Forces of Warmachine: Mercenaries
Forces of Warmachine: Mercenaries Rulebook
Table of Contents
Table of Contents
- Contracts and Theme Forces
- Ashlynn D'Elyse: Viva la Resistance
- Fiona the Black: Devil to Pay
- Gorten Grundback: The Hammerfall Irregulars
- Drake MacBain: Soldiers of Fortune
- Durgen Madhammer: Shock & Awe
- Magnus the Traitor: Most Wanted
- Magnus the Warlord: Magnus' Agenda
- Captain Bartolo Montador: Rough Seas
- Captain Phinneus Shae: A Pirate's Life
- Mercenary Warcaster Profiles
- Mercenary Warjacks
- Mercenary Units
- Mercenary Character Units and Solos
- Alexia Ciannor, The Risen, & Thrall Warrior (Mercenary Character Unit & Solo)
- Thrall Warrior (Solo Created by Alexia Ciannor)
- Dannon Blythe & Bull (Mercenary Minion Character Unit)
- Greygore Boomhowler & Co. (Mercenary Minion Trollkin Character Unit)
- Croe's Cutthroats (Mercenary Character Unit)
- Captain Sam MacHorne & The Devil Dogs (Mercenary Character Unit)
- Cylena Raefyll & Nyss Hunters (Mercenary Minion Nyss Character Unit)
- Kell Bailoch (Mercenary Character Solo)
- Anastasia di Bray (Mercenary Character Solo)
- Mercenary Privateer Warcasters and Characters
- Mercenary Privateer Warjacks and Units
- Sea Dog Deck Gun (Mercenary Privateer Weapon Crew Unit)
- Buccaneer (Mercenary Light Warjack)
- Freebooter (Mercenary Heavy Warjack)
- Mariner (Mercenary Heavy Warjack)
- Press Gangers (Mercenary Privateer Sea Dog Unit)
- Sea Dog Crew (Mercenary Privateer Unit)
- Sea Dog Rifleman (Mercenary Privateer Weapon Attachment)
- Mr. Walls, The Quartermaster (Mercenary Privateer Character Unit Attachment)
- The Commodore Cannon & Crew (Mercenary Privateer Sea Dog Character Unit)
- Lady Aiyana & Master Holt (Mercenary Privateer Character Unit)
- Mercenary Rhulic Warcasters and Warjacks
- Gorten Grundback (Mercenary Rhulic Warcaster)
- Durgen Madhammer (Mercenary Rhulic Warcaster)
- Grundback Blaster (Mercenary Rhulic Light Warjack)
- Grundback Gunner (Mercenary Rhulic Light Warjack)
- Ghordson Avalancher (Mercenary Rhulic Heavy Warjack)
- Ghordson Basher (Mercenary Rhulic Heavy Warjack)
- Ghordson Driller (Mercenary Rhulic Heavy Warjack)
- Wroughthammer Rockram (Mercenary Rhulic Heavy Warjack)
- Mercenary Rhulic Units and Characters
- Hammerfall High Shield Gun Corps (Mercenary Rhulic Unit)
- Hammerfall High Shield Officer & Standard (Mercenary Rhulic Unit Attachment)
- Horgenhold Forge Guard (Mercenary Rhulic Unit)
- Horgenhold Artillery Corps (Mercenary Rhulic Weapon Crew Unit)
- Herne & Jonne (Mercenary Rhulic Character Unit)
- Ogrun Bokur (Mercenary Rhulic Solo)
- Thor Steinhammer (Mercenary Rhulic Character Solo)
Contracts and Theme Forces
To field a mercenary army, you must choose either a mercenary contract or a Theme Force. Each contract and Theme Force includes rules for building the army. In addition to the guidelines presented in a contract or Theme Force, mercenary armies follow all the normal army composition rules.
The complete rules for Theme Forces can be found in WARMACHINE: Prime Mk II.
Mercenary contracts detail the background of the mercenaries' employers, the history of the contract, and rules for constructing an army. While one player may choose a new contract each time he plays, another might dedicate himself to a particular contract, painting and modeling his forces to reflect the flavor or color scheme of a specific army.
The Four Star Syndicate
Army Composition
- An army constructed under the Four Star Syndicate contract can include any mercenary models/units that will work for Cryx or Khador.
- The army can also include Captain Sam MacHorne & the Devil Dogs and/or Rhupert Carvolo, Piper of Ord.
Special Rules
- None.
The Highborn Covenant
Army Composition
- An army constructed under the Highborn Covenant contract can include any mercenary models/units that will work for Cygnar.
- The army can also include one non-character Arcane Tempest Gun Mage unit or Long Gunner unit. This unit is considered to be a friendly Mercenary unit instead of a Cygnar unit and can include attachments.
Special Rules
- Solos in this army gain Advance Deployment.
The Searforge Commission
Army Composition
- An army constructed under the Searforge Commission contract can include Mercenary Rhulic and/or Ogrun models/units.
- Increase the FA of all non-character models and units included in the army by +1.
Special Rules
- Your deployment zone is extended 4" forward.
The Talion Charter
Army Composition
- An army constructed under the Talion Charter contract can include Captain Phinneus Shae, any Privateer mercenary models and units, and/or any mercenary warjacks.
- The army cannot include The Commodore Cannon & Crew unless Captain Phinneus Shae is also included.
Special Rules
- You gain +1 to your starting roll for the game.
- You can redeploy solos after both players have deployed but before the first player's first turn. The redeployed models must be placed on the table in a location they could have been deployed initially.
Ashlynn D'Elyse: Viva la Resistance
Warjacks: Mercenary non-character warjacks Units: Precursor Knights, Captain Sam MacHorne & The Devil Dogs, Dannon Blythe & Bull Solos: Anastasia di Bray, Gorman di Wulfe, Harlan Versh, Madelyn Corbeau, Rhupert Carvolo, Rutger Shaw, Taryn di la Rovissi
- Tier 1
- Requirements: The army can include only the models listed above.
- Benefit: This army can include non-character Cygnar Arcane Tempest Gun Mage units and Cygnar Gun Mage Captain Adept solos. These units are considered to be friendly Mercenary models instead of Cygnar models and can include attachments.
- Tier 2
- Requirements: The army includes Anastasia di Bray and Taryn di la Rovissi.
- Benefit: You can redeploy solos after both players have deployed but before the first player's first turn. The redeployed models must be placed on the table in a location they could have been deployed initially.
- Tier 3
- Requirements: Ashlynn's battlegroup includes two or more Vanguard warjacks.
- Benefit: Models in Ashlynn's battlegroup gain Advance Deployment.
- Tier 4
- Requirements: The army includes two Arcane Tempest Gun Mage units.
- Benefit: Add a unit attachment to one Arcane Tempest Gun Mage unit free of cost. This unit attachment ignores FA restrictions.
Fiona the Black: Devil to Pay
Warjacks: Mercenary non-character warjacks Units: Press Gangers, Sea Dog Crews, Mercenary Thamarite units, Croe's Cutthroats Solos: Mercenary Thamarite solos, Doc Killingsworth, Kell Bailoch
- Tier 1
- Requirements: The army can include only the models listed above.
- Benefit: All units in the army are cultists. (Fiona can still gain only 1 focus point from cultists each turn regardless of how many are in her proximity.)
- Tier 2
- Requirements: This army includes two or more Sea Dog Crew units.
- Benefit: You can redeploy one model/unit for each Sea Dog Crew unit in the army after both players have deployed but before the first player's first turn. The redeployed models must be placed on the table in a location they could have been deployed initially.
- Tier 3
- Requirements: This army includes four or more units.
- Benefit: Friendly models/units can begin the game affected by Fiona's upkeep spells. These spells and their targets must be declared before either player sets up models. Fiona does not pay focus to upkeep these spells during your first turn.
- Tier 4
- Requirements: Two or more warjacks in Fiona's battlegroup have Amphibious.
- Benefit: Models in Fiona's battlegroup gain Stealth during the first round of the game.
Gorten Grundback: The Hammerfall Irregulars
Warjacks: Mercenary Rhulic non-character warjacks Units: Rhulic Mercenary units Solos: Rhulic Mercenary solos, Brun & Lug
- Tier 1
- Requirements: The army can include only the models listed above.
- Benefit: Hammerfall High Shield Gun Corps units become FA U. Additionally, the FA of Ogrun Bokur solos increases by +1 for every unit included.
- Tier 2
- Requirements: The army includes two or more Hammerfall High Shield Gun Corps units.
- Benefit: Add a unit attachment to one Hammerfall High Shield Gun Corps unit free of cost. This unit attachment ignores FA restrictions.
- Tier 3
- Requirements: Gorten's battlegroup includes four or more warjacks.
- Benefit: Warjacks in Gorten's battlegroup gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
- Tier 4
- Requirements: The army includes four or more units.
- Benefit: Hammerfall High Shield Gun Corps units gain Advance Deployment.
Drake MacBain: Soldiers of Fortune
Warjacks: Mercenary non-character warjacks Units: Steelhead units, Alexia Ciannor & The Risen, Captain Sam MacHorne & The Devil Dogs, Croe's Cutthroats, Dannon Blythe & Bull Solos: Alten Ashley, Gorman di Wulfe, Kell Bailoch, Orin Midwinter, Rhupert Carvolo, Rutger Shaw, Stannis Brocker, Taryn di la Rovissi, Thor Steinhammer
- Tier 1
- Requirements: The army can include only the models listed above.
- Benefit: Reduce the point cost of character units in this army by 1.
- Tier 2
- Requirements: The army includes two or more Steelhead Halberdier units.
- Benefit: You gain +1 on your starting roll for the game.
- Tier 3
- Requirements: The army includes four or more solos.
- Benefit: Friendly models/units can begin the game affected by MacBain's upkeep spells. These spells and their targets must be declared before either player sets up models. MacBain does not pay focus to upkeep these spells during your first turn.
- Tier 4
- Requirements: MacBain's battlegroup includes two or more Nomad warjacks.
- Benefit: Warjacks in MacBain's battlegroup gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
Durgen Madhammer: Shock & Awe
Warjacks: Mercenary Rhulic non-character heavy warjacks Units: Rhulic Mercenary units Solos: Ogrun Bokurs, Gudrun the Wanderer, Thor Steinhammer
- Tier 1
- Requirements: The army can include only the models listed above.
- Benefit: The FA of Horgenhold Artillery Corps units in the army increases by +1 for each Horgenhold Forge Guard unit included. Additionally, reduce the point cost of Ghordson Avalancher warjacks by 1.
- Tier 2
- Requirements: This army includes two Horgenhold Forge Guard units.
- Benefit: You gain +1 on your starting roll for the game.
- Tier 3
- Requirements: This army includes Herne & Jonne.
- Benefit: Herne & Jonne and Horgenhold Artillery Corps units gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
- Tier 4
- Requirements: Durgen's battlegroup includes three or more heavy warjacks.
- Benefit: Your deployment zone is extended 2" forward.
Magnus the Traitor: Most Wanted
Warjacks: Mercenary non-character warjacks Units: Idrian Skirmishers, Steelhead units, Greygore Boomhowler & Co., Croe's Cutthroats Solos: Gorman di Wulfe, Kell Bailoch, Orin Midwinter, Saxon Orrik, Steelhead solos
- Tier 1
- Requirements: The army can include only the models listed above.
- Benefit: Reduce the point cost of each Renegade warjack by 1. Additionally, this army can include one Cygnar Long Gunner Infantry unit or one Cygnar Trencher Infantry unit. This unit is considered to be a friendly Mercenary unit instead of a Cygnar unit and can include attachments.
- Tier 2
- Requirements: The army includes two or more Steelhead units.
- Benefit: Small-based Steelhead units gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
- Tier 3
- Requirements: Magnus' battlegroup includes three or more warjacks.
- Benefit: For each warjack in Magnus' battlegroup, place one wreck marker of the corresponding size anywhere within 20" of the back edge of Magnus' deployment zone after terrain has been placed but before either player deploys his army. Wreck markers cannot be placed within 3" of a terrain feature.
- Tier 4
- Requirements: Magnus' battlegroup includes two Renegade warjacks.
- Benefit: Models in Magnus' battlegroup can begin the game affected by his upkeep spells. These spells and their targets must be declared before either player sets up models.
Magnus the Warlord: Magnus' Agenda
Warjacks: Mercenary non-character warjacks Units: Idrian Skirmishers, Steelhead units, Greygore Boomhowler & Co., Croe's Cutthroats Solos: Gorman di Wulfe, Kell Bailoch, Orin Midwinter, Saxon Orrik, Steelhead solos
- Tier 1
- Requirements: The army can include only the models listed above.
- Benefit: Reduce the point cost of each Mangler warjack by 1. Additionally, this army can include one Cygnar Long Gunner Infantry unit or one Cygnar Trencher Infantry unit. This unit is considered to be a friendly Mercenary unit instead of a Cygnar unit and can include attachments.
- Tier 2
- Requirements: This army includes Croe's Cutthroats.
- Benefit: You can redeploy one unit/model after both players have deployed but before the first player's first turn. The redeployed models must be placed on the table in a location they could have been deployed initially.
- Tier 3
- Requirements: The army includes two or more Idrian Skirmisher units.
- Benefit: Models/units in this army gain Pathfinder during your first turn of the game.
- Tier 4
- Requirements: Magnus' battlegroup includes two or more Mangler warjacks.
- Benefit: Your deployment zone is extended 2" forward.
Captain Bartolo Montador: Rough Seas
Warjacks: Mercenary non-character warjacks with ranged weapons Units: Press Gangers, Sea Dog Deck Guns, Sea Dog Crews Solos: Bloody Bradigan, Dirty Meg, Doc Killingsworth, Master Gunner Dougal MacNaile
- Tier 1
- Requirements: The army can include only the models listed above.
- Benefit: The FA of Sea Dog Deck Gun units increases by +1 for each Press Gang or Sea Dog Crew unit included. Additionally, reduce the point cost of Mariner warjacks by 1.
- Tier 2
- Requirements: This army includes two or more Press Ganger units.
- Benefit: Press Ganger units gain Stealth during the first round of the game.
- Tier 3
- Requirements: This army includes Master Gunner Dougal MacNaile.
- Benefit: Sea Dog Deck Gun units gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
- Tier 4
- Requirements: Montador's battlegroup includes three or more heavy warjacks.
- Benefit: Your deployment zone is extended 2" forward.
Captain Phinneus Shae: A Pirate's Life
Warjacks: Mercenary non-character warjacks Units: Sea Dog units, Lady Aiyana & Master Holt Solos: Bosun Grogspar, Dirty Meg, Doc Killingsworth, First Mate Hawk, Lord Rockbottom
- Tier 1
- Requirements: The army can include only the models listed above.
- Benefit: Reduce the point cost of solos in this army by 1.
- Tier 2
- Requirements: This army includes Mr. Walls.
- Benefit: Models/units in this army gain Pathfinder during your first turn of the game.
- Tier 3
- Requirements: The army includes The Commodore Cannon & Crew.
- Benefit: You gain +1 on your starting roll for the game.
- Tier 4
- Requirements: Shae's battlegroup includes three or more warjacks.
- Benefit: Models in Shae's battlegroup gain +2 SPD during your first turn of the game.
Mercenary Warcaster Profiles
Ashlynn d'Elyse
- Stats: SPD 6, STR 5, MAT 8, RAT 7, DEF 17, ARM 15, CMD 8
- Hand Cannon: RNG 12, ROF 1, AOE –, POW 12
- Nemesis (melee): POW 6, P+S 11
- Focus: 6
- Damage: 14
- Field Allowance: C
- Warjack Points: +6
- Base: Small
Feat: Roulette. While in Ashlynn's control area, models gain two additional dice on their attack rolls. For each of those attack rolls, you choose two of the dice rolled to be discarded. Roulette lasts for one round.
- Mercenary: This model will work for Cygnar and the Protectorate.
- Gunfighter (printed as the model's own special rule icon)
- Parry: This model cannot be targeted by free strikes.
- Quick Draw: Once during your opponent's turn, when an enemy model within 12" of this model that is in its LOS targets this model with a ranged attack, this model can make a ranged attack against the enemy model before it makes its attack roll. If this model's ranged attack hits, the enemy model suffers no damage but its attack automatically misses.
- Riposte: When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one normal melee attack against the attacking model.
- Virtuoso: This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and melee attacks.
- Nemesis: Magical Weapon; Weapon Master
Spells
| Spell | Cost | RNG | AOE | POW | UP | OFF | Effect |
|---|---|---|---|---|---|---|---|
| Admonition | 2 | 6 | – | – | YES | NO | When an enemy model advances and ends its movement within 6" of target model in this model's battlegroup, the affected model can immediately advance up to 3", then Admonition expires. The affected model cannot be targeted by free strikes during this movement. |
| Distraction | 2 | 8 | – | – | NO | YES | Target enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT for one round. |
| Flashing Blade | 1 | Self | – |
Tactical Tips
- Gallows: This means the model is moved before it suffers damage.
Drake MacBain
- Stats: SPD 6, STR 7, MAT 6, RAT 5, DEF 15, ARM 15, CMD 8
- Hand Cannon: RNG 12, ROF 1, AOE –, POW 12
- Undertaker (melee): POW 6, P+S 13
- Focus: 6
- Damage: 17
- Field Allowance: C
- Warjack Points: +6
- Base: Small
Feat: True Grit. Choose a number of friendly non-warcaster Faction warrior models currently in MacBain's control area up to the number of focus points on him +5. When a chosen model is disabled, it heals 1 damage point and is knocked down. True Grit lasts for one round.
- Mercenary: This model will work for Cryx, Cygnar, Khador, and the Protectorate.
- Tough (printed as the model's own special rule icon)
- Gang Fighter: When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
- Unyielding: While engaging an enemy model, this model gains +2 ARM.
- Undertaker: Magical Weapon; Reach.
- Grievous Wounds: When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.
Spells
| Spell | Cost | RNG | AOE | POW | UP | OFF | Effect |
|---|---|---|---|---|---|---|---|
| Countermeasure | 2 | 6 | – | – | YES | NO | While within 5" of target friendly model/unit, enemy models cannot make ranged attacks. |
| Energizer | * | Self | CTRL | – | NO | NO | This model spends up to 3 focus points to cast Energizer. Models in its battlegroup that are currently in its control area can immediately advance up to 1" for each focus point spent. Energizer can be cast only once per turn. |
| Fail Safe | 3 | 6 | – |
Tactical Tips
- Fail Safe: When all its damage boxes have been marked, the warjack is still wrecked as normal.
Magnus the Traitor
- Stats: SPD 5, STR 6, MAT 7, RAT 5, DEF 14, ARM 17, CMD 7
- Scattergun: RNG SP 8, ROF 1, AOE –, POW 12
- Foecleaver (melee): POW 7, P+S 13
- Mechanikal Arm (melee): POW 5, P+S 11
- Focus: 6
- Damage: 17
- Field Allowance: C
- Warjack Points: +6
- Base: Small
Feat: Hit and Run. Models in Magnus' battlegroup currently in his control area can make a full advance or run after all friendly models have completed their activations this turn. Warjacks do not have to spend focus to run during this movement. During this movement models cannot be targeted by free strikes.
- Mercenary: This model will work for Cryx, Khador, and the Protectorate.
- Backstab: This model gains an additional die on its back strike damage rolls.
- Feign Death: This model cannot be targeted by ranged or magic attacks while knocked down.
- Resourceful: This model can upkeep spells on models in its battlegroup without spending focus.
- Foecleaver: Magical Weapon. Powerful Attack: When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
- Mechanikal Arm: Knockdown: When a model is hit by an attack with this weapon, it is knocked down.
Spells
| Spell | Cost | RNG | AOE | POW | UP | OFF | Effect |
|---|---|---|---|---|---|---|---|
| Arcantrik Bolt | 2 | 10 | – | 12 | NO | YES | A warjack damaged by this attack becomes stationary for one round. |
| Blur | 2 | 6 | – | – | YES | NO | Target friendly model/unit gains +3 DEF against ranged and magic attack rolls. |
| Iron Aggression | 3 | 6 | – | – | YES |
Tactical Tips
- Temper Metal: Continuous effects already on the target model when this spell is cast expire.
Magnus the Warlord (Mercenary Epic Warcaster)
- Stats: SPD 5, STR 6, MAT 7, RAT 5, DEF 14, ARM 17, CMD 8
- Scattergun: RNG SP 8, ROF 1, AOE –, POW 12
- Foecleaver X (melee): POW 7, P+S 13
- Mechanikal Arm (melee): POW 5, P+S 11
- Focus: 6
- Damage: 17
- Field Allowance: C
- Warjack Points: +6
- Base: Small
Feat: Kill Box. Choose two table edges. Enemy models beginning an advance in Magnus' control area cannot advance toward those table edges for one round.
- Mercenary: This model will work for Cryx, Khador, and the Protectorate.
- Backstab: This model gains an additional die on its back strike damage rolls.
- Minion Warcaster [Skorne]: If you can have two or more warlocks in your army, this model and warjacks in its battlegroup can take the place of a Skorne warlock. This model counts toward the maximum number of warlocks allowed in an army and counts as a warlock for FA.
- Warjack Bond: One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
- Foecleaver X: Magical Weapon. Armor Piercing (★ Attack): When calculating damage from this attack, halve the base ARM stats of models hit that have medium or larger bases. This attack gains +2 to damage rolls against models with small bases. Powerful Attack: When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
- Mechanikal Arm: Knockdown: When a model is hit by an attack with this weapon, it is knocked down.
Spells
| Spell | Cost | RNG | AOE | POW | UP | OFF | Effect |
|---|---|---|---|---|---|---|---|
| Bullet Dodger | 2 | 6 | – | – | YES | NO | Target friendly model gains +2 DEF against ranged attack rolls and 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.) |
| Calamity | 3 | 8 | – | – | YES | YES | Friendly models gain +2 to attack and damage rolls against target enemy model/unit. |
| Convection | 2 | 10 | – |
Tactical Tips
- Minion Warcaster: The FA for this model's warjacks is based on the number of warlocks allowed. Magnus is not a Skorne model.
- Convection: A warjack cannot exceed normal focus allocation limits as a result of Convection.
Mercenary Warjacks
Renegade (Mercenary Light Warjack)
- Stats: SPD 5, STR 8, MAT 6, RAT 6, DEF 11, ARM 17, CMD –
- Obliterator (left arm): RNG 14, ROF 1, AOE 4, POW 16
- Shredder (right arm, melee): POW 5, P+S 13
- Field Allowance: 2
- Point Cost: 6
- Base: Medium
Renegade (model type: Arc Node)
- Custom Warjack [Magnus]: This model can be included only in a battlegroup controlled by Magnus.
Obliterator
- Buckler
- Arcing Fire: When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
- Knockdown: When a model is hit by an attack with this weapon, it is knocked down.
- One Shot: An attack with this weapon can be made only once per game.
Shredder
-
Critical Shred: On a critical hit, after the attack is resolved this model can make one additional attack against the model hit.
-
Sustained Attack: During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
Damage Grid (the printed grid's system letters, listed by row from top to bottom; unlabelled boxes are plain damage boxes. Box-by-box column placement is on the printed card, and the letter meanings follow the warjack damage rules in the base rulebook)
- Rows 4 to 6 contain the letters: L, A, A, R (row 4); L, L, M, C, R, R (row 5); M, M, C, C (row 6).
Tactical Tips
- Critical Shred: If the model hit was destroyed by the attack, this model cannot attack it again. A model can make additional attacks only during its combat action.
Talon (Mercenary Light Warjack)
- Stats: SPD 6, STR 8, MAT 6, RAT 4, DEF 12, ARM 16, CMD –
- Shield (left arm, melee): POW 1, P+S 9
- Stun Lance (right arm, melee): POW 4, P+S 12
- Field Allowance: U
- Point Cost: 4
- Base: Medium
Shield
- Shield
Stun Lance
- Reach
- Powerful Charge: This model gains +2 to charge attack rolls with this weapon.
- Stall: A warjack hit by this attack suffers the Stall continuous effect. While a warjack is suffering Stall, its base DEF becomes 7 and it cannot run or charge.
Damage Grid (the printed grid's system letters, listed by row from top to bottom; unlabelled boxes are plain damage boxes. Box-by-box column placement is on the printed card, and the letter meanings follow the warjack damage rules in the base rulebook)
- Row 3: L, R.
- Rows 4 and 5 contain the letters: L, L, M, C, R, R (row 4); M, M, C, C (row 5).
Vanguard (Mercenary Light Warjack)
- Stats: SPD 6, STR 9, MAT 6, RAT 6, DEF 13, ARM 17, CMD –
- Shield Gun (left arm, ranged): RNG 8, ROF 1, AOE –, POW 12
- Tower Shield (left arm, melee): POW 1, P+S 10
- Guisarme (right arm, melee): POW 4, P+S 13
- Field Allowance: U
- Point Cost: 5
- Base: Medium
Vanguard
- Assault: As part of a charge, after moving but before making its charge attack, this model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model's activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in melee penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before its activation ends.
- Shield Guard: Once per round, when a friendly model is directly hit by a ranged attack during your opponent's turn while within 2" of this model, this model can become the target of the attack and be automatically hit instead. This model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.
Tower Shield
- Shield
Guisarme
- Reach
- Set Defense: A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
Damage Grid (the printed grid's system letters, listed by row from top to bottom; the letter meanings follow the warjack damage rules in the base rulebook)
- Row 3: L, R.
- Row 4: L, L, M, C, R, R.
- Row 5: M, M, C, C.
Tactical Tips
- Assault: The assaulting model ignores the target in melee penalty even if it is not in melee range of its charge target after moving.
- Shield Guard: If this model cannot become the target of the attack for some reason, it cannot use this ability.
Mangler (Mercenary Heavy Warjack)
- Stats: SPD 5, STR 11, MAT 6, RAT 4, DEF 11, ARM 19, CMD –
- Punching Spike (left arm, melee): POW 4, P+S 15
- Wrecker (right arm, melee): POW 6, P+S 17
- Field Allowance: U
- Point Cost: 8
- Base: Large
Punching Spike
- Open Fist
Wrecker
- Reach
- Chain Weapon: This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
- Thresher (★ Attack): This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
Damage Grid (the printed grid's system letters, listed by row from top to bottom; the letter meanings follow the warjack damage rules in the base rulebook)
- Rows 1 to 3 are plain damage boxes.
- Row 4: L, R.
- Row 5: L, L, M, C, R, R.
- Row 6: M, M, C, C.
Tactical Tips
- Thresher: The melee attacks are all simultaneous.
Mule (Mercenary Heavy Warjack)
- Stats: SPD 5, STR 11, MAT 6, RAT 5, DEF 10, ARM 18, CMD –
- Steam Lobber (left arm, ranged): RNG 8, ROF 1, AOE 4, POW 15
- Battle Mace (right arm, melee): POW 5, P+S 16
- Field Allowance: U
- Point Cost: 8
- Base: Large
Steam Lobber
- Arcing Fire: When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
- Critical Devastation: On a critical hit, instead of suffering a normal damage roll, each model in the AOE is thrown d6" directly away from the attacker regardless of its base size. Move models farthest from the attacker first. The model directly hit by the attack suffers a POW 15 damage roll. Other models hit by the attack suffer a POW 8 damage roll. The POW of collateral damage is equal to the POW of the damage roll suffered by the thrown model.
- Steam Pressure: This model can forfeit its movement to give this weapon +4 RNG this activation and gain the aiming bonus.
Battle Mace
- Reach
Damage Grid (the printed grid's system letters, listed by row from top to bottom; the letter meanings follow the warjack damage rules in the base rulebook)
- Rows 1 to 3 are plain damage boxes.
- Row 4: L, R.
- Row 5: L, L, M, C, R, R.
- Row 6: M, M, C, C.
Nomad (Mercenary Heavy Warjack)
- Stats: SPD 5, STR 11, MAT 6, RAT 5, DEF 10, ARM 18, CMD –
- Open Fist (left arm, melee): POW 3, P+S 14
- Battle Blade (right arm, melee): POW 6, P+S 17
- Field Allowance: U
- Point Cost: 6
- Base: Large
Open Fist
- Buckler
- Open Fist
Battle Blade
- Reach
Damage Grid (the printed grid's system letters, listed by row from top to bottom; the letter meanings follow the warjack damage rules in the base rulebook)
- Rows 1 to 3 are plain damage boxes.
- Row 4: L, R.
- Row 5: L, L, M, C, R, R.
- Row 6: M, M, C, C.
Mercenary Units
Steelhead Halberdiers (Mercenary Unit)
- Leader & Grunts stats: SPD 6, STR 6, MAT 5, RAT 4, DEF 13, ARM 13, CMD 8
- Halberd (melee): POW 5, P+S 11
- Field Allowance (as printed): 3
- Leader & 5 Grunts (as printed): 4
- Leader & 9 Grunts (as printed): 6
- Base: Small
Mercenaries: These models will work for Cryx, Cygnar, Khador, and the Protectorate.
Leader & Grunts
- Combined Melee Attack
Halberd
- Reach
- Powerful Charge: This model gains +2 to charge attack rolls with this weapon.
Set Defense: A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
Steelhead Heavy Cavalry (Mercenary Cavalry Unit)
- Leader & Grunts stats: SPD 8, STR 6, MAT 5, RAT 5, DEF 13, ARM 16, CMD 8
- Blunderbuss (ranged): RNG 8, ROF 1, AOE –, POW 12
- Cavalry Axe (melee): POW 5, P+S 11
- Mount: POW 10
- Damage: 5 each
- Field Allowance (as printed): 1
- Leader & 2 Grunts (as printed): 6
- Leader & 4 Grunts (as printed): 10
- Base: Large
Mercenaries: These models will work for Cryx, Cygnar, Khador, and the Protectorate.
Leader & Grunts
- Assault (Order): Affected models must charge or run. As part of a charge, after moving but before making its charge attack, an affected model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of the affected model's activation. Models that received this order cannot make combined ranged attacks this activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in melee penalty. If the target is not in melee range after moving, the affected model must still make the ranged attack before its activation ends.
Flank [Steelhead Halberdier]: When this model makes a melee attack against an enemy model within the melee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additional damage die.
Cavalry Axe
- Reach
- Backswing (★ Attack): Make two attacks with this weapon.
- Brutal Charge: This model gains +2 to charge attack damage rolls with this weapon.
Tactical Tips
- Assault (Order): The assaulting model ignores the target in melee penalty even if it is not in melee range of its charge target after moving.
- Backswing: These attacks are simultaneous.
Steelhead Riflemen (Mercenary Unit)
- Leader & Grunts stats: SPD 6, STR 6, MAT 5, RAT 5, DEF 13, ARM 12, CMD 8
- Military Rifles (ranged): RNG 10, ROF 1, AOE –, POW 11
- Swords (melee): POW 3, P+S 9
- Field Allowance (as printed): 2
- Leader & 5 Grunts (as printed): 5
- Leader & 9 Grunts (as printed): 9
- Base: Small
Mercenaries: These models will work for Cryx, Cygnar, Khador, and the Protectorate.
Leader & Grunts
- Combined Ranged Attack
- Combined Arms: When this model misses an attack roll for a combined ranged attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms.
Mercenary Character Units and Solos
Alexia Ciannor, The Risen, & Thrall Warrior (Mercenary Character Unit & Solo)
Alexia
- Stats: SPD 6, STR 4, MAT 6, RAT 5, DEF 15, ARM 14, CMD 9
- Hand Cannon (ranged): RNG 12, ROF 1, AOE –, POW 12
- Witchfire (melee): POW 8, P+S 12
- Alexia's Damage: 5
- Field Allowance: C
- Alexia & 9 Risen Grunts (as printed): 5
- Base: Small
Risen Grunts
- Stats: SPD 6, STR 5, MAT 4, RAT 3, DEF 10, ARM 11, CMD 3
- Claws (melee): POW 2, P+S 7
Mercenaries: These models will work for Cygnar and Khador.
Alexia
- Fearless
- Officer
- Arcane Disjunction: While in this model's command range, enemy models pay double the focus or fury point cost to cast or upkeep spells.
- Death Magic: This model can remove friendly Risen in its command range from play to make an additional attack or to boost an attack or damage roll for each Risen model removed. When this model suffers damage, it can remove friendly non-damaged Risen models in its command range from play to heal 1 damage point for each Risen model removed.
- Magic Ability [8]:
- Craft Thrall Rune (★ Action): Choose a Risen Grunt in this unit in formation and replace it with a Thrall Warrior solo. Remove the Risen Grunt model from play.
- Disbinding (★ Action): Enemy upkeep spells on this model and/or its unit immediately expire.
- Dominate Undead (★ Attack): Dominate Undead is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock undead model hit. You can immediately make a full advance with the undead model followed by a normal melee attack, then Dominate Undead expires. The undead model cannot be targeted by free strikes during this movement.
- Raise Dead: When a living model is destroyed in this model's command range, this model gains one corpse token. At the end of your next Control Phase, remove all corpse tokens from this model and add one Risen Grunt to this unit for each corpse token removed. Risen Grunts must be placed in formation. This unit cannot have more than 20 Risen Grunts in play at a time.
Risen Grunts
- Combined Melee Attack
- Undead
Witchfire
- Magical Weapon
Tactical Tips
- Death Magic: A model can make additional attacks only during its combat action.
- Magic Ability: Performing a Magic Ability special action or special attack counts as casting a spell.
- Craft Thrall Rune: The Thrall Warrior can activate normally this turn.
- Officer: Because Alexia is an Officer, when she is destroyed she does not replace a Risen in her unit. Instead a Risen model becomes the unit commander.
Thrall Warrior (Solo Created by Alexia Ciannor)
- Stats: SPD 6, STR 6, MAT 6, RAT 3, DEF 11, ARM 14, CMD 7
- Great Sword (melee): POW 4, P+S 10
- Base: Small
Thrall Warrior
- Undead
- Created: This model does not begin the game in play.
Great Sword
- Weapon Master
Dannon Blythe & Bull (Mercenary Minion Character Unit)
Blythe
- Stats: SPD 6, STR 5, MAT 6, RAT 6, DEF 15, ARM 13, CMD 9
- Pistol (ranged): RNG 8, ROF 1, AOE –, POW 10
- Sword (melee): POW 3, P+S 8
- Blythe's Damage: 5
- Base: Small
Bull
- Stats: SPD 6, STR 7, MAT 6, RAT 6, DEF 13, ARM 15, CMD 9
- Demolisher (ranged): RNG 10, ROF 1, AOE –, POW 12
- Great Sword (melee): POW 4, P+S 11
- Bull's Damage: 8
- Base: Medium
Field Allowance: C Blythe & Bull (point cost): 4
Mercenaries: These models will work for Cygnar, Khador, and the Protectorate. Minions: These models will work for the Trollbloods.
Blythe
- Gunfighter
- Officer
- Huntsman: After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey. While this model is in play, each model in its unit beginning its activation within 10" of the prey gains +2" movement that activation. While this model is in play, models in its unit gain +2 to attack and damage rolls against the prey. When the prey is destroyed or removed from play, choose another model/unit as the prey.
- Take Down: Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
Bull
- Tough
- Take Down: Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
Demolisher
- Beat Back: Immediately after a normal attack with this weapon is resolved during this model's combat action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1".
- Critical Knockdown: On a critical hit, the model hit is knocked down.
- Rapid Fire [d3]: When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
Great Sword
- Reach
- Backswing (★ Attack): Make two attacks with this weapon.
Tactical Tips
- Take Down: Because a boxed model is removed from play before being destroyed, it does not generate a soul or corpse token.
- Beat Back: The attacking model can advance even if the enemy model is destroyed by the attack.
- Backswing: These attacks are simultaneous.
Greygore Boomhowler & Co. (Mercenary Minion Trollkin Character Unit)
Boomhowler
- Stats: SPD 6, STR 7, MAT 7, RAT 5, DEF 12, ARM 16, CMD 9
- Blunderbuss (ranged): RNG 8, ROF 1, AOE –, POW 12
- Great Axe (melee): POW 5, P+S 12
- Boomhowler's Damage: 8
- Base: Medium
Grunt
- Stats: SPD 6, STR 7, MAT 6, RAT 4, DEF 12, ARM 16, CMD 8
- Blunderbuss (ranged): RNG 8, ROF 1, AOE –, POW 12
- Great Axe (melee): POW 5, P+S 12
Field Allowance: C Boomhowler & 5 Grunts (point cost): 6 Boomhowler & 9 Grunts (point cost): 9
Mercenaries: These models will work for Cryx, Cygnar, and Khador. Minions: These models will work for the Trollbloods.
Boomhowler
- Combined Melee Attack
- Officer
- Tough
- Fell Howl: This model can make one of the following fell calls anytime during its unit's activation. A friendly Faction model/unit can be affected by only one fell call each turn.
- Call of Defiance: When a model in this unit that is in formation makes a Tough roll of 4, 5, or 6, it heals 1 damage point and is knocked down. Call of Defiance lasts for one round.
- Call to Action: Knocked down models in this unit in formation immediately stand up.
- Rage Howler: Enemy models/units currently in this model's command range must pass a command check or flee. Warjacks and warbeasts currently in this model's command range suffer -2 to attack rolls for one round.
Grunt
- Combined Melee Attack
- Tough
Tactical Tips
- Boomhowler: Because Boomhowler is an Officer, when he is destroyed he does not replace a Trollkin in his unit. Instead a Trollkin in the unit becomes the new unit commander.
Croe's Cutthroats (Mercenary Character Unit)
Leader
- Stats: SPD 6, STR 5, MAT 7, RAT 6, DEF 13, ARM 11, CMD 8
- Hiss (ranged): RNG 10, ROF 1, AOE –, POW 10
- Two-Handed Sword (melee): POW 5, P+S 10
Grunt
- Stats: SPD 6, STR 5, MAT 6, RAT 5, DEF 13, ARM 11, CMD 7
- Crossbow (ranged): RNG 10, ROF 1, AOE –, POW 10
- Murder Weapons (melee): POW 3, P+S 8
Field Allowance: C Croe & 5 Grunts (point cost): 7 Croe & 9 Grunts (point cost): 10 Base: Small
Mercenaries: These models will work for Cryx, Khador, and the Protectorate.
Leader
- Advance Deployment
- Pathfinder
- Stealth
- Backstab: This model gains an additional die on its back strike damage rolls.
- Bushwhack (Order): During this unit's activation, affected models make their combat actions before their normal movement. Affected models must make a full advance as their normal movement this activation.
Grunt
- Advance Deployment
- Pathfinder
- Stealth
Hiss
- Magical Weapon
- Silencer: A model directly hit by this weapon cannot cast spells for one round.
Two-Handed Sword
- Reach
- Poison: Gain an additional die on this weapon's damage rolls against living models.
Crossbow
- Poison: Gain an additional die on this weapon's damage rolls against living models.
Murder Weapons
- Poison: Gain an additional die on this weapon's damage rolls against living models.
Captain Sam MacHorne & The Devil Dogs (Mercenary Character Unit)
Sam
- Stats: SPD 6, STR 6, MAT 7, RAT 6, DEF 15, ARM 12, CMD 9
- Hand Cannon (ranged): RNG 12, ROF 1, AOE –, POW 12
- Stun Sword (melee): POW 4, P+S 10
- Sam's Damage: 5
- Base: Small
Grunt
- Stats: SPD 6, STR 6, MAT 6, RAT 4, DEF 13, ARM 13, CMD 8
- Slug Gun (ranged): RNG 4, ROF 1, AOE –, POW 14
- Net (melee): POW –, P+S –
- Pick Axe (melee): POW 4, P+S 10
Field Allowance: C Sam & 5 Grunts (point cost): 5 Sam & 9 Grunts (point cost): 7
Mercenaries: These models will work for Cygnar and the Protectorate.
Sam
- 'Jack Marshal
- Officer
- Drive: Pronto: This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack immediately makes a full advance. If the check fails, the warjack does not benefit from 'Jack Marshal this turn.
- Iron Wall: This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hit by an enemy ranged or magic attack, you can choose to have one of those warjacks become the target and automatically be hit by the attack instead.
Grunt
- Combined Ranged Attack
Stun Sword
- Stall: A warjack hit by this attack suffers the Stall continuous effect. While a warjack is suffering Stall, its base DEF becomes 7 and it cannot run or charge.
Net
- Entangle: When a warjack or warbeast is hit by this weapon it is knocked down.
- Heavy: If this model attacks with this weapon during its activation, it cannot attack with another melee weapon that activation. If this model attacked with another melee weapon this activation, it cannot attack with this weapon.
Pick Axe
- Trash: Gain an additional damage die against knocked down targets.
Tactical Tips
- Officer: Because Sam is an Officer, she is the unit 'jack marshal while she is in play. When she is destroyed she does not replace a Devil Dog in her unit. Instead a Devil Dog in the unit becomes the new unit commander and 'jack marshal.
Cylena Raefyll & Nyss Hunters (Mercenary Minion Nyss Character Unit)
Cylena
- Stats: SPD 7, STR 5, MAT 7, RAT 7, DEF 15, ARM 11, CMD 9
- Nyss Bow (ranged): RNG 12, ROF 1, AOE –, POW 10
- Nyss Claymore (melee): POW 4, P+S 9
- Cylena's Damage: 5
- Field Allowance: C
- Cylena & 5 Grunts (point cost): 7
- Cylena & 9 Grunts (point cost): 10
- Base: Small
Grunt
- Stats: SPD 7, STR 5, MAT 6, RAT 6, DEF 15, ARM 11, CMD 8
- Nyss Bow (ranged): RNG 12, ROF 1, AOE –, POW 10
- Nyss Claymore (melee): POW 4, P+S 9
Mercenaries: These models will work for Cryx, Cygnar, Khador, and the Retribution. Minions: These models will work for Circle and the Trollbloods. Animosity [Blighted]: This model cannot be included in an army that includes one or more models of the listed type.
Cylena
- Officer
- Pathfinder
- Granted: Combined Ranged Attack: While this model is in play, models in its unit gain Combined Ranged Attack.
- Hunter: This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
Grunt
- Pathfinder
- Hunter: This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
Nyss Claymore
- Weapon Master
Tactical Tips
- Officer: Because Cylena is an Officer, when she is destroyed she does not replace a Grunt in her unit. Instead a Grunt in the unit becomes the new unit commander.
Kell Bailoch (Mercenary Character Solo)
- Stats: SPD 6, STR 5, MAT 5, RAT 8, DEF 14, ARM 12, CMD 8
- Silence (ranged): RNG 14, ROF 2, AOE –, POW 10
- Sword (melee): POW 3, P+S 8
- Damage: 5
- Field Allowance: C
- Point Cost: 2
- Base: Small
Mercenary: This model will work for Khador and the Protectorate.
Kell
- Advance Deployment
- Dual Shot: When this model forfeits its movement to gain the aiming bonus it can also make one additional ranged attack this activation.
- Prowl: This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
- Sniper: When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a combined ranged attack loses Sniper until the attack is resolved.
Silence
- Magical Weapon
Tactical Tips
- Dual Shot: This is how the model gets to take the second shot allowed by the ROF 2 of its weapon.
Anastasia di Bray (Mercenary Character Solo)
- Stats: SPD 7, STR 5, MAT 6, RAT 6, DEF 16, ARM 12, CMD 8
- Throwing Knives (ranged): RNG 6, ROF 1, AOE –, POW 2
- Sword (melee): POW 3, P+S 8
- Damage: 5
- Field Allowance: C
- Point Cost: 2
- Base: Small
Mercenary: This model will work for Cygnar and the Protectorate.
Anastasia di Bray
- Pathfinder
- Stealth
- Ambush: You can choose not to deploy this model at the start of the game. If it is not deployed normally, you can put it into play at the end of any of your Control Phases after your first turn. When you do, choose any table edge except the back of your opponent's deployment zone. Place this model within 3" of the chosen table edge.
- Espionage (★ Action): RNG 5. Target enemy warcaster or warlock. If the enemy warcaster or warlock is in range, friendly models/units in this model's command range can immediately make a full advance and a normal attack.
- Intelligence: You gain +1 to the starting roll determining the order of deployment and play.
- Parry: This model cannot be targeted by free strikes.
Throwing Knives
- Thrown: Add this model's STR to the POW of this ranged attack.
Stannis Brocker, Steelhead Commander of Ternon Crag (Mercenary Steelhead Cavalry Character Solo)
- Stats: SPD 8, STR 6, MAT 7, RAT 6, DEF 13, ARM 17, CMD 9
- Hand Cannon (ranged): RNG 12, ROF 1, AOE –, POW 12
- Thrasher (melee): POW 6, P+S 12
- Mount: POW 10
- Damage: 10
- Field Allowance: C
- Point Cost: 4
- Base: Large
Mercenary: This model will work for Cryx, Cygnar, Khador, and the Protectorate.
Stannis Brocker
- Commander
- Defensive Strike: Once per turn, when an enemy model advances into and ends its movement in this model's melee range, this model can immediately make one normal melee attack against it.
- Tactician [Steelhead]: While in this model's command range, friendly Steelhead models ignore other friendly Steelhead models when determining LOS. Friendly Steelhead models can advance through other friendly Steelhead models in this model's command range without effect if they have enough movement to move completely past them.
Thrasher
- Reach
- Backswing (★ Attack): Make two attacks with this weapon.
- Brutal Charge: This model gains +2 to charge attack damage rolls with this weapon.
Tactical Tips
- Tactician: This includes this model.
- Backswing: These attacks are simultaneous.
Madelyn Corbeau, Ordic Courtesan (Mercenary Character Solo)
- Stats: SPD 6, STR 4, MAT 4, RAT 4, DEF 14, ARM 12, CMD 9
- Damage: 5
- Field Allowance: C
- Point Cost: 2
- Base: Small
Mercenary: This model will work for Cygnar, Cryx, Khador, the Protectorate, and the Retribution.
Madelyn
- Advisor: While B2B with this model, friendly warcasters and solos gain +1 CMD.
- Intrigue: If one or more enemy models are in this model's command range during your Maintenance Phase, one friendly warrior model in this model's command range can advance up to 3".
- Seduction (★ Action): Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The enemy model cannot be targeted by free strikes during this movement.
- Sucker!: If this model is directly hit by an enemy ranged attack, choose a friendly living non-incorporeal warrior model within 2" of it to be directly hit instead. That model is automatically hit and suffers all damage and effects.
Tactical Tips
- Intrigue: Models move after continuous effects have been resolved during the step of the Maintenance Phase that says "Resolve all other effects that occur during the Maintenance Phase."
- Sucker!: This ability is not optional.
Rhupert Carvolo, Piper of Ord (Mercenary Character Solo)
- Stats: SPD 6, STR 6, MAT 6, RAT 4, DEF 13, ARM 14, CMD 8
- Sword (melee): POW 3, P+S 9
- Damage: 5
- Field Allowance: C
- Point Cost: 2
- Base: Small
Mercenary: This model will work for Cygnar and the Protectorate.
Carvolo
- Piper: During its activation this model can play one of the following tunes. When it does, choose a friendly unit. The tune affects this model and will affect the unit if it is currently in this model's command range.
- Dirge of Mists: Affected models gain +1 DEF and Terror for one round.
- Heroic Call: Affected models gain Fearless and Tough for one round.
- March: Affected models gain Pathfinder for one turn.
Eiryss, Mage Hunter of Ios (Mercenary Character Solo)
- Stats: SPD 7, STR 4, MAT 6, RAT 9, DEF 16, ARM 12, CMD 9
- Crossbow (ranged): RNG 12, ROF 1, AOE –, POW 10
- Bayonet (melee): POW 2, P+S 6
- Saber (melee): POW 3, P+S 7
- Damage: 5
- Field Allowance: C
- Point Cost: 3
- Base: Small
Mercenary: This model will work for Cygnar, Khador, the Protectorate, and the Retribution.
Eiryss
- Advance Deployment
- Fearless
- Pathfinder
- Stealth
- Attack Type: Each time this model makes a normal ranged attack, choose one of the following abilities.
- Death Bolt: Instead of rolling damage, a model hit suffers 3 damage points. When damaging a warjack or warbeast, choose which column or branch suffers the damage.
- Disruptor Bolt: A model hit loses all focus points. A model hit with the Focus Manipulation special rule does not replenish focus points next turn. A warjack hit suffers Disruption for one round. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
- Phantom Seeker: This model ignores LOS when making ranged attacks. This model ignores concealment and cover when resolving ranged attacks.
- Camouflage: This model gains an additional +2 DEF when benefiting from concealment or cover.
- Retribution Partisan: When included in a Retribution army, this model is a Retribution model instead of a Mercenary model.
- Technological Intolerance: When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately.
Tactical Tips
- Disruptor Bolt: Just as with Disruption, Disruptor Bolt does not prevent a model from gaining focus in other ways. A warcaster can still gain focus from soul tokens, for example.
- Phantom Seeker: Keep in mind that Phantom Seeker does not ignore Stealth.
- Camouflage: If a model ignores concealment or cover, it also ignores concealment or cover's Camouflage bonus.
Eiryss, Angel of Retribution (Mercenary Epic Mage Hunter Character Solo)
- Stats: SPD 7, STR 4, MAT 6, RAT 9, DEF 16, ARM 12, CMD 9
- Crossbow (ranged): RNG 12, ROF 1, AOE –, POW 10
- Saber (melee): POW 3, P+S 7
- Bayonet (melee): POW 2, P+S 6
- Damage: 5
- Field Allowance: C
- Point Cost: 3
- Base: Small
Mercenary: This model will work for Cygnar, Khador, the Protectorate, and the Retribution.
Eiryss
- Advance Deployment
- Fearless
- Pathfinder
- Stealth
- Arcane Interference: When this model hits another model with an attack, upkeep spells and animi on the model hit expire and it loses the focus points on it. When this model hits a warjack with an attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
- Camouflage: This model gains an additional +2 DEF when benefiting from concealment or cover.
- Retribution Partisan: When included in a Retribution army, this model is a Retribution model instead of a Mercenary model.
- Sniper: When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a combined ranged attack loses Sniper until the attack is resolved.
- Technological Interference: While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
- Whiplash: When an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.
Tactical Tips
- Arcane Interference: If the model hit is part of a unit, upkeep spells and animi on that unit also expire.
- Camouflage: If a model ignores concealment or cover, it also ignores concealment or cover's Camouflage bonus.
Orin Midwinter, Rogue Inquisitor (Mercenary Minion Character Solo)
- Stats: SPD 6, STR 4, MAT 6, RAT 4, DEF 14, ARM 12, CMD 8
- Void Staff (melee): POW 5, P+S 9
- Damage: 5
- Field Allowance: C
- Point Cost: 2
- Base: Small
Mercenary: This model will work for Cryx, Khador, and the Protectorate. Minion: This model will work for Skorne.
Midwinter
- Magic Ability [7]:
- Arc Lightning (★ Attack): Arc Lightning is a RNG 10 magic attack. A model hit by this spell suffers a POW 10 electrical damage roll, and lightning arcs from it to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll.
- Null Magic (★ Action): For one round, models cannot cast spells while within 12" of this model.
- Stealth (★ Action): This model gains Stealth for one round.
Void Staff
- Reach
- Energy Vacuum: When an enemy model casts a spell while within 12" of this model, this model gains one power token. It can have up to three power tokens at a time. During its activation, this model can spend power tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
Tactical Tips
- Magic Ability: Performing a Magic Ability special action or special attack counts as casting a spell.
- Arc Lightning: The lightning will still arc to models with Immunity: Electricity; it just cannot damage them. Remember, this damage is simultaneous.
Reinholdt, Gobber Speculator (Mercenary Character Solo)
- Stats: SPD 7, STR 2, MAT 2, RAT 2, DEF 16, ARM 9, CMD 4
- Field Allowance: C
- Point Cost: 1
- Base: Small
Mercenary: This model will work for Cygnar and Khador.
Reinholdt
- Warcaster Benefits: While this model is B2B with a friendly warcaster, this model can use one of the following special abilities.
- Lucky Charm (★ Action): During his activation this turn, the warcaster can gain an additional die on an attack or damage roll. Discard the lowest die.
- Reload (★ Action): During his activation this turn, the warcaster can make one additional ranged attack ignoring ROF.
- Spyglass (★ Action): Measure the distance between two models within the warcaster's LOS.
Taryn di la Rovissi, Llaelese Gun Mage (Mercenary Character Solo)
- Stats: SPD 6, STR 5, MAT 5, RAT 7, DEF 15, ARM 12, CMD 8
- Magelock Pistol (ranged, printed with an x2 weapon icon): RNG 10, ROF 1, AOE –, POW 10
- Damage: 5
- Field Allowance: C
- Point Cost: 2
- Base: Small
Mercenary: This model will work for Cygnar and the Protectorate.
Taryn di la Rovissi
- Gunfighter
- Attack Type: Each time this model makes a normal ranged attack, choose one of the following abilities.
- Black Penny: This attack ignores the firing into melee penalty.
- Iron Rot: When a warjack is hit by this attack, it suffers d3 points of corrosion damage to its Hull damage boxes.
- Shadow Fire: Friendly Faction models can ignore the model hit when determining LOS and making ranged or magic attacks this turn.
- Partner [Rutger Shaw]: While in Rutger Shaw's command range, this model gains Dodge and Tough.
Magelock Pistol
- Magical Weapon
Tactical Tips
- Iron Rot: Apply this damage before the damage roll. Determine the column normally. A warjack that doesn't have any unmarked damage boxes cannot suffer this damage.
Rutger Shaw, Professional Adventurer (Mercenary Character Solo)
- Stats: SPD 6, STR 6, MAT 7, RAT 6, DEF 13, ARM 14, CMD 9
- Hand Cannon (ranged): RNG 12, ROF 1, AOE –, POW 12
- Mechanikal Sword (melee): POW 6, P+S 12
- Damage: 5
- Field Allowance: C
- Point Cost: 2
- Base: Small
Mercenary: This model will work for Cygnar, Khador, and the Protectorate.
Rutger Shaw
- 'Jack Marshal
- Tough
- Dodge: This model 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.
- Drive: Reroll: This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack can reroll one missed attack roll during its activation this turn. If the check fails, the warjack does not benefit from 'Jack Marshal this turn.
- Flank [Taryn di la Rovissi]: When this model makes a melee attack against an enemy model within the melee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additional damage die.
- Flank [Warjack this model controls]: When this model makes a melee attack against an enemy model within the melee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additional damage die.
Mechanikal Sword
- Magical Weapon
Harlan Versh, Illuminated One (Mercenary Morrowan Character Solo)
- Stats: SPD 6, STR 6, MAT 7, RAT 6, DEF 14, ARM 13, CMD 10
- Malleus (ranged): RNG 10, ROF 1, AOE –, POW 10
- Sword (melee): POW 4, P+S 10
- Damage: 5
- Field Allowance: C
- Point Cost: 2
- Base: Small
Mercenary: This model will work for Cygnar and Khador. Animosity [Thamarite and Undead]: This model cannot be included in an army that includes one or more models of the listed type.
Versh
- Fearless
- Stealth
- Sacred Ward: This model cannot be targeted by enemy spells.
- Witch Hunter: After an enemy model casts a spell within 10" of this model, this model may immediately make a normal ranged attack targeting that model.
Malleus
- Magical Weapon
- Blessed: When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
- Multi-Fire (★ Attack): Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.
- Purgation: Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them.
Sword
- Magical Weapon
- Blessed: When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
- Purgation: Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them.
Tactical Tips
- Multi-Fire: Multi-Fire ignores ROF but does not ignore RNG. Additional attacks against targets beyond this weapon's range will automatically miss.
Gorman di Wulfe, Rogue Alchemist (Mercenary Character Solo)
- Stats: SPD 6, STR 4, MAT 5, RAT 5, DEF 14, ARM 12, CMD 8
- Alchemical Grenades (ranged): RNG 6, ROF 1, AOE 3, POW *
- Stiletto (melee): POW 2, P+S 6
- Damage: 5
- Field Allowance: C
- Point Cost: 2
- Base: Small
Mercenary: This model will work for Cryx, Cygnar, Khador, and the Protectorate.
Gorman
- Immunity: Corrosion
- Immunity: Fire
- Stealth
- Alchemical Mask: This model ignores gas effects. When determining LOS or resolving attacks, this model ignores cloud effects.
- Attack Type: Each time this model makes a normal ranged attack, choose one of the following abilities.
- Acid Bomb: Models in the AOE are hit and suffer a POW 12 corrosion damage roll and the Corrosion continuous effect.
- Black Oil: This attack causes no damage. Instead, models in the AOE are hit and suffer Blind for one round. (A blind model cannot make ranged or magic attacks, suffers -4 MAT and DEF, cannot run or charge, and must forfeit either its movement or action during its next activation.)
- Rust: This attack causes no damage. Instead, warjacks in the AOE are hit and suffer -2 ARM for one turn.
- Smoke Bombs (★ Action): Place a 3" AOE cloud effect in play. Its center point must be within 1" of this model. This AOE remains in play for one round.
Tactical Tips
- Rust: This attack affects only warjacks.
Mercenary Privateer Warcasters and Characters
Fiona the Black (Mercenary Privateer Thamarite Warcaster)
- Stats: SPD 6, STR 5, MAT 6, RAT 4, DEF 16, ARM 15, CMD 8
- Viper (melee): POW 6, P+S 11
- Focus: 7
- Damage: 15
- Field Allowance: C
- Warjack Points: +6
- Base: Small
Feat: Dark Omen. For one round, enemy models roll one less die when making attack and damage rolls while in Fiona's control area.
- Mercenary: This model will work for Cryx, Cygnar, and Khador.
- Animosity [Morrowan]: This model cannot be included in an army that includes one or more models of the listed type.
Fiona
- Cultists: Choose one friendly Sea Dog unit at the beginning of the game to be Cultists. Cultists are Thamarite models and gain Fearless. During your Control Phase, after replenishing focus, this model gains 1 additional focus point if it is within 1" of one or more friendly Cultists.
- Whiplash: When an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.
Viper
- Magical Weapon
- Reach
- Blessed: When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
- Grievous Wounds: When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.
Spells
| Spell | Cost | RNG | AOE | POW | UP | OFF | Effect |
|---|---|---|---|---|---|---|---|
| Affliction | 3 | 8 | – | – | YES | YES | When a damage roll resulting from a direct hit fails to exceed the ARM of the target enemy model/unit, the affected model hit suffers 1 damage point. |
| Influence | 1 | 10 | – | – | NO | YES | Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one normal melee attack, then Influence expires. |
| Nonokrion Brand | 2 | 6 | – | – |
Tactical Tips
- Cultists: A model can have more focus points than its FOCUS as a result of Cultists.
- Soulfire: The boxed model does not provide a soul or corpse token.
Captain Bartolo Montador (Mercenary Privateer Warcaster)
- Stats: SPD 6, STR 7, MAT 7, RAT 5, DEF 15, ARM 16, CMD 8
- Ace (ranged): RNG SP 8, ROF 1, AOE –, POW 12
- Red Tide (melee): POW 7, P+S 14
- Focus: 6
- Damage: 17
- Field Allowance: C
- Warjack Points: +5
- Base: Small
Feat: Typhoon. Advancing enemy models that end their movement in Montador's control area are knocked down. While in Montador's control area, enemy models suffer -3 on attack rolls. Typhoon lasts for one round.
- Mercenary: This model will work for Cryx, Cygnar, Khador, and the Protectorate.
- Tough
- Blood-Quenched: This model gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
- Overtake: When this model destroys one or more enemy warrior models with a normal melee attack, after the attack is resolved this model can immediately advance up to 1".
Red Tide
- Magical Weapon
Spells
| Spell | Cost | RNG | AOE | POW | UP | OFF | Effect |
|---|---|---|---|---|---|---|---|
| Batten Down the Hatches | 3 | Self | CTRL | – | NO | NO | While in this model's control area, models in its battlegroup cannot be knocked down and gain +3 ARM but suffer -2 DEF. Batten Down the Hatches lasts for one round. |
| Broadside | 3 | Self | CTRL | – | NO | NO | Models in this model's battlegroup currently in its control area can immediately make one normal ranged attack. Attacks gained from Broadside do not count against a weapon's ROF. Broadside can be cast only once per turn. |
| Deadweight | 2 | 8 |
Tactical Tips
- Typhoon: Models that do not advance are not knocked down. Remember, changing facing is considered movement.
- Deadweight: Remember, a model that forfeits its action cannot run.
Captain Phinneus Shae (Mercenary Privateer Warcaster)
- Stats: SPD 6, STR 6, MAT 7, RAT 6, DEF 17, ARM 14, CMD 8
- Hand Cannon (ranged): RNG 12, ROF 1, AOE –, POW 12
- Squall (melee): POW 7, P+S 13
- Focus: 6
- Damage: 16
- Field Allowance: C
- Warjack Points: +6
- Base: Small
Feat: Godspeed. Friendly models currently in Shae's control area immediately advance up to 3". During this movement, affected models gain Pathfinder and cannot be targeted by free strikes.
- Mercenary: Shae can be included only in armies that list him as a possible member.
Shae
- Amphibious: This model ignores the effects of deep and shallow water and can move through them without penalty. While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
- Groundwork: While knocked down, this model is not automatically hit by melee attacks and its DEF is not reduced.
- Swashbuckler: When this model makes a melee attack during its activation, its front arc extends to 360°, and it can make one melee attack against each model in its LOS that is in its melee range.
Squall
- Magical Weapon
- Beat Back: Immediately after a normal attack with this weapon is resolved during this model's combat action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1".
Spells
| Spell | Cost | RNG | AOE | POW | UP | OFF | Effect |
|---|---|---|---|---|---|---|---|
| Blow the Man Down | 3 | 8 | – | 15 | NO | YES | When a model is hit by Blow the Man Down, it is knocked down. On a critical hit, instead of suffering a normal damage roll a non-incorporeal model is slammed d6" directly away from the spell's point of origin regardless of its base size. Collateral damage from this slam is POW 15. |
| Coup de Main | 3 | Self | CTRL | – | NO | NO | Friendly models/units beginning a charge in this model's control area gain +2" movement. Affected models can charge without spending focus points or being forced. Coup de Main lasts for one turn. |
| Phantasm | 2 |
Tactical Tips
- Amphibious: This model can attack other models that are in deep water.
- Beat Back: The attacking model can advance even if the enemy model is destroyed by the attack.
- Blow the Man Down: Incorporeal models are not slammed; they are just knocked down and suffer a damage roll.
- Coup de Main: Apply movement bonuses only during a model's activation.
Mercenary Privateer Warjacks and Units
Sea Dog Deck Gun (Mercenary Privateer Weapon Crew Unit)
Leader
- Stats: SPD 4, STR 5, MAT 5, RAT 4, DEF 13, ARM 12, CMD 7
- Deck Gun (ranged): RNG 14, ROF 1, AOE 3, POW 13
- Hand Weapon (melee): POW 3, P+S 8
Grunt
- Stats: SPD 4, STR 5, MAT 5, RAT 4, DEF 13, ARM 12, CMD 7
- Hand Weapon (melee): POW 3, P+S 8
Field Allowance: 2 Leader & Grunt (point cost): 2 Base: Leader large base; Grunt small base
Mercenaries: These models will work for Cryx, Cygnar, Khador, and the Protectorate.
Leader & Grunt
- Gang: When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
Deck Gun
- Light Artillery: This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking with this weapon and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
- Range Finder: While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
Buccaneer (Mercenary Light Warjack)
- Stats: SPD 6, STR 8, MAT 6, RAT 5, DEF 13, ARM 15, CMD –
- Net (left arm, ranged): RNG 8, ROF 1, AOE –, POW –
- Gaff (right arm, melee): POW 2, P+S 10
- Field Allowance: U
- Point Cost: 3
- Base: Medium
Buccaneer
- Assault: As part of a charge, after moving but before making its charge attack, this model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model's activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in melee penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before its activation ends.
Net
- Knockdown: When a model is hit by an attack with this weapon, it is knocked down.
Gaff
- Reach
Damage Grid (the printed grid's system letters, listed by row from top to bottom; the letter meanings follow the warjack damage rules in the base rulebook)
- Row 3: L, R.
- Row 4: L, L, M, C, R, R.
- Row 5: M, M, C, C.
Tactical Tips
- Assault: The assaulting model ignores the target in melee penalty even if it is not in melee range of its charge target after moving.
Freebooter (Mercenary Heavy Warjack)
- Stats: SPD 5, STR 11, MAT 6, RAT 5, DEF 12, ARM 17, CMD –
- Clamp (left arm, melee): POW 3, P+S 14
- Clamp (right arm, melee): POW 3, P+S 14
- Field Allowance: U
- Point Cost: 6
- Base: Large
Freebooter
- Amphibious: This model ignores the effects of deep and shallow water and can move through them without penalty. While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
- Jury-Rigged [SPD]: At the start of its activation, this model can spend 1 focus point to use Jury-Rigged. This model gains +2 SPD this activation. At the end of this activation, it suffers 1 damage point to its first available Movement system box. This model cannot use Jury-Rigged if its Movement system is crippled. Jury-Rigged can be used only once per activation.
- Lash: This model and friendly warrior models B2B with it cannot be knocked down.
Clamp
- Open Fist
- Chain Attack: Grab & Smash: If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push, or throw power attack against that target.
- Trash: Gain an additional damage die against knocked down targets.
Damage Grid (the printed grid's system letters, listed by row from top to bottom; the letter meanings follow the warjack damage rules in the base rulebook)
- Rows 1 to 3 are plain damage boxes.
- Row 4: L, R.
- Row 5: L, L, M, C, R, R.
- Row 6: M, M, C, C.
Tactical Tips
- Amphibious: This model can attack other models that are in deep water.
- Chain Attack: Grab & Smash: Remember, a model with a crippled weapon system cannot use that system to make chain attacks or special attacks, including power attacks.
Mariner (Mercenary Heavy Warjack)
- Stats: SPD 5, STR 11, MAT 6, RAT 5, DEF 12, ARM 17, CMD –
- Ship Gun (left arm, ranged): RNG 15, ROF 1, AOE 3, POW 14
- Anchor (right arm, melee): POW 6, P+S 17
- Field Allowance: U
- Point Cost: 8
- Base: Large
Mariner
- Amphibious: This model ignores the effects of deep and shallow water and can move through them without penalty. While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS.
- Lash: This model and friendly warrior models B2B with it cannot be knocked down.
Ship Gun
- Loader: This model must be B2B with a friendly living Faction warrior model to make an attack with this weapon.
Anchor
- Thresher (★ Attack): This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
Damage Grid (the printed grid's system letters, listed by row from top to bottom; the letter meanings follow the warjack damage rules in the base rulebook)
- Rows 1 to 3 are plain damage boxes.
- Row 4: L, R.
- Row 5: L, L, M, C, R, R.
- Row 6: M, M, C, C.
Tactical Tips
- Amphibious: This model can attack other models that are in deep water.
- Thresher: The melee attacks are all simultaneous.
Press Gangers (Mercenary Privateer Sea Dog Unit)
Lass
- Stats: SPD 6, STR 6, MAT 5, RAT 4, DEF 13, ARM 12, CMD 8
- Hand Weapons (melee): POW 3, P+S 9
Grunts
- Stats: SPD 6, STR 6, MAT 5, RAT 4, DEF 13, ARM 12, CMD 8
- Hand Weapons (melee): POW 3, P+S 9
Field Allowance: 2 Lass & 5 Grunts (point cost): 4 Lass & 9 Grunts (point cost): 6 Base: Small
Mercenaries: These models will work for Cryx, Cygnar, Khador, and the Protectorate.
Lass
- Advance Deployment
- Officer
- Tough
- Gang: When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
- Seduction (★ Action): Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The enemy model cannot be targeted by free strikes during this movement.
- Shanghai: When a living enemy warrior model in the melee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model.
Grunts
- Advance Deployment
- Tough
- Gang: When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
- Shanghai: When a living enemy warrior model in the melee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model.
Tactical Tips
- Shanghai: Because the boxed model is removed from play before being destroyed, it does not generate a soul or corpse token.
Sea Dog Crew (Mercenary Privateer Unit)
- Leader & Grunts stats: SPD 6, STR 5, MAT 5, RAT 4, DEF 13, ARM 12, CMD 7
- Pistol (ranged): RNG 8, ROF 1, AOE –, POW 10
- Hand Weapon (melee): POW 3, P+S 8
- Field Allowance: U
- Leader & 5 Grunts (point cost): 5
- Leader & 9 Grunts (point cost): 8
- Base: Small
Mercenaries: These models will work for Cryx, Cygnar, Khador, and the Protectorate.
Leader & Grunts
- Gang: When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
- Point Blank: During its activation, this model can make melee attacks with its ranged weapon, with a 0.5" melee range. Do not add this model's STR to damage rolls made with ranged weapons. Charge attacks made with ranged weapons are not boosted.
Sea Dog Rifleman (Mercenary Privateer Weapon Attachment)
- Stats: SPD 6, STR 5, MAT 5, RAT 4, DEF 13, ARM 12, CMD 7
- Long Rifle (ranged): RNG 14, ROF 1, AOE –, POW 10
- Hand Weapon (melee): POW 3, P+S 8
- Field Allowance: U
- 1 Rifleman (point cost): 1
- Up to 2 additional Riflemen: 1 each
- Base: Small
Attachment [Sea Dog Crew]: This attachment can be added to a Sea Dog Crew unit.
Rifleman
- Combined Ranged Attack
- Gang: When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
- Point Blank: During its activation, this model can make melee attacks with its ranged weapon, with a 0.5" melee range. Do not add this model's STR to damage rolls made with ranged weapons. Charge attacks made with ranged weapons are not boosted.
- Take Up: If this model is destroyed or removed from play, you can choose a Grunt in this unit within 1" of this model to take its place. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
Tactical Tips
- Take Up: Effects include spells and animi. Remember that if this model remains in play as a result of Take Up it is the same model.
Mr. Walls, The Quartermaster (Mercenary Privateer Character Unit Attachment)
- Stats: SPD 6, STR 6, MAT 6, RAT 4, DEF 13, ARM 12, CMD 8
- Heavy Pistols (ranged, printed with an x2 weapon icon): RNG 8, ROF 1, AOE –, POW 12
- Damage: 5
- Field Allowance: C
- Point Cost: 2
- Base: Small
Attachment [Sea Dog Crew]: This attachment can be added to a Sea Dog Crew unit.
Mr. Walls
- Officer
- Tough
- Gang: When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
- Monkey Bite: Living enemy models suffer -2 to melee attack rolls while in melee with this model.
- No Quarter: Once per game during its unit's activation, this model can use No Quarter. Models in this unit gain Fearless, Pathfinder, and Terror. A model in this unit that charges gains +2" movement. No Quarter lasts for one round.
- Point Blank: During its activation, this model can make melee attacks with its ranged weapon, with a 0.5" melee range. Do not add this model's STR to damage rolls made with ranged weapons. Charge attacks made with ranged weapons are not boosted.
- Tactics: Advance Deployment: Models in this unit gain Advance Deployment.
Tactical Tips
- Officer: Because Mr. Walls is an Officer, when he is destroyed he does not replace a Grunt in his unit. Instead the unit leader becomes the unit commander.
The Commodore Cannon & Crew (Mercenary Privateer Sea Dog Character Unit)
Crewmen
- Stats: SPD 6, STR 5, MAT 5, RAT 4, DEF 13, ARM 12, CMD 7
- Pistol (ranged): RNG 8, ROF 1, AOE –, POW 10
- Hand Weapon (melee): POW 3, P+S 8
Commodore
- Stats: SPD 0, STR 0, MAT –, RAT 5, DEF 18, ARM –, CMD –
- Cannon (ranged): RNG *, ROF 1, AOE *, POW * (see Ammo Type below)
Commodore's Damage: 10 Field Allowance: C Commodore & 3 Crewmen (point cost): 4 Base: Commodore large base; Crewman small base
Mercenaries: The Commodore Cannon & Crew can be included only in armies that include Captain Phinneus Shae.
Crewmen
- Fearless
- Cross-Trained: A Sea Dog Crew Grunt ending its normal movement within 3" of the Commodore can join this unit if it has fewer than three Crewmen. Replace the Grunt with the Crewman model. The Crewman has effects that were on the replaced Grunt, except for upkeep spells on the Grunt's unit. Sea Dog Crew Grunts replaced this way do not count toward Massive Casualties in their original unit.
- Fire! (★ Attack): This model must be B2B with the Commodore and not engaged to make a Fire! special attack. Only one model in this unit can make a Fire! special attack each activation. This model makes a ranged attack with the Commodore. Both models must have LOS to the target. The Commodore does not block this model's LOS for this attack. This model cannot gain the aiming bonus. Base the RNG and all modifiers for the attack on the Commodore.
- Gunnery (★ Action): RNG 2. Target Commodore. If the Commodore is in range, a model attacking with the Commodore this activation gains a cumulative +2 to its attack roll.
Commodore
- Construct
- Focal Point: This model's unit has no unit commander. Models in this unit within 8" of this model are in formation. If a model in this model's unit is out of formation when beginning its normal movement, it must either advance toward this model and forfeit its action or run directly toward this model. If this model is destroyed or removed from play, remove the remaining models in this unit from play.
- Heavy Artillery: This model is not a warrior model. It does not activate but can advance up to 1" for each Crewman B2B with it at the beginning of its unit's activation. If this model is moved during its unit's activation, Crewmen in the unit cannot make a Fire! special attack that activation. This model is automatically hit by melee attacks. This model cannot be knocked down or made stationary.
Cannon
- Ammo Type: Each time this weapon is used to make an attack, choose one of the following abilities.
- Canister Shot: This weapon's base stats become RNG SP 10, AOE –, and POW 20. When resolving this attack, the firing model gains +2 to attack rolls.
- Cannonball: This weapon's base stats become RNG 20, AOE –, and POW 16. Regardless of its base size, a model directly hit is slammed d6" directly away from the Commodore. Collateral damage from this slam is POW 16. If the model directly hit cannot be slammed, it suffers a POW 16 damage roll.
- Incendiary Shot: This weapon's base stats become RNG 16, AOE 4, and POW 14 for this attack. This attack causes fire damage, and models hit suffer the Fire continuous effect.
Tactical Tips
- Cross-Trained: The new Crewman is now part of the Commodore Cannon Crew and not part of its original unit.
Lady Aiyana & Master Holt (Mercenary Privateer Character Unit)
Lady Aiyana
- Stats: SPD 6, STR 4, MAT 4, RAT 4, DEF 15, ARM 11, CMD 9
Master Holt
- Stats: SPD 6, STR 5, MAT 5, RAT 8, DEF 15, ARM 11, CMD 8
- Hand Cannon (ranged, printed with an x2 weapon icon): RNG 12, ROF 1, AOE –, POW 12
- Gun Blades (melee, printed with an x2 weapon icon): POW 3, P+S 8
Damage: 5 each Field Allowance: C Lady Aiyana & Master Holt (point cost): 4 Base: Small
Mercenaries: These models will work for Cygnar, Khador, the Protectorate, and the Retribution.
Lady Aiyana
- Officer
- Magic Ability [8]:
- Ayisla's Veil (★ Action): This model gains Stealth. While Holt is B2B with her, he also gains Stealth. Ayisla's Veil lasts for one round.
- Kiss of Lyliss (★ Attack): Kiss of Lyliss is a RNG 10 magic attack. For one round, when a model/unit hit by Kiss of Lyliss suffers a damage roll add +2 to the roll.
- Lurynsar's Touch (★ Action): RNG CMD. Target friendly model/unit. If the model/unit is in range, its weapons gain Magical Weapon for one turn.
Master Holt
- Gunfighter
- Quick Draw: Once during your opponent's turn, when an enemy model within 12" of this model that is in its LOS targets Holt or Aiyana with a ranged attack, this model can make a ranged attack against the enemy model before it makes its attack roll. If this model's ranged attack hits, the enemy model suffers no damage but its attack automatically misses.
- Virtuoso: This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and melee attacks.
Tactical Tips
- Magic Ability: Performing a Magic Ability special action or special attack counts as casting a spell.
- Officer: Because Aiyana is an Officer, when she is destroyed she does not replace Holt. Instead Holt becomes the new unit commander.
Bloody Bradigan (Mercenary Privateer Sea Dog Character Solo)
- Stats: SPD 6, STR 8, MAT 7, RAT 3, DEF 13, ARM 14, CMD 4
- Wrapped Fists (melee, printed with an x2 weapon icon): POW 1, P+S 9
- Damage: 5
- Field Allowance: C
- Point Cost: 2
- Base: Small
Mercenary: This model will work for Cryx, Cygnar, Khador, and the Protectorate.
Bloody Bradigan
- Fearless
- Tough
- Berserk: When this model destroys one or more models with a melee attack during its combat action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.
- Gang Fighter: When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
- Stumbling Drunk: This model cannot be knocked down. If it is hit by an enemy attack anytime except while it is advancing, after the attack is resolved this model is pushed d3" in a direction determined by the deviation template, then you can choose its facing.
Wrapped Fists
- Weapon Master
- Critical Knockdown: On a critical hit, the model hit is knocked down.
Bosun Grogspar (Mercenary Privateer Trollkin Character Solo)
- Stats: SPD 5, STR 8, MAT 6, RAT 5, DEF 13, ARM 15, CMD 8
- Harpoon Gun (ranged): RNG 10, ROF 1, AOE 3, POW 12
- Giant Hook (melee): POW 4, P+S 12
- Damage: 8
- Field Allowance: C
- Point Cost: 2
- Base: Medium
Mercenary: This model will work for Cryx, Cygnar, Khador, and the Protectorate.
Bosun Grogspar
- Commander
- Tough
- No Sleeping on the Job [Privateer]: This model and friendly Privateer models in its command range cannot be knocked down.
Giant Hook
- Pitch: Instead of making a normal damage roll on a hit, this model can throw the model hit as if it had hit with and passed the STR check of a throw power attack. The thrown model suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
Tactical Tips
- Pitch: A model cannot throw a model whose base is larger than its own.
Dirty Meg (Mercenary Privateer Character Solo)
- Stats: SPD 5, STR 6, MAT 6, RAT 5, DEF 13, ARM 13, CMD 8
- Junker (ranged): RNG 10, ROF 1, AOE –, POW 12
- Great Wrench (melee): POW 3, P+S 9
- Damage: 5
- Field Allowance: C
- Point Cost: 2
- Base: Small
Mercenary: This model will work for Cygnar, Khador, and the Protectorate.
Dirty Meg
- 'Jack Marshal
- Tough
- Drive: Off Road: This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If it passes, the warjack gains Pathfinder and must use its normal movement and combat action to charge or make a slam power attack during its activation this turn. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
- Repair [8] (★ Action): This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
Junker
- Stall: A warjack hit by this attack suffers the Stall continuous effect. While a warjack is suffering Stall, its base DEF becomes 7 and it cannot run or charge.
Tactical Tips
- Repair: A wreck marker cannot be repaired.
Doc Killingsworth (Mercenary Privateer Character Solo)
- Stats: SPD 5, STR 7, MAT 6, RAT 5, DEF 12, ARM 13, CMD 7
- Dirty Throwing Knives (ranged): RNG 6, ROF 1, AOE –, POW 2
- Meat Cleaver (melee): POW 4, P+S 11
- Damage: 5
- Field Allowance: C
- Point Cost: 2
- Base: Small
Mercenary: This model will work for Cryx, Cygnar, Khador, and the Protectorate.
Doc Killingsworth
- Tough
- Anatomical Precision: When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
- No, I'm Fine: When another friendly Privateer model makes a Tough roll of 4, 5, or 6 while in this model's command range, that model heals 1 damage point and is knocked down.
- Surgery (★ Action): Choose a friendly Faction warrior model B2B with this model. That model heals d6 damage points.
Dirty Throwing Knives
- Poison: Gain an additional die on this weapon's damage rolls against living models.
- Thrown: Add this model's STR to the POW of this ranged attack.
Tactical Tips
- No, I'm Fine: "Another" means that Doc himself still needs a Tough roll of 5 or 6 to heal damage.
First Mate Hawk (Mercenary Privateer Character Solo)
- Stats: SPD 7, STR 5, MAT 7, RAT 5, DEF 15, ARM 13, CMD 9
- Cutlass (melee, printed with an x2 weapon icon): POW 4, P+S 9
- Damage: 5
- Field Allowance: C
- Point Cost: 2
- Base: Small
Mercenary: This model will work for Cryx, Cygnar, Khador, and the Protectorate.
Hawk
- Commander
- Tough
- Acrobatics: This model can advance through other models if it has enough movement to move completely past their bases. This model cannot be targeted by free strikes. This model ignores intervening models when declaring its charge target.
- Inspiration [Sea Dogs]: Friendly Sea Dogs models/units in this model's command range never flee and immediately rally.
- Object of Desire: While in this model's command range, friendly Sea Dog models gain an additional damage die on Hand Weapon attacks against warrior models.
- Sucker!: If this model is directly hit by an enemy ranged attack, choose a friendly living non-incorporeal warrior model within 2" of it to be directly hit instead. That model is automatically hit and suffers all damage and effects.
Cutlass
- Weapon Master
Tactical Tips
- Sucker!: This ability is not optional.
Lord Rockbottom, Expedition Financier (Mercenary Privateer Rhulic Character Solo)
- Stats: SPD 4, STR 6, MAT 6, RAT 6, DEF 12, ARM 14, CMD 6
- Fire Breather (ranged): RNG SP 8, ROF 1, AOE –, POW 12
- Cutlass (melee): POW 4, P+S 10
- Damage: 5
- Field Allowance: C
- Point Cost: 2
- Rockbottom's Coins: 5
- Base: Small
Mercenary: This model will work for Cryx, Cygnar, Khador, and the Protectorate.
Lord Rockbottom
- Tough
- Bought Loyalty: When a friendly Faction model/unit fails a command check in this model's command range, you can mark one of this model's five coin boxes to cause the model/unit to pass the failed check.
- Coin: This model gains +1 CMD for each of its unmarked coin boxes.
- Paymaster: During this model's activation, you can mark one or more coin boxes on its card. For each coin box you mark, you can use Paymaster once. When you do, choose one of the following incentives. Incentives are RNG CMD and can target only friendly Sea Dog units. A Sea Dog unit can be affected by an incentive only once per turn. When all five of its coin boxes have been marked, this model loses Paymaster for the rest of the game.
- Money Shot: Affected models gain +2 to ranged attack and damage rolls for one turn.
- Payday: Affected models' melee attack rolls are boosted. When an affected model destroys an enemy model with a normal melee attack, immediately after the attack is resolved the affected model can advance up to 1". Payday lasts for one turn.
- Walk It Off: Affected models gain Tough for one round.
Fire Breather
- Continuous Effect: Fire
- Damage Type: Fire
Tactical Tips
- Bought Loyalty: After all five boxes have been marked, Bought Loyalty can no longer be used.
Master Gunner Dougal MacNaile (Mercenary Privateer Character Solo)
- Stats: SPD 5, STR 5, MAT 6, RAT 7, DEF 14, ARM 13, CMD 8
- Grenade (ranged): RNG 6, ROF 1, AOE 3, POW 12
- Quad-Iron (ranged): RNG 10, ROF 1, AOE –, POW 10
- Cutlass (melee): POW 4, P+S 9
- Damage: 5
- Field Allowance: C
- Point Cost: 2
- Base: Small
Mercenary: This model will work for Cryx, Cygnar, Khador, and the Protectorate.
Dougal MacNaile
- Commander
- Tough
- Artillerist (★ Action): Choose a friendly Faction model. While in this model's command range, the chosen model gains +2 to AOE ranged attack rolls. When the chosen model's AOE ranged attacks deviate, you can reroll the direction and/or distance of deviation. Each roll can be rerolled only once as a result of Artillerist. Artillerist lasts for one turn.
- Double Powder Ration: Once per game during its activation, this model can use Double Powder Ration. Ranged attacks made by friendly Faction models while in this model's command range gain +2 RNG. Double Powder Ration lasts for one turn.
- Field Officer [Sea Dog Deck Gun Crew]: If this model is included in an army, you can include one additional Sea Dog Deck Gun Crew unit over that unit's FA.
- Hit the Deck!: This model cannot be hit by AOE attacks. If it would be hit by an AOE attack, it is instead knocked down. While this model is knocked down, ranged attacks targeting it automatically miss.
Grenade
- Cumbersome: If this model attacks with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
Quad-Iron
- Multi-Fire (★ Attack): Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.
Tactical Tips
- Field Officer: This does not add 1 to the unit's FA; it allows one unit beyond the FA limit. That means in a game with three warcasters, you still get only one extra unit.
- Hit the Deck!: This model never suffers the effects of AOE attacks because it is not hit by them, regardless of whether it is directly hit or just caught in the AOE.
- Multi-Fire: Multi-Fire ignores ROF but does not ignore RNG. Additional attacks against targets beyond this weapon's range will automatically miss.
Mercenary Rhulic Warcasters and Warjacks
Gorten Grundback (Mercenary Rhulic Warcaster)
- Stats: SPD 4, STR 7, MAT 7, RAT 5, DEF 13, ARM 19, CMD 8
- Dual Hand Cannon (ranged): RNG 12, ROF 2, AOE –, POW 12
- Forge Father (melee): POW 7, P+S 14
- Gutter (melee): POW 2, P+S 9
- Focus: 5
- Damage: 18
- Field Allowance: C
- Warjack Points: +7
- Base: Small
Feat: Landslide. Choose a table edge and a distance up to 8". Enemy models currently in Gorten's control area are pushed the chosen distance directly toward the chosen table edge in the order you choose. For one round, affected models cannot give or receive orders and suffer -3 SPD, RAT, and DEF.
- Mercenary: This model will work for Cygnar and Khador.
Gorten
- Rhulic Warcaster: This model can have only Mercenary Rhulic warjacks in its battlegroup and can reactivate only friendly Mercenary Rhulic warjacks.
Dual Hand Cannon
- Both Barrels (★ Attack): This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
Forge Father
- Magical Weapon
- Critical Smite: On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
Spells
| Spell | Cost | RNG | AOE | POW | UP | OFF | Effect |
|---|---|---|---|---|---|---|---|
| Eruption | 3 | 8 | 3 | 14 | NO | YES | Models hit suffer a POW 14 fire damage roll. The AOE is a cloud effect that remains in play for one round. Models entering or ending their activation in the AOE suffer an unboostable POW 14 fire damage roll. |
| Molten Metal | 2 | 10 | – | – | NO | YES | Target warjack suffers 1 point of fire damage to each column on its damage grid. |
| Rock Wall | 2 | CTRL | WALL | – |
Tactical Tips
- Critical Smite: The slammed model is moved only half the distance rolled if its base is larger than the slamming model's.
- Molten Metal: If a damage column is full, apply the damage to the next column to the right.
Durgen Madhammer (Mercenary Rhulic Warcaster)
- Stats: SPD 5, STR 7, MAT 6, RAT 6, DEF 14, ARM 17, CMD 8
- Buster (ranged): RNG 12, ROF 1, AOE 4, POW 14
- Leveler (melee): POW 6, P+S 13
- Focus: 6
- Damage: 16
- Field Allowance: C
- Warjack Points: +6
- Base: Small
Feat: Bombs Away. While in Madhammer's control area, friendly Faction models gain an additional die on blast damage rolls and AOE ranged attack rolls this turn.
- Mercenary: This model will work for Cygnar, Khador, and the Protectorate.
Durgen
- Blast Armor: When this model would suffer blast damage, it gains 1 focus point instead of suffering the damage. It cannot gain focus points beyond its FOCUS as a result of Blast Armor.
- Rhulic Warcaster: This model can have only Mercenary Rhulic warjacks in its battlegroup and can reactivate only friendly Mercenary Rhulic warjacks.
Buster
- Arcing Fire: When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
- Carpet Bomb (★ Attack): After determining the point of impact, roll deviation for two additional 4" AOEs from that point. A model hit by one of the additional AOEs suffers a POW 7 blast damage roll.
- Case Cracker (★ Attack): This weapon's base stats become AOE – and POW 7 for this attack. When calculating damage from this attack, halve the base ARM stats of models with medium or larger bases. For this attack, this model gains +2 to damage rolls against models with small bases.
Leveler
- Magical Weapon
- Reach
- Back Blast: When this model hits with an attack with this weapon, it can spend 1 focus point to use Back Blast. If it does, center a 3" AOE on the model hit. Models in the AOE suffer a POW 10 blast damage roll. This damage is not considered to have been caused by a melee attack.
Spells
| Spell | Cost | RNG | AOE | POW | UP | OFF | Effect |
|---|---|---|---|---|---|---|---|
| Explosivo | 1 | 6 | – | – | NO | NO | When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE – it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving this model's next ranged attack. |
| Ground Zero | 3 | Self | 5 | 13 | NO | NO | Center a 5" AOE on this model. Each other model in the AOE is hit and suffers a POW 13 damage roll. Each enemy model damaged by Ground Zero is pushed d6" directly away from this model in the order you choose. |
| Inhospitable Ground |
Tactical Tips
- Bombs Away: The friendly Faction models do not gain an additional die on the damage roll against a model directly hit.
- Ground Zero: Roll separately for each model pushed.
- Primed: The disabled model does not provide a soul or corpse token because it was removed from play before being destroyed.
Grundback Blaster (Mercenary Rhulic Light Warjack)
- Stats: SPD 5, STR 6, MAT 5, RAT 6, DEF 12, ARM 18, CMD –
- Hail Shot Cannon (head, ranged): RNG SP 8, ROF 1, AOE –, POW 10
- Bash (melee): POW 0, P+S 6
- Field Allowance: U
- Point Cost: 3
- Base: Medium
Blaster
- Rhulic Warjack: This model can be included only in a battlegroup controlled by a Mercenary Rhulic warcaster or assigned to a Mercenary Rhulic 'jack marshal. This model can be reactivated only by a friendly Mercenary Rhulic warcaster or a friendly Mercenary Rhulic 'jack marshal.
Hail Shot Cannon
- Powerful Attack: When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
Damage Grid (the printed grid's system letters, listed by row from top to bottom; the letter meanings follow the warjack damage rules in the base rulebook)
- Row 3: H, H, C, M.
- Row 4: H, H, C, C, M, M.
Grundback Gunner (Mercenary Rhulic Light Warjack)
- Stats: SPD 5, STR 6, MAT 5, RAT 6, DEF 12, ARM 18, CMD –
- Cannon (head, ranged): RNG 12, ROF 1, AOE –, POW 12
- Bash (melee): POW 0, P+S 6
- Field Allowance: U
- Point Cost: 3
- Base: Medium
Gunner
- Rhulic Warjack: This model can be included only in a battlegroup controlled by a Mercenary Rhulic warcaster or assigned to a Mercenary Rhulic 'jack marshal. This model can be reactivated only by a friendly Mercenary Rhulic warcaster or a friendly Mercenary Rhulic 'jack marshal.
Cannon
- Powerful Attack: When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
Damage Grid (the printed grid's system letters, listed by row from top to bottom; the letter meanings follow the warjack damage rules in the base rulebook)
- Row 3: H, H, C, M.
- Row 4: H, H, C, C, M, M.
Ghordson Avalancher (Mercenary Rhulic Heavy Warjack)
- Stats: SPD 4, STR 12, MAT 6, RAT 5, DEF 9, ARM 19, CMD –
- Avalanche Cannon (right arm, ranged): RNG 15, ROF 1, AOE 3, POW 14
- Assault Shield (left arm, melee): POW 2, P+S 14
- Field Allowance: U
- Point Cost: 9
- Base: Large
Avalancher
- Rhulic Warjack: This model can be included only in a battlegroup controlled by a Mercenary Rhulic warcaster or assigned to a Mercenary Rhulic 'jack marshal. This model can be reactivated only by a friendly Mercenary Rhulic warcaster or a friendly Mercenary Rhulic 'jack marshal.
Assault Shield
- Shield
Damage Grid (the printed grid's system letters, listed by row from top to bottom; the letter meanings follow the warjack damage rules in the base rulebook)
- Rows 1 to 3 are plain damage boxes.
- Row 4: L, R.
- Row 5: L, L, M, C, R, R.
- Row 6: M, M, C, C.
Ghordson Basher (Mercenary Rhulic Heavy Warjack)
- Stats: SPD 5, STR 12, MAT 6, RAT 4, DEF 10, ARM 19, CMD –
- Battering Ram (head, melee): POW 3, P+S 15
- Field Allowance: U
- Point Cost: 7
- Base: Large
Basher
- Rhulic Warjack: This model can be included only in a battlegroup controlled by a Mercenary Rhulic warcaster or assigned to a Mercenary Rhulic 'jack marshal. This model can be reactivated only by a friendly Mercenary Rhulic warcaster or a friendly Mercenary Rhulic 'jack marshal.
- Follow Up: When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
- Grand Slam: This model can make power attack slams without spending focus or being forced. Models slammed by this model are moved an additional 2".
- Flak Field: This model can use Flak Field once per turn at any time during its activation but cannot interrupt its normal movement to do so. When this model uses Flak Field, models B2B with it suffer an unboostable POW 12 blast damage roll and other models within 2" of it suffer an unboostable POW 6 blast damage roll.
Battering Ram
- Hard Head: This model can add this weapon's POW to its head-butt and slam power attack damage rolls.
Damage Grid (the printed grid's system letters, listed by row from top to bottom; the letter meanings follow the warjack damage rules in the base rulebook)
- Second-to-last row: H, C, C, C, C, M.
- Last row: H, H, H, M, M, M.
Tactical Tips
- Follow Up: This model stops moving if it contacts another model. This model does not advance if the model slammed is destroyed by the attack.
- Flak Field: Running or failing a charge ends this model's activation, so it cannot use Flak Field afterward.
Ghordson Driller (Mercenary Rhulic Heavy Warjack)
- Stats: SPD 4, STR 12, MAT 6, RAT 5, DEF 9, ARM 19, CMD –
- Grappler (left arm, melee): POW 4, P+S 16
- Drill (right arm, melee): POW 5, P+S 17
- Field Allowance: U
- Point Cost: 6
- Base: Large
Driller
- Rhulic Warjack: This model can be included only in a battlegroup controlled by a Mercenary Rhulic warcaster or assigned to a Mercenary Rhulic 'jack marshal. This model can be reactivated only by a friendly Mercenary Rhulic warcaster or a friendly Mercenary Rhulic 'jack marshal.
Grappler
- Open Fist
Drill
- Sustained Attack: During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
Damage Grid (the printed grid's system letters, listed by row from top to bottom; the letter meanings follow the warjack damage rules in the base rulebook)
- Rows 1 to 3 are plain damage boxes.
- Row 4: L, R.
- Row 5: L, L, M, C, R, R.
- Row 6: M, M, C, C.
Wroughthammer Rockram (Mercenary Rhulic Heavy Warjack)
- Stats: SPD 4, STR 12, MAT 6, RAT 5, DEF 9, ARM 19, CMD –
- Sledge Cannon (right arm, ranged): RNG 8, ROF 1, AOE –, POW 15
- Pulverizer (left arm, melee): POW 6, P+S 18
- Field Allowance: U
- Point Cost: 8
- Base: Large
Rockram
- Assault: As part of a charge, after moving but before making its charge attack, this model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model's activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in melee penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before its activation ends.
- Rhulic Warjack: This model can be included only in a battlegroup controlled by a Mercenary Rhulic warcaster or assigned to a Mercenary Rhulic 'jack marshal. This model can be reactivated only by a friendly Mercenary Rhulic warcaster or a friendly Mercenary Rhulic 'jack marshal.
Sledge Cannon
- Buckler
- Critical Catastrophic Damage: On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged.
Pulverizer
- Critical Stagger: On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round.
Damage Grid (the printed grid's system letters, listed by row from top to bottom; the letter meanings follow the warjack damage rules in the base rulebook)
- Rows 1 to 3 are plain damage boxes.
- Row 4: L, R.
- Row 5: L, L, M, C, R, R.
- Row 6: M, M, C, C.
Tactical Tips
- Assault: The assaulting model ignores the target in melee penalty even if it is not in melee range of its charge target after moving.
- Critical Stagger: Remember that a model that cannot make special attacks cannot make power attacks.
Mercenary Rhulic Units and Characters
Hammerfall High Shield Gun Corps (Mercenary Rhulic Unit)
- Leader & Grunts stats: SPD 4, STR 6, MAT 5, RAT 5, DEF 11, ARM 15, CMD 9
- Carbine (ranged): RNG 10, ROF 1, AOE –, POW 10
- Axe (melee): POW 3, P+S 9
- Field Allowance (as printed): 2
- Leader & 5 Grunts (as printed): 5
- Leader & 9 Grunts (as printed): 8
- Base: Small
Mercenaries: These models will work for Cygnar and Khador.
Leader & Grunts
- Combined Ranged Attack
- 'Jack Marshal
- Ranked Attacks: Friendly Faction models can ignore this model when determining LOS.
- Rhulic 'Jack Marshal: This model can control and reactivate only friendly Mercenary Rhulic warjacks.
- Shield Wall (Order): For one round, each affected model gains a +4 ARM bonus while B2B with another affected model in its unit. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.
Hammerfall High Shield Officer & Standard (Mercenary Rhulic Unit Attachment)
Officer
- Stats: SPD 4, STR 6, MAT 6, RAT 6, DEF 11, ARM 15, CMD 9
- Carbine (ranged): RNG 10, ROF 1, AOE –, POW 10
- Axe (melee): POW 3, P+S 9
Standard Bearer
- Stats: SPD 4, STR 6, MAT 5, RAT 5, DEF 11, ARM 15, CMD 9
Officer's Damage: 5 Field Allowance: 1 Point Cost: 3 Base: Small
Attachment [Hammerfall High Shield Gun Corps]: This attachment can be added to a Hammerfall High Shield Gun Corps unit.
Officer
- Combined Ranged Attack
- 'Jack Marshal
- Officer
- Double Time (Order): Models receiving this order must make a full advance during their normal movement. After all models in this unit have completed their actions, each can make a full advance.
- Guns Blazing: Once per game while in formation during its unit's activation, this model can use Guns Blazing. This activation, models in this unit in formation can make one additional ranged attack ignoring ROF.
- Ranked Attacks: Friendly Faction models can ignore this model when determining LOS.
- Rhulic 'Jack Marshal: This model can control and reactivate only friendly Mercenary Rhulic warjacks.
Standard Bearer
- Standard Bearer
- Ranked Attacks: See above.
- Rhulic 'Jack Marshal: See above.
Tactical Tips
- Officer: Because this model is an Officer, when it is destroyed it does not replace a Grunt in its unit. Instead the unit Leader becomes the unit commander and 'jack marshal. This model can issue the Shield Wall order to its unit.
Horgenhold Forge Guard (Mercenary Rhulic Unit)
- Leader & Grunts stats: SPD 4, STR 6, MAT 7, RAT 4, DEF 10, ARM 16, CMD 9
- Mechanikal Hammer (melee): POW 5, P+S 11
- Field Allowance (as printed): 2
- Leader & 5 Grunts (as printed): 5
- Leader & 9 Grunts (as printed): 8
- Base: Small
Mercenaries: These models will work for Cygnar and the Protectorate.
Leader & Grunts
- Defensive Line: While this model is B2B with one or more models in its unit, it gains +2 ARM.
- Ranked Attacks: Friendly Faction models can ignore this model when determining LOS.
Mechanikal Hammer
- Reach
- Weapon Master
- Critical Smite: On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
Tactical Tips
- Critical Smite: The slammed model is moved only half the distance rolled if its base is larger than the slamming model's.
Horgenhold Artillery Corps (Mercenary Rhulic Weapon Crew Unit)
Leader
- Stats: SPD 3, STR 5, MAT 5, RAT 4, DEF 10, ARM 15, CMD 9
- Siege Cannon (ranged): RNG 16, ROF 1, AOE 3, POW 14
- Sword (melee): POW 3, P+S 8
Grunts
- Stats: SPD 3, STR 5, MAT 5, RAT 4, DEF 10, ARM 15, CMD 9
- Sword (melee): POW 3, P+S 8
Field Allowance: 2 Leader & 2 Grunts (point cost): 3 Base: Leader large base; Grunt small base
Mercenaries: These models will work for Cygnar and the Protectorate.
Siege Cannon
- Arcing Fire: When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
- Light Artillery: This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking with this weapon and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
- Range Finder: While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
Herne & Jonne (Mercenary Rhulic Character Unit)
Herne
- Stats: SPD 4, STR 6, MAT 6, RAT 6, DEF 12, ARM 13, CMD 9
- Pistol (ranged): RNG 8, ROF 1, AOE –, POW 10
- Axe (melee): POW 3, P+S 9
- Herne's Damage: 5
- Base: Small
Jonne
- Stats: SPD 6, STR 8, MAT 6, RAT 4, DEF 12, ARM 15, CMD 9
- Barrage Arquebus (ranged): RNG 12, ROF 1, AOE 3, POW 14
- Great Axe (melee): POW 5, P+S 13
- Jonne's Damage: 8
- Base: Medium
Field Allowance: C Point Cost: 3
Mercenaries: These models will work for Cygnar, Khador, and the Protectorate.
Herne
- Officer
Barrage Arquebus
- Range Finder: While B2B with Herne, Jonne gains +2 to attack rolls with this weapon.
- Scattershot (★ Attack): To make a Scattershot special attack, Herne and Jonne must be B2B. Make a normal attack with this weapon. After determining point of impact for that attack, roll deviation for two additional 3" AOEs centered on that point. Models in an AOE are hit and suffer a POW 7 blast damage roll.
Tactical Tips
- Scattershot: The additional shots deviate the full d6" regardless of range. A model in more than one AOE suffers a damage roll for each of them.
- Herne: Because Herne is an Officer, when he is destroyed he does not replace Jonne. Instead Jonne becomes the new unit commander.
Ogrun Bokur (Mercenary Rhulic Solo)
- Stats: SPD 5, STR 9, MAT 6, RAT 3, DEF 13, ARM 17, CMD 8
- Ogrun Pole Arm (melee): POW 6, P+S 15
- Shield (melee): POW 1, P+S 10
- Damage: 8
- Field Allowance: 2
- Point Cost: 3
- Base: Medium
Mercenary: This model will work for Cryx, Cygnar, and Khador.
Bokur
- Client: Before the start of the game, choose one friendly warcaster, solo, or unit commander to be the Bokur's client. This model cannot be the client of another Bokur or have the same client as another Bokur. If its client leaves play, the Bokur loses all client benefits even if that client is replaced by another model. While within 6" of its client this model gains +2 to attack and damage rolls and never flees. If this model's client has Advance Deployment, this model gains Advance Deployment.
- Power Attack Slam: This model can make slam power attacks.
- Shield Guard: Once per round, when a friendly model is directly hit by a ranged attack during your opponent's turn while within 2" of this model, this model can become the target of the attack and be automatically hit instead. This model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.
Ogrun Pole Arm
- Reach
- Powerful Charge: This model gains +2 to charge attack rolls with this weapon.
Tactical Tips
- Shield Guard: If this model cannot become the target of the attack for some reason, it cannot use this ability.
Thor Steinhammer (Mercenary Rhulic Character Solo)
- Stats: SPD 5, STR 6, MAT 6, RAT 5, DEF 12, ARM 14, CMD 9
- Blowtorch (ranged): RNG SP 6, ROF 1, AOE –, POW 12
- Wrench (melee): POW 2, P+S 8
- Damage: 5
- Field Allowance: C
- Point Cost: 2
- Base: Small
Mercenary: This model will work for Cygnar and Khador.
Steinhammer
- 'Jack Marshal
- Drive: Pronto: This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack immediately makes a full advance. If the check fails, the warjack does not benefit from 'Jack Marshal this turn.
- Point Blank: During its activation, this model can make melee attacks with its ranged weapon, with a 0.5" melee range. Do not add this model's STR to damage rolls made with ranged weapons. Charge attacks made with ranged weapons are not boosted.
- Repair [9] (★ Action): This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
- Rhulic 'Jack Marshal: This model can control and reactivate only friendly Mercenary Rhulic warjacks.
- Tune Up [Rhulic] (★ Action): RNG 5. Target friendly Mercenary Rhulic warjack. If the warjack is in range, its attack or damage rolls are boosted this turn.
Blowtorch
- Continuous Effect: Fire
- Damage Type: Fire
Tactical Tips
- Repair: A wreck marker cannot be repaired.
- Point Blank: When Thor uses his Blowtorch to make a melee attack it is not a spray attack. Instead he uses the 0.5" melee range.