Lord Arcanist Ossyan

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Lord Arcanist Ossyan
Retribution Vyre Warcaster

The fundamental laws of reality twist and shatter beneath the will of Ossyan, Lord Arcanist of House Vyre. Time bends with but a gesture from him, and he can alter his perception to see the convergence of fate. Armed with perfect foresight he is a deadly combatant and battlefield general. Ossyan’s myrmidons and soldiers move with the assurance of destiny as he unleashes House Vyre’s sophisticated armaments upon the enemies of the Retribution.

Basic Info[edit]

Lord Arcanist Ossyan
DEF 15
ARM 15
HP 16
WJP +28
See also How to Read the statblock


  • Chronophage Cannon - 12" range, POW 13, gun
  • Locus - 1" reach, P+S 11 melee attack


  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • Field Marshal [Future Sight] - Warbeasts/warjacks in this model's battlegroup gain Future Sight.
  • Future Sight - This model can boost attack and damage rolls after rolling.


Admonition - Cost 2, 6" range, Upkeep

Target a model in the caster's battlegroup. If an enemy model advances & ends its movement within 6" of that model, it can immediately advance up to 3" ignoring free strikes, but then Admonition expires.

Arcantrik Bolt - Cost 2, 10" range, POW 12

If this spell damages a warjack, it suffers stationary for one round.

Quicken - Cost 3, 6" range, Upkeep

Target friendly Faction model/unit gains +2 SPD, and +2 DEF vs ranged/magic attack rolls.

Shatter Storm - Cost 2, 6" range, Upkeep

Target model/unit gains Detonator. (Detonator - When a model with Detonator directly hits and boxes an enemy with a melee or ranged attack, centre a 3" AOE on the hit model and RFP it. Models in the AOE suffer a POW 8 magical damage roll.)

Fortune - Cost 2, 6" range, Upkeep

Target friendly Faction model/unit can reroll attack rolls once.

Feat : Gravity Well[edit]

Enemy models in his CTRL range roll one less damage die for ranged attacks. Friendly Faction models roll one additional damage die on ranged attacks against enemy models in his CTRL range.

Analysis of Lord Arcanist Ossyan[edit]

Lord Arcanist Ossyan in a nutshell[edit]

Range buffing combined with a slew of movement tricks. Being able to one round a Stormwall from range and spending less than its points cost to do so is not something that most armies can boast of.

Between Fortune and his feat Ossyan is the premier gunline caster in Retribution and shows that most problems can be solved by throwing more dice at them. Quicken helps to deliver models to the right locations or protects a melee screen on the way in, Fortune and his gun ensures that high defence can be mitigated, while the Feat means that all but the most extreme armour will crumble. Admonition keeps him or his battlegroup safe from retaliation, with Arcantrik Bolt and Shatter Storm being more situational but useful tools (extra control and remove from play respectively).

Maximising his Feat & Spells[edit]

Remember, the friendly models don't need to be in Ossyan's CTRL area, but the enemy does.

Typical Army & Strategy[edit]


His main method of winning is ...Placeholder.
For example: "using her feat turn to get a melee/ranged/spell assassination" "attrition then win on scenario" "board control then win on scenario" "sending a jack in, to beat the enemy warcaster's face into pulp" "etc"

Theme thoughts[edit]



  • Banshee/Moros/Hypnos - All three serve the function of adding extra ranged defence debuffs, though their relative power varies according to who you face. They all have other utility functions as well, the Banshee hits the hardest of the three and can deny spell casting, while Hypnos has an arc node and is extremely accurate in melee. Moros is cheaper and has the shortest range, but the higher speed, higher defense, and stealth can let him get into places that the heavier jacks can not.
  • Imperatus - A less frequent selection, but it is possible to make a list that instead of relying on the feat for battlegroup destruction instead uses melee jacks, with Quicken to deliver them, Admonition to keep them safe afterwards, and the Field Marshal to ensure they get full effect of their focus load.
  • Stormfall Archers - Best ranged armour breaking unit in the game, especially on a per points basis, with their only weakness being low natural accuracy. Since Ossyan lists tend to be full of defence debuffs you can generally mitigate this. When there are no hard targets available blasts can get some work done.
  • Mage Hunter Strike Force - The unit that lets you one round Stormwalls. Acceptable accuracy combined with Jack Hunter results in warjacks evaporating under feat, and they act as good infantry killers on other turns. Be aware of cost however, especially where the standard CA is concerned.
  • Other ranged units - Ossyan can make just about anything ranged work effectively with his buff suite. Electromancers provide efficient infantry clearing and magic weapons, Houseguard Riflemen with the Thane give an out to stealth, Invictors provide high accuracy and power at the expense of other tricks, and Nyss Hunters give a way of ignoring cover while being surprisingly capable in melee when required. You can't fit everything in, so plan your matchups carefully.
  • Melee units - While some of the ranged units can front line if required such as the Strike Force and Nyss Hunters, you generally want to keep them shooting, so a screening unit can be helpful. Halberdiers were the most popular option in MK2 and are essentially unchanged, covering a large footprint while being a significant threat to almost anything if allowed to get a charge off. Sentinels are expensive but very hardy and have good offensive output for a more combined arms list. Mage Hunter Infiltrators are totally self sufficient and the cheapest option, but can only tackle light infantry and have a minimal footprint due to low melee range. House Ellyowur swordsmen are also an effective screen with their absurd defence vs ranged attacks and speed under quicken.

Drawbacks and Downsides[edit]

Ossyan has a habit of getting himself killed on feat turn. The feat requires the enemy models to be within 14" of him, so anything you don't kill will probably look to retaliate against him. Admonition can keep you safe from melee, while the feat itself blunts ranged retaliation (be aware of snipe letting guns stay outside his control range), but he is rather vulnerable to magic based attacks. It is perfectly possible for a couple of boosted nukes to kill him if he drains himself of focus, so ration your focus usage on feat turn as much as possible and don't extend any further then you need to. Have a back up plan to keep enemy models pinned if the dice go south and you end up with a heavy or colossal alive after significant shooting.

Ossyan has no way of innately mitigating stealth. Boosted blast damage provides one way out, as is the Houseguard Thane, but you probably don't want to play him into a caster with Occultation. On a similar note, anyone capable of spamming clouds or forests can be trouble due to blocking sight lanes.

As with all forces that look to take a high volume of guns pay attention to high speed troops on the other side of the table. Running units into melee is an effective tactic at neutralising gunlines with inadequate screening or clearing potential.

Tricks and Tips[edit]




Originally released in the Warmachine: Wrath expansion (2011)

Theme Forces[edit]

Themes for any-and-all casters (Edit)

Other Retribution models[edit]



Warcasters Rahn1 - Vyros1 - Vyros2 - Elara2 - Garryth1 - Goreshade4 - Issyria1 - Kaelyssa1 - Ossyan1 - Ravyn1 - Thyron1 - Helynna1
Warcaster attachments Fane Knight Guardian (Retribution) - Sylys Wyshnalyrr (Retribution) - Madelyn Corbeau (Mercenary)
Other Controllers Elara1 (BGC) - Sentinel Scyir - Artificer
Light warjacks Aspis - Chimera - Gorgon - Griffon - Harpy - Siren
Heavy warjacks Banshee - Daemon - Hydra - Manticore - Phoenix - Sphinx
Discordia - Hypnos - Hemera - Imperatus
Colossal Hyperion - Helios
Units, Solos, & Battle Engines
Units Destors - Invictors - Sentinels - Heavy Rifle Team - Swordsmen - Arcanists - Battle Mages - Electromancers - Halberdiers - Riflemen - Infiltrators - Strike Force - Ryssovass Defenders - Stormfall Archers
Nyss Hunters - Spears of Scyrah
Special: Eiryss3 (CA) - Soulless Escort (WA)
Solos Arcanist Mechanik - Destor Thane - Sentinel Scyir - Ghost Sniper - Artificer - Magister - Houseguard Thane - Lys Healer - Assassin - Priest of Nyssor - Soulless Voidtracer

Aelyth Vyr - Eirrys1 - Eiryss2 - Elara1 - Issyen - Narn - Nayl - Lanyssa

Battle Engines Arcantrik Force Generator
Theme Forces
Defenders of Ios - Forges of War - Legions of Dawn - Shadows of the Retribution


Retribution Mercenary Models/Units
Units Lady Aiyana & Master Holt - Lynus Wesselbaum & Edrea Lloryrr
Solos Dahlia Hallyr & Skarath - Eilish Garrity - Madelyn Corbeau, Ordic Courtesan

Rules Clarifications[edit]

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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 : Temporal Distortion - None yet. (Edit)

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Rules Clarification : Dispel      (Edit)

  • Because Dispel causes spells to expire on a hit, it will prevent spells that trigger on a hit from triggering at all.
    • For instance, the defensive animus Spiny Growth causes any model that hits the target to suffer d3 damage. This damage will not occur if it's hit by a Dispel weapon.

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

  • 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.
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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)
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Rules Clarification : Future Sight and/or Reliquary     (Edit)

  • Adding/Removing dice (from other abilities)
    • If you are under an effect that causes you to roll extra dice and drop the lowest/highest (such as Star Crossed or Manifest Destiny), it goes (Infernal Ruling):
      1. Step 5a. Add/remove all dice (as per normal) except the dice you'd get from boosting (not normal, but as per Future Sight)
      2. Step 5b. Roll the dice (as per normal)
      3. Step 5b.1 Decide whether or not to boost (not normal, but as per Future Sight)
      4. Step 5c. Remove the dice (as per normal)
  • Rerolls
    • If you use Future Sight before deciding to reroll, then you must keep the boost. You don't get to "unspend" the focus/fury.
      So it would go [Roll]-[Future Sight boost]-[Reroll with boost] (Infernal Ruling)
    • If you haven't used Future Sight before deciding to reroll, then you still have the option to use it after the reroll. You haven't "lost" Future Sight just because you didn't use it the first time.
      So it would go [Roll]-[Reroll with no boost]-[Future Sight boost]
  • Attack rolls
    • With reference to the Apdx A Timing chart; Future Sight moves "Boosting the roll" from Step 5a to straight after Step 5b. (Infernal Ruling)
    • All other effects that add/remove dice are still carried out at Step 5a.
  • Damage rolls
    • Vs warjacks/warbeasts you must complete the damage roll (step 9) before rolling the location (step 10).
      If you're one of those players that roll damage and location together, you have forfeited your option to boost after seeing the dice roll. (Because otherwise you'd be like "Oh, I rolled column 4. I'll boost it to make sure I cripple the arc node.")

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

* What does trigger Admonition
    • Admonition triggers off any advance, not just in-activation stuff. You could even trigger your Admonition off an enemy's Admonition!
    • Standing still but changing facing is an advance.
  • What doesn't trigger Admonition
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • You don't have to trigger Admonition the first time an enemy moves nearby - you can save it until it best suits you. (Infernal Ruling)

  • Countercharge vs. Admonition (etc) ( Edit )
    • You can trigger Countercharge during your own activation - if a model with Admonition (or similar) uses it to (try to) move away.
      • You move, they trigger admonition and move, you trigger countercharge off their admonition-move.
    • In this scenario you may boost Countercharge attacks and trigger only-during-activation effects (such as Critical Shred & Sustained Attack) exactly as if you were in your activation (because you are).
    • Also, you can potentially get two charge attacks (one for your normal charge, one for the counter charge).
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • 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 : Arcantrik Bolt      (Edit)

  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.

Rules Clarification : Quicken - None yet. (Edit)

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Rules Clarification : Shatter Storm      (Edit)

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Rules Clarification : Detonator      (Edit)

  • Despite being triggered by an attack, the damage from Detonator is not part of the attack. As such it doesn't interact with stuff like Blessed or trigger stuff like Vengeance.
  • The model with Detonator is not immune to the AOE. Be careful how close you stand when making melee attacks!

Rules Clarification : Fortune - None yet. (Edit)