Caine's Hellslingers
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. |
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Caine's Hellslingers |
Limbo 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.
Contents
Basic Info
Mercenary - This unit will work for Cygnar
- Partisan [ Cygnar ] - 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.
Caine
Caine3 | |||||||||||||||||||||||||||||||||
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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.
Abilities
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Gunfighter
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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.
Weapons
Spellstorm Pistol (x2) | ||||||||||||||
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RNG | ROF | AOE | POW | ||||||||||
12 | 1 | - | 12 | |||||||||||
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Spells
COST | RNG | AOE | POW | DUR | OFF | ||
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Calamity
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3 | 10 | - | - | Upkeep | Yes | |
Target model/unit suffers -2 DEF & ARM. | |||||||
Flicker
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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
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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. |
Watts
Watts2 | ||||||||||||||||||||||||||||
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Abilities
Weapons
Magelock Rifle | ||||||||||||||
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RNG | ROF | AOE | POW | ||||||||||
14 | 1 | - | 10 | |||||||||||
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Ryan
Ryan2 | ||||||||||||||||||||||||||||
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Abilities
Weapons
Magelock Pistol (x2) | ||||||||||||||
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RNG | ROF | AOE | POW | ||||||||||
10 | 1 | - | 10 | |||||||||||
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Theme Forces
- Mercenary
- Llaelese Resistance. They gain Sniper in this theme.
- Soldiers of Fortune
- The Irregulars
- Cygnar
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Flame in the Darkness - Gravediggers
- Heavy Metal
- Sons of the Tempest. They gain Pistoleer in this theme. Also Caine can upkeep spells for free on Gun Mage models (including his own unit).
- Storm Division. They gain Immunity: Electricity in this theme.
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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
Strategy

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.
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 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.
- 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.
Mercenaries
- 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
Strategy
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.
- 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.
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.
Other
Trivia
- 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
Video Battle Reports
- Cygnar
- 2018.08 Feat Fetish 75 points vs Kallus2
- Mercs
- None yet
- See also Category: Video Battle Reports for more casters with videos.
Rules Clarifications
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Rules Clarification : Caine3
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Rules Clarification : Ace & Caine3 (Edit)
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Rules Clarification : Attack Type and/or Arcane Savant (Edit)
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Rules Clarification : Witch Mark - None yet. (Edit)
Rules Clarification : Black Penny - None yet. (Edit)
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Rules Clarification : Reload (Edit)
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Rules Clarification: : Warcaster Unit or Warlock Unit (Edit) |
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
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Rules Clarification: : Partisan (Edit) |
Which Faction am I?
Attachments
Partisan warcasters
Partisans & Theme Forces (Edit)
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Rules Clarification: : Gunfighter (Edit) |
General
Targeting
Attack Roll
Incorporeal Gunfighters
Gunfighter + an AOE weapon
Gunfighter + a spray weapon
Units of Gunfighters
Other interactions
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Rules Clarification : Officer (Edit)
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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)
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Rules Clarification : Brutal Damage and/or Brutal Shot (Edit)
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Rules Clarification : Grievous Wounds (Edit)
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Rules Clarification : Shadow Fire (Edit)
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- Cygnar
- Gun Mage
- Model
- Mercenary
- Does NOT have Mk4 rules
- Cygnar Mercenary
- Partisan
- Warcaster Unit
- Gunfighter
- Officer
- Synergistic Magic
- Magical Damage
- Attack Type
- Witch Mark
- Blast
- Black Penny
- Reload
- Calamity
- Flicker
- Mage Sight
- Brutal Damage
- Grievous Wounds
- Shadow Fire
- Llaelese Resistance
- Soldiers of Fortune
- The Irregulars
- Gravediggers
- Heavy Metal
- Sons of the Tempest
- Storm Division
- Video Battle Reports