Riot Quest - Although this model has rules which allow it to be played in Warmachine and Hordes, it was primarily designed for the Riot Quest game. RQ is set in an alternate and/or future timeline where the Infernals won the war. Some of the RQ models have a deliberately goofy aesthetic.
Mercenary - This model will work for Crucible Guard, Cryx, Cygnar, or Khador.
Minion - This model will work for Trollbloods.
Partisan [ Trollblood ] - When included in a Trollblood army, this model/unit is a Trollblood model/unit instead of a Minion/Mercenary model/unit.
Special Issue - This model cannot be taken as a requistion option in any theme force.
- Immunity: Cold
- Bloodthirst - When it charges a living model, this model gains +2" movement.
- Countercharge - When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. This model can use Countercharge only once per round and not while engaged.
- Fell Calls - This model can make one of the following calls at any time during its activation. A friendly Faction model/unit can be affected by only one call each turn.
- Dinner Time - Choose an enemy model/unit in this model's command range. This model and friendly Faction warbeast models activating in its command range gain +2" movement when charging the chosen model/unit. Dinner Time lasts for one turn.
- Hoof It - RNG CMD. Target friendly non-warlock, non-warcaster living Faction model/unit. If the model/unit is in range, affected models can make a full advance at the end of this turn after all friendly models have ended their activations. During this movement, affected models cannot be targeted by free strikes.
- Shout Down - Choose an enemy model/unit in this model's command range. This model and friendly Faction warrior models activating in its command range gain +2 to attack rolls against the chosen model/unit. Shout Down lasts for one turn.
|Looted Executioner Axe
- Amputation - When this weapon hits a warjack or a warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged.
- Knockdown - When a model is hit by an attack with this weapon, it becomes knocked down.
- Thrasher - Once per turn, when this model makes a special attack with this weapon, immediately after the attack is resolved it can make one additional special attack with this weapon.
- Thresher (★ Attack) - This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range. Thresher attacks are simultaneous.
- Trash - Gain an additional die on damage rolls with this weapon against knocked down targets.
- Other Factions
- Mercenary/Minion models can be hired by other Factions. Normally those Factions' themes will have a limit on how many models they can hire. Refer to #Other Theme Forces, below.
Thoughts on Boomhowler3
New model - This article is a Work In Progress
This model has only recently been released/spoilered, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.
Please don't delete this warning unless you (1) have played several games with the final rules (games with CID rules don't really count) and (2) you've reviewed this article and it mostly(★) matches your experiences.
(★) Bearing in mind that other editors may make suggestions you don't think are the "best" but that doesn't make them "wrong". Don't delete stuff just because you disagree with it, please.
See also Category: Recent Release and Category: Recent Change.
Boomhowler3 in a nutshell
This is the third version of Boomhowler, angry, and with an axe scavenged from a Khadoran Destroyer. He's a "Jekyll and Hyde" model - he is a versatile support solo most of the time, but can transform into a melee monster.
You can hold him back and just use him for Hoof It and Dinner Time before committing him to the fight later in the game. With Countercharge, even if you hold him back your opponent still has to pay attention to his positioning less they have one of their models knocked down during its own activation.
Finally, when Boomhowler does decide to get into combat he does two things that are new to the game. First, he has flat Amputation, not crit Amputation, making him a potential nightmare for jacks and beasts. Second, he threshers twice! Once you do manage to get him into combat try to maximize the number of models he is hitting, and then watch them explode.
Combos & Synergies
- The usual buffs from the Krielstone and Fell Caller Hero. The krielstone is especially important for him because ARM 17 is pitiful for an 8 point melee beater.
- Being a Champion means he gains Retaliatory Strike from the Trollkin Champion Hero. This is really useful as if your attacker can be knocked down it’s not making any more attacks vs you.
- Calandra can protect him with Star-Crossed and Bullet Dodger.
- Madrak2 can put Blood Fury (+d6 damage) on Boomhowler, and feat (Overtake and Berserk). Good times.
- Ledfoot & Tredz - Ride Along is a great threat extender for Boomy. He's probably the best model they can move around with this effect.
- Croes Cutthroats can stack Hoof It with their Reposition 5, letting them move 11" after shooting (note it's two separate movements though).
- Alternatively Croes could run for the first two turns and Hoof It would get them a whopping 36" from where they started, which is already in the Advance Deployment area. Basically, your Croes will run rampant in the enemy backlines from turn 3 onwards. Just watch out for Ambushers as you race down the side of the board.
- Void Archon with Hoof It can dig even deeper into enemy backlines or, if it fails to trigger Void Walk, Hoof It can let it retreat somewhat.
- Damiano - His feat means he gets to acceptable ARM levels for one turn and makes him hit really, really hard.
- Helga2 hit and run tactics with her feat + hoof it as 2 separate movements. Also Dinner Time is a big boost when stacked with other movement effects.
- Azazello loves him as a Storm Rager target, the feat has obvious synergies and Beacon and Dinner time make his beasts get there. Riposte and Retaliatory Strike also creates a hilarious situation where Boomy3 gets to attack the enemy regardless of whether they hit or miss him. (Only works in Vengeance of Dhunia though.
Drawbacks & Downsides
- Taking him means no Boomhowler2.
- 8 points is a big investment, so he needs to get stuck into the fight to earn back his value.
- ARM 17 is nowhere near durable enough to make him survive after he gets stuck in. He is basically paying the Krielstone tax even when he is working as a Minion/Mercenary.
- CMD 9 means he needs to be uncomfortably close to apply Shout Down and Dinner Time.
Tricks & Tips
- Boomhowler doesn't need LOS for Dinner Time or Shout Down (because it's a "choose", not a "target").
- Boomhowler can target himself with Hoof It.
- Shout Down
- This is +2 to all attack rolls, not just melee.
- This Fell Call affects a lot of your own models (if they start in Boomhowler's command range), meaning they can't be affected by other fell calls, so make sure to use it only when you don't need another Fell Call from a different source.
- If you choose to Thresher, you must attack everyone - friend or foe.
- You can't use Thresher on a countercharge.
Other Theme Forces
Crucible Guard (Edit)
Other Faction models
| Mercenary Index (Edit)
| Units, Solos, & Battle Engines
| Warcaster attachments
Doctor Stygius -
Madelyn Corbeau -
| Lesser Warlocks
|| Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
| Non-character Units
Cephalyx Mind Bender -
Cephalyx Mind Slaver -
Cephalyx Overlords -
High Shields -
Artillery Corps -
Forge Guard -
Idrian Skirmishers -
Kayazy Assassins -
Kayazy Eliminators -
Legion of Lost Souls -
Ogrun Assault Corps -
OoI Resolutes -
OoI Vigilants -
Precursor Knights -
Press Gangers -
Sea Dog Pirates -
Deck Gun -
SH Cannon -
SH Halberdiers -
SH Cavalry -
SH Mortar -
SH Riflemen -
SH Volley Gun -
Tactical Arcanist Corps -
Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) -
Special WA: Morrowan Battle Priest (Morrow units)
| Character Units
Croe's Cutthroats -
Cylena Raefyll & Nyss Hunters -
Blythe & Bull -
Herne & Jonne -
Lady Aiyana & Master Holt -
Lynus & Edrea -
The Commodore Cannon -
The Devil's Shadow Mutineers
| Non-character Solos
Cephalyx Agitator -
Death Archon -
Gobber Tinker -
Menite Archon -
Morrowan Archon -
Ogrun Bokur -
Powder Monkey -
SH Arcanist -
SH Ironhead -
SH Gunner -
Swamp Gobber River Raider
Thamarite Advocate -
Thamarite Archon -
| Character Solos
Alten Ashley -
Anastasia Di Bray -
Balthazar Bamfist -
Black Bella1 -
Black Bella2 -
Bloody Bradigan -
Bosun Grogspar -
Brun Cragback & Lug -
Captain Crawtooth -
Colbie Sterling, Captain of the BRI -
Dahlia Hallyr & Skarath -
Dirty Meg -
Doc Killingsworth -
Doctor Stygius -
First Mate Hawk -
Flugwug the Filcher -
Glyn Cormier, Illuminated One -
Grand Master Gabriel Throne -
Harlan Versh, Illuminated One -
Harlowe Holdemhigh -
Hermit of Henge Hold -
Hutchuk, Ogrun Bounty Hunter -
Kell Bailoch -
Lanyssa Ryssyl, Nyss Sorceress -
Lord Rockbottom -
Major Harrison Gibbs -
Master Gunner Dougal MacNaile -
Orin Midwinter, Rogue Inquisitor -
Raluk Moorclaw, the Ironmonger -
Rhupert Carvolo, Piper of Ord -
Rorsh & Brine -
Rutger Shaw, Professional Adventurer -
Savio Montero Acosta -
Saxon Orrik -
Sergeant Nicolas Verendrye -
Stannis Brocker -
Taryn Di La Rovissi, Llaelese Gun Mage -
Thor Steinhammer -
Underboss Vizkoya -
Viktor Pendrake -
Weird Wendell -
Wrong Eye & Snapjaw
| Battle Engines
Hammerfall Siege Crawler -
| Independent Warjack
Malvin & Mayhem
| Theme Forces (Edit)
| Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
|This index was last updated: 2021.03
Rules Clarification: : Partisan (Edit)
(Click Expand to read)
|Which Faction am I?
- Most of the time, Partisans are "friendly Faction models" only to other Mercenary models (or Minion models).
- If they're taken in their Partisan faction, though, they stop being a "friendly Faction model" to Mercenary models and start being a "friendly Faction model" to that Partisan Faction.
- If a Partisan unit can get a special attachment from their Partisan Faction (for instance a Soulless Escort or Trollkin Sorcerer) then they can only get that attachment when they're in the Partisan Faction. They can't take it when working as a regular Mercenary. (Locked thread)
- When taken in their Partisan Faction, they can't have a Ranking Officer attached.
- If you have a Partisan caster, you must choose whether your army is a Mercenary force or a [Partisan Faction] force. What warjacks the caster can take are then limited by your choice.
- Partisan casters can be taken in [Partisan Faction] theme forces. Refer to the main rulebook.
- Partisan casters can be fielded in multiple-caster games. (Locked thread)
See also the Category: Partisan for what happens if you mix and match Partisan casters and Merc casters in multi-caster games.
Partisans & Theme Forces (Edit)
- Since Partisans are Mercenary/Minion models, there are two ways you can add them to a theme force:
- If they are on the list of allowed models, then you can take as many as you want, plus another Mercenary unit/solo.(Infernal Ruling)
- They can be explicitly allowed (for example: Cephalyx in Black Industries or Kayazy in Jaws of the Wolf).
- They can be implicitly allowed (for example Scourge of the Broken Coast allows "living Cryx models" and Partisan Cephalyx fit that criteria). (Infernal Ruling)
- If the Partisan isn't on the list of allowed models, it does use up your "Up to one mercenary" slot, and you can only take one.
- Whether you used option 1 or 2 above, once they're in your theme force they count as a Faction model and so:
- They can be taken as a Requistion Option (if they fit the Requistion description).
- For example Eiryss1 can be taken as a free solo in the Legion of Dawn theme. (Infernal Ruling)
- They will get any theme benefit that they fit the description for.
- For example Storm Division gives all Cygnar models Immunity Electricity, so Partisan Mercs in that theme get immunity too.
- For example Nemo4's Mechaniks get Reposition  in Heavy Metal. (Infernal Ruling)
Rules Clarification : Cold - None yet. (Edit)
Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Bloodthirst - None yet. (Edit)
Rules Clarification: : Countercharge (Edit)
(Click Expand to read)
| Triggering Countercharge |
- You can trigger Countercharge if you're engaging, but not engaged.
- You can trigger Countercharge during your own turn, if your opponent has an ability to move during your turn (such as Admonition).
- Some abilities let you "ignore intervening models when declaring a charge" (such as Flight). Unfortunately, you still need LOS to trigger Countercharge, and it's only after CC is triggered that you actually get to declare a charge. In other words, Flight and Countercharge don't work together for LOS purposes.
- What does trigger Countercharge
- Countercharge triggers off any advance, not just in-activation stuff.
- Standing still but changing facing is an advance.
- What doesn't trigger Countercharge
- Aiming, or forfeiting your movement, is not advancing.
- If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
- Being placed (such as Teleport) is not an advance.
- Involuntary movement (being slammed, thrown, or pushed) is not an advance.
- When a unit is moving, countercharge is triggered on a model-by-model basis. So you can countercharge after any model in the unit has finished its move within range, but you can only countercharge that model who just finished its movement. You can't "save it" until the entire unit finishes moving and then say "I'm going to Countercharge the first guy you moved."
What can your opponent do?
- Once you trigger countercharge, your opponent cannot use a "Any Time" ability until the countercharge is fully resolved. Even though it's their turn.
- They can trigger their own abilities from your movement (such as Admonition) and/or your attack (such as Shock Field).
Attacks, Boosting, & Other Triggers
- You only get one attack when making a countercharge, regardless of how many initials you normally have.
- The charge attack damage is only boosted if the Countercharger moved 3" or more, as with a regular charge.
- Countercharge occurs outside of activation so you can't spend fury/focus to boost a countercharge attack, nor buy additional attacks afterwards, not trigger stuff that only happens during your Combat Action (like Berserk).
- Even if you trigger Countercharge during your own activation, for the duration of you resolving the CC it "no longer counts" as being in your activation. This is a reversal of an earlier ruling. (Infernal Ruling)
After the Countercharge
- You cannot use any abilities that trigger on "during activation" or "during combat action" (such as Sprint) after a Countercharge, as Counter Charge is not an activation. (Locked thread)
- Countercharge during your own activation (Countercharge vs Admonition etc) ( Edit )
- You can trigger Countercharge during your own activation, but only if an enemy model moves during your activation. For instance, you move towards a model who has Admonition and they trigger that to try to move away. (You do a normal move, they trigger admonition and move, you trigger countercharge from their admonition-move.)
- However countercharge always counts as being out-of-activation, no matter when you trigger it. (Infernal Ruling)
- As a result, you can't trigger only-during-activation effects (such as Critical Shred & Sustained Attack).
- On the other hand, you can potentially get two charge attacks (one for your normal charge, one for the counter charge). (Infernal Ruling)
This ruling still applies even after the 2018.07 update (Infernal Re-ruling)
- Countercharge plus Admonition
- If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
- Countercharge vs Slipstream ( Edit )
- Both these abilities trigger at the same time (end of movement). The active player then resolved his first.
- This can let the Slipstream model place something to block the Countercharge model.
- Assault vs Countercharge ( Edit )
- Countercharge & Cavalry ( Edit )
- A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
Rules Clarification : Fell Calls (Edit)
Restrictions on "Any Time" abilities
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
- Running, failing a charge, or failing a slam.
- Abilities that include "then its activation ends" (such as Reposition and Teleport).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
(Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
- Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
- Units: See below.
- In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
- If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
- Units with "Any Time" abilities
- You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
- A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
- You can use an "Any Time" ability before running, however.
- A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
Rules Clarification : Dinner Time - None yet. (Edit)
Rules Clarification : Hoof It - None yet. (Edit)
Rules Clarification : Shout Down - None yet. (Edit)
Rules Clarification : Amputation (Edit)
- Amputation triggers after you've marked normal damage. So it goes: Roll damage ; mark damage ; fill in unmarked boxes/circles.(Infernal Ruling)
- Amputation doesn't do anything if no boxes are filled in / the attack deals no damage. (Infernal Ruling)
Rules Clarification : Knockdown (Edit)
- Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
Rules Clarification : Thrasher - None yet. (Edit)
Rules Clarification : Thresher (Edit)
- Thresher is a special attack. If you make additional attacks, they will be a single basic attack (you cannot buy additional special attacks).
- Thresher is optional.
- All attacks generated are Special Attacks.
- Thresher will hit friendly models.
- Simultaneous melee attack (Edit)
- There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all
of these abilities: [Show/Hide]
- To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
- The attacks are effectively multiple separate attacks.
- If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy (I think).
- The attacks are simultaneous.
- If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
- You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
- In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
- If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
- If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
- If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
- Triggering other abilities
- Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
- Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
- Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
- If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
- If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)
Rules Clarification : Trash - None yet. (Edit)