Gastone Crosse

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Mercenary Logo.jpg Gastone Crosse

Mercenary Llaelese Character Solo - ("Junior Warcaster")

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

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

A natural at hit-and-run tactics, the bitter, reckless Gastone Crosse prefers to strike from a distance, whether with his powerful mechanikal pistol Gypsy Kiss or the cannons of his warjacks. He lends his arcane power to extending the range of his battlegroup's arms, while each kill provides them with a burst of arcane speed.

Basic Info

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

Mercenary - This model will work for Cygnar, Crucible Guard or Protectorate.


  • Backstab - While completely within the back arc of an enemy model, this model gains an additional die on its attack and damage rolls against that model.
  • Battlegroup Controller - (1) This model is not a warcaster but has the following warcaster special rules: Battlegroup Commander, Focus Manipulation, Power Field, and Spellcaster. (2) This model must have at least one warjack in its battlegroup at the start of the game.
  • Dodge - This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
  • Field Marshal [Run & Gun] - Warbeasts/warjacks in this model's battlegroup gain Run & Gun. (Run & Gun - At the end of its activation, if a model with Run & Gun destroyed one or more enemy models with a ranged attacks during that activation, it can make a full advance.)
  • Run & Gun - At the end of its activation, if this model destroyed one or more enemy models with a ranged attacks during that activation, it can make a full advance.
  • Shadow of a Giant - This model gains an additional die on magic attack rolls against enemy models within 5” of a warjack in its battlegroup.


Soul Reaver
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 - 12
  • Magical dam symbol.jpg Damage Type: Magical
  • Reload [1] - This model can spend 1 focus point to make one additional ranged attack with this weapon during its Combat Action.
Knife (x2)
Sword icon.jpg  RNG   POW   P+S 
0.5 3 8



2 10 - - Turn Yes
Both the front arc and back arc of target model/unit is treated as its back arc.
Fire Group

2 SELF - - Turn No
While models in the spellcaster's battlegroup are in its control range, their ranged weapons gain +2 RNG. Fire Group lasts for one turn.

Theme Forces

  • Other Factions
    • Hearts of Darkness. Crosse1 is one of the few models that can't go in Hearts.
    • Furthermore, Mercenary models can be hired by other Factions. Normally those Factions' themes will have a limit on how many models they can hire. Refer to #Other Theme Forces, below.

Thoughts on Crosse1

Limited Edition Kickstarter sculpt (2014)

Crosse1 in a nutshell

Gastone Crosse is the mercenary journeyman warcaster - a ranged 'jack specialist with a magical 2-shot hand cannon combined with hit and run tactics.

His Discombobulate spell sets up many interesting plays.

Battlegroup thoughts

  • Fire Group and Run & Gun commend him to ranged jacks, the Swabber, Vanguard, Mule, Mariner and Rover being strong candidates.
  • However, Shadows of a Giant steers him towards melee jacks, which have a reason to be with 5" of enemy models. A Nomad, or Toro can be used for this purpose as a throwaway heavy that gets a few hits in before dying and leaving Crosse to go shoot things.
  • There's also a good case for a Talon or a Buccaneer as a really cheap warjack to enable Shadow of a Giant.
  • A Swashbuckler can be irritating to remove from a zone or flag under a defensive feat like Fiona's or Ashlynn's and you don't care much if you lose it eventually due to it being only 8 points.
  • Mule - Crosse is the best at running it, for what that's worth. With Fire Group and Run & Gun, it shoots respectably far and can move after it shoots if it kills something. Paired with Snipe for extra range, it becomes rather effective in messing up enemy plans from afar if you get Devastation. Damiano can cast Deadeye on Crosse's Mule, which dramatically improves the odds of a crit and can wreak all sorts of havoc.

Combos & Synergies


  • Ashlynn1's feat can provide a similar effect for but one turn. Veteran Leader is also huge for him.
  • Ashlynn2 - She lets her hang out in an Artifice to keep him safe. She can also feta him back, but he will have no focus on that turn.
  • Lukas - Telekinesis makes for easy Backstabs out side of Discombobulate, Disintegration also makes his gun more powerful and with Run & Gun he can move behind some Burning Ash Clouds after shooting. Just note that Lukas cannot reactivate Crosse's jacks after he dies, even if they were a Toro or Vanguard.
  • Haley2 - Similarly has TK, she also is very good at hitfixing and control.
  • Fiona - Curse of Veils makes his gun more devastating, especially if Backstab is online. Befuddle can be used to push an enemy model within 5" of his jack.
  • Damiano - +3 STR and ARM for Crosse's jack means even a Mule or Talon hits hard in melee. Dead-Eye and Death March on Crosse's Cutthroats is also obscene.
  • Magnus1 - Blur put him at DEF 17 and Magnus1 has native Backstab.
  • Magnus2 - He also has Backstab, so a Convection or Obliteration (especially if Arc-ed through a Renegade) will be quite devastating. Woe is any heavy or gargossal that finds itself of the receiving end of his Foe Cleaver X if Backstab is online.
  • Gorten - He can give Gastone a rock wall to hide behind and Solid Ground to prevent know down so he can always use Dodger.
  • Ossrum - FFE on one of Gastone's jacks can be pretty powerful if it is a Mule or Mariner. Unstoppable Force lets you line up targets for him to kill. Even though Crosse has Dodger already, Bullet Dodger lifts his DEF to 16, which keeps him very safe.
  • Durgen - Crosse can run a jack that benefits from his feat, like a Buccaneer, Rover, Mariner or Mule. Force Field can safe Gastone from a stray blast.


  • Gibbs or Boomhowler2 give him Reposition, which makes sure he can stay alive a bit longer.
  • Croe's Cutthroats - Backstabs all day! His new best friends "Crosse's" Cutthroats will tear anything with Discombobulate on it apart at range or in melee.
  • Kayazy Assassins - Their UA gives them Backstab for one turn, even if it's in melee only.
  • Hermit - Shadow of a Giant already grants Discombobulate a good chance to hit, but relies on Crosse's jack, who might die before it fulfils this function. Telemetry can help out here. Master of Ruin makes shooting heavies of the board even easier of course.
  • Eilish1 - Puppet Master to nail an important Discombobulate.

Drawbacks & Downsides

  • Like all non-warcasters controlling jacks, he's squishy and has a huge bullseye on his head.
  • He has to pay a "warjack tax". Crosse would be taken much more often if he didn't have to have a jack, as he's a strong solo on his own.
  • Despite having two knives, if he is stabbing things something has gone terribly wrong.
  • He has very poor RAT, which effectively requires him to boost or aim to reliably hit, even vs Khador jacks.

Tricks & Tips

With the speed granted by Fire Group he can work out on the flank, and threaten back arcs for Backstab. If only mercs had a cheap shooty jack that could also run and gun (the Buc of course can't).


Limited Edition Minicrate sculpt (2018)


  • In Mk2, Crosse1's gun was known as 'Gypsy Kiss.' It's even still referred to by that name in the fluff. However PP renamed it Soul Reaver in Mk3.
  • On release of his next incarnation, Crosse2, it was revealed that the gun is cursed and likes to eat souls.
  • Trying to understand and master the power of his cursed gun is what led Crosse to the teachings of Thamar, and why Crosse2 can be used as an Infernalist. Crosse1, however, does not count as a Thamarite (because he hasn't started down this path yet).
  • He has some backstory in the ebook anthology Rites of Passage, 2014.04, alongside the other Journeymen released in the Tactics game.
  • This model has 3 sculpts, 2 of which are limited editions.
    1. A limited edition for Kickstarter backers (2014)
    2. The 'default' sculpt available to anyone (2015-ish)
    3. A limited edition for MiniCrate (2018.08)

Other Theme Forces

Cygnar (Edit)

Protectorate of Menoth (Edit)

Crucible Guard (Edit)

What warjacks can he take?

With the way Mercenary battlegroups work, this model can't simply control any Mercenary warjack, and instead is limited to the following choices:

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
Note: Other restrictions may apply, such as 'Jack Marshals can't control Colossals, character warjacks aren't allowed in most theme forces, etc.

Other Mercenary models

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

Rules Clarifications

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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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 : Backstab      (Edit)

  • Backstab always applies on a free strike, because free strikes are always in the back arc. (Infernal Ruling)
  • Backstab applies to magic and ranged attacks, too.
  • For a caster with Backstab that uses an arc node to attack their target: Backstab doesn't care about the point of origin of the attack, and does not interact with Arc Nodes at all.
In other words, if your arc node is in the target's back arc & but the caster is not, then Backstab doesn't apply. And vice versa, if your arc node is in the front arc & you're in the back arc, then Backstab will apply.
  • Models with Circular Vision aren't immune to Backstab. They still have a back arc, and backstabbers can stand in it.
  • As of November 2021, Steamroller objectives no longer have facings, and cannot be backstabbed.
RC symbol.png

Rules Clarification : Battlegroup Controller      (Edit)

  • This model has a completely separate battlegroup to your main warcaster.
    • Your main warcaster cannot allocate focus to warjacks under this model's control (and vice versa).
    • Any spells/effects that apply to your main warcaster's battlegroup (such as Energizer) do not apply to warjacks under this model's control (and vice versa).
  • This model is not a warcaster
  • Warjacks this solo controls can still benefit from Power Up exactly as if it were a warcaster. (Closed thread)
  • When this model dies, any warjacks they are controlling go inert exactly as if it was a warcaster. (Infernal Ruling)
    • See this article for the Inert warjack rules and how to re-activate them.

Inert warjacks

  • 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.
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Rules Clarification : Dodge      (Edit)

  • Dodge triggers after any missed attack - melee, ranged, or magic.
  • An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
  • If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
  • If an enemy can attack you when you advance and then stop moving (such as Countercharge or Defensive Strike) and they miss you, then you can trigger Dodge (because you're no longer advancing).
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, you can choose whether to dodge or riposte first. Appendix A Step 13 applies here, because the controller of the model being attacked is not the active player.

Template:RC Field Marshall

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Rules Clarification : Sprint  and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
  • Run & Gun won't trigger if you RFP the model, but Sprint will.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.

Rules Clarification : Shadow of a Giant - None yet. (Edit)

Template:RC Discomboulate

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Rules Clarification : Fire Group      (Edit)

  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.