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CommandBook Cygnar.jpg

Cygnar are the "good guys" of the Warmachine setting (occasional war crimes and subjugation of minority groups aside). They are one of the most technologically advanced Factions and were the first human nation to create Warjacks. In terms of gameplay, Cygnar is one of the best ranged factions in the game.

Situated in the middle of western Immoren, Cygnar is the crown jewel of the Iron Kingdoms. Cygnar has the largest population, the best arcane mechaniks, the most resources, and the best gunsmiths in all of Immoren. Despite these advantages, they are beset on all sides by enemies who would tear it all down if they could.

Cygnar’s military prides itself on having the most disciplined and best-trained soldiers in western Immoren, as well as providing them with the resources and equipment to overcome nearly any challenge. It has earned a reputation for defeating its enemies even while outnumbered, with an emphasis on the quality rather than the quantity of its infantry and warjacks. Cygnar’s warjacks have a wide range of capabilities and incorporate sophisticated military-grade cortexes that make them highly effective whether controlled by warcasters or ’jack marshals. The army has changed considerably in recent years to incorporate gains from industrialization and mechanika and now stands at the cutting edge of technological ingenuity applied to the arts of war.

Cygnar for Beginners

Faction Aesthetic & Playstyle

Aesthetically the models are "modern steampunk" - while other factions might utilise occult relics or the faith of their god, Cygnar applies a form of science to make their equipment as good as it can be. They've still got steam powered robots, pistons, and valves, but it's all a bit more refined than other factions. There's a lot of stuff which is reminiscent of early electrical devices, too.

In terms of playstyle, Cygnar is a mixed arms faction that heavily favors shooting, including lots of buffs and special effects for their ranged weaponry to represent their high-tech armaments. They aren't slouches in melee either, with many models having access to decent POW. Cygnar units often have issues with survivability and that is where their plethora of spell support comes in, with many warcasters having access to either Blur or Arcane Shield.

Their signature element is lightning, that often provides the disruption status effect. Disruption makes warjacks drop their focus and prevents allocation next turn as well, giving them a better matchup vs Warmachine armies than Hordes, where the disruption effect will be useless. Lightning can do more than just disrupt however, with many models with the element having the Electro-Leap special rule, where a lower POW lightning bolt will chain to the closest models (both allied and enemy, ignoring the attacking model) and automatically hit them. To go along with this, many of the models in Cygnar have immunity to lightning, allowing them to shoot near to friendly models without fearing it will 'bounce' lightning into your own forces. Though you cannot use these models to bounce lightning into high defense and stealth models, you can still target lumbering, low DEF targets to catch frail pieces standing nearby.

Cygnar's warcasters mostly focus on buffing models defence and ranged attacks, having few debuff spells and normally only one offensive attack. Also don't expect Cygnar warcasters to go on a killing spree through swathes of enemy models. Although Stryker2, Caine and Haley all have powerful assassination runs, they are fragile casters that are weak to retaliation.

Cygnaran warjacks generally have average ARM, and slightly higher than average DEF, which may give poor accuracy models trouble hitting them. Where they shine is their above average SPD and their High accuracy in both ranged and melee combat.

Warcaster thoughts

Cygnaran Warcasters are generally support based. Rarely will they ever rely upon slinging offensive spells, although we do sport some good ones. Being a strongly ranged faction, every caster except one has some kind of ranged weapon, and several are capable of scary amounts of firepower, including Sloan, all three Caines and Nemo3. That isn't to say our casters can't hold their own in melee, with Stryker2 able to attain the highest unassisted P&S in the game, and Sturgis being able to have 16 attacks in melee. Overall, Cygnar casters are a varied and balanced bunch, and can offer any play style, from all jacks to infantry swarm to simply gunning down the enemy army to controlling time itself.

Warjack thoughts

Cygnaran Warjacks are a well rounded bunch. Their stats are middling for jacks - They aren't as heavily armored as Khador jacks, not as swift as Cryx jacks, and don't sport the bevy of weapons Retribution jacks do. However, they do all of those things well, though not great. Because of the solid statline, we enjoy a jack for every season. Defenders are the premier shooting jack in the game, Centurions can hold zones like you wouldn't believe, Hammersmiths beat things into the ground until they stop moving, and Stormclads have a well rounded package combining survivability, efficiency, hitting power and versatility.

Light warjacks follow some of the same themes seen in heavy jacks, though with more of a combat support bent. Sentinels provide shield guard and crowd control, Fireflies buff our lightning attacks, and Chargers and Hunters excel at being focus efficient, ranged monsters.

Cygnar's character jacks take everything above, and dial it up. All of them are seen as balanced and worth taking, and most don't rely on their bond to be useful, which means they often work into many different lists. Special shoutout to Thorn, who is probably the best arc node in the game, and was often taken with 'casters who don't need one, solely because his combat abilities are so useful. Note, that most of the theme lists won't allow you to take not-bonded character jacks. Weigh the option, whether the loss of free solos and theme benefits are worth the inclusion of that given jack.

In terms of colossals, the Stormwall might very well be the best colossal in the game. Only 3 models in the game cost 39 points, the mercenary Galleon, and both Cygnar colossals. Being the most expensive model to include in your army should come with certain expectations, and the Stormwall and Hurricane can actually deliver. Cygnar colossals boast fantastic firepower, excellent melee, and good survival (especially when paired with Arcane Shield from a warcaster or journeyman). What sets them apart might be their ability to pressure scenarios. The Lightning Pods available to the Stormwall allow you to contest or even capture scenario objectives from great distances at little risk to your important units. The Hurricane's abilities are a little more niche, but against fliers or models susceptible to its knock down, it can achieve amazing results.

Starter Sets

Battlegroup Starter Set

Mk3 Battlegroup Set

Contents: Maddox warcaster, Lancer light warjack, Firefly light warjack, and an Ironclad heavy warjack. Plus a bunch of peripheral stuff (see picture).

This one is good for the so called "0 pts battles", when only the caster and his/her battlegroup fights. This, though not balanced between the factions, allows you to get familiar with the main concepts of the game, and the faction's specialities. As for Cygnar, it is supporting upkeeps for range, defence and mobility, and a feat for increasing damage. It also provides you means to arc your spells, and to learn some of the electricity-based tricks of the faction.

Two Player Battlebox

Contents: Same as the Mk3 Battlegroup Set, plus a unit of Stormguard, plus a bunch of Cryx models (that you can give or sell to a friend).

This enters you into the realm of units, with all their extra rules. As the enemy will likely field units of their own, Electro Leap will play a more pronounced role. This typical Cygnar gimmick is much better suited to damage single wound, medium ARM targets, than warjacks and beasts of the initial battlegroup-heavy fights.

The Mk2 Battlegroup Set (limited availability)

Contents: Stryker1 warcaster, Lancer light warjack, Charger light warjack, and an Ironclad heavy warjack.

You may not be able to find this any more, as it has gone out of production. This set foregoes the electric stuff and concentrates on Cygnar's shooty side, plus its extensive upkeeps. All of the faction's staple support spells can be found in Stryker1's arsenal, most notably Arcane Shield, Blur and Snipe. Stryker has a really strong defensive feat, with which he can offer a more forgiving gameplay in the initial stages of the game, than Maddox does. He also has a pop & drop assassination trick in his sleeve, and in later games he can be a cornerstone if the Cygnar brick lists too, mainly consisting Colossi and some cavalry. Due to point adjustments this box is 1 pts over his warjack points.

2017 Cygnar Army Box (limited availability)

Contents: Sloan warcaster, Charger light warjack, two Defender heavy warjacks, a unit of Trencher Infantry along with their command and weapon attachments, Captain Maxwell Finn solo, and Reinholdt a mercenary attachment for Sloan.

You may not be able to find this any more, as it has gone out of production. It is advised more for veterans who pick up a new faction, or for really committed newbies, as this box unleashes the whole rulebook upon you - from units to power attacks and solos. Its 50 points limit is slightly below the most popular 75 pts tournament formats, but prepares you well for such a challenge.

Cygnar Trencher Theme Force

Contents: A unit of Trencher Infantry along with their command and weapon attachments, a Trencher Cannon Crew unit, Trencher Master Gunner solo, Patrol Dog solo, and Commander Anson Hitch solo

This one is designed to add on to one of the other starter sets, rather than be one all by itself - you'll note it doesn't include a warcaster or any warjacks.

Other good early purchases

Whichever way you go from your initial purchase, these should be high on your to-buy list because they a) are available in multiple themes and b) are good at what they do.:

  • Squire - This unarmed warcaster attachment can help you out tremendously. Free focus plus an increased CTRL area is something that nearly every caster will appreciate. It vies with other attachments like Reinhold or Sylys Wyshnalyrr but, for a start, it is definitely an OK choice.
  • Captain Arlan Strangewayes - Ubiquitous repair solo and jack tuner; he can pump up one of your jacks with FOCUS to help out your caster.
  • Journeyman Warcaster - Walking Arcane Shield provider, can vastly increase the survivability of your units.
  • Field Mechaniks - Dirt cheap source for repairing; they'll keep your jacks and battle engine going.
EGG logo.jpg

Broken Egg Games - Product Placement

BEG helps sponser Line of Sight, so here's a plug for some of their products

You can get high quality acrylic tokens for all the spells, effects, abilities that Cygnar can use. You place these tokens next to the model(s) affected during your game.

Cygnar has the widest access to Mercenary options of any Faction, but since themes only allow one Mercenary solo and one Mercenary unit, the amount of access is a bit moot. Cygnar typically leans on a few favourite support Mercs first and foremost.

Starting a Theme Force

Theme Forces "compartmentalize" the full range of your Faction's models into smaller subsets that are thematically related to one another. By restricting yourself to a narrower range of models, you unlock additional in-game benefits which vary from theme to theme.

Theme Forces aren't compulsory, but the benefits of playing in-theme are so great that most players never play out-of-theme.

When you first start playing you should ignore theme forces, and just buy and play a few models you like the look of. Also, you can't even use Theme Force rules in games under 25 points.

However you should start looking into themes sooner rather than later, because otherwise you might end up owning, say, 80 points worth of models but can only field a 25 point theme force (because very little of your collection work together in the same theme). You should focus on collecting just one or two themes to begin with, not every single one in the Faction (unless you're a "Collector Completionist").

If you're on a bit of a tight budget, you'll want to buy stuff that can fit into more than theme. Mostly this is just the support models, so I'm not suggesting you should buy all the models in the list below, but rather they're worth looking into.

Theme Forces

Flame in the Darkness

This theme is shared with Khador and Mercenaries - it allows you to mix models from all 3 factions. Although it doesn't allow you to take a Khador or Mercenary warcaster, your warcaster will get access to their warjacks.

This theme represents the Thamarite and Morrowan forces putting aside their ideological differences and teaming up to fight off the Infernal invasion.

Important Note: There are only a few Cygnar warcasters available in this theme.


Trenchers form the highly-trained professional core of Cygnar forces.

The models allowed in Gravediggers are:   [Show/Hide]

This list was last updated: 2017.09   (Edit)


  • All Cygnar warcasters


  • All non-character warjacks
  • Triumph
  • Other character warjacks can be taken, but only if they're in their bonded model's battlegroup.





  • Up to one unit
  • Up to one solo

(★) Because Gibbs is specifically allowed in this theme, he doesn't use your "Up to one Mercenary" slot.

Heavy Metal

Heavy Metal focuses on warjacks, limited to battlegroups and a few support models.

The models allowed in Heavy Metal are:   [Show/Hide]

This list was last updated: 2018.04   (Edit)


  • All Cygnar warcasters


  • All non-character warjacks
  • Thunderhead
  • Other character warjacks can be taken, but only if they're in their bonded model's battlegroup.



Battle Engines


  • Up to one unit
  • Up to one battle engine

(★) Because these models are specifically allowed in this theme, they don't use your "Up to one Mercenary" slot.

Sons of the Tempest

This theme is for the half-wizard pistoleers of Cygnar.

The models allowed in Sons of the Tempest are:   [Show/Hide]

This list was last updated: 2018.06   (Edit)


  • All Cygnar warcasters


  • All non-character warjacks
  • Character warjacks can be taken, but only if they have a bond and they're in their bonded model's battlegroup.




  • Up to one unit
  • Up to one solo

Storm Division

Storm Knights are the elite soldiers of Cygnar, armed with the latest technological improvements.

The models allowed in Storm Division are:   [Show/Hide]

This list was last updated: 2019.07   (Edit)


  • All Cygnar warcasters




Battle Engines


  • Up to one unit
    • Note that Murdoch can't be attached.
  • Up to one solo

(★) Because these Savio is specifically allowed in this theme, he doesn't use up your Mercenary slot.


Unreleased Models

Last Updated: 2019.05


Blaize1 Constance Blaize, Knight of the Prophet (Partisan)
Brisbane1 Major Markus ‘Siege’ Brisbane
Brisbane2 Colonel Markus ‘Siege’ Brisbane
Caine0 Refer to Cygnar solos, below
Caine1 Lieutenant Allister Caine
Caine2 Captain Allister Caine
Caine3 Caine's Hellslingers (Partisan)
Darius1 Captain E. Dominic Darius & Halfjacks
Haley1 Captain Victoria Haley
Haley2 Major Victoria Haley
Haley3 Major Prime Victoria Haley
Jakes1 Refer to Cygnar solos, below
Jakes2 Captain Allison Jakes
Kraye1 Captain Jeremiah Kraye
Maddox1 Major Beth Maddox
Nemo1 Commander Adept Nemo
Nemo2 General Adept Nemo
Nemo3 Artificer General Nemo & Storm Chaser Adept Caitlin Finch
Sloan1 Captain Kara Sloan
Stryker1 Commander Coleman Stryker
Stryker2 Lord Commander Stryker
Stryker3 Lord General Coleman Stryker
Sturgis1 Commander Dalin Sturgis
Sturgis2 Refer to Cryx warcasters
Vinter-1 Vinter the Undefeated (Not tournament legal)


Battle Engines & Structures


Special Unit Attachments


Mercenaries that work for Cygnar

Refer to Who works for Whom and/or Category: Cygnar Mercenary

Deep Lore

Refer to the Lexicanum article on Cygnar (this link will take you to a separate fan-site).