Caine's Hellslingers

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99% of this website is about Mark 3 (mk3), which is the previous edition of the game (2016 to 2022). The reasons for this are explained here.

1% of the website is about Mark 4 (mk4), but only in regards to which mk3 models are useable in mk4 Prime and which are mk4 Unlimited. See Legacy Armies for more detail.
Mercenary Logo.jpg Cygnar Logo.jpg Caine's Hellslingers

Mercenary, & Cygnar Partisan, Gun Mage Warcaster Unit

Mk4 icon.png
This model has not (yet) been updated with Mk IV rules, as of 2022.11. Privateer Press have promised it will get updated ... eventually.
You can view the Mk3 models that have been updated on this page.

Note that the rest of this page is about the model's Mark III rules.

Caine’s Hellslingers has developed a reputation as one of the toughest and deadliest outfits in western Immoren. Comprised of former Black 13th gun mages Lieutenant Darsey Ryan and Sergeant Samuel Watts as well as the renegade warcaster Allister Caine himself, this trio has gunned down scores of opponents. Their intelligence, expertise, and lethality make them a force to be reckoned with.

Basic Info

Mercenary - This unit will work for Cygnar

  • PartisanCygnar ] - When included in a Cygnar army, this model/unit is a Cygnar model/unit instead of a Mercenary model/unit.
Since Caine3 is a Partisan, he can be included in a Cygnar army without it needing to be a 2+ caster game (unlike normal Mercenary warcasters).

Warcaster Unit - All warcasters come with a stack of standard special rules - most notably being awesome. Furthermore, this warcaster comes with some troopers that can be ordered around. Click here for a newbie-friendly recap, or click here for the full rules.

The unit consists of Caine, Watts, and Ryan. Watts and Ryan are trooper models, but are not Grunt models.


Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 17
ARM 13
ESSENCE {{{essence}}}
HP 15
F. Field N/A
WJP +24
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock

Feat : Reap the Whirlwind

While in Caine's control range, models in his battlegroup gain a +1 cumulative bonus on ranged attack and ranged damage rolls for each other model in his battlegroup that hit an enemy model with a ranged attack this turn while in Caine's control range. This cumulative bonus cannot exceed +3. Reap the Whirlwind lasts for one turn.


  • Gunfighter symbol.jpg Gunfighter
  • Officer symbol.jpg Officer
  • Synergistic Magic - This model can gain power tokens. When this model destroys an enemy model with an attack, this model gains a power token. This model can spend power tokens to upkeep and cast upkeep spells as if they were focus/fury.


Spellstorm Pistol (x2)
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 - 12
  • Magical dam symbol.jpg Damage Type: Magical
  • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
    • Witch Mark - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS.
    • Blast - This attack becomes AOE 3.
    • Black Penny - This attack ignores the target in melee DEF bonus.
  • Reload [1] - This model can spend 1 focus point to make one additional ranged attack with this weapon during its Combat Action.



3 10 - - Upkeep Yes
Target model/unit suffers -2 DEF & ARM.

2 SELF - - - No
Place models in the spellcaster's battlegroup anywhere completely within 2" of their current locations. Models are not affected while out of formation. Flicker can be cast only once per activation.
Mage Sight

2 Control 5 - Upkeep -
Place a 5" AOE completely within the spellcaster's control range. While a model is within the AOE, models in the spellcaster's battlegroup ignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.


Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 14
ARM 11
ESSENCE {{{essence}}}
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock



Magelock Rifle
Gun icon.jpg  RNG   ROF   AOE   POW 
14 1 - 10
  • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
    • Black Penny - This attack ignores the target in melee DEF bonus.
    • Brutal Damage - On a direct hit, gain an additional die on this weapon's damage rolls against the target directly hit.
    • Grievous Wounds - A model hit by this weapon loses Tough and cannot have damage removed from it for one round.


Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 14
ARM 11
ESSENCE {{{essence}}}
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock



Magelock Pistol (x2)
Gun icon.jpg  RNG   ROF   AOE   POW 
10 1 - 10
  • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
    • Black Penny - This attack ignores the target in melee DEF bonus.
    • Brutal Damage - On a direct hit, gain an additional die on this weapon's damage rolls against the target directly hit.
    • Shadow Fire - A model hit by this attack does not block LOS for one turn.

Theme Forces

Thoughts on Caine3

Caine3 in a nutshell

Caine's Hellslingers is a warcaster unit comprised of the Caine we all know and love, and two members of the Black 13th Strike Force. This incarnation of Caine is a ranged battlegroup caster who wants as many warjack shots going down range each turn as possible. Caine3 is both a Mercenary and Cygnar warcaster. He is considered questionable in Mercenaries because Mercenaries have no cheap ranged warjacks to compare to Cygnar's Charger. In Cygnar he definitely feels right at home compared to mercs because he synergizes well with Heavy Metal. However, there are better casters for Heavy Metal, like Nemo3 or Sloan, so he's never seen competitively. Caine3 in Cygnar forces has the added benefit from the Squire and Arlan Strangewayes, which boost his focus output. Caine taken in a merc force has to stick to the Galleon and Swabber plus Ace. Caine's Hellslingers are built around a massive alpha strike with serious assassination potential and will either kill the opposing caster, wipe out huge portions of the opposing army on the feat turn, or lose quickly thereafter. He made a very brief splash when he came out before becoming fairly obsolete due to his limited tools.

Feat thoughts

Caine3's feat is essentially Synergy but for ranged weapons. As with Synergy, the key things are: it goes up when other models hit, and it goes up per model that hits (not per attack that hits).

Normal feat usage goes: activate the Hellslingers, declare feat, shoot with Ryan and Watts (which, if they both hit, will put Caine at +2/+2), then shoot with Caine last. Once they're done, you start activating warjacks who are now at +3/+3.

One decision you have is whether to shoot with Watts first (which will give Ryan two attacks at +1/+1) or shoot with Ryan first (in case the first shot misses, you get a second chance to start the Whirlwind chain). Rule of thumb:

  • If you need <5 to hit, you've good odds even if you start with Watts.
  • If you need 6-7 to hit, you should probably start with Ryan if you really want the full bonus for Caine.
  • If you need 8+ to hit, you should definitely start with Ryan.

Spell thoughts

  • Calamity is a fairly common spell for Caine to cast, once he has accumulated some Power Tokens. Using Witch Mark to land it keeps him 2" further back than the spell's range, but still puts him forward with low focus. This spell makes everything better, but it's fraught with risk.
  • Flicker is normally used to keep Caine safe(ish) at the end of the turn by moving him (and his two accomplices) behind a solid obstacle, but can also be used to extend the assassination threat to 21 inches or put his unit into position for his feat. It also can set up your jacks, including taking them out of melee to avoid them being jammed.
  • Mage Sight lets you shoot things you otherwise couldn't. When you need it, it's really useful. This spell prevents him from being totally worthless against armies with stealth and clouds.

Synergistic Magic

This is a pretty big thing for Caine. As a ranged caster, it's pretty easy for him to acquire Synergistic Magic tokens from turn 2 onwards. By getting hold of them, he has far more options for handing out Focus or casting Calamity on his Feat turn. This ultimately translates into more damage or more survivability (because you can keep more Focus) for Caine and more damage output for his Battlegroup. Since neither Calamity or Mage Sight can be upkept for free in Sons of the Tempest, it also gives him some headroom on all turns to keep using his Focus for his protection or damage output.

Drawbacks & Downsides

  • Ryan and Watts have a much lower DEF than Caine. If your opponent can target them with a unit-wide debuff spell (such as Freezing Grip), Caine can end up being vulnerable.
  • Caine is lacking defensive tech and doesn't have a great range. Unlike his first and second incarnations, he lacks spells to teleport far away after shooting, lacks Caine2's true sight and Heightened Reflexes, and cannot increase his DEF. In other words, he's more vulnerable than his other versions.
  • He has to use most if not all his focus each turn to be effective.
  • Any army with strong ranged defense is going to mitigate your effectivness.
  • He depends heavily on Calamity and simply doesn't have the focus to cast it AND run a large battlegroup. Yet his feat demands you bring a large battlegroup or else he has a lousy feat. Army composition is a tricky proposition.
  • Due to character restrictions you cannot bring either Caine0 for cheap source of Fire for Effect, or the Black 13th

Tricks & Tips

  • The strongest Caine3 armies usually have a bunch of Chargers and often a Hurricane. They are always in the Heavy Metal theme list for a free Arlan Strangewayes and Squire to get two extra focus. If the opposing caster starts the turn in range of enough of your guns, they're probably dead as line of sight is only an issue if a building is in the way.
  • Boomhowler2 can grant his unit Reposition 3" allowing him to back off to safety.
  • Damage buffs are worth their weight in gold with Caine and Company. Caine is a POW 12, his cohorts are POW 10. But apply a damage buff and Caine is suddenly POW 14 and his goons POW 12 or higher. Consider taking Lieutenant Bastian Falk or Lady Aiyana & Master Holt with Captain Jonas Murdoch if played in Cygnar rather then as a Mercenary. Ragman brings Dark Shroud, Caine's companions have Black Penny thus allowing them to shoot targets in melee without suffering the penalty. Hermit is also worth looking at. Flavor to taste.

List Building Advice - Cygnar


Ace is Caine's pet warjack that he can take in any theme.

Caine's army support is very poor because his feat is very strong. His army should be built to maximize the effectiveness of his feat turn because if that doesn't inflict massive damage or kill the opposing caster, he's in rough shape. If an enemy warcaster wanders within 21" of Caine, they are in your kill zone, but he is going to need alot of focus. The best warjack for him to use is probably the Charger. His most dangerous lists are Heavy-Metal with all the Chargers you can fit, though the Hurricane is also popular. Caine and his unit start the Synergy chain and he will cast Mage Sight, Flicker, Calamity or allocate depending on what is needed to maximize the feat. His battlegroup should then inflict maximum damage on the opposing army. The feat turn generally results in either: 1.) a massive attrition swing for Caine, 2.) a dead enemy caster, 3.) leaves Caine very vulnerable and he gets killed, or 4.) it fails to inflict enough damage to matter. Post-feat, Caine is hanging his hat on Calamity to mop up whatever's left.

Cygnar Theme Thoughts

    Support Models - Various Themes    
Caine likes these models, which are grouped here because they can go in 3+ themes.

  • Journeyman Warcaster - Caine and Co. are super squishy, and Arcane Shield helps bump their arm up to "no longer fearing blast damage". Don't be fooled, they are still squishy with +3 ARM.
    • Watch out, Junior's 'jack doesn't benefit from the feat!
  • Captain Arlan Strangewayes - Caine will probably have a lot of 'jacks running around, so extra focus is always helpful.
  • Squire - Caine is focus strapped, squire gives focus, a boost to control range, and a free re-roll should you miss with Calamity.
  • Rangers (Gravediggers and Sons of the Tempest) - You're going to be doing a lot of shooting, and +2 RAT is always helpful, ensuring that basically everything will only miss on a double 1.

    Heavy Metal    

As mentioned above, this should be Caine's preferred theme when playing as a Cygnarian.

  • Thunderhead - Thunderhead's Energy Pulse is considered a ranged attack, and so will fully benefit from the feat bonus. A very expensive warjack, but a great option if you absolutely have to kill everything that comes close to it. He does gobble focus when shooting, and Caine is almost always running on empty.
  • Archduke Alain Runewood - He can give Caine and his compatriots Pathfinder and can stand them up if knocked down. Pathfinder is VERY useful for his Caine's unit.

    Storm Division    

  • Storm Lances - Storm Lances love a DEF and ARM debuff, making their guns RAT 7 POW 14s and all of the Electroleaps POW 12s. Add in Laddermore and a Firefly for it to get REALLY ridiculous.


  • Trencher Infantry - Trenchers are strong independent units that don't need a warcaster to support them, which is good, since Caine has little to offer them. Calamity can help their middling offensive potential actually threaten unbuffed heavies. Caine will be very vulnerable as he's casting his spells, and so he greatly appreciates the cloud templates that they bring. They can also help reload any Grenadiers you might be bringing!
  • Grenadier - With Trenchers, that's three AOE shots per turn from a light jack.
  • Lady Aiyana & Master Holt with Captain Jonas Murdoch - Aiyana's Kiss of Lyliss Bring Caine and Co's Damage output up.

    Sons of the Tempest    

  • Gun Mage Captain Adept - Flare can help keep Caine from having to spend resources to cast mage sight and more shadow fire means you can strike at the squishy stuff hiding in the back, further if the Captain Adept is providing Shadow Fire, Ryan doesn't have to. Veteran Leader makes them all more accurate and helps ensure those key early Feat turn shots hit their mark.
  • Lieutenant Bastian Falk - as the only theme that allows you to take Falk1 you really shouldn't leave him behind as his Rune Marked is almost a mandatory bring.


  • Hermit - What's better than a 5 point arm swing? A 7 point arm swing! If you can line it up right, it means that Chargers can hit at an effective POW 19 (+3 POW for feat, -2 Arm for Calamity, -2 Arm for Master of Ruin). Him Mad Visions also protects Caine from death once, so that might save you from an enemy assassination.
  • Rhupert Carvolo, Piper of Ord - Can give Caine and Co. Concealment, Tough, or Pathfinder.
  • Death Archon - Caine and Friends keep him full up on Corpse Tokens, He applies Mortal Fear and helps keep Caine and Friends alive. Caine's Friends also have Black Penny making the Archon an interesting engagement piece as they can ignore the in melee penalties of finishing off what it didn't kill.
  • Morrowan Archon - Blinding Radiance makes Caine essentially Def 19, his buddies Def 16, and gives them a shield guard.
  • Gorman di Wulfe, Rogue Alchemist or Hutchuk, Ogrun Bounty Hunter can apply Rust to enemy warjacks giving Caine and Co. access to a damage buff against jacks. They also come with a couple other nifty abilities, like Black Oil and Quake

Cygnar Battlegroup

  • Ace - Ace is bonded to Caine, so they can go together in any theme.
  • Cyclone - With Calamity and feat turn, a Cyclone can push up to 6 RAT 11 POW 17 shots! The Cyclone is the most cost effective warjack for Caine3 in terms of sheer firepower.
  • Charger - 1 focus - 2 full boosted POW 17 shots (feat + Calamity). More reliable than a Cyclone and you can bring a ton of them.
  • Hunter - Armor Piercing Pow 11 shots (feat + Calamity). A good thing to keep in mind is that Armor Piercing is calculated from the BASE stat. With full Synergy and aim you are unlikely to need a boost on attack letting you boost damage and making these very cost efficient.
  • Sentinel - Generally there to catch a bullet for the Hellslingers.
  • Minuteman - Ha two POW 17 shots. 19 with Calamity! Ouch!
  • Hurricane - Between Caine's feat, a Firefly and Calamity, you have the equivalent of POW23 Storm Emitters.

List Building Advice - Mercenary


His strategy remains largely unchanged, it's just the tools he uses to achieve it that change.

Mercenary Theme Thoughts


Irregulars has the most ARM debuffs, but less focus support than Soldiers of Fortune.

  • Units
    • Caine3 does nothing to help units beyond Calamity, which helps just about all the Merc units equally.
    • Kayazy Eliminators are excellent for getting around and keeping him in scenario if needed.
    • Idrian Skirmishers are also notable as a self sufficient unit that can shoot down heavies when calamity is stacked with their prey bonus. Same goes for Croes.
  • Solos
    • Orin Midwinter - He keeps Caine from getting assassinated by spells.
    • Gorman - He can put a cloud in front of Caine so he doesn't get killed. He also provides extra utility with his bombs.
    • Reinholdt, Gobber Speculator - You have two great spellstorm pistols and you really want to shoot them as much as possible.
    • Alexia2 - Her Thralls are much scarier at MAT 8, POW 12.
    • Boomhowler2 - He gives him Reposition 3", which is extremely important for staying safe.
    • Hermit of Henge Hold - Same as in the cygnar section above, and he can also get further up the table with Boomhowler2's help.
    • Widget1 - She gets you a free shot out of your jacks every turn.
    • Crosse1 - Sets up Backstab for Croes and also turns of Shields. He can also contribute with two Backstab Hand Cannon shots every turn.
    • Malvin2 - He can freeze something solid for Caine to unload into, or apply Calamity to.

    Llaelese Resistance    
Llaelese Resistance might appear to be a tempting choice for Caine3 so he can get the Choir to buff his jacks, but the list lacks focus efficiency. He and his units gain Sniper here, so he can collect toekns from SWI with ease.

  • Units
    • You probably want the Choir of Menoth to further increase the damage output of his ranged jacks or keep them safe from incoming fire.
    • The other pick should be something self-sufficient, speedy and hard-hitting like Exemplar Vengers. Exemplar Errants' command attachment now provides an accuracy buff and are worth considering as well.
    • Rangers - See the Cygnar Section above.
  • Solos
    • Of the solos mentioned above, these can be taken in the Resistance: Gorman, Taryn, Ragman, Reinholdt. You can also take the Menite, Morrowan or Thamarite Archons, all of which are self-sufficient, hard to kill, and enjoy Calamity.
      • Mentie Archons can also be used effectivle with a Blockader, buffing the damage of his spray. With two powerful initials they also make good use of calamity.

    Soldiers of Fortune    

Soldiers of Fortune provides the best focus support and the most assassination potential with bulldozing cavalry and power lifter tricks, but has no ARM debuffs besides besides Rust Bomb, which makes Calamity all the more valuable here. Even Halberdiers will do work on a charge against a Calamity target. Ironheads, Empower, Bulldoze and Mark Target let Caine play selfishly as a super solo, which is what he wants to do most.

  • Alexia2 is a great solo that turns fallen Halberdiers into Mark Target beacons
  • Steelhead Arcanist - He provides Empower for a bit more warjack focus efficiency. And Wind Burst can strip a cloud if you don't want to spend focus on Mage Sight for that. How many you want depends on your jack loadout. Ace and Rocinante as a pair for example only need power up and one Empower for maximum performance, a Galleon will like two, Ace and Galleon can make use of three.
  • Steelhead Ironhead - Threat ranges are nice to play with. You'll want at least one, so he can bully the board with gunfire.
  • Steelhead Halberdiers - These guys are excellent and cheap. Especially so when backed by Sergeant Nicolas Verendrye and come with enough bodies to make use of Calamity.
  • Boomhowler2 - Repo on a stick is pretty important to Caine.
  • Rocinante is a dream come true for any caster that focuses on ranged jacks. Guard Dog pushes his DEF to insane levels as well. Though only has one shot to take advantage of the feat, but it's an AOE shot, so it hits multiple targets at once.
  • Steelhead Heavy Cavalry provide Bulldoze, which sets up things for him to shoot and Stannis Brocker provides Tactician so they can charge through each other and Halberdiers. With Calamity and Flank they also crack ARM reasonably well.

Mercenary Battlegroup

  • Ace is his pet warjack so he can take it in any theme, even though Ace is a Cygnar warjack. Note that Ace will remain a Cygnar warjack in every Mercenary army except the Llaelese Resistance.
  • Galleon - The Galleon is a possible pick. If you roll 2 shots on his feat turn, that's too bad. Your best bet is to bring Dougal for Double Powder Ration, hope you roll high for everything and catch the opposing caster within 21". Incidentally, Bart's Galleon puts out Caine3 feat levels of damage every turn and is ARM 22 to boot.
  • Swabber - Two guns, the second one having a drag effect attached. Shield Guard also helps, and the Swabber is tough. It's just a bit pillow fisted so you need to bring something else to actually finish off enemy heavies. It also brings survivability in the form of Lash and Girded. It is hampered by its short range. Dougal can help with this in Irregulars.
  • Vanguard - While not ordinarily known for its ranged presence, it's a cheap merc jack with a gun that deals damage. Shield guards are helpful for the Galleon and Caine himself.
  • Swashbuckler is the cheapest jack with a gun in mercs, but it isn’t much to write home about.
  • Mariner - It's 2 points cheaper than Rocinante and shoots a bit further. Still not what Caine's going for.



  • Released in Forces of Warmachine: Cygnar Command (2017).
  • This is Caine's incarnation after he left the Cygnaran Reconnaissance Service and the Cygnaran Army for good. He directly disobeyed his superior, Scout General Rebald, the head of CRS. Caine was tasked with hunting down Vinter's bastard son Julius for over a decade, but when he finally had a perfect opportunity for assassination he passed due to actually having a conscience. He then quit due to Rebald unscrupolus nature, after delivering Julius to Leto. Why he would still be allowed to command Cygnaran forces has not yet been explained as he is currently wanted dead by Rebald.

Warjacks he can take

When the Hellslingers are included in a Cygnar army Caine has access to the full range of Cygnar warjacks, but he cannot include any Mercenary warjacks in his battlegroup.

When the Hellslingers are included in a Mercenary army Caine has to choose from the "Human" Mercenary warjacks shown below, but he cannot include any Cygnar warjacks in his battlegroup.

Either way, he can always take his pet warjack Ace. Note however, that although Partisan makes Caine swap Factions, Ace remains a Cygnar model in all armies except the Llaelese Resistance.

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon

Other Faction models

Cygnar Logo.jpg       Cygnar Index       (Edit)
Battlegroup & Similar
Warcasters Caine1 - Caine2 - Caine3 - Constance - Darius - Haley1 - Haley2 - Haley3 - Jakes2 - Kraye - Maddox - Nemo1 - Nemo2 - Nemo3 - Sloan - Stryker1 - Stryker2 - Stryker3 - Siege1 - Siege2 - Sturgis1
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers

Battlegroup Controllers: Caine0 - Nemo4 - Jakes1 - Journeyman - T. Warcaster Lieutenant
'Jack Marshals: Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA

Light Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, Battle Engines, & Structures

Arcane Tempest Gun Mages - Black 13th Gun Mage Strike Team - Field Mechaniks - Legion of Lost Souls - Long Gunner Infantry - OoI Resolutes - OoI Vigilants - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - Tr Cannon Crew - Tr Chain Gun Crew - Tr Commandos - Tr Express Team - Tr Long Gunners - Tr Infantry - Tr Mechaniks
Special CA : Captain Jonas Murdoch (Mercenary unit) - Special WA: Morrowan Battle Priest (any unit)


Arcane Tempest Rifleman - Archduke Runewood - Captain Arlan Strangewayes - Captain Maxwell Finn - Commander Anson Hitch - Dreyfus1 - Dreyfus2 & Flubbin2 - Grand Master Gabriel Throne - Glyn Cormier, Illuminated One - Gun Mage Captain Adept - Journeyman Lieutenant Allister Caine - Journeyman Warcaster - Harlan Versh, Illuminated One - Lieutenant Allison Jakes - Lieutenant Bastian Falk - Lieutenant Gwen Keller - Major Katherine Laddermore - Major Harrison Gibbs - Morrowan Archon - Savio Montero Acosta - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures

Nemo4 - Storm Strider - Trencher Blockhouse

Theme Forces
Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2021.11
Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)

Ashlynn1 - Ashlynn2 - Aurora2 - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae


Asphyxious4 - Crosse1 - Nemo4

'Jack Marshals

Colbie Sterling - Dirty Meg - MacHorne1 - MacHorne2 - Raluk Moorclaw - Rutger Shaw - Steelhead Ironhead

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Rhulic 'Jack Controllers (Edit)
Warcaster Durgen Madhammer - General Ossrum - Gorten Grundback
'Jack Marshal Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments

Doctor Stygius - Madelyn Corbeau - Reinholdt - Wyshnalyrr

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

Alexia1 - Asphyxious4 - Croe's Cutthroats - Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowler1 - Herne & Jonne - Lady Aiyana & Master Holt - Lynus & Edrea - MacHorne1 - 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 - Void Archon

Character Solos

Alexia2 - Alexia3 - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella1 - Black Bella2 - Bloody Bradigan - Boomhowler2 - Boomhowler3 - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez1 - Dez2 - Dirty Meg - Doc Killingsworth - Doctor Stygius - Eilish1 - Eiryss1 - Eiryss2 - Eiryss4 - First Mate Hawk - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Crosse1 - Glyn Cormier, Illuminated One - Gorman1 - Gorman2 - Grand Master Gabriel Throne - Gubbin1 - Gubbin2 - Gudrun1 - Gudrun2 - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Malvin2 - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Princess Delores Graciela - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Scythe - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Tubbin - Underboss Vizkoya - Viktor Pendrake - Weird Wendell - Widget1 - Widget2 - Wrong Eye & Snapjaw

Battle Engines

Hammerfall Siege Crawler - Nemo4

Independent Warjack

Malvin1 & Mayhem1

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: 2021.11

Video Battle Reports

Rules Clarifications

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Rules Clarification : Caine3

  • For his Feat, Reap the Whirlwind, refer to the Synergy clarifications - it's essentially the same rule and rule interactions.
  • You cannot include the Black 13th in his army, due to character restrictions with Watts and Ryan. (Locked thread)
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Rules Clarification : Ace & Caine3    (Edit)

  • When Caine3 is taken in a Cygnar army, Ace can go in his battlegroup as per normal.
  • When Caine3 is taken in a non-Theme Mercenary army, Ace cannot go in his battlegroup because they're different factions.
  • When Caine3 is taken in a Theme Mercenary army, Ace can go in his battlegroup because of the special rules about Themes & Character jacks.
  • (Infernal Ruling for all of the above)

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

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
  • If your target can only be targeted by certain kinds of attack (ie a Menoth warjack with Passage), you can first choose the correct Attack Type (ie Magical Damage vs Passage) and then that allows you to target it. The Attack Type selection and target declaration both occur at Step 1 (Refer Appendix A). (Infernal Ruling)

Rules Clarification : Witch Mark - None yet. (Edit)

Rules Clarification : Black Penny - None yet. (Edit)

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Rules Clarification : Reload      (Edit)

  • You cannot mix melee attacks and ranged attacks in the same activation unless you have a special rule (such as Dual Attack). Reload does not get around this restriction.
    • A Trample Power Attack is a melee attack, even if you don't actually trample over anyone and make zero dice rolls. So you can't trample then Reload (unless you have something like Dual Attack).
  • You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)
  • If you have (x2) of a weapon with Reload (such as Caine1), the special rule will only be written on the card once. But you can reload both weapons to the max limit. (Infernal Ruling)

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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
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This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification:  : Partisan      (Edit)
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Which Faction am I?
  • Partisans are Mercenary (or Minion) models unless they're taken in their "Home" Faction. For example, a Mercenary model that is Partisan [Cygnar]:
    • When used in most armies it is "friendly Faction" only to other Mercenary models.
    • When used in a Cygnar army it is "friendly Faction" to Cygnar models ... and stops being "friendly Faction" to any other Mercenaries in that Cygnar army.
  • In a multi-caster game, Partisans count as the main army's Faction and not as a Mercenary models (if playing a Faction other than Mercaneries). (Infernal Ruling)


  • 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.

Partisan warcasters

  • 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)

  • Partisans are Mercenary/Minion models, so there are two ways you can add them to a theme force:
    1. Freely: If the Partisan is 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 Jaws of the Wolf allows "Kayazy models/units" so Partisan Kayayz can be used freely).
      They can be implicitly allowed (for example Scourge of the Broken Coast allows "living Cryx models/units" and Partisan Cephalyx fit that criteria, so they can be used freely). (Infernal Ruling)
    2. Limited: If the Partisan isn't on the list of allowed models, it does use up your "Up to one Mercenary/Minion" slot, so you can only have the 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 Lanyssa 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 [3] in Heavy Metal. (Infernal Ruling)
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Rules Clarification:  : Gunfighter      (Edit)
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  • You cannot Aim if you start your activation in melee. (Infernal Confirmation)
  • A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).
  • If you have a Gunfighter stuck in melee and the Gunfighter wants to shoot a friendly model, then you can only do so if that friendly is within the Gunfighter's melee range. Also, if that friendly model is engaged by an enemy, that friendly model will always get the +4 DEF bonus (because the point of origin of the attack, the Gunfighter, is not "in melee" with the friendly model).


  1. Outside of melee
    • If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
  2. In melee, but didn't charge
    • If it didn't charge, it can target anyone it's "in melee" with.
    • This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
    • If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
  3. Charged into melee
    • If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
    • If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
    • However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
  4. Other targeting notes
    • Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee.
    • If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
    • Gunfighter doesn't change the RNG of your gun, it just provides you an ability to use it while in melee and imposes some targeting restrictions.
      • If you're affected by a debuff that reduces your RNG to 1", that will further limit who you can target.
      • If you're affected by a debuff that reduces your RNG to 0", you cannot make attacks (refer 'Weapon Statistics', page 19 of rulebook).

Attack Roll

  • You use the Gunfighter's RAT for the attack roll.
  • Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
  • How the +4 DEF bonus for "being in melee" works with Gunfighters is:
    • they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
    • they never ignore it vs friendlies, because you cannot be in melee with a friendly target.

Incorporeal Gunfighters

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

Gunfighter + an AOE weapon

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

Gunfighter + a spray weapon

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

Units of Gunfighters

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

Other interactions

  • Gunfighter vs Point Blank (Edit)
    • If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
    • These two abilities are subtly different, but it's an important difference.
    • Gunfighter allows you to make ranged attacks while in melee.
    • Point blank allows you to make melee attacks with your ranged weapon.
      • Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
      • Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
    • Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
      • Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
      • Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
  • Gunfighter vs RNG modifiers (Edit)
    • Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
    1. If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
    2. If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
    3. If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
    (Infernal Ruling)
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Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.

Rules Clarification : Synergistic Magic - None yet. (Edit)

Rules Clarification : Calamity - None yet. (Edit)
Rules Clarification : Flicker - None yet. (Edit)

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Rules Clarification : Mage Sight      (Edit)

  • Mage Sight's AOE allows LOS to models in the AOE, not to points on the ground. So it doesn't help with stuff like Siege trying to place his Ground Pounder attack. (Infernal Ruling)
  • You ignore Stealth when making the attack, but not when determining LOS. So if there is an model with Stealth intervening between the attacker and the Mage Sight-ed target, then you treat it as normal (if it's within 5" it'll block LOS, if it's more than 5" away it won't).
  • You ignore all clouds/forests between you and the Mage Sight-ed target, even if that cloud/forest is blocking LOS to the Mage Sight template itself. (Infernal Ruling)
    You need to check LOS to your target before you can declare you're attacking it. When you check LOS to a Mage Sight-ed target, you get to ignore clouds/forests.

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Rules Clarification : Brutal Damage and/or Brutal Shot     (Edit)

  • Brutal Damage/Shot only applies to the damage vs the model directly hit.
    It does not affect blast damage.
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Rules Clarification : Grievous Wounds      (Edit)

  • GW prevents "repairs" as well as "heals".
  • It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.
  • Does not affect models with the Massive rule.
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Rules Clarification : Shadow Fire      (Edit)

  • Shadow Fire vs Roadblock (Edit)
    • If you use Shadow Fire vs a Roadblock model then the Roadblock will still grant cover to nearby models; even though you can "see right through it".
    • Because the rule for getting cover from an obstacle is simply: does a line pass between the attacker and target that goes over/through the obstacle? Is the target within 1" of the obstacle on that same line?
    • In other words, whether the obstacle actually blocks LOS or not isn't relevant.