|As of 2022.08 Warmachine University has turned into an archive for Mk3 rules (3rd Edition).|
Refer to the Privateer Press website for all modern Mk4 (4th Edition) related content.
This site has been kept online for any players who want to continue using Mk3 rules and/or anyone who wants to compare Mk4 Legacy models to Mk3 models.
Privateer Press have an official wiki that covers all their main game systems, and my understanding is that Warmachine Mk4 will be on the PP wiki.
More information can be found on the Talk:Main Page area of this wiki.
Mark IV Status: Limbo - This model has not (yet) been updated with Mk IV rules, as of 2022.12. 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.
The bounty hunter team of Dannon Blythe and the trollkin known simply as "Bull" has gained infamy across the war-torn region for their ruthless determination and efficiency. Wielding an impressive arsenal, they often take the expedient route of delivering targets dead allowing them complete to twice as many jobs while avoiding the tedious hassle of handling live prisoners.
|Dannon Blythe & Bull
|Blythe / Bull
||Small / Medium
||5 / 7
||15 / 13
||13 / 15
||5 / 8
Mercenary - This unit will work for Crucible Guard, Cygnar, Khador, or Protectorate.
Minion - This unit will work for Trollbloods.
- Partisan [ Trollblood ] - When included in a Trollblood army, this model/unit is a Trollblood model/unit instead of a Minion model/unit.
- Granted: Prey - While this model is in formation, models in its unit gain Prey. (Prey - After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. A model with Prey gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey.)
- Take Down - Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
- Trollkin - Bull is a Trollkin model.
- Rapid Strike - This model can make one additional melee attack each Combat Action.
- Take Down - As above.
- Pistol - 8" range, POW 10 pistol.
- Sword - 1" reach, P+S 8 sword.
- Demolisher - 10" range, ROF d3, POW 12 cannon.
- Batter - When an enemy model is hit by this weapon during this model's activation, it becomes knocked down and can be pushed 1" directly away from this model. If the model hit is pushed, this model can immediately advance 1" directly toward it.
- Great Sword - 1" reach, P+S 11 sword.
- As a Minion unit they can go in every theme, but they'll use your "Up to one Minion unit" slot most of the time.
- Band of Heroes They gain Take Down in this theme, which is moot as they already had it.
- Kriel Company. They don't use up your Minion slot in this theme.
- Power of Dhunia
- Storm of the North They gain immunity cold and the Northkin tag in this theme
- Other Factions
Hearts of Darkness. They're one of the few models not allowed in Hearts
- As a merc/minion unit they can also be taken in a bunch of other Faction's theme forces. See #Other Theme Forces.
Thoughts on Dannon Blythe & Bull
Dannon Blythe & Bull in a nutshell
Blythe and Bull are a combined arms duo designed to put RAT 8, POW 14 shots onto their prey target. They seem reasonably priced for what they do but rarely see play because d3 shots is not all that many, unboosted POW 14's aren't all that high and they both die with little effort. They compete with Kayazy Eliminators in Irregulars, as well as Lynus and Edrea, so they are most often seen in Llaelese Reistance armies as a cheap scoring unit that can get work done. Their ideal targets are slow, multi-wound infantry.
They are pretty self contained, just a pair of shooters with prey and forced movement.
Combos & Synergies
- Batter can be very handy in scenario play.
- Batter becomes very reliable with Ashlynn1’s feat. The aspect of knocking Down up to three models can be daunting for your opponent.
- Captain Gunnbjorn as Trollkin Partisans the captain helps their biggest weaknesses, he can deliver them with his feat and cycle snipe to them so they can reach hiding Prey targets a bit easier. In Kriel company they also have the option of Mark target solos. All of this is great for a cheap, self contained unit
- They are better as Troll Partisans than they are in Mercenaries, due to having less competition and getting buffs from the Krielstone if you add in a infantry support caster such as Madrak1 or Calandra they become harder to remove.
Drawbacks & Downsides
- Kill either of them and you cripple the unit.
- Jack of all trades masters of none fortunately their low cost offsets this.
- in trolls a Pyg Tank fills a similar role, is harder to kill given its improved armour.
- As with all 2 man units it’s rare for upkeep spells to be worth casting on them vs 10 man units, stick to casters who can cycle spells comfortably, have ctrl based effects or feats that favour infantry models.
Tricks & Tips
- They are one of the few choices that can actually consider putting Prey on a solo - after all if the enemy keeps it back then an expensive solo costs more than they do.
- One of their key strengths is their ability to mix it up in melee and at range. In Melee you can charge, get 2 attacks with bull and have take down to deny tough but this is at the cost of some base power, Batter and the possibility of 3 shots with Bull. Go melee if you like consistency and go guns blazing to take risks or if you plan to layer buffs such as Mark Target.
- Blythe and Bull were originally pictured on the front and rear cover of the Iron Kingdoms RPG World Guide, released in 2005. They also appear on the cover of the Iron Kingdoms Requiem book coming to Kickstarter in 2020
- They were released into the tabletop game in Forces of Warmachine: Mercenaries (2010)
Other Theme Forces
Protectorate of Menoth (Edit)
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 -
Flubbin2 & Dreyfus2 -
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 -
Princess Delores Graciela -
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
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
Rules Clarification: : Partisan (Edit)
(Click Expand to read)
|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.
- 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:
- 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)
- 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  in Heavy Metal. (Infernal Ruling)
Rules Clarification : Ram and/or Batter (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.
Push - General
- Pushed models do not change their facing.
- Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
- Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
- You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
- Pushed models suffer the effects of anything they move through (such as acid clouds).
- If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
- However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
- In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
- If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
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: : Gunfighter (Edit)
(Click Expand to read)
- 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).
- 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.
- 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)
- 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.
- 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).
- 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.
- 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.
- 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:
- If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
- 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).
- 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)
Rules Clarification : Tactics vs Granted (Edit)
- Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
- Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
- Granted [ Vengeance ]
- If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
- It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
- It is not "If you get damaged, you get Vengeance next turn."
- If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
Rules Clarification : Prey (Edit)
- When you declare your Prey target, it has to be used on a model that is currently on the table. You can't use it on models that are in Ambush, Burrow, etc. (Infernal Ruling)
- If you have both Prey and Ambush, then you declare your Prey target at the normal time (even though the Prey-er isn't currently on the table). (Infernal Ruling)
- Prey bonuses apply to "non-attack" damage, such as Electro Leap. (Infernal Ruling)
- If you hit your Prey target, but your attack is "shifted" to a non-Prey model (via Shield Guard etc) then you don't get the damage bonus vs the new target.
- If a model with Prey can return to play, then:
- If the Prey target is still alive when the Prey-er returns, then it stays as your Prey target.
- If the Prey target died while the Prey-er was off the table, you get to pick a new Prey target when you return to play.
- This is based on a MK II ruling.
Rules Clarification : Take Down (Edit)
- If you have Take Down innately, then the RFP is not optional.
- If you have Take Down granted by a theme force benefit, then the RFP is optional.
- If you choose to RFP at boxed, you don't get to trigger anything that happens at destroyed (such as Cleave).
- If you choose not to RFP them, they're destroyed normally. They produce corpses, can be returned to play, etc, and most importantly you can trigger stuff at "destroyed" (such as Cleave).
- Technically the theme benefit doesn't actually grant models Take Down, it just gives them a rule with almost the exact same wording as Take Down.
Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Rapid Strike - None yet. (Edit)