General Ossrum

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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[edit]

General Ossrum
General Ossrum.jpg
DEF 14
ARM 17
HP 18
WJP +28
See also How to Read the statblock



  • Mercenary - In a 2+ caster game, he will work as a Cygnar mercenary, Khador mercenary, or Protectorate of Menoth mercenary.
  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • Rhulic Warcaster - This warcaster can control only Rhulic warjacks.
  • Tactician [Rhulic] - While in this model's CMD 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 CMD range if they have enough movement to move completely past them.


Bullet Dodger - Cost 2, 6" range, Upkeep

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 - Cost 2

Each model in the caster's battlegroup that is currently in its CTRL range can immediately advance up to 2". Energizer can be cast only once per activation.

Fire for Effect - Cost 3, 6" range, Upkeep

Target friendly Faction model gains boosted attack & damage rolls on its first ranged attack each activation.

Snipe - Cost 2, 6" range, Upkeep

Target model/unit's ranged weapons gain +4 RNG.

Stranglehold - Cost 2, 10" range, POW 11

If the target is damaged it must forfeit either its movement or its action next activation, as its controller chooses.

Unstoppable Force - Cost 2

While within the caster's CTRL range, the battlegroup gains Bulldoze. (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 activation. Bulldoze has no effect when this model makes a trample power attack.)

Feat : Perfect Plan[edit]

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

Thoughts on General Ossrum[edit]

General Ossrum in a nutshell[edit]

Ossrum is considered by far the strongest of the Rhulic warcasters and arguably the best Mercenary caster 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[edit]

Perfect Plan is a rare dual use offensive and defensive feat. It usually gives you the alpha strike 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[edit]

  • Bullet Dodger - Most of the time Ossrum does not have the focus to cast or upkeep this spell. It is a reasonable buff on Ossrum himself and can be useful on high DEF models like Skarath.
  • Energizer - Its uses are myriad. Everyone 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.
  • 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.
  • 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.

Typical Army & Strategy[edit]


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.

His primary win condition is attrition to assassination, especially if the Earthbreaker is used. If it knocks down the opposing caster they are likely to die, and it can do this from 21" away on his feat turn. A Gunner-heavy build would focus more on setting up odd assassination angles with Unstoppable Force pushes and a ton of boosted shots.


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. Snipe goes on a suitable target like the Ghordson Earthbreaker, Ghordson Avalancher, Wroughthammer Rockram, Eiryss1, or Cylena Raefyll & Nyss Hunters. Fire For Effect usually goes on the Siege Crawler, Herne & Jonne, or a Horgenhold Artillery Corps.
  • You then have to decide if you want to juggle one of those spells or make use of Energizer. He can send Drillers flying 12" across the board with Energizer on the feat turn.
  • He also speeds up Horgenhold Forge Guard and makes them quite sturdy.
  • With Gunners and Blasters being self-sufficient, cheap and speedy with Energizer and the feat turn, he's spoiled for choice. Quite literally every Rhulic warjack is a viable choice, and you won't be able to get everything you'd like in the list
  • Given his dependence on shooting, you will want a Crawler for anti-stealth and Aiyana and Holt for magic weapon and an ARM debuff. Other non-Rhulic models you might consider but struggle to find room for are Eiryss1, Orin, Ragman, Kell, Alten Ashley, Eilish Garrity, Nyss Hunters and Gobber Tinkers.

Drawbacks & Downsides[edit]

  • 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[edit]

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



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

Warjacks he can take[edit]

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

Theme Forces[edit]

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 - Toro
Gallant - Rocinante
Colossal Galleon
Rhulic 'Jack Controllers (Edit)
Warcasters Durgen Madhammer - General Ossrum - Gorten Grundback
Cannot take Colossals
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 - Llaelese Resistance

Rules Clarifications[edit]

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Rules Clarification:  : Magical Damage      (Edit)
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* 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)
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  • 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.
    • 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)      
  • "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. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. 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).
    6. 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).
  • 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
    • 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.

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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 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 argus 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).
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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      (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.
  • If you shoot at a model with Dodge that's in melee and miss, Dodge will trigger regardless of whether you then hit the random new target or not.
    • The Dodge movement occurs after making the attack against the new target.
  • 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, Dodge triggers before Riposte (Appendix A Step 12 vs Step 14).
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Rules Clarification : Energizer      (Edit)

  • The models affected are determined when you cast the spell. If you then use the Energizer move to move the caster forward and try and get more models into their control range, it makes no difference.
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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 hit by this spell and then frenzies, Stranglehold will expire during the Frenzy activation without achieving anything.
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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)

People think Bulldoze works like a bowling ball hitting tenpins.
But this is wrong because the models haven't been moved DIRECTLY away.
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 bulldoze 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.
  • If you attempt to Bulldoze a model out of your charge lane, and it does not move far enough, it will block you and potentially cause a failed charge.
  • The size of the Bulldozer vs the Bulldozed does not matter. A small model pushes a large model just fine. (Just don't expect to move a Colossal etc.)
  • Bulldoze only works during your Normal Movement. This includes runs, charges, and slams; not just full advances.
  • You can't make free strikes against models you bulldoze (because for them it is involuntary movement).
  • 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".
  • 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.

Moving Bulldozers and Bulldozed models
A lot of people think they can bulldoze straight through the enemy lines, like shown on Image A (below). 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.
  3. A model can be pushed only one time via Bulldoze.
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)