The raw might of a naval ironhull now walks the lands as the Galleon. The colossal fires a rolling broadside before reaching out with its enormous cargo claw to toss warjacks like rag dolls. It can also use its massive trident to reel in foes and finish them off at close range with a series of punishing blows. The Galleon commands a high price, but for those mercenaries who have the fortune to spend, it fights as a symbol of unquestionable affluence and might.
- Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.
- Colossal - Colossals are mega-warjacks, even bigger and stompier. They use nearly all the same rules as normal warjacks but with a few exceptions and additions, which you can read by clicking here.
- Power Lifter - Once per turn at any time during its activation, this model can choose one other friendly Faction large-based or smaller model within 2" of it. You can place that model anywhere completely within 2" of its current location, and if it is knocked down, it immediately stands up unless it was knocked down this turn. A model cna be placed by Power Lifter only once per turn.
- Gun port (x2) - 14" range, ROF d3, 3" AOE, POW 13 ranged attacks
- Harpoon Cannon - 10" range, POW 15 ranged attack
- Drag - When this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed directly toward this model until it contacts a model, an obstacle, or an obstruction. After the damaged model is moved, this model can make one basic melee attack against the damaged model. After resolving this melee attack, this model can make additional melee attacks during its Combat Action.
- Trident Strike - 2" reach, POW 5, P+S 22 melee attack
- Cargo Claw - 2" reach, POW 3, P+S 20 melee attack
- Other Factions
- Mercenary colossals can be taken in other Faction's themes three different ways.
- Putting it under the control of Crosse1.
- There are "Cross-Faction Themes" which give access to Mercenary colossals, and change the warjacks' "Faction type" to match.
- Aurora2, Asphyxious4, and Nemo4 can take Mercenary colossals with them when they work for their home faction, and again the warjack's "Faction type" changes.
No changes since 2019.05
Thoughts on Galleon
Galleon in a nutshell
The Galleon is the premier ranged platform in Mercenaries. It can attack from farther away than the new Blockader, and the drag makes it more dangerous to opposing heavies. It is also strong against high DEF, low ARM infantry that is not blast immune.
The Galleon is dangerous to most things in the game, and has above average ranged output for a colossal. On most turns, its combat action should consist of firing the Gun Ports, then using the Harpoon Gun to drag in a heavy and stabbing it with the Harpoon melee weapon if at all possible. It also has threat extension/general utility for other models in your army by way of Power Lifter.
The downside is, no mercenary caster besides Bart really runs it well. RAT 5 and POW 13 on the cannons means it is neither accurate, nor powerful, so if you aren't dragging things in to their doom a couple times per game, you may struggle to get value out of it.
Combos & Synergies
- Captain Bartolo Montador turns the Galleon up to 11. Batten Down the Hatches and his feat make the Galleon a very tough target for a lot of armies to deal with. Hot Shot boosts every single ranged attack damage roll it makes, while Broadside gives a free ranged attack, which can catch opponents off guard if you run the Galleon and cast this spell.
- Ashlynn2 is one of the few casters who actually prefers it over a Blockader, becuase the latter needs speed or ARM buffs she doesn't have and the Galleon with its excellent range high number of shots makes much better use of Hand Of Fate combined with Hymn of Battle from Choir in LR. In any other theme give her a different jack.
- Drake MacBain can use Fail Safe to make it hard to kill and Jackhammer for smashing things after a Drag. But realistically you are better off using these spells with a Blockader. Fortune is always fun for making sure attacks hit as well, though usually you'll have Fail Safe on the Galleon.
- Magnus1 can make it tough to disable systems with Death Ward, while Iron Aggression makes it even more of a beast in Melee. Or he can just add Snipe to give it that much more reach with its ranged attacks.
- Captain Phinneus Shae can use Phantasm to make enemies have to draw close to shoot it, then Coup De Main to give it that extra charge range to get into melee.
- Crosse2 has a range increase in Fire Group and can provide it with cheap shield guards to keep it save from incoming fire. He prefers other jacks like Mariners and Rovers though.
- Caine3 might find it useful for building a big synergy chain during his feat turn and it makes great use of Calamity, both due to it's high number of attacks.
- Stryker1 in Flames can give it a 19" drag threat with snipe and his feat makes it hard to bring down.
With anything else:
Drawbacks & Downsides
- Random rate of fire, its really sad when your gun ports only put out 2 small AoEs because of unlucky rolls.
- Low MAT and RAT means it gets less done under Macbain or Magnus1 than you'd like since you'll be boosting to hit often.
- Besides Bart, none of the Mercenary casters make it super scary.
- It's normally considered the second best 33 point Mercenary Colossal (after the Blockader)
Tricks & Tips
- Galleon throws models 8.5". If your opponent has left a model within 8.5" of their caster that Galleon can reach with a directly-away throw (review your throw rules), you should look for the knockdown assassination, especially if you can have Bart cast Broadsides to drag the caster in after the throw.
- Never make the mistake of running the Galleon without a caster who does not give it a powerful effect. A Galleon with only 3 focus and nothing else to zazz it up is not a strong use of 35 points.
- Don't forget its new Power Lifter for threat ranges for your heavies.
- Released in the Warmachine: Colossals expansion (2012).
- The Galleons were commissioned by Bart, but Magnus bought them out from under him while swinging a deal to contract Bart to assist with his plans to take Fellig and mount an offensive against Cygnar. Magnus used a Galleon to end the Second Cygnaran Civil War in the final battle using it to defeat Stryker and nearly kill Leto had Caine not intervened.
- In the fluff Galleons are built by Black Anchor Heavy Industries. When Privateer Press started selling certain Huge Based models separately from the main product line in 2017, they used Black Anchor Heavy Industries for this line of models. See also Category: BAHI.
- Although this model is about 90% the same as the Blockader, they are sold as separate models. You can't buy a multi-kit and magnetise it. So they're only on the same chassis in the fluff.
Who can take this warjack
The standard way to include a Mercenary warjack in your army is to put it under the control of one of these models. So first you need to figure out which of these models will work for your Faction.
- Note: Other restrictions may apply (such as 'Jack Marshals can't control Colossals).
Other Mercenary 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 -
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
Alexia, Mistress of the Witchfire (2) -
Alexia, The Undying (3) -
Alten Ashley -
Anastasia Di Bray -
Balthazar Bamfist -
Black Bella1 -
Black Bella2 -
Bloody Bradigan -
Boomhowler, Solo Artist -
Bosun Grogspar -
Brun Cragback & Lug -
Captain Crawtooth -
Colbie Sterling, Captain of the BRI -
Dahlia Hallyr & Skarath -
Dirty Meg -
Doc Killingsworth -
Doctor Stygius -
Eilish Garrity, the Occultist -
Eiryss, Mage Hunter of Ios (1) -
Eiryss, Angel of Retribution (2) -
Eiryss, Fortune Hunter of Ios (4) -
First Mate Hawk -
Flugwug the Filcher -
Gastone Crosse -
Glyn Cormier, Illuminated One -
Gorman di Wulfe, Rogue Alchemist (1) -
Gorman the Mad (2) -
Grand Master Gabriel Throne -
Gudrun the Wanderer -
Harlan Versh, Illuminated One -
Harlowe Holdemhigh -
Hermit of Henge Hold -
Hutchuk, Ogrun Bounty Hunter -
Kell Bailoch -
Lanyssa Ryssyl, Nyss Sorceress -
Lord Rockbottom -
Major Harrison Gibbs -
Master Gunner Dougal MacNaile -
Orin Midwinter, Rogue Inquisitor -
Raluk Moorclaw, the Ironmonger -
Rhupert Carvolo, Piper of Ord -
Rorsh & Brine -
Rutger Shaw, Professional Adventurer -
Savio Montero Acosta -
Saxon Orrik -
Sergeant Nicolas Verendrye -
Stannis Brocker -
Taryn Di La Rovissi, Llaelese Gun Mage -
Thor Steinhammer -
Viktor Pendrake -
Weird Wendell -
Widget, Tinker Extraordinaire -
Wrong Eye & Snapjaw
| Battle Engines
Hammerfall Siege Crawler -
| Independent Warjack
Malvin & Mayhem
| Theme Forces (Edit)
| Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
|This index was last updated: 2020.07
Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
- Throw - General ( Edit )
- See also the Throw article for a recap of the core Throw rules.
- Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
- Throw - Power Attack
- When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
- If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
- A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
- Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
- Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
Rules Clarification: : Drag , Pull, and/or Catch (Edit)
(Click Expand to read)
- With respect to the Attack Sequence:
- Pull is resolved at Step 12.
- Enemy effects (such as Retaliatory Strike or Enliven) are resolved at Step 13.
- Drag and Catch are resolved at Step 14.
Ranged Attack Damage (Drag and Catch only)
- If a model is destroyed by the ranged attack, Drag/Catch does not trigger.
- Corpse tokens, soul tokens, and etc will be generated from the model’s original position.
- Sicne it doesn't trigger, you won't get the free melee attack from Drag/Catch (even if there's something different already in your melee range).
- You cannot Drag/Pull/Catch models with a larger base size than you.
- The movement is a Push effect, which is involuntary movement.
- It is not an advance and will not trigger stuff like Countercharge.
- They won't take free strikes because it is involuntary movement.
- They will take damage from any hazards they're pushed through/into (such as Scathers).
- You can drag your target through Incorporeal models, if there's enough space on the other side, because the rules for Incorporeal specifically allow this. (If there's not enough space, the push will stop on the far side of the Incorporeal model.)
- You cannot drag models through Curse-of-Shadows-ed or similar models, because those rules refer to "models can advance through this model" and a push is not an advance.
- You may drag models that you are already in melee with. However most models can't shoot while in melee, so this is pretty much limited to the Prime Axiom and Galleon (see the corner-case scenarios, below).
- If you get to trigger Drag/Pull/Catch on a free strike (mostly just Pull), the moving model will never get out of your melee range. They have to keep advancing out and being pushed back until either they run out of movement, or you fail a free strike. (Infernal Ruling)
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)
The Free Melee Attack(s) (Drag and Catch only)
- If the target model doesn't end up in melee range (whether because the ranged attack killed it outright, or something blocked the drag movement) then you don't get a free melee attack and don't get the option to buy additional melee attacks.
- If the dragged model can't be targeted by melee attacks, you may not make your free drag attack and don't get the option to buy additional melee attacks. (Infernal Ruling)
- For both of the above two cases, you may still complete your initial ranged attacks and buy additional ranged attacks as per normal (if you have more guns and/or Reload).
- You may make the free melee attack against models that "cannot be pushed" (assuming you're in melee range already). The "After the model is moved" is a timing clause, not a conditional clause.
- To pull this off, you need an ability that allows you to make ranged attack while you're already in melee, so is pretty much limited to just Colossals and/or models attacking objectives.
- After using Drag/Catch, the attacking model may make a single melee attack without spending focus. (So Black Ogrun can make a single melee attack.)
- After doing the free attack, you may buy additional attacks if you have a method of purchasing them. Models with Drag but no focus/fury (such as Black Ogrun) can't buy additional attacks (despite what is implied by the rule on their card) - it's just a standarised wording for Drag.
More corner-case Rules Clarifications
- Models that can make Ranged Attacks while in melee
- This section is pretty much limited to the Prime Axiom and Galleon who, thanks to being Colossals, can continue to shoot after dragging something into melee with themselves. It can also apply to any model shooting at a "can never be in melee" model (eg Scenario objectives).
- When you start your activation, you still need to choose either 'initial ranged attacks' or 'initial melee attacks'. If you choose melee attacks, then you will never get to shoot your Drag weapons.
- If you shoot a Drag weapon you need to resolve the drag move and the free melee attack, but afterwards you're still in "shooting" mode. The best way to think of it is it's "interrupting" your normal ranged attacks and after resolving it, you go back to completing your initials. So it might go:
- Shoot the Drag weapon.
- Drag the enemy closer.
- Resolve the free melee attack.
- Drag resolved. Now you finish shooting the rest of your weapons.
- Once you've completed all your initial ranged attacks (and any free drag melee attacks) then you have the option of buying additional attacks (ranged if you have Reload, melee otherwise.
- However, if you get overexcited and start buying melee attacks after the free drag one then you don't get to finish shooting the rest of your weapons.
- This is because shooting the rest of your guns is completing your "Initial Ranged Attacks" but by buying melee attacks you have jumped ahead to "After Initial Attacks" (refer first sentence of "Additional Attacks" pg 36 of Prime).
- Black Spot + Drag or Catch
- If you trigger Drag/Catch, then any attacks you get from Black Spot can be either ranged or melee, your choice. (Infernal Ruling)
- Dual Attack & Drag ( Edit )
- This is pretty-much limited to just the Prime Axiom under Syntherion
- If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
- If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
- If you didn't charge then ... just go nuts. There's no restrictions that I know of.
- Assault & Drag ( Edit )
- You determine whether a charge was successful or not before making the Assault attack.
- If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
- It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
- You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
- Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
- You won't be able to purchase additionals (because your activation ended).
Rules Clarification : Warjack (Edit)
- The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
- Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
- A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
- Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)
- Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
Rules Clarification : Colossal (Edit)
- Refer to the Colossal article for a recap of their rules.
- Huge Base (Edit)
- Coming on a huge base triggers a bunch of rules scattered throughout the rulebook. Click here for a summary of them.
- You can draw LOS from your Left arc to a target in your Right arc (and vice versa). See also this diagram
- Huge-based models get bonus distance on Power Attack Slams. But this bonus doesn't apply to slams caused by other means, such as Critical Smite or the Hurricane's Thunder Charge ability.
Rules Clarification : Construct - None yet. (Edit)