.
    • Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
    • Attack Type - When you make an attack with this weapon you must choose one of the following types:
      • Carpet Bomb - After initial ranged attack, deviate two more large AOEs that cause low POW blast damage to models hit.
      • Case Cracker - This attack loses its base AOE value and base POW becomes a low amount, but the ARM of the directly hit target is halved when calculating this áttacks damage.
      • Incendiary - This attack gains Fire Damage and Continuous Fire.
  • Leveler - 2" range, P+S 13 melee weapon.
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Warhead - On direct hit, place a 4" AOE centered on the target that does POW 10 blast damage to other models (blast damage is not considered to be from an attack). A critical hit causes all models under AOE to be knocked down. This model is not effected by Warhead.

Special Abilities[edit]


Inoffensive spell with two effects:
1. The caster does not suffer blast or collateral damage and cannot become knocked down.
2. When an enemy AOE ranged attack deviates from a point within the caster's control range, after the deviation distance is rolled you choose the deviation direction.

Center a 5" AOE on the caster. Each other model in the AOE is hit and suffers a POW 13 damage roll. Then, after all damage rolls, push them d6" away.

Offensive spell. On a critical hit, models hit lose their initial attacks and cannot make power attacks or special attacks for one round.

Low cost, short range upkeep spell targeting a friendly warrior model/unit. Has three effects:

  1. Add +2 to melee attack and damage rolls.
  2. Subtract 2 from model/unit ARM.
  3. If disabled from an enemy attack, explodes with a POW 14 to everything under a SBT. Model is removed from play.
  • Redline - COST 2, Range 6", Upkeep. This spell has 3 effects on the target warjack in the caster's battlegroup:
  1. It gains +2 STR and SPD.
  2. It can run, charge, slam, or trample without spending focus.
  3. It suffers d3 damage point at the end of each activation.

Feat : Bomb's Away[edit]

Friendly faction models in Durgen's control range gain gunfighter and boosted attack/damage rolls for AOE attacks for one round.

Thoughts on Durgen Madhammer[edit]

Durgen Madhammer in a nutshell[edit]

Durgen is all offense. Offense, offense, offense.

Durgen wants to walk his army forward and sock the other army as hard as he can. What he doesn't do is provide any credible protection to his army. Some more threat extension would be nice, too. And a way to ignore clouds and forests...

Thoughts on when & how to use her feat and spells[edit]


More then most, Durgen's feat is a matter of timing. Pop it at the wrong time, and you have wasted much potential. At the right time, and it will likely win you the game. First off, it's a massive buff, giving boosted attack and damage with your AOE weapons. It's command range, not battlegroup, so models like Herne & Jonne or the Artillery Corps benefit. Even the OAC hit DEF 14 and damage ARM 21 on average rolls, and without CRA. Gunfighter gives a strange bonus which can save a game gone bad, letting you give some really massive melee hits (with good chances you'll blast your own models, so be careful)

...Which brings this back to timing. If you pop the feat too soon, then some of your models won't be able to take those shots. Too late, and either your models are in melee (mitigated some by the Gunfighter ability) or dead. Finding that goldilocks "just right" moment is hard, but generally comes in sometime on the second round.

A note about his feat: Your first instinct will be to take as many blast weapons as possible. The problem is that this quickly leads to diminishing returns. Your first few blasts will wreck havoc, then you'll end up wasting shots on solos and random leftover troops. This can be mitigated somewhat with some tactical Slams, or even better, Siege Crawlers pushing whole units into an easily-targeted clump.


  • Force Field - A upkeep spell that gives the amusing potential to scatter blasts back onto the attacker. In reality, it is best thought of as Durgen's anti-knockdown spell.
  • Ground Zero - A somewhat expensive spell that damages and pushes back enemies. Of conditional use, it can save your bacon in certain times... but most games you will never even think of casting it.
  • Powder Keg - Another expensive spell, though with the potential to shut down attacks on a model. Though as a critical effect, it's not something you should gamble upon. Still the only targeted ranged offensive spell that Durgen has.
  • Primed - Durgen's bread-and-butter spell. You should be casting it every round. Best targets are models with good melee attacks, high DEF, and low enough ARM that the debuff doesn't matter. Models like Kayazy and Nyss are perfect targets. Sadly, one of the best targets for this spell, the Risen, are now no longer able to have this spell on them.
  • Redline - A great spell to cast on your warjack before it goes charging in. Drillers, Bashers, Rockrams and Earthbreakers all become nightmares in melee with a Redline buff.

Typical Army & Strategy[edit]


Durgen is easily the most aggressive of the Rhulic warcasters. He is designed in the mold of an Ossyan, Caine3 or Kara Sloan where he's all about a crippling alpha strike to build an attrition advantage since he offers his army very little protection.

Unfortunately, his toolbox is not as suited to the job as the others'. He doesn't have a way around cloud walls or forests, and he only boosts damage on AOE attacks, which means it works best with a whole mess of units and jacks that are otherwise below average.

Durgen wants to see a ton of low ARM infantry and that just isn't played in abundance.

If your opponent has defensive abilities that stop your alpha or a better alpha strike, or both, you're in for a rough time.


Durgen wants two things: One, a good unit or two to cast Primed on; this is the main reason to take him out of theme as Horgenhold Forge Guard like their armour. Two, a largish battlegroup. With his Field Marshal ability, you can set your entire opponent's army on fire; this is most useful on Grundback Blasters cleaning out infantry because if they succeed on their tough rolls they are still on fire.

Other models that particularly like Durgen lists are the Horgenhold Artillery Corps and Hammerfall Siege Crawlers; the latter are especially brutal with Critical Stagger and boosted attack rolls. The Artillery Corps damage goes to incredible levels under his feat. Siege Crawlers grant him cover if they don't completely block LOS. He can arc fire over top of them, and they can push whole units together to make for great targets for the blasts and sprays that haunt his lists.

If you're going all out for a blasting list with ARM-skew most of the time you want to be playing in the Hammer Strike theme while Primed can be made most of when cast on a unit like Kayazy Assassins that don't have much ARM in the first place (although Primed Forge Guard still hit incredibly hard and wreck things).

Drawbacks & Downsides[edit]

Durgen is tough, but will die a lot quicker than you might expect. Especially as his play style tends to put him 12" or closer to the enemy. Even with Power Up, you'll find yourself struggling for focus quite often. Finally, beware the trap of the feat.

He is badly outclassed by Ossrum, whose Fire for Effect spell replicates Durgen's feat turn over the course of the game and has a lot more tricks.

Tricks & Tips[edit]

Primed: This spell is arguably Durgen's best spell. It combines well with low-cost infantry. Apart from the aforementioned Kayazy Assassins and Nyss Hunters (the more expensive options), two popular options are Steelhead Halberdiers and Sea Dog Pressgangers due to their low cost and utility. Used correctly, it can be very frustrating for your opponent. Apart from improving their MAT and POW, a Primed unit can run through an enemy unit tempting free strikes (causing them to explode, which if well placed can trade 2 for 1 or better), or in the case of Pressgangers, using Shanghai to add more Primed models deeper in the enemy formation. Positioning of individual models in a Primed unit needs thought and practice to avoid killing your own models unnecessarily with explosions, so keeping them spaced on the approach is important. A well-placed charge or run deep into an enemy unit can make it almost impossible for them to disengage or counterattack in their turn without losing most of their unit.

Comparison to Mk2[edit]

  • Of the Rhulic warcasters, Madhammer has changed the most since his release. The MK3 version is an improved version overall. His ammo types are now simply types, not *attacks, letting you get extra shots (from say, Reinholdt). Leveler got a better blast. And of course, there is that lovely Field Marshal ability which turns Avalanchers into flaming death cannons, and Blasters into flamethrowers. Durgen's Blast Armor is gone and replaced with the spell Force Field, which is a great buff to him, and provides a slight buff to his army.

His spell list remains much the same, though the loss of Explosivo does hurt a litttle. Given the problems with that spell, it's not that big of a loss. Redline, Primed and Ground Zero are all much the same. The loss of Inhospitable Ground turns him into an even more aggressive caster.

  • Back Blast became Warhead (No focus cost, medium AoE, Critical Knockdown)
  • Powder Keg became cheaper with less RNG
  • Feat changed: now grants Gunfighter as well as previous effects.



Originally released in Warmachine: Superiority (2006)

How can I include this model in my army?[edit]

Mercenaries are a bit more complicated than regular faction models, they can be taken in 1 of 3 different ways:

  1. This model can be included in a pure Mercenary army.
  2. This model can be included in the following Faction armies (requires a 2+ caster game):
  3. This model can be included in the following theme forces:

What models can he take in his battlegroup?[edit]

Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker

Other Mercenary models[edit]



Mercenary 'Jack Controllers (Edit)
Warcasters Ashlynn - Caine3 - Captain Bart - Captain Damiano - Gastone2 - Captain Shae - Macbain - Constance - Fiona - Magnus1 - Magnus2
BGC Gastone Crosse
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Sam & the Devil Dogs
Mercenary Warjacks (Edit)
Light Buccaneer - Renegade (Magnus only) - Talon - Vanguard
Heavy Freebooter - Mangler - Mariner - Mule - Nomad - Rover
Gallant - Rocinante
Colossal Galleon
Rhulic 'Jack Controllers (Edit)
Warcasters Durgen Madhammer - General Ossrum - Gorten Grundback
Marshals 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 - Ogrun Assault Corps - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - Steelhead Halberdiers - Steelhead Heavy Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator
Character Units Alexia1 - Sam & The Devil Dogs - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea - Commodore Cannon - Devil's Shadow Mutineers
Solos Cephalyx Agitator - Gobber Tinker - Ogrun Bokur - Swamp Gobber River Raider
Character Solos Alexia2 - Alten Ashley - Anastasia Di Bray - Bloody Bradigan - Bosun Grogspar - Brun & Lug - Colbie - Dahlia & Skarath - Dirty Meg - Doc Killingsworth - Eilish Garrity - Eiryss1 - Eiryss2 - Hawk - Gastone1 - Gorman - Gudrun - Harlan Versh - Hutchuk - Kell Bailoch - Lanyssa - Rockbottom - Major Harrison Gibbs - Dougal - Orin - Ragman - Raluk - Rhupert - Rorsh & Brine - Rutger - Savio - Saxon - Sergeant Nick - Stannis - Taryn - Thor - Viktor - Wrong Eye & Snapjaw
Battle Engines Hammerfall Siege Crawler
Theme Forces (Edit)
Hammer Strike - The Irregulars - The Kingmaker's Army - Operating Theater - The Talion Charter

Rules Clarifications[edit]

Rules Clarification : Arcing Fire      (Edit)

  • Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.

Rules Clarification : Attack Type and/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.

Rules Clarification : Carpet Bomb      (Edit)

  • The additional AOEs are treated as if they "came from the weapon" exactly the same as the first AOE. So, for instance, if the weapon has Damage Type: Magical, then the secondary AOEs will do magical damage too. (Infernal Ruling)

Rules Clarification : Case Cracker      (Edit)

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Rules Clarification : Incendiary      (Edit)

Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helio's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.

Rules Clarification : Magical Damage      (Edit)

  • 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)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can 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 : Warhead      (Edit)

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Rules Clarification : Rhulic      (Edit)

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Rules Clarification:  : Warcaster      (Edit)
Warning: This is a long one.

  • General
    • 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.
Restrictions on "Any Time" abilities (Edit)
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    4. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
  • Units
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.

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

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argii can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).

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 : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks in the battlegroup, so (normally) the warcaster 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)

Rules Clarification : Immunity: Fire      (Edit)

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Rules Clarification : Force Field      (Edit)

  • You can't quite pick "any" direction. You have to place the deviation template with the [1] arrow pointing in the normal direction, then you can pick any of the six directions.

Rules Clarification : Ground Zero      (Edit)

  • Push (Edit)
    • 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)
  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)

Rules Clarification : Powder Keg      (Edit)

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Rules Clarification : Primed      (Edit)

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Rules Clarification : Redline      (Edit)

  • If you plan on casting this often, you'll probably want to check the rules clarifications on slams and tramples

Rules Clarification:  : Gunfighter      (Edit)
Warning: This is a long one.

  • You cannot Aim if you start your activation in melee. (Infernal Confirmation)
  • A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).


  • 1. Outside of melee
    • If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
  • 2. In melee, but didn't charge
    • If it didn't charge, it can target anyone it's "in melee" with.
    • This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
    • If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
  • 3. Charged into melee
    • If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
    • If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
    • However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
  • 4. Other targeting notes
    • Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee (although it may hit one accidentally, see "Missing" below).
    • If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.

Attack Roll

  • You use the Gunfighter's RAT for the attack roll.
  • Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
  • How the +4 DEF bonus for "being in melee" works with Gunfighters is:
    • they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
    • they never ignore it vs friendlies, because you cannot be in melee with a friendly target.
  • Obviously, if the Gunfighter isn't actually in melee with the enemy target, then the Gunfighter rules don't apply. So they do get the +4 DEF bonus as if it were a normal ranged attack (because it is).

Missing the Attack Roll

  • If you miss the attack roll then you need to randomly reassign the shot just like you would with a normal ranged attack shooting someone in melee. Because nothing in the Gunfighter rules say you ignore this part of the "Targeting a Model in Melee" (TMM) rules.
    • Do not include the Gunfighter model itself in potential 'randomees' (because you can't target yourself, as per the 4th paragraph of TMM) (Locked thread)
    • but do include models the Gunfighter is in melee with, and any friendly models that are in melee with them (as per the TMM rules).

Incorporeal Gunfighters

  • Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
  • Once they do that you're in melee and your target selection is limited to just models in melee (as explained above).

Gunfighter + an AOE weapon

  • If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
  • If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.

Gunfighter + a spray weapon

  • Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
  • If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.

Units of Gunfighters

  • If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
  • Redirected attack:
    • If they're still engaged, their initial attack (s) must be vs someone in their melee range.
    • If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
    • If they're unengaged, they are now free to shoot anyone within the gun's normal range.

Other interactions

  • Gunfighter vs Point Blank (Edit)
    • If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
    • These two abilities are subtly different, but it's an important difference.
    • Gunfighter allows you to make ranged attacks while in melee.
    • Point blank allows you to make melee attacks with your ranged weapon.
      • Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
      • Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
    • Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
      • Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
      • Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.