|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 2022.11. 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.
The Legion of Lost Souls is an ancient company of Morrowan mercenaries who long ago stood against a terrible darkness that threatened the whole of Cygnar. Though the company was slain to a man, tales of their valor have lived on.
|Legion of Lost Souls
||6 or 10
||11 or 18
|1.8 pts each
Mercenary - This unit will work for Crucible Guard, Cygnar, or Khador.
- Partisan [ Cygnar ] - When included in a Cygnar army, this model/unit is a Cygnar model/unit instead of a Mercenary model/unit.
- Combined Melee Attack
- Blood-Bound - When this model destroys a living enemy model with an attack during its activation, after the attack is resolved you can return to play one destroyed model in this unit. Place the returned model completely within 3˝ of this model. The returned model cannot activate the turn it returns to play. The destroyed enemy model is removed from play and does not provide a soul or corpse token.
- Shield Wall (Order) - Until the start of their next activation, each affected model gains +4 ARM while B2B with another affected model in its unit. When receiving this order a model can forfeit its Combat Action to gain +3” movement as part of its Normal Movement this turn. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.
- Soul Vessel - This model generates soul tokens as if it were a living model.
- Other Factions
- Khador players can also use this model in the Flame in the Darkness theme. They gain Vengeance in this theme.
- Furthermore, Mercenary/Minion 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 Legion of Lost Souls
Line of Sight article : The Coolest Skeletons on the Block
Most of the info below is copied from an LOS article written by Jaden Iwassa in 2020.02, although since then other editors have added more here.
Legion of Lost Souls in a nutshell
Legion of Lost Souls are one of the most interesting units to be released in the last year or so, with a host of unusual rules crammed into a very expensive (18 points!) package. They require support to operate at peak efficiency, and if you’re not careful with positioning you’ll lose the whole unit and get nothing out of it, but they are more than capable to be a powerhosue centre unit.
Speed 6 is fantastic, and MAT 7 and RAT 5 are perfectly acceptable and very good when buffed up with the Veteran Leader from the Morrowan Archon to MAT 8 and RAT 6. Their Defensive stats are lackluster with DEF 12 ARM 14 being about as victim as it gets, but with Shield Wall taking them to ARM 18 and most casters in the theme having some sort of ARM buff, these guys are a lot more survivable than they look on paper.
With a range 8 POW 12 they can force interesting engagement spots with Shield Wall and shooting against other models that might charge slightly further. Melee weapons that are range 2 is also just incredible, as they are the only small based models in the theme force with that particular claim to fame.
Finally, CMA can make them insanely accurate if needed, soul vessel can let your Alexia 2 collect their spirits should you choose to bring her (spoilers: you shouldn’t with these guys), and bloodbound is an incredible ability that, for these guys, requires a whole section to itself.
Combos & Synergies
- Stryker2 - Deceleration makes them ARM 20 against shooting, he also has Positive Charge which is significantly better with 2 inch melee models than it is with 1 inch melee models. Extra hits from Vengeance and his feat also make them quite stellar, even if they don't trigger Blood-Bound
- Stryker1 really likes them with Arcane Shield and Snipe both supporting interesting parts of their game plans.
- Stryker3 really wants to play Alexia 2, so not really recommended.
- Jakes2 has Positive Charge as well, although you often will not want to use the electro leap portion of her feat with these models.
- Maddox has Dauntless Resolve which is incredible value on this unit and also has a great feat for tuning their offensive output up.
- Fiona likes channeling through models that can come back, and her feat makes them very hard to kill. She also has an ARM debuff which they appreciate, and Occultation can keep them safe from potshots.
- Ashlynn1 sure doesn’t mind putting Quicken on this unit, but that’s about all she has. Her feat might keep them alive but it’s less useful than Fiona’s.
- Crosse2 has Dauntless Resolve as well, and his feat can let them shield wall and run and gun into weird places.
- Zerkova1 and Zerkova2 like their sheer attrition value, but don’t provide anything unique for this unit.
- Since they have Partisan: Cygnar you can throw spells like Fury on them, if you are running someone with access like Colonel Markus 'Siege' Brisbane, putting them at P+S of 15, or a healthy 17 with Alexia3. Essentially you can make your defensive shieldwall infantry a serious threat to most targets.
- Gabriel Throne can use Stir the Blood to bring these guys up to PS 14. He can also give them tough or Pathfinder as needed. They get more attacks than any other unit with their 2 inch melee, and Stir the Blood usually goes on them when available. ALSO - models returned with bloodbound that haven’t made an attack yet this turn are still affected by Stir the Blood, so you can bring back some truly hard hitting attacks in weird places.
- Alexia3 is very strong with these guys, and can bring another +2 damage buff. They also trigger flank for her if she really needs to kill something.
- Battle Priests are great, and Battle Priests that never go away for real are even better.
- Ragman’s Death Field is easiest to apply on these 2 inch melee models than it is on any other unit in the Flames in the Darkness force.
- Morrowan Archons are Shield Guards, can apply blind to things potentially, and also make Legion of Lost souls base MAT 8 RAT 6.
- The Hermit can hide out in the middle of a bunch of Legion and move up to put ARM debuffs on things, just keep in mind his aura affects friendly models as well.
- If you add up all the buffs available in flames in the darkness you can put on them, Legion of Lost Souls are base P+S 12, +2 Stir the Blood, +2 Alexia 3, +2 Ragman, +2 Hermit, +2 Positive Charge/other caster buff = PS 22 at MAT 8 or 10.
Drawbacks & Downsides
- They are not living, meaning they won't receive the ARM buff from Constance's feat. They can still give her souls though.
- They are expensive under the assumption that blood bound will produce "free" models. If you don't have targets for it the Legion may under perform in attrition.
- They strongly dislike being removed from play.
Tricks & Tips
Bloodbound does a few interesting things. Least important (but still important) it denies souls and corpses. Second is the RFP provided since, other than these guys, Flames in the Darkness has limited access to RFP. Finally, the return to play can be crazy strong when stacked with some other abilities:
- It specifies "model" not "Grunt" so you can bring back unit attachments. Add 3 Morrowan Battle Priests and suddenly you have an inexhaustible supply of Shield Guards which is incredibly strong in some matchups.
- Note that models returned after the unit has started its activation do not benefit from orders issued to the unit. So they can't benefit from Shield Wall; in fact they can't even give Shield Wall to a non-returned model (because both models need to be affected by the order to trigger it).
- See the Rules Clarifications section below for links to the various Infernal Rulings.
Other Theme Forces
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 : Combined Melee Attack (Edit)
- Each CMA only counts as a single attack, no matter how many participants are involved. This means, for example, that if Satyxis Raiders damage a warjack and trigger their Feedback ability, the enemy warcaster will only take 1 damage total, not 1 for every Raider.
- Any bonuses (such as back strike) or penalties (such as intervening terrain) are determined according to the model leading the CMA (the attack leader).
- If the participants have buffs/debuffs but the attack leader doesn't ... then the CMA doesn't because only the attack leader matters. Simple as that.
- A single unit can perform multiple CMAs, utilising different groupings of models. eg a unit with 10 models could make one 10-man CMA, or two 5-man CMAs, or five 2-man CMAs, or etc.
- CMA for units that have more than one melee weapon (the short version)
- Once you have more than one melee weapon, charging becomes a bit complicated. There are two important rules:
- A model which charges must use its first attack to make a charge attack. It can't "skip ahead" to contributing its second non-charge attack before it's resolved its first attack.
- For a CMA to gain the charging bonus, then all contributors must be contributing a charge attack.
- These two rules have a few, slightly confusing implications. Click the expand box below for a full breakdown.
| CMA for units with more than one weapon (the long version) (Edit)
| The following example is about Satyxis Raiders, but is equally applicable to other units with two CMA:
- Each Raider gets two attacks. Both, one, or neither can be a CMA as you choose.
- If you are doing two CMA in a row, then you should note that the second CMA doesn’t have to use the same “primary attacker” or the same “participants” as the first CMA.
- For instance, you could have the first CMA with raider A being the "primary attacker" and raider B being the "participant",
- then for the second CMA have raider B the "primary attacker" and raider A the "participant".
- Or leave A alone for a moment and use B plus C. Whatever takes your fancy.
- Primary attackers and participants don't have to use the same weapon. So, continuing with the above example, you could have primary A use lash and participant B use horns, then primary B use lash and participant A use horns. Effectively granting you two lash attacks with CMA bonuses!
- Combined Melee Attack and charging
- Remember the 2 rules above?
- Rule 1 means you cannot contribute your second, non-charge attack before you have resolved/contributed your first attack.
- Rule 1 means you cannot "skip ahead" to resolving your second, non-charge attack before you have resolved/contributed your first attack.
- but wait, there's more!
- However, thanks to the "Units with Combined Melee Attack ignore the rule that one trooper's combat action cannot begin until the previous model's combat action ends" rule, you can "pause" your second attack if you want to do a CMA with it later. For example:
- Model A performs its charge attack.
- Model B performs its charge attack. (Interrupting A)
- Model C performs its charge attack. (Interrupting B)
- CMA using A, B & C's remaining attack.
Rules Clarification : Undead - None yet. (Edit)
Rules Clarification : Blood-Bound (Edit)
- Blood-Bound works on both ranged and melee attacks.
- The RFP always triggers vs living models, even if the unit is already at full strength. Only the "can return one model" part is optional. (Infernal Ruling)
- If your opponent takes control of your Blood-Bound model, they cannot use it to return models to your unit nor an enemy unit. While under the opponent's control, it is an independent model and so there is no "unit" to return models to.
- Unit Attachments (such as the Cephalyx Dominator or Morrowan Battle Priest) can be brought back via Blood Bound, even though the rule isn't on their card.
- Out-of-activation Blood-Bound
- If a model is brought back with a Vengeance attack, the newly spawned model also gets a Vengeance attack. (Infernal Ruling)
- It won't get a Vengeance move, because the unit needs to complete Vengeance moves before anyone has a Vengeance attack.
- If an ability or feat is worded to give a "model/unit" an out-of-activation attack (such as Stryker2's feat) then models spawned by those ability/feat attacks will also get to attack via the ability/feat. (Infernal Ruling)
- Similar to Vengeance, spawned models won't get the free move part of Stryker2's feat.
- Return to Play - Own Unit (Edit)
- If you have a model that can return models to its own unit during its own activation (such as Bane Warriors or Blood-Bound) then:
- Models returned "at any time" (Bane Warriors) do not benefit from any orders issued to the unit. Orders need to be issued first, before using an "Any Time" ability. Orders cannot affect models not on the table.
- Models returned elsewhen during the activation (Blood-Bound) do not benefit from any orders issued to the unit for the same logic. (Infernal Ruling)
- If anyone in the unit has attacked, then the returned models can't use their Normal Movement. If no one has attacked, then they can. (Locked thread)
Rules Clarification : Shield Wall (Edit)
- You don't need to have the entire unit in B2B to get the bonus. Even just two models in B2B will give it to each other. Which way they're facing doesn't matter, either.
- You can still get Shield Wall while knocked down.
- Shield Wall works against all damage except damage originating in your back arc.
- If a damage roll doesn't have an origin point (such as Scather, Old Witch1's feat, continuous fire, etc) then by definition it can't originate in your back arc, and you'll get your bonus vs it.
- It won't work vs stuff that "leaps" off models in your back arc, such as Electro Leap. (Locked thread)
- If you start the game in Shield Wall, it will expire when you activate the unit. It doesn't let you run and be in Shield Wall on turn 1.
- Since models move in straight lines, it impossible to keep two models B2B while advancing. Thus you cannot benefit from Shield Wall while moving through acid clouds etc.
- Unless you have something that lets you move through models, like Tactician.
- Orders affect unit attachments, even if that attachment doesn't have the order on their card (such as a Soulless Escort benefiting from the Shield Wall order). (Infernal Ruling)
- You get your Shield Wall bonus vs continuous fire in the Maintenance Phase. Shield Wall doesn't expire until the unit activates. (Locked thread)
Rules Clarification : Soul Vessel (Edit)
- The only thing the Soul Vessel rules does is, the model produces a soul when it is destroyed as if it were a living model.
- For similar logic, things that prevent living models from generating souls (such as Annihilator) also prevent Soul Vessels from generating souls. (Infernal Ruling)
- A Soul Vessel is not a living model for the purposes of anything except soul generation & collection. Special rules that interact with living models but which aren't soul-related (such as Bloodthirst or Poison) don't do anything vs Soul Vessels.
- For example: An attack that RFPs living models (such as Snacking) would normally prevent that living model from generating a soul token; but Snacking doesn't work vs non-living. So a Soul Vessel doesn't get Snacked and will produce a soul token.
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.")